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Showing posts with label Science Fiction. Show all posts
Showing posts with label Science Fiction. Show all posts

Monday, 3 November 2025

Miskatonic Monday #393: From the Library of the Playhouse

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

—oOo—

It is true to say that titles such as De Vermis Mysteriis, Unaussprechlichen Kulten, and of course, The Necronomicon lurk in the darkest corners of our collective gaming consciousness—and even beyond that, promising knowledge and power of the most profound and revelatory nature. Each exposes truths as to the nature of the cosmos and humanity’s place within that cosmos and the power to manipulate the cosmos, as well as the secrets of those who seek such power, who despite the revelations of humanity’s insignificance in cosmos still want to lord it over them, and who want to manipulate the universe in ways that no sane man would. Yet they also offer salvation if the reader is prepared to pay the price to his equilibrium and overcome the difficulty of finding and gaining access to works of such a dreadful and blasphemous nature that they have in the past, been banned, burned, locked away, or simply hidden. Let alone the fact that such a book might require the reader to know Latin, Ancient Greek, Arabic, or an obscure or lost language in order to read it. For as much as they offer truths that can set a man on the road to arcane and awful power, they may offer another man the means to thwart those who would tread such a path. Drawn from the imaginations of authors including H.P. Lovecraft, Robert E. Howard, and Ramsy Campbell, they have appeared in fiction numerous times and in gaming likely as many times, if not more. The influence of Call of Cthulhu in spreading the names of such Mythos tomes cannot be underestimated and perhaps the best sourcebook for describing what they are, what their significance is, and what they contain, remains The Keeper’s Companion vol. 1.

From the Library of the Playhouse: a catalogue of Mythos tomes presents another sixty-five new titles that lie in wait, ready to illuminate, inform, and inculcate the overly curious and the immoderately ambitious. Most entries in the supplement are a page long each and most are illustrated, often to chilling effect such as the Prophecies of Cizin, written in Myan glyphs incised on human skin whilst the owner was still alive and later flensed, the illustration showing that skin hanging up.
Every tome is given a title and details of the language it was written in, who wrote it, and when. This is followed by a detailed description and the roleplaying game stats. They include the ‘Sanity Loss’ incurred for reading the book and the possible amount of ‘Cthulhu Mythos’ skill gained in the process, both the amount gained from an initial reading and later prolonged study. The ‘Cthulhu Mythos Rating’ represents the percentage chance of a reader finding a specific reference in a Mythos tome, whilst ‘Study’ is the actual needed to read the tome from start to finish. ‘Suggested Spells’ gives the spells that might be found in a Mythos tome, for which the Keeper will need access to the Call of Cthulhu Keeper’s Rulebook. In addition, The Grand Grimoire of Cthulhu Mythos Magic will also be useful. Some entries have their own spells, new to Call of Cthulhu, Seventh Edition. Lastly, each entry is categorised according to its ‘Rarity’ from ‘Common’—available in most book shops or libraries, to ‘Unique’—there only being one known copy.

The supplement is organised by era. These are Prehistoric (before 3000 BCE), Ancient (3000 BCE–499 CE), Medieval (500–1499), Early Modern (1500–1799), Late Modern (1800–1945), and Contemporary (1946 to present). The collection opens with Echoes of Eternity, the billions of years old pattern within the radiation left over from the Big Bang that might truly be understood only by reading the notes made by the Mi-Go and if thoroughly read might end in the instant death of the reader and ends with the Unknown Data Crystal found in the Polaris system in the twenty-third century that if meditated upon, will give answers to astronomical or navigational questions. In between, The Writing on the Wall can be found on great blocks of marble in the Australian desert, written in languages from far away, but encoded within is a hidden message that if read, will swap the reader’s mind of the Yithian scientist who wrote and allow him to escape his species’ doom; the Incolae Profundorum, a book found in the wake of the Venice floods of 1966 and which to this day remains damp and smelling of mould and salt and which describes the great benefits of aquatic civilisations; and the Isi Aldranna, the Norse runes carved into the hull of a Viking longship found quite well preserved found in an ice cave that tell the story of its great voyages, the inference being that they took the crew far beyond given that one of the spells it imparts is Brew Space Mead! There are versions of Marlowe’s Doctor Faustus and Edmund Spenser’s Excursions into Faerie, and even The Book of Uncommon Prayer, whilst Le Culinaire Macabre is a book of macabre recipes written by the notorious ‘Cannibal Chef of Lyon’ that if cooked and eaten provide surprising benefits. Zimmer’s Marchen is a coda to Grimm’s Fairy tales, providing very much darker interpretations of the German folktales; Quaint and Curious Tales of Bodmin Moor collects Cornish tales of witches and the Devil and causes the reader to dream after reading a story of being visited by a witch, different each time, who offers the dreamer a new spell; and Brearley's Railway Time Tables and Assistant to Railway Travelling for September 1892 is so comprehensive a collection of railway timetables and local travel details that includes routes and stations that do not yet exist and includes the spell Ghost Train! Jahrila Phool—or Flowers of Death—is a cheap pulp novel in Hindi that imposes its plot upon the reader’s life; Hawker Brothers Ltd.’s Super Fun Party Time Activity Book is a children’s puzzle book with bizarre geometric join-the-dots puzzles (example included) and Oперация Mышеловка—or Operation Mousetrap—is set of microfilm canisters containing kompromat material on a large number of foreign dignitaries, celebrities, and world leaders performing unspeakable rites from just up until Glasnost and subsequently lost in the fall of the Soviet Union. Perhaps the weirdest is Nettleton’s Gourmet Alphabet Soup, a cheap, but popular brand of alphabet pasta shapes in tomato sauce that when heated forms messages of either forbidden knowledge or tips for cooking the perfect soup! The most delightful entry is An Ultharian Treasury: Prose and Poesy of Catkind, a collection of songs, stories, and poems from the literary and folk traditions of the Cats of Ulthar from The Dreamlands, all telling of their triumphs over the vile entities of the Mythos and meant to impart lessons of morality or practicality to young kittens. Of course, such tales are best appreciated when performed orally and in the language of Cat!

Threaded through the supplement, effectively serving as chapter or era breaks, is Ex Libris. This is a classic cautionary story of the dangers of taking too much of an interest in strange books. The conceit is that it takes place at the same theatre where the Miskatonic Playhouse—actually a podcast that performs content from the Miskatonic Repository—performs its plays. In addition, the first of two appendices summarises all of the Mythos tomes in the book, whilst the second provides a set of tables to ‘Build Your Own Tome’.

The second appendix does highlight the issue with From the Library of the Playhouse. One of the tables allows a Keeper to roll for the affiliation of the Mythos tome. However, there is no such affiliation listed for actual entries in the supplement, which would have made them easier to use. Physically, From the Library of the Playhouse is well presented and laid out, though it does need an edit in places.

From the Library of the Playhouse: a catalogue of Mythos tomes is an engaging showcase of invention and creativity. Its entries are as much additions to the Mythos as new iterations of it and its influence, but above all, it is a collection of potential hooks that might spur further creativity on the Miskatonic Repository. There in lies a challenge. How many of its entries will form the basis of new scenarios?

Sunday, 2 November 2025

Miskatonic Monday #390: The Forbidden Beat

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

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

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

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

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

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

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

Miskatonic Monday #387: Shadow & Illusion

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

—oOo—
Publisher: Chaosium, Inc.
Author: John Almack

Setting: Jazz Age Chicago
Product: One-shot
What You Get: Twenty-four page, 2.70 MB Full Colour PDF

Elevator Pitch: Some dummies are no fools
Plot Hook: What’s the trick when a magician dies performing a magic trick?
Plot Support: Staging advice, four pre-generated Investigators, seventeen NPCs, two handouts, one map, and one ‘Mythos’ monster.
Production Values: Serviceable

Pros
# Magic murder mystery?
# Easy to adjust to other settings or time periods
# Magic and the Mob don’t mix
# Detailed staging for some scenes
# Option for running as a more mundane scenario
# Chance for some Investigators to shine on stage
# Rhabdophobia
# Automatonophobia
# Stagefright

Cons
# No Mythos
# No real introduction for the Investigators
# A lot of NPCs to keep track of
# Underwritten Investigators
# Needed more creepy venting

Conclusion
# The perils of performing in a tale of murder and magic
# Tonight’s performance is not going to go off like clockwork, it going to go like hackwork!

Monday, 20 October 2025

Miskatonic Monday #377: Moonglow

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

—oOo—

Name: Moonglow
Publisher: Chaosium, Inc.
Author: John Almack

Setting: Shackleton Base, Lunar South Pole, Late Twenty-first Century
Product: One-shot
What You Get: Twenty-one page, 3.31 MB Full Colour PDF

Elevator Pitch: Madness on the Moon in mining nightmare
Plot Hook: Stop the madness and get back to work!
Plot Support: Staging advice, four pre-generated Investigators, One NPC, three handouts, two maps, and two Mythos monsters.
Production Values: Plain

Pros
# Science Fiction horror one-shot
# Nicely detailed set-up
# Lots of knowing Science Fiction references
# Very player-driven until the thing comes hunting for them
# Potential convention scenario
Chromophobia
Cleithrophobia
Aquaphobia

Cons
# Lots of knowing Science Fiction references
# One Investigator needs a better briefing

Conclusion
# Are the Investigators trapped with it or is it trapped the Investigators?
# Survival space horror with a good set-up
# Reviews from R’lyeh Recommends

Saturday, 18 October 2025

Solitaire: Single Player Mode

The nature of solo play has changed. For years, solo play involved either a ‘Choose Your Own Adventure’ style book of programmed encounters such as The Warlock of Firetop Mountain or a computer game. Then COVID-19 occurred and everyone went into Lockdown. How were we to roleplay, a hobby that by its very nature involved others? The response has been twofold. Both offer the means to roleplay solo. One is the ‘Journalling’ game, such as The Wretched, which provides a set of rules and prompts that the player can use and respond to in order to tell a particular story and then record that story in a journal or diary. The other is a set of solo rules designed to work with an existing roleplaying game, but instead of telling a particular story, offer a wider range of story possibilities within the framework of the roleplaying game’s genre or setting. In addition to roleplaying his character, the player takes on the duties of being the Game Master, not just roleplaying the NPCs and their motivations, but also adjudicating the rules. This is what Single Player Mode is designed to do.

Single Player Mode is a supplement for Cyberpunk RED, the fourth edition of R. Talsorian Games, Inc.’s venerable Cyberpunk roleplaying game. It is designed by the creator and host of Hollowponds Solo Sagas, which includes soloplay throughs of Cyberpunk RED. It first makes the point that Single Player Mode is all about playing ‘solo’, not playing a ‘Solo’, as in the role within Cyberpunk RED, hence the difference in title to supplements for other roleplaying games which address and provide for the same issue. It also gives answers to the question why play a roleplaying game in this mode, and specifically, why play Cyberpunk RED in this mode? The answers are obvious in that the player may not have a group to game with or a group that is interested in the genre, and that compared to computer games, even one like Cyberpunk 2077, the player is constrained by the environment and the storylines that the designers have created. Effectively, the constraints found—or potentially found—in other ways of play, are simply not present in Single Player Mode.

There is advice on how to set up a campaign, whether the player is controlling one character or a crew, and suggestions as to what other supplements for Cyberpunk RED that the player can use in conjunction with Single Player Mode. That said, the player really only needs a copy of Cyberpunk RED to play. Just like playing Cyberpunk RED, the act of playing Single Player Mode is like having a conversation. In a game sat around the table or online, that conversation will be between the player and the Game Master, the player asking questions about what his character can perceive about the world around him and the Game Master supplying the answers, and so on and so on. In Single Player Mode, this conversation has to shift and some of the responsibility has to fall on the player because there is no Game Master. Some questions, such as, “Can Julee snatch the pass from the security guard?” or “Does the ganger spot where Mouse is hiding?”, require a simple Check against a Difficulty Value as in standard play of Cyberpunk RED. However, some questions cannot be answered with a simple ‘yes’ or ‘no’, and that is where the Oracle comes into play.

The Oracle is the primary tool for running Single Player Mode, and similar versions are used in other roleplaying games. This is designed to give interesting answers to Closed Questions. For example, “Is ‘Fangs’ Prifti loyal to the Syndicate?” or “Are the Ninth Block Dragons on the hunt tonight to hit their rivals, 7/11 Slicers, tonight?” The Oracle can give a simple ‘Yes’ or ‘No’ answer to a Closed Question, but the other three answers it can give—either, ‘No with Complication’, ‘Complicated’, and ‘Yes with Complication’—are a lot more interesting and lend themselves to a nuanced answer. In all cases, the player now has to step into the role of the Game Master and actually flesh out the answer. However, Single Player Mode goes beyond just using the Oracle for answering Closed Questions and prompting the player to develop an interesting answer. In combination with the supplement’s many, many tables of lists and prompts, it can also be used to answer Open Questions. The most basic of these are the Verb, Noun, and Adjective lists, for example, ‘Breach’, ‘Cop’, and ‘Redundant’, but after that, the tables provide content after content after content. Sights, sounds, and smells, locations both generic and specific to Night City, factions such as companies and corporations, crime organisations, law enforcement or security, gangs, and more, peoples and NPCs and the means to define them, things including fashion and fashionware, firearms, kibble flavours, things to be found on a variety of corpse types—Cyberpunk RED style, media, missions and plots, story beats, and random encounters and threat ratings.

All of these tables—and they do take up over half of Single Player Mode—and their content is designed to serve as prompts from which the player is expected to develop interesting and playable content that both himself and his characters can engage with. With those in hand, Single Player Mode explores how they can be used in the context of the three main challenges that an Edgerunner will face in Cyberpunk RED, all beginning with setting a goal and following through. These are investigative, social, and combat challenges. Investigative and social challenges are built around the number of Skill Checks required to completely investigate a scene or situation or successfully interact with an NPC. Failed Skill Checks do not necessarily impede either, but rather add a complication that delays or impedes the process, or simply forces the Edgerunner to look for another angle. Of course, the main difference between the two is that the player will need to roleplay the NPCs and imagine what they want, and also that Social Skill Checks are opposed.

The fundamental question that Single Player Mode does ask is if a combat is necessary. If it is, there is an option given for quick and dirty combat if the player does not want to break out the full rules. Again, there are options given for failure, though here to avoid a ‘Total party Kill’ or TPK, rather than to avoid not finding a clue or interacting with an NPC to a desired outcome. There are quick and dirty Netrunning rules too, which are not intended to be used where Netrunning is a strong part of the narrative. To further add an element of the unknown and the random, Single Player Mode suggests using ‘Play Clocks’ which use dice pools rather than the traditional segmented clock diagram. The player creates triggers for a scene and when these occur, rolls the dice pool. Dice with results of one are removed from the pool, shrinking the dice pool for the next trigger and then when the last die rolls a one, that is when the big thing happens, or the event occurs. Lastly, there is advice on using the Beat Chart system from Cyberpunk RED, primarily that the player should use it to serve the story rather than himself or the Edgerunners, which all builds to using Single Player Mode to run a whole campaign. The advice is brief here, suggesting that the player build on the plot of the previous scenario and the questions it raised to continue the story and playing.

All of this is supported by a thorough and extended example of play. This follows the same player and his crew of Edgerunners through a complete storyline, each example both showing how the rules and guidelines for Single Player Mode work to develop a story and continuing the story. This is an effective counterpart, simply showing whilst the rules themselves are telling how to play.

Lastly, Single Player Mode has one more card or two in its skin pouch. One is that it is not just useful for solo play by a single player. Two or more players could use Single Player Mode as the means to play Cyberpunk RED without a Game Master. This requires co-operation, but has the potential for lots more ideas to be generated from the prompts in Single Player Mode because there are more players involved. The other card is that Single Player Mode can be used by the Game Master to generate ideas for encounters, hooks, and plots, whether that is part of her preparation or in the middle of play. In other words, the prompts are there to facilitate play whether there is Game Master running the game or not and it is up to the player playing solo or the Game Master to interpret them in pursuit of a story that can be enjoyed by all.

Physically, Single Player Mode is cleanly, tidily laid out. The artwork is decent too and everything is easy to read.

Despite its title, Single Player Mode can be played or used in more than the one mode. For the Game Master it is a fantastic set of prompts that she can have at her fingertips as needed. For the player, it is good guide to playing roleplaying games solo and a better guide to playing Cyberpunk RED solo. Backed up by really helpful examples that show the player how to do it, Single Player Mode is an impressive guide to solo play that will prompt the player to not just think about roleplaying a good Edgerunner, but in asking him to take on some of the duties of the Game Master, also challenge him to think about telling a good story too.

Friday, 17 October 2025

The Other OSR: Vast Grimm – Space Raiders

It has been over six hundred years since the First Prophecy of Fatuma came to pass. The SIX, the Disciples of Fatuma, who following the prophecies put down in the Book of Fatuma, made a pilgrimage to the Primordial Mausoleum of THEY and deployed the Power of Tributes to decrypt the Mystical Lock sealing the Mausoleum. It was then that the They drew in the stale air of the Mausoleum, becoming one with the THEY and breathing out the parasites. The Six scattered, bringing the word and the infection of THEY to every corner of the ’verse. Then the Gnawing began. The parasites of THEY gnawed their way out of the infected. They spread. They gnawed their way out of planets. They spread. The infected split open. The planets split apart. Now mankind clings to life, looking out for any signs of THEY or hiding it inside them in the hope that it never erupts and spreads… The Earth is gone. Shattered into large pieces. There are places and planets where the remnants of Mankind survive, squabbling over resources and power, fearing the parasitical infectious word of THEY, but not without hope. There are whispers of a means to escape the end of this universe by entering another, one entirely free of THEY. It is called the Gate of Infinite Stars. Yet time is running out. The First Prophecy of Fatuma came to pass and so has every other Prophecy of Fatuma since. Except the last Seven Torments. Will the last Seven Torments come to pass and allow the Würms and the Grimm to consume the ’verse and with it, the last of Mankind? Or will the lucky few find their way to the Gate of Infinite Stars and at last be free of the Würms and the Grimm in a better, brighter future? That is, of course, if everyone fleeing through the Gate of Infinite Stars is free of the gnawing…

This is the set-up for Vast Grimm. Published by Infinite Black, it is a pre-apocalypse Science Fiction roleplaying game compatible in tone and structure with Mörk Borg, the Swedish pre-apocalypse Old School Renaissance style roleplaying game designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing. In the near unspeakable horrors of the future that is Vast Grimm, the survivors do what they can to survive, banding together as Legions that can work together to explore what remains of the galaxy, scavenge what they can, deal with emerging threats to survivors, and all as long as they can until they and the survivors can flee this universe. Not all choose to join a Legion. Instead, they band together to raid other survivors, to plunder and pillage what remains of civilisation, to salvage what they can, and survive in whatever way they can—and that way is not always humane or even necessarily human. They are not Legion. They are Space Raiders!

Vast Grimm: Space Raiders introduces a new way to play Vast Grimm—Factions! To go with the Factions, it adds new Classes and then it adds a galactic hexcrawl, as well as presenting a history of Space Raiders. The Space Raiders of old mostly picked through the wreckage of failed colonies and stations, with only a few groups being more sinister and vicious. That changed with the Prophecies of Fatuma coming to pass and the infection of THEY beginning to spread. The nastier, more rapacious groups have grabbed their own territories and only in recent times have their ships been seen beyond their borders. It cannot be too long before they are fighting. There is a map in Vast Grimm: Space Raiders onto which the Game Master place the factions. The new Classes are the Brutal Savage, the Merciless Mercenary, the Plunderluster, and the Salty Dog, whilst the Factions are the Claws of Doom, Cybersharks, Killer Clowns, Greyskrulls, Jolly Dodgers, Reapers, and Revenants.

The Brutal Savage is almost soulless, but very ferocious scoundrel. Strong and tough, he may have been a survivor who would have starved had he not eaten the flesh of his dead comrades or was thrown into an airlock by her mother before she and the colony he grew up on became one of The Grimm. ‘Skillz’ might be having ‘Gangrenous Goo’ for an arm that feeds on his arm, but can also rots away at anything that it touches, or he might have a stare so worthy of the Abyss that it saps morale. What morals the Merciless Mercenary had have long since been replaced by greed, having either been maltreated by Shit King Saule once too often and grown tired of being his muscle or dreams nightly of a display tank of decapitated heads that with enough credstiks will be his. Strong and menacing, his ‘Skillz’ might be good with building bombs or as a natural troublemaker, whether it is his attitude or the smirk on his cut up face, he attracts attention at the start of every fight, giving his allies an advantage. The Plunderluster does everything with a swagger. Graceful and charismatic, he either grew up in a troupe of traveling performers, stealing as they performed, or is actually a service bot, reprogrammed to talk like a pirate! His ‘Skillz’ might be that everything he does is done with flair, increasing his Critical roll range, or that his Grimm Compass has been hacked to spin wildly when The Grimm are near! The Salty Dog grew up a raider, perhaps after having been found by raiders abandoned in an escape pod and not eaten or even thirteen years ago, was teleported from an ancient festival where he was dressed and acting like a pirate into this hell of a future and has yet to work out if he is actually hallucinating. His ‘Skillz’ include being able to talk to ships and thus has a bonus to repair or modify them or is a skilled pillager and has a bonus on scavenging.

These are just some of the options for each Class, but all four play around with a combination of the classic pirate figure and the space pirate or raider a la the film Serenity. So, some are of a more brutal and nastier nature than others, the Brutal Savage and the Merciless Mercenary versus the Plunderluster and the Salty Dog. Vast Grimm is a bleak, often savage setting, and all four Classes fit its ‘Grim Dark’ post-apocalyptic future. Of course, it is up to the Game Master to decide whether they fit the game she is currently running, but all are going to require mature players.

All seven Factions are given a quick description, some Netwürk Chatter about them that can be speculative, partially proven, or cross-reference, and some further details that can include sample NPCs and crew descriptions as well as equipment. The Claws of Doom is an all-MAnchiNE raider Faction whose members replace a single arm with a strong claw and are led by DOOM-1, whose has replaced his other with a pincer, the crevices of his cyberware filled with dried blood. The Cybersharks crew ships which attack other ships with tentacles and replace their jaws with metal mandibles. The Killer Clowns want to make the ’Verse more colourful and wear clown masks and carry brightly coloured balloon animals filled with toxins on balloon belts, lead-filled rubber chickens, or squirting flowers that shoot acid! They even know the Collapsible Clown Car Tribute that miniaturises a starship and kills everyone aboard. This is intentionally, absurdly silly and are even available as a Space Raider subclass which replaces the ‘Skillz’ of another Class.

The Greyskrulls are former reapers, sympathetic to The Grimm, but with only a couple of known Crew detailed, are under described and developed, as are the Jolly Dodgers, a faction of smugglers lead by a captain known as Princess pain for her capacity to withstand torture at the hands of Shit King Saule. In comparison to the other Factions, there is not a lot of flavour to them and the Game Master will need to develop the Netwürk Chatter a little harder to attract the attention of his Legionnaires. The Reapers are the oldest Space Raider Faction and are infected by The Grimm, whilst the Revenants are led by Captain Sully Bloodbeard, who was vented by his crew over three centuries ago and returned as a Void Revenant, occupying one body after another, his remains hidden deep within the Graveyard where the best wreckage can be found!

The Revenants are the target in the hexcrawl adventure included in Vast Grimm: Space Raiders. The Player Characters’ Legion is hired (or bullied) by a Space Raider Faction to search the Graveyard for the remains of Captain Sully Bloodbeard or Shit King Saule levies a bounty on Captain Sully Bloodbeard’s ship, the Revenant’s Revenge. Collect either, or even both, and the Legion gets plenty of credstiks, a possible ally, and an even greater reputation. Deckplans are given for the Revenant’s Revenge as are a set of tables for generating the ships—including their type, condition, and what might be found aboard—within the Graveyard and the location of Captain Sully Bloodbeard’s remains. This can be run as a procedural adventure on the go or prepared by the Game Master, perhaps with access to Vast Grimm: Space Cruisers to provide expanded detail about the ships found in the Graveyard, and ultimately brings the Player Characters up against a major faction in the major Vast Grimm universe that will likely end in an epic battle aboard the Revenant’s Revenge.

Lastly, Vast Grimm: Space Raiders details some extra Tributes besides Collapsible Clown Car and some Space Raider Mods such as Black Flag and Plank Walker. A set of tables also provides plenty of Space Raider booty for the Player Characters to loot.

Physically, Vast Grimm: Space Raiders adheres to the Artpunk aesthetic of both Vast Grimm and Mörk Borg, with its use of vibrant, often neon colours and heavy typefaces. It looks amazing, a swirling riot of colour that wants to reach out and infect everything, but where the core rules were not always the easiest to read, the simplicity of the content in this supplement make it easier to read and use.

Vast Grimm: Space Raiders sends the Vast Grimm universe off in another direction, piratical at the very least, but likely even grimmer than Vast Grimm. This is a sourcebook of Space Raider adversaries, but also a sourcebook for roleplaying Vast Grimm as even more self-interested space bastards than usual. The latter probably lends itself to a shorter, one-shot scenario or campaign than the former, but either way, Vast Grimm: Space Raiders makes the Vast Grimm universe an even grimmer—and with the addition of the Killer Clowns (from outer space)—sillier future.

—oOo—

The Kickstarter campaign for Vast Grimm – Escaping Stasis, a starter set and expanded rules can be found here.

Monday, 6 October 2025

Miskatonic Monday #375: The Son of Nyx

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

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Publisher: Chaosium, Inc.
Author: NekoMimi

Setting: Kuiper Belt, 2098
Product: Scenario
What You Get: Eighteen page, 3.62 MB Full Colour PDF

Elevator Pitch: A ‘nightmare’ of crisis management at the end of the worlds…
Plot Hook: “Reality is merely an interpretation of our senses.” – Neil deGrasse Tyson
Plot Support: Staging advice, five pre-generated Investigators, and some Mythos aliens
Production Values: Plain

Pros
# One hour Science Fiction horror one-shot
# Inspired by the ‘Flash Cthulhu’ series
# Originally a submission for the Japanese ‘Call of Cthulhu TRPG Scenario Contest 2024’
# Thematic prequel to Flash Cthulhu – Christmas on Charon
Derealisation Disorder
Oneirophobia
Depersonalization-Derealisation Disorder

Cons
# Keeper may need to adjust to make sure the Investigators are divided to play out all of the scenario
# Needs an edit

Conclusion
# A clash of realities at the end of the worlds
# An escape room-style horror scenario

Saturday, 13 September 2025

Magazine Madness 39: Interface RED Volume 3

The gaming magazine is dead. After all, when was the last time that you were able to purchase a gaming magazine at your nearest newsagent? Games Workshop’s White Dwarf is of course the exception, but it has been over a decade since Dragon appeared in print. However, in more recent times, the hobby has found other means to bring the magazine format to the market. Digitally, of course, but publishers have also created their own in-house titles and sold them direct or through distribution. Another vehicle has been Kickststarter.com, which has allowed amateurs to write, create, fund, and publish titles of their own, much like the fanzines of Kickstarter’s ZineQuest. The resulting titles are not fanzines though, being longer, tackling broader subject matters, and more professional in terms of their layout and design.

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Technically Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 3 is not a magazine. It collects some of the downloadable content made available for Cyberpunk RED, the fourth edition of R. Talsorian Games, Inc.’s Cyberpunk roleplaying game. So, its origins are not those of a magazine, but between 1990 and 1992, Prometheus Press published six issues of the magazine, Interface, which provided support for both Cyberpunk 2013 and Cyberpunk 2.0.2.0. It this mantle that Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 1, Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 2, and future issues is picking up in providing support for the current edition of the roleplaying game. As a consequence of the issue collecting previously available downloadable content, there is a lot in the issue that is both immediately useful and can be prepared for play with relative ease. There is also some that is not, and may not make it into a Game Master’s campaign.

Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 3—as with the previous issue
—is by James Hutt and/or J Gray and starts on a hard note, or rather, on a ‘hardened’ note. In the previous issue, two connected articles—‘Hardened Mooks: break glass in case of powergaming’ and ‘Hardened Lieutenants: break glass in case of powergaming’, provided tougher versions of the standard threats, mooks, and lieutenants. With ‘Hardened Mini Bosses’ the series with increased stats for Mini-Bosses in the core rulebook, including ‘Hardened Arasaka Assassin’, ‘Hardened Militech Veteran’, and ‘Hardened Pyro’. This is a mix of the old and the new, so should keep the Player Characters on their toes. Plus, they come with a little commentary on how to best use them.

If ‘Hardened Mini Bosses’ gives the Player Characters someone to fight, then ‘Digital Dating in the Dark Future’ gives them someone to love—and then, since almost nobody lives happily ever after, someone to fight. Romantic entanglements have always been part of Cyberpunk through its ‘Lifepath’ system of Player Character generation, and Cyberpunk RED is no different. However, what about now, because those relationships are likely to have been in the past and may be long over? To let a Player Character go dating now, the article gives a ‘Datepath’ system which enables the Game Master to determine how the match describes themselves in their dating profile, where the date will take place and what the significance of that location is—for example, if in the Watson Development, the date might have a connection with SovOil, what the date activity will be, how the date goes, and what the after date review will be. This can be rolled as is or played out, and if the latter, it means that a player gets a chance to roleplay another aspect of his character and explore another side of the game that is not necessarily all guns and combat. This is a fun addition if the playing group wants to expand the lives of their characters and would work every well for one-on-one sessions between a single player and the Game Master.

‘Salvaging Night City: A New Downtime Activity’ also gives the Player Characters more to do when away from typical adventures or missions. Although this is primarily for the Tech character type, but any character could engage in this, exploring Night City’s Hot Zone, Combat Zones, and scrapyards, not just for scrap to sell, but items to repair and use and sell. The article also goes through the possible dangers that a scavenger might face, including pollution, radiation, rival scavengers and gangs, unsafe structures, and more. This is an article that can be used to generate, with a bit of effort upon the part of the Game Master, encounters and even scenarios. Plus, like ‘Digital Dating in the Dark Future’, this activity works well for one-on-one sessions between a single player and the Game Master and also for sessions where there are only a very few Player Characters.

Cyberpunk RED is a roleplaying game that focuses on a lot of gear—equipment, weapons, cyberwear, and cyberware—and its use in play, and if there was a criticism of Cyberpunk RED, it was that it was genericised and therefore not interesting. Issues of Interface have been changing that with names and describes a wide variety of items, and Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 3 is no different. ‘Woodchipper’s Garage: Weapons That go Boom!’ is an interview with a Nomad who purchases weapons scavenged by Nomads in the Badlands and brought into Night City to fulfil the demand for the weapons that deliver a bang! This includes rocket launchers to suit all budgets and attitudes to safety standards, flare guns, flamethrowers, and odd weapons like an air cannon and harpoon launcher! ‘Midnight with the Upload: New Cyberdecks and Hardware’ provides a wide range of decks and new items of hardware, each with own benefits and effects. For example, the ‘Raven Microcyb Phoenix’ is an expensive deck that has six slots to install either Programs or Hardware and protects any programs the Netrunner uses, restoring any that were destroyed during a run, when the Netrunner jacks out. ‘Must Have Cyberware Deals’ details the new chrome that might be purchased from Mr. A-MAAAZE at Dock 13 in sunny South Night City. Want to keep that figure trim or low on rations, install an ‘Appetite Controller’, whilst ‘Lead’s Turn-On-Show-Off Nails’ is the perfect set of programmable, lighted fingernails, and if that shoe does not fit, then the ‘PerfectFit Cyberfoot’ adjusts perfectly (and if the user wants to run in heels, then these are even more perfect!). There is a certain superficiality to these entries, being as they are mostly fashion cyberware. All three of these articles come with no little flavour too. ‘Woodchipper’s Garage: Weapons That go Boom!’ is the most straightforward, primarily focusing on how the weapons that Woodchipper sells are got hold of in the interview, whilst the ‘Midnight with the Upload: New Cyberdecks and Hardware’ gives lots of commentary and feedback that suggests a certain lack of humanity with interacting with the seller and perhaps that they might be a cultist of some kind or a Netwatch Agent. Lastly, ‘Must Have Cyberware Deals’ is all about the slick sales pitch from Mr. A-MAAAZE.

‘Collecting the Random: Ideas, Thoughts, and Lists from the CP:R CREW’ is the second longest article in Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 3. It is a collection of new rules, such as complementary skill checks, and ideas that how Cyberpunk RED is played, fortunately without the need for any mechanical changes. Roles are a big focus for the article. It suggests ideas for reskinning them, like turning the Netrunner into the Thief or the Exec into the Mobster, all with simple adjustment of the flavour of the mechanics rather actually than changing the Roles. Multiclassing ideas suggest ways in which each of the Roles works with the other nine Roles. For example, the Rockerboy/Media becomes an Influencer, the Netrunner/Fixer the Information Broker, and the Lawman/Media the Psychic Detective. There are some great ideas here that again shift how a Role is played. Campaign ideas making the Player Characters ‘Guerilla Gardeners’, ‘Librarians’, and ‘Food Truck War’ participants and come with some very simple mission ideas. All of these set-ups require no little development, but they all change the focus of a campaign from a more standard set-up. ‘Cyberpunk RED Fashion’ suggests styes such as ‘Bag Lady Chic’(!) and ‘Asia Pop’. This is mostly flavour, of course, as are the article’s final ‘Twenty Random Kibble Flavors’—fizzy kibble anyone? This is just a plethora of fun ideas that a playing group can pick and choose from.

Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 3 takes an odd, even cynical turn with ‘Elflines Online the TCG: Battle for the Elflands’. Previous issues of Interface RED have explored the number virtual game world in Night City, ‘Elflines Online’. Effectively a game world within a game world, ‘Elflines Online is a hobby that a Player Character or NPC can play during his downtime, but it can become something that the players can roleplay their characters playing in the world of Cyberpunk RED, a fantasy roleplaying game in the cyberpunk roleplaying game. ‘Elflines Online the TCG: Battle for the Elflands’ does not expand to any great degree, but rather introduces a trading card game that the Player Characters can play offline and some of the cards will provide bonuses and benefits in the online game. Full rules are included so that the players can play it too, though using an ordinary deck of playing cards. Accompanying the article is a commentary that highlights the disappointment of some ‘Elflines Online’ players when ‘Elflines Online the TCG: Battle for the Elflands’ was launched and since. There is a brilliant cynicism to the whole exercise that feels as if it mirrors certain MMORPGs in the real world.

‘Spinning Your Wheels: A New Way to Ride the Edge’ adds an old technology to the streets of Night City and updates it. This is the bicycle, whose reintroduction is presented in an interview with the head of Yang’s Wheels, the city’s leading manufacturer of bicycles, skateboards, and inline skates. Their introduction brings a cheaper form of transport to both the city and Cyberpunk RED. Of course, they are cheaper to buy then a car, more manoeuvrable, and take up less space. They are all muscle-powered, so require the use of the user’s Athletics skill rather than Drive and, of course, they can be upgraded. Fit cycle armour or a gun mount to the handlebars, or even an enclosure to turn it into a trike. The article also details the type of tricks that can be performed on a bicycle, skateboard, or inline skate.

‘The 12 Days of Cybermas: A Cyberpunk RED Holiday Sequel’ returns with a Christmas carol suitable for the ‘Time of the Red’ and twelve classic pieces of cyberware from days of Cyberpunk past. Want to tear your enemies apart, then install the ChainRip, the original cyberweapon of mass destruction in your cyberarm or look really cool with one cyberoptic, then the Kiroshi MonoVision installs your cybereye in a single band. Whilst the stats update the descriptions, the illustrations feel intentionally dated.

The last and longest article in the issue is ‘Going Metal: full body conversions in Cyberpunk RED’. The article moves on from the fears from cyberpsychosis due to full body conversions to suggest that there is a culture all of its own around full body conversions. This does not stop the opening between someone who has undergone full body conversion to somebody who is about to from being just a little bit creepy. It is followed by complete guide to undergoing a full body conversion in game terms and keep as much Humanity possible, up to a maximum of fifty. Some thirteen standard full body conversions are detailed, like the ‘Cybermatrix Inc. Copernicus’ for work in space, the ‘Dynalar Brimstone’ fireproofed for fighting fire, the ‘Militech Dragoon Revised War Platform’ updated from the full body conversion so successful in 4th Corporate War, and even if the ‘Raven Microcybernetics Gemini’ if you do not want to look like a cyborg! Added to this are numerous pieces of cyberware and gear, which break down the numerous items that go into the design and construction of the earlier full body conversions. The full body conversions come with commentary from the interviewer at the start of the article. There are lots of options here, good for NPCs as well as the Player Characters who want to take a radical step and have the EuroBucks to spend! The article brings Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 3 to a close with big fully borged options.

Physically, Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 3 is cleanly, tidily laid out. The artwork is decent too and everything is easy to read.

Although much of it was originally available for free, with the publication of Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 3 it is nice to have it in print. All of it is useful in some ways, though ‘Elflines Online the TCG: Battle for the Elflands’ is very much less useful then the other content. Together, ‘Digital Dating in the Dark Future’ and ‘Salvaging Night City: A New Downtime Activity’ really do bring greater roleplaying opportunities to the play of Cyberpunk RED, whilst ‘Collecting the Random: Ideas, Thoughts, and Lists from the CP:R CREW’ brims with interesting ideas for both the player and the Game Master. Everything else is tech and cybergear-based, adding numerous options and greater choice to the world of Night City and beyond. Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 3 is the best issue to date and there is something for every Cyberpunk RED campaign in its pages.

Monday, 25 August 2025

[Fanzine Focus XL] The Travellers’ Digest #7

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

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. However, not all fanzines written with the Old School Renaissance in mind need to be written for a specific retroclone. Although not the case now, the popularity of Traveller would spawn several fanzines, of which The Travellers’ Digest, published by Digest Group Publications, was the most well known and would eventually transform from a fanzine into a magazine.

The publication of The Travellers’ Digest #1 in December, 1985 marked the entry of Digest Group Publications into the hobby and from this small, but ambitious beginnings would stem a complete campaign and numerous highly-regarded supplements for Game Designers Workshop’s Traveller and MegaTraveller, as well as a magazine that all together would run for twenty-one issues between 1985 and 1990. The conceit was that The Travellers’ Digest was a magazine within the setting of the Third Imperium, its offices based on Deneb in the Deneb Sector, and that it awarded the Travellers’ Digest Touring Award. This award would be won by one of the Player Characters and thus the stage is set for ‘The Grand Tour’, the long-running campaign in the pages of The Travellers’ Digest. In classic fashion, as with Europe of the eighteenth century, this would take the Player Characters on a tour of the major capitals of known space. These include Vland, Capitol, Terra, the Aslan Hierate, and even across the Great Rift. The meat of this first issue, as well as subsequent issues, would be dedicated to an adventure, each a stop-off on the ‘The Grand Tour’, along with support for it. The date for the first issue of The Travellers’ Digest and thus when the campaign begins is 152-1101, the 152nd day of the 1101st year of the Imperium.

To best run ‘The Grand Tour’, the Referee will need access to The Atlas of the Imperium, Supplement 8: Library Data (A-M), Supplement 11: Library Data (N-Z), Supplement 7: Traders and Gunboats (or alternatively, Supplement 5: Azhanti High Lightning), as well as the core rules. In addition, other supplements would be required depending on the adventure, in the case of this issue, The Travellers’ Digest #7, Adventure 5, Trillion Credit Squadron. Of course, that was in 1985, and much, if not all, of the rules or background necessary have been updated since. The campaign is also specifically written for use with four pre-generated Player Characters. They consist of Akidda Laagiir, the journalist who won the Travellers’ Digest Touring Award; Dur Telemon, a scout and his nephew; Doctor Theodor Krenstein, a gifted-scientist and roboticist; and Doctor Krenstein’s valet, ‘Aybee’, or rather, ‘AB-101’. The fact is, AB-101 is a pseudo-biological robot, both protégé and prototype. Consequently, the mix of Player Characters are surprisingly non-traditional and not all of them are easily created using the means offered in Traveller or MegaTraveller. This is addressed within various issues of the fanzine.

The Travellers’ Digest #7
was published in 1986 and is a ‘Special Starship Issue’, the editors highlighting this and the big interview with Traveller creator, Marc Miller, in the issue. It also highlights the forthcoming publication in early 1987, of the Grand Census, its companion supplement to the Grand Survey, and looks back at some of the previous issues with the publisher’s warehouse manager having found some back issues.

The seventh part of ‘The Grand Tour’ in The Travellers’ Digest #7 is ‘Feature Adventure 7: The Fourth Imperium’, written by Gary L Thomas and Joe D. Fugate Sr. The publishing date for adventure is 344-1112, or the three-hundred-and-forty-fourth day of the year 1112, whilst the starting date for the adventure is 014-1103, or the fourteenth day of the year 1103. The adventure takes place in the Dynam system of the Masionia subsector of the Lishun Sector. This is the site of an Imperial Naval Depot where over a thousand mothballed starships are held. These ships are held in readiness in the event of another interstellar war or emergency and all can be restored to full operation with relative ease. The Player Characters are continuing their journey to Capital and having got half way there, Doctor Theodor Krenstein wants to stop off at the depot in the Dynam system to visit the August, a 75,000-ton battlecruiser on which his great-grandfather served during the Third Frontier war. Admiral Walter, who has been in command of the Dynam Depot for over two decades, readily welcomes them and will even give them a guided tour, the fact that they all have been recently knighted for their bravery being a contributing factor towards their recognition.

The action begins with the Player Character coming aboard the August and beginning the tour, given by Ensign Amherst. The tour is brought to an abrupt halt when another Naval officer is discovered in the bridge of the ship, much to the Ensign’s surprise, as the officer draws his gun and shoots him dead! This leaves the Player Characters unarmed and facing an armed opponent, though ‘Aybee’ can use the laser in his arm. The scenario escalates from there, with the discovery of another four men aboard the ship, all armed, and then, once the Player Characters alert the rest of the base, it becomes clear that more of the mothballed starships are being powered up. And then some other ships turn up… It appears that there is a grand hijacking taking place.

‘Feature Adventure 7: The Fourth Imperium’ presents an interesting situation, but arguably, not one that is actually interesting to play. It starts with a lot of exposition, including directing what the Player Characters, notably, ‘Aybee’ acting oddly before the tour begins. Once past the point where the rogue Naval officers aboard the August have been dealt with, bar a diversion to find out what might be happening to fuel being siphoned off from the depot, the scenario rapidly scales up in terms of scope and away from what the Player Characters are expected to do. At this point, the Player Characters are no longer involved in events, primarily because only one of them has any applicable skills to participating in a grand space battle. Instead, the players are expected to play out the battle using the rules given in Traveller Book 5: High Guard, using the given stats for the various ships and incorporating the highly detailed sensor rules included in the scenario.

If the players are happy to switch from roleplaying their characters to handling such a space battle, then ‘Feature Adventure 7: The Fourth Imperium’ is fine. If not, half of the scenario is wasted. Either way, however the Game Master has had to tailor the adventure to her players, in roleplaying terms, ‘Feature Adventure 7: The Fourth Imperium’ is actually very short and should take no more than a session to play through. The space battle may be longer, but that is optional and the fact it is optional and it ignores the Player Characters is why it is simply underwhelming.

The key feature of the issue is ‘The Future of Traveller: An Interview with Marc Miller’. It covers how he got into gaming and founded Game Designers’ Workshop, and discuses some of the early games published, including its first roleplaying game, En Garde!, before getting into Traveller and its development. It also discusses the development of what would become Traveller: 2300 as a game alongside Traveller rather than replacing it, Miller making clear that he believes that the future of the roleplaying game to be secure. It is an interesting read, capturing the optimism of the period and about the future of the roleplaying game.

The scenario is further supported with background information for the Dynam System and the Masionia subsector, as well as ‘Library Data of the Lishun Sector’. There is also ‘Computer Software for High Guard’ by Dale L. Kemper and J. Andrew Keith, which adds three new programs. ‘Squadron Operations’ enables computer-linked ships to operate more efficiently; ‘Fleet Operations’ does the same for fleets; and ‘Simulation’ offers a means of handling simulations aboard ship without interfering with ship’s operation. These are useful for campaigns which focus on large scale ship operations and combat.

Gary L. Thomas examines the role of the Social Standing attribute in Traveller for ‘The Gaming Digest’ in ‘Characters with Class’. The article begins by acknowledging that Social Standing has little effect on game play if it is not ‘A’ or higher and a Player Character is not a noble. It breaks down the social classes according to Social Standing and suggests that a Player Character spend Cr250 per point of Social Standing per month to maintain it. Otherwise, it falls. This is fine in a static game in which Social Standing is important, but Traveller is about travel, the Player Characters typically moving from one star system to another. In which case, who is a Player Character trying to maintain his standing against? It also suggests that by spending more, a Player Character can improve his Social Standing. It should be pointed that this will only go so far and not beyond Social Standing ‘A’, since the Player Character is likely to be looked down upon as nouveau riche. Snobbery counts, after all. Also, a Player Character with high Social Standing spending time with someone with a lower Social Standing will also affect their Social Standing, which means that Player Character with high Social Standing will suffer for it by spending time with his fellows. The article comes to a close with guidelines for when a Player Character of higher Social Standing wants to throw his weight around, which are useful. Bar the breakdown of what Social Standing ratings mean, the rest of article is not, since it is divorced from the style of play at the core of Traveller—travel where few NPCs are going to know who a Player Character is versus a static location or even organisation where more NPCs are going to know who they are.

Rounding out The Travellers’ Digest #7 is more background support for the scenario, ‘Feature Adventure 7: The Fourth Imperium’. Part of the fanzine’s ‘Traveller Tech Briefs’, ‘Starships in Mothballs’ by Joe D. Fugate Sr. and R. Leibman, is a guide to putting a starship into and taking it out of mothballs. This is solid explanation of how it is done and nice background detail.

Physically, The Travellers’ Digest #7 is, as with all of the issues so far, very obviously created using early layout software. The artwork is not great, but it does its job and it is far from dreadful.

The Travellers’ Digest #7 is the ‘Special Starship Issue’, which it is and is not. Yes, there are lots of articles about starships and a scenario involving starships, but none of the content about starships in the issue is relevant to a Player Character. It is all pitched at a level above the core play of Traveller and whilst it is interesting, it fills out details of the Traveller universe rather than being immediately playable content. Similarly, unless the players are really keen on running large scale starship battles, the scenario does not offer the amount of play that scenarios in previous issues did. Overall, interesting, but not enough playable content.