Imperium Maledictum Session 0

Warhammer 40,000: Imperium Maledictum is the new Warhammer 40,000 roleplaying game from Cubicle7. Unlike Cubicle7’s other Warhammer 40,000 RPG, Wrath & Glory, Imperium Maledictum (affiliate links) focuses on investigations by ordinary mortal human agents of a powerful patron. In this sense, the game is more of a spiritual successor to the popular Dark Heresy game published during the Fantasy Flight Games custodianship of the Warhammer RPG license than Wrath & Glory, which is more of a “40K in general” sort of game. Unlike Dark Heresy, which casts the player characters as agents of the Inquisition, Imperium Maledictum doesn’t focus just on one faction within the Imperium: the patron of the player characters could be drawn from a wide range of potential factions/organisations. Just as the Inquisitor was an important NPC in Dark Heresy, the patron is an important NPC in Imperium Maledictum. Generating this patron is not, however, left to the referee alone: creation of the patron is explicitly intended to be a group activity in which all the players are involved, conducted during session 0.

This session 0 patron creation is probably the most modern design element in Imperium Maledictum, which is otherwise a d100-based system, simplified somewhat from Warhammer Fantasy Roleplay 4th Edition, with a very clear line of evolution from the original Warhammer Fantasy Roleplay from 1987. The players are encouraged to collectively decide, or roll, details of the patron. These details will define the campaign premise to an even greater extent than character creation, since the patron’s background and motivations will shape the sorts of missions the player characters will undertake, define the resources they have access to, and bind them together as a party. The players can also choose to roll up new boons they get from their patron – in exchange for which the GM secretly generates liabilities. The boons are benefits the players access via their patron, and the liabilities are problems their patron brings down on their unsuspecting heads! After the patron is created, traditional character creation begins, during which each player character also generates a relationship with their patron, and with two other player characters. This web of relationships combined with the boons and liabilities, along with downtime events and endeavors between sessions, collectively give the game lots of mechanics for emergent storytelling, with plenty of hooks for both players and GMs.

In the campaign we are playing at the moment, we played out session 0 just as the book intends. We rolled up our patron, a Voidship Captain from the Imperial Fleet. This gives us some influence with members of the Imperial Fleet faction. Our patron is sombre, and motivated primarily by enhancing his reputation and standing. The boons we get from him include access to a drop squad of voidsmen at arms once per mission, access to a munitorum depot for our ammunition needs, and an on-ship training facility. Oh, and we also get to ride on his spaceship. In exchange for this, there are a number of liabilities which we don’t know about yet – perhaps the captain has enemies we don’t know about, or perhaps his true motivations are not what they appear to be.

As a group we generally preferred to roll everything about our patron, but it’s perfectly allowable to choose options which are “most preferred” as well – so if we had really wanted to work for an Inquisitor, Dark Heresy-style, we could have done, for example. I suspect many groups will do just that as the first major supplement (not counting adventure and NPC profile PDFs) published for the game is the Inquisition Player’s Guide, which I’ve not had the chance to look at yet.

We’re a few sessions into the campaign and so far we’ve enjoyed ourselves a great deal. The patron generation mechanic and resulting support for a wide range of different patron types means that Imperium Maledictum takes a different direction from the Fantasy Flight Games Warhammer 40,000 RPGs, which used the same core system heavily customised towards particular patron and group concepts, and resulted in the separate game lines Rogue Trader, Dark Heresy (Inquisition), Only War (Imperial Guard), Deathwatch (Deathwatch Space Marines), and Black Crusade. Imperium Maledictum supports investigation-based campaigns in the service of similar patrons to the first three mentioned Fantasy Flight Games titles and more besides, with a familiar feeling (but simpler) d100-based system. Not that this article is intended as a review, but it’s a worthy successor to Dark Heresy which should appeal to fans of the Black Library novels which focus on ordinary humans in the Grim Darkness of the Far Future.

DriveThruRPG Affiliate links:

Arduin, Wonderful Arduin!

After my first shipment was lost by the carrier on my end, the wonderful David and George at Emperor’s Choice shipped me a replacement, full of extra goodies. I cannot express my glee!

A terrible photo of my Arduin goodies

During my period of inactivity on this blog, I stumbled onto Arduin (many OSR bloggers and podcasters stumbled across it around the same time so I probably have someone else to thank) and quickly fell in love with its idiosyncratic, high energy, kitchen-sink fantasy style – not to mention the Arduin Trilogy‘s pages and pages of glorious tables. I was therefore excited when Emperor’s Choice launched a Kickstarter this Summer, and even more excited when they very quickly fulfilled the Kickstarter with a set of stunning maps, art carts, and index box. They even threw in two (!!!) official Arduin back scratchers!

I am very much looking forward to Arduin Bloody Arduin, the new OSR edition of the game Emperor’s Choice has been working on. In the meantime, I will continue to entertain myself with these goodies and with my copy of Arduin Trilogy (available as a PDF on DriveThruRPG via this affiliate link, or in print from Emperor’s Choice). I’ll be sure to post again about Arduin in the future.

Exorcism

Most (but not all) of the Cleric NPCs in my Lamentations of the Flame Princess campaigns have been Christian clergy. Since my campaigns were mostly set in Early Modern Europe, that seemed to be an appropriate decision. Player characters Clerics have been more varied in their religious beliefs, but then, player characters are always exceptional in some way. Just as there were many infamous witch hunts in the 17th century, there were also many documented cases of (apparent) demonic possession. Often these were integral to the matters under investigation in the various witch hunts, of course. The Christian Rite of Exorcism was employed in such cases to expel demons from their unfortunate vessels, and frankly not only was it more historically and theologically correct, it also seemed more useful for Clerics in most circumstances than Turn Undead!

Here is a spell for Clerics in Basic D&D retroclones and derivatives, like Lamentations of the Flame Princess, intended to let them practice the Rite of Exorcism. I offer the spell as open game content if anybody is still game to use the OGL!

Exorcise

Cleric Level 1

Duration: Instantaneous

Range: Touch

This spell can drive a demon out of the victim of a demonic possession, or assist the caster in the interrogation of a demon which has possessed the mortal target of this spell. It cannot be used to banish a demon which has physically manifested outside of the body of a mortal host (for which purpose the spell Dispel Evil is recommended). The caster rolls 1d20 and adds their level, and either their Wisdom or Charisma bonus (whichever is higher). By placing holy relics on the head of the possessed person, the caster may obtain a further bonus of +1 to +3 depending on the holiness of the relics. The demon rolls 1d20 and adds their number of Hit Dice (the Hit Dice of the demon’s physical manifestation, not of their mortal host). If the caster does not call the demon out by name (if, for example, they do not know the demon’s name), then the demon adds +1d6 to their score. The Referee should roll the demon’s roll in secret. The caster must beat the demon’s score to cast the demon out. The degree of success or failure influences what happens next:

  • Caster succeeds by 10 or more: The demon is driven out, and can never return to the same host again. If there is another demon present in the host whose presence is unknown to the caster, it will make itself known and reveal its name.
  • Caster succeeds by 5 to 9: The demon is driven out, and cannot return to the same host for at least 3d12 days. If there is another demon present in the host whose presence is unknown to the caster, it will make itself known and reveal its name.
  • Caster succeeds by 1 to 4: The demon is driven out of the host, and cannot return to the same host for at least 3d12 days.
  • Draw: The demon appears to be driven out of the host, but is still present inside. It cannot resume control over the host for at least 3d12 hours, however.
  • Caster fails by 1 to 4: The demon remains. If the mortal host is physically restrained, then the caster can ask the demon 1d4 questions, and the demon must answer truthfully to the best of its knowledge. The demon is not compelled to be helpful, however, and if the caster asks ambiguous questions, the demon is free to give ambiguous (though technically truthful) answers. If the demon does not know the answer to a question, the question is lost. If the mortal host is not restrained, then the demon will force the host to attack the caster.
  • Caster fails by 5 to 9: The demon remains. If the mortal host is not restrained, then the demon will force the host to attack the caster. If the mortal host is restrained, the demon will attempt to free the host, lending them superhuman strength (+1d10 Strength) for 1d6 rounds to help break free.
  • Caster fails by 10 or more: The caster must make a saving throw against Magic. If they fail, then the demon leaves its current host, and takes possession of the caster instead. If they succeed, then the demon attacks and/or attempts to break free, as above.

Roleplaying in Averoigne: Map

Averoigne is a dark, weird fantasy setting created by Clark Ashton Smith, one with a troubled history with roleplaying games after the famous Module X2: Castle Amber. This module was produced with the permission of Clark Ashton Smith’s literary estate, and was based heavily on the Averoigne cycle of short stories, poems, and novellas written about or set in the fantastical province of medieval France called Averoigne. The settings of those early modules for the Basic/Expert edition of Dungeons & Dragons became part of the larger Known World setting of B/X then BECMI D&D, by virtue of which, the province of Averoigne is part of Mystara. If you search for a map of Averoigne, you will almost certainly find something informed by if not based on the map of the province in Mystara or X2, and as a map of the D&D version of Averoigne, the one found in Mystara (or in the alternative plane of existence called Laterre) – it’s perfectly serviceable.

As a map of a fantastical province of France, however, it leaves much to be desired. The best specimen “X2” map which can be freely found online is Thorfinn Tait’s excellent version from the equally excellent Atlas of Mystara website. There’s three immediately obvious issues with the map when approaching it from the perspective of wanting it to represent a (realistic) province of medieval France:

  • The name Cordeliers should refer to a convent of Conventual Franciscans, or its place. The area in Paris which gave its name to the famous Cordeliers Club of the French Revolution had that name because it had previously been the location of such a convent. It shouldn’t be a town.
  • Touraine is an historic French province along the Loire Valley, the capital of which was Tours, an area so significant in the economy of medieval France that one of the main units of account for French currency was the “pound of Tours” (livre tournois). Touraine should therefore be “off map” as it isn’t within the province of Averoigne.
  • Like Touraine, Moulins is a real place, this time a city probably vaguely to the north of Averoigne. Like Touraine, Moulins should therefore be “off map”.

I sought to use Averoigne as a fantasy setting within historical medieval France for my Chivalry & Sorcery (affiliate link) campaign, and so some degree of historical verisimilitude was important to me. In my view, the authors of X2 had placed Cordeliers and Touraine (and indeed, other places) on the map as towns, when Clark Ashton Smith himself didn’t necessarily intend these things to be found within Averoigne. Certainly, it is my strong view that the author of X2, the esteemed Tom Moldvay, placed “Touraine” as a town on the X2 map because a character in The Holiness of Azédarac introduced himself as being from Touraine, and the character meant the province of Touraine. Moldvay may have done this by mistaking the character’s meaning, or more likely, it was just a convenient name to turn into a place in the map for game purposes. Similar explanations probably apply for Moulins and Cordeliers. It’s unfortunate though that so the map from X2 has gone on to influence so many maps found online of the province of Averoigne, which are derivative of the D&D module rather than the primary sources!

I resolved that for my Chivalry & Sorcery campaign, I would need to create my own map. A far from perfect or fully detailed thing, with many additional places not named in any of Clark Ashton Smith’s sources as best suited my purposes as a game play aid, it at least does not replicate the “errors” of the maps based on X2. Instead, all errors are my own. The map, previously glimpsed here, is presented here in full size for personal use. I created the map using Hex Kit (affiliate link).

An alternative map of Averoigne as used in my Chivalry & Sorcery campaign

Review: Wight-Box

In recent years, while not posting here, I have been increasingly interested in OD&D and various retroclones. Many of these retroclones will be very well known to anybody likely to read this blog, and I do have a good many of them. There have been a couple which have come out recently which have particularly excited me, however, so much so that I was motivated to get back to posting here with a review. Wight-Box: Original Medieval Fantasy Adventure Campaigns is a retroclone by The Basic Expert, available both as pay-what-you-want as a PDF and in soft and hardcover in print from DriveThruRPG (affiliate links). I purchased my copy in softcover print.

I was drawn to Wight-Box because it advertises that it is based on Chainmail and the original 3 little brown books. I’m particularly interested in integrating Chainmail with OD&D, and I spent a good amount of time during the pandemic and subsequently working on my own “alternate evolution” of D&D, Mailed Fist, based on the combat system evolving more from Chainmail and less from the “alternative combat system” presented in OD&D Book I (i.e. the d20-based system). Wight-Box goes a different direction, sticking with the d20 mechanic, but adapting Chainmail‘s man-to-man combat system to the familiar d20, and doing a lot of other interesting work besides with a novel, well-organized presentation of OD&D. What emerges is a game which has both simple and familiar mechanics, but is also satisfyingly “crunchy” thanks to the extra bits from Chainmail which many retroclones forego.

The game has the same three character classes (Cleric, Fighting-Man, and Magic-User) as OD&D. Perhaps the name “Fighting-Man” is retained out of reverence for the original? All three classes are presented with their Chainmail Fighting Capability as they were presented in OD&D Book I (e.g. 2 Men, or Hero +1). In the combat rules, Wight-Box explains that Fighting Capability is used when fighting non-heroic level opponents (e.g. monsters with less than 4 hit die), when the attacker uses their Fighting Capability (or a Monster their HD) to determine how many attacks they can make against such opponents. These attacks are made at level 1 (i.e. without a higher attack bonus unless provided for by their Fighting Capability). When facing opponents of higher level, a single attack is made at the attacker’s character level per the attack matrices in the “usual” way familiar to the “alternative combat system”. This is one way Chainmail concepts are married with the alternative combat system.

Wight-Box also adapts Chainmail elements to the d20-based combat system by incorporating weapon class and different weapons being better or worse at attacking opponents with different armour. Some of this appears in other retroclones, and modifying the “to hit roll” required to hit a particular armour class based on the weapon being used made it into AD&D, although I’ve never played in a group which used the weapon type and armour class adjustments from the AD&D PHB. Weapon class also influences the ability to parry an opponent’s blow, and who attacks first. In this respect, Wight-Box is similar to my own game, although I think Wight-Box‘s presentation of the effects of weapon class is clearer than my own (at least in the current playtest version of Mailed Fist – maybe I can learn from that for the next release).

Beyond these mechanical “marriages” of Chainmail with the d20-based “alternative combat system”, Wight-Box also presents clear presentations of the different “subsystems” of OD&D and Chainmail, including air combat, naval combat, jousting (from Chainmail), and domain rules. In addition to this, there are appendices including novel subsystems/rules: dungeon generation, hex generation, oracles, NPC generation, room content generations, a thief class, and an adaptation of pole-arm rules from the Strategic Review. Collectively, it’s accessible, well-organized, and appealingly presented as a compact but “crunchy” ruleset.

Wight-Box is a well-put together retroclone of OD&D as presented in the 3LBBs and Chainmail. It’s based on the 5.1 SRD, not on Swords & Wizardry or Delving Deeper or another popular OD&D clone, and if you are looking for “yet another retroclone” of OD&D with some thoughtful incorporation of Chainmail concepts, Wight-Box is a worthy purchase.

Not the best year

In many ways 2021 has not been a lot of fun. For me, it started with catching COVID-19, along with many of the friends I game with, and while, fortunately, we all recovered, it was a distinctly “unfun” start to what proved to be an unfun year. Travel restrictions kept us apart from family for another year. Work got really grim and demoralising and my workload expanded dramatically. But this blog post is not about how my work sucked, or how COVID-19 sucks, or even about why I didn’t post for a year… it’s about gaming! Specifically, what have I been running since my last post over a year ago.

Virtual Table Top

I virtually went virtual table top exclusive this year, with only a few face to face sessions of Pendragon breaking up the online play. This was not just because of the pandemic, really – by the middle of the year I and most people I know were fully vaccinated. It’s actually because, with the exception of the Pendragon group, my game groups in 2021 were split across continents! Most of my virtual table top play stayed on Roll20, using Zoom for audio/video, although I did play in a campaign run using Fantasy Grounds Unity. I have an eye on Foundry as a possibility for future campaigns depending on whether the system I want to play is supported on that platform.

I think it’s more inertia than anything else which keeps me on Roll20. My familiarity with the platform means it remains my “go to” for any new campaign I am GMing, although it’s frustrating how many of the same problems the platform has had for the entire 9+ years I have used it remain, while an inordinate amount of development time seems to have been spent re-developing dynamic lighting. For what it’s worth, in the end the new dynamic lighting does appear to be better, but I am not sure it was worth the year and a half or so of messing up the lighting settings in my games and having to re-learn what the controls and widgets all do. In the meantime, dynamic pop-up menus e.g. for token settings still render half out of the visible area of the screen when you try to use them on a token near the top of the play area, maps still import at the wrong size based on your zoom bar setting, maps remain a total pain in the arse to align to a grid unless they have been designed for VTT use, macros seem to randomly stop working and still have no intuitive conditional statements, and you continue to need web development skills to make your own character sheet. Frankly I am probably only scratching the surface of the irritations I have built up with the platform over many years, and as I type all of that, I do wonder why I persist with it. As I said earlier, it must be inertia.

Nearly Four Years of Lamentations

Three years ago I asked what counted as a long Lamentations of the Flame Princess campaign. My Lamentations of the Flame Princess campaign wrapped up at the end of November 2020. It was a great campaign, but when the player characters escaped the alien world of Barbarians Of Orange Boiling Seas (affiliate link), and got back to London in 1644, with King Charles I having humbled his Parliament in the Civil War, the players felt like they had achieved everything that their characters wished to achieve.

I am still working on converting campaign notes from this campaign into some books/PDFs for Lamentations of the Flame Princess. The “big picture” setting and several new character classes from this campaign have been published in Lexicon Geographicum Arcanum volume 1: Species of the Hollow Earth, and I am hoping to release more volumes when I can. This is the same campaign which gave birth to the Womb Cult.

As a group, we agreed it was time to leave our heroes (well, protagonists) to enjoy their lives back in England’s green and pleasant land, and to play something else. We might come back to these characters and their future adventures sometime in the future, or they may be retired forever. The player characters, at the time we left them, were:

  • Anubi Deragoth, a Level 7 Fomorian (a character class from Lexicon Geographicum Arcanum vol 1).
  • Barnaby Westmore, a Level 7 Specialist.
  • John Bullock, a Level 7 Classless character (using the rules from The Undercroft #4 – affiliate link), recently made undead.
  • Astrid Leifsdottir, a Level 7 Cleric (the only original character from the campaign’s second group of PCs).

The players from this campaign formed the core of my Warhammer Fantasy Roleplay campaign group (more below).

A Gentler 2020

As noted earlier on this blog, the first RPG I ever owned was the 1991 black box edition of Dungeons & Dragons. The second RPG I ever owned was Cyberpunk 2020. I played it a lot through the 90s, but I haven’t touched it for years. At the start of 2020, before I had any idea exactly how dystopian it was going to turn out, with a new print-on-demand copy of Cyberpunk 2020 in hand, I made a resolution that I would run Cyberpunk 2020 again in 2020. When October 2020 hit, I realised I was running out of 2020 in which to run the game!

This was a fun campaign set in Night City in 2020. Most of the players were new to the game and the setting, but I did have one old cyberpunk who knew his stuff. Running Cyberpunk 2020 was a very nostalgic experience. The system is definitely one which requires the referee to reign things in and say no in the interests of game balance and everybody else’s fun. It’s also one very much prone to min/maxing, although this seems like it makes sense “in world” more so than it does in a lot of RPGs.

I allowed players to pick any role for their characters, and we had a good mix: Cop, Fixer, Netrunner, Rockerboy, and Nomad. The story was mostly driven by two player characters (a Cop and a Fixer), which I wasn’t entirely pleased with as a referee, but the other players didn’t seem to mind, and there were times to shine for everyone at least. I think there’s some challenge in Cyberpunk in terms of building a party which makes sense in-character, as well as has complimentary role-based abilities in which everyone has their own niche. At least to me, some roles imply particular things about a campaign – in this case, the Cop in particular implied a law-enforcement compatible if not driven story. There was some occasional tension when the Cop had to turn a blind eye to illegality on the part of the other player characters, for example, which required a good deal of flexibility from the Cop’s player.

We had a brief, 3 month campaign, played weekly. The main plot revolved around a corrupt scheme to build a mallplex over the top of an economically deprived area of south Night City, and it involved corporate scheming, organised crime, and corruption in City Hall. It was a lot of fun, and it left a good taste in everyone’s mouth, so everyone was keen to play a new Cyberpunk campaign in 2021, this time using Cyberpunk RED, which came out while we were playing CP2020. More on that later.

Incidentally, if you have Cyberpunk 2077 on PC, you probably have a copy of Cyberpunk 2020 as a PDF (both the English and Polish versions!) somewhere in the game’s installation folders. I have the game on Steam, and found (yet another copy of) Cyberpunk 2020 here: programfiles/steam/steamapps/common/Cyberpunk 2077/BonusContent/sourcebook

Incidentally, while it copped a lot of flak for underdelivering on the hype and a very bugged release on consoles, I really enjoyed Cyberpunk 2077, which I played on what was a brand new gaming PC at the end of 2020 without any technical difficulties. Perhaps not the greatest game ever, but much better I think than the bad press suggests, and as a fan of the Cyberpunk 2020 game since the 90s, I was blown away by Cyberpunk 2077. It was a fantastic love letter to Cyberpunk 2020.

Warhammer Fantasy Roleplay and The Enemy Within

About twenty years ago I hunted across eBay for Warhammer Fantasy Roleplay and The Enemy Within in its various volumes. At that time, WFRP was already old – the first edition of the game came out in 1986 and had a renaissance under Hogshead Publishing in the mid-to-late 1990s, and the second edition was not yet out. I had been a keen Warhammer player through the 1990s, and still have an enormous affection for both Warhammer Fantasy Battles and Warhammer 40,000 (although not that Age of Sigmar blasphemy). At least part of the appeal for me when I first picked up Lamentations of the Flame Princess was the idea of running a Warhammer-like game in my own renaissance fantasy world. Ironically, I never really played it like that, deciding instead to run my campaign in 17th Century England (albeit an England above a Hollow Earth), but when we wrapped up our Lamentations of the Flame Princess campaign, I suggested to the players that we could play Warhammer Fantasy Roleplay and finally try out the famous Enemy Within campaign. We were joined by other friends too, keen to play WFRP and The Enemy Within specifically.

My first problem was those books I had hunted down on eBay twenty years ago were on the opposite side of the world from me now – either in storage (if I am lucky) or scattered to the ether (if I am unlucky). Fortunately, the new publisher of Warhammer Fantasy Roleplay, Cubicle 7, has very decently made available not only the PDFs of their version of the game, but of the first and second edition too (affiliate links), and has run a couple of very good value Humble Bundles with the core books and all the sourcebooks. At the time we started the campaign, Cubicle 7 had not yet finished publishing its re-release of The Enemy Within for their own Fourth Edition of the game (affiliate link), and I was a little discouraged by some of the naysayers about the new edition, and decided to stick with the first edition of WFRP. While the first edition certainly has its charm, and I don’t mind it being a product of its era, I didn’t anticipate that through the course of 2021, WFRP 4th edition would see releases of its core rules and adventures on Roll20 and Foundry – Roll20 is lagging a little behind Foundry in this respect (at the time of writing, The Enemy Within has not yet come to Roll20). While it’s not critical, since almost all of my gaming has been on Roll20 this year, I feel like having publisher VTT support for the campaign would make a lot of things a lot easier on me as a GM – especially since I run so many games. There’s a lot of fiddly bits – mostly involving exporting maps and artwork from the PDFs of the original printings and then importing them into Roll20 – which wouldn’t be an issue if I was using the support for WFRP 4th edition on Foundry. In addition, I’ve picked up the 4th edition of the game’s PDFs, and while it doesn’t have the characterful late 80s black and white artwork, it’s really obvious that the new edition of the game is indeed made by people who love Warhammer and loved the original game. The soul of WFRP seems very much present in its latest iteration. But, for fear that it would be, and out of a vastly over optimistic view about how fast we’d play through The Enemy Within, I stuck with WFRP 1st edition.

I must say, one year in, I have mixed feelings about this campaign. I feel like it took us a number of sessions before we started getting the right “feel” for the game. It’s difficult to explain exactly what I mean by that, and I think at least part of the reason why is that the opening sessions of the campaign were very railroad-y, an experience quite dissimilar to our Lamentations of the Flame Princess campaign. The climax of the very first adventure, Mistaken Identity, has one of the player characters find a dead body for which they are an exact double. This dead body is also carrying a letter indicating that they are on the way to collect a significant inheritance. I don’t know whether I picked the wrong player because he wasn’t interested in the idea, or whether I picked the wrong player because he could smell a railroad’s plot hook coming a mile off and very consciously rejected it, but I picked the wrong player. Picking the wrong player for this plot hook is a real pain, because there are very few plot hooks and clues to keep the player characters chasing the various villains of the first couple of volumes, and any variances from the “rails” is liable to leave very important plot hooks missed altogether.

I also think that the game made greater roleplaying demands of the players than the group had become accustomed to with the online format. At least part of this may be that we were not using Zoom video chat for this campaign. Instead, we carried through with the technologies we had been using for LotFP – Roll20 and TeamSpeak 3, which is audio-only. If players step away from the table, even if it is just for a moment, nobody can tell without a video feed – and several times an NPC would launch into the start of a conversation with a character only to find that character’s player away from their microphone and presumably earshot. I also think that larger groups are harder to work with in online games than around a physical table. Around a physical table, it is easier for multiple discussions to happen and for players to slip into a discussion or speak up in pauses in a conversation. It’s harder to do this online – harder also to let the GM know that you need to momentarily step away to answer a call of nature, perhaps compounding the earlier mentioned phenomena. I’ve recently switched the campaign to Zoom to try to reduce these issues, but I suspect strongly it’s always going to be an issue with online play with larger groups.

Another issue we had early in the campaign was getting our heads around careers in WFRP and how they differed from classes in D&D and D&D-based games. Careers are meant to be something your character actually pursues “in-character” in WFRP, which is to say, if you want to switch your career to “Bounty Hunter” you are supposed to actually train and become a bounty hunter in the world, and hunt down criminals for money. Character classes in D&D on the other hand are mostly abstract. When a player character “levels up” in D&D they just get better. Some DMs might insist that characters should spend some time in town training to gain their next level, sure, but these are house rules – and can easily apply fairly evenly across all player character classes. On the other hand, in WFRP you need to not only spend your Experience Points to gain your new career, you need to find a trainer, and realistically you probably need to spend a bunch of downtime doing this. Despite this being the case, The Enemy Within campaign (at least, the first two parts) doesn’t really afford you much opportunity for downtime. Mistaken Identity is a railroad on a schedule, the plot in Shadows over Bögenhafen (affiliate link) is going to unfold on a fixed schedule no matter what, and much of Death on the Reik (affiliate link) is supposed to be a fairly strictly timed pursuit. Given this is “the” Warhammer Fantasy Roleplay campaign, why is the action so incompatible with the way character advancement is supposed to be played out in the world? Generally speaking, we have allowed careers to change on the assumption that player characters can practice them “on the side” e.g. while travelling the rivers of Reikland on their boat, but this is more practical with some careers than others.

I realise I have spent three paragraphs complaining and it would be enough to make anyone think I do not enjoy WFRP or this campaign. This isn’t true. As time has gone on and we have all “found our feet” more with the system, I’ve come to enjoy the game more and more. There are lots of fun, dramatic confrontations in The Enemy Within so far – and we are nearly at the end of Death on the Reik after 18 sessions of play. But as I have come to understand WFRP better, I have come to think that a better campaign might be one a bit more stationary, based in a city, which followed the player characters going about their ordinary life more while the pernicious Enemy Within schemed from the shadows – something a little grittier than this high fantasy adventure romp.

Assuming that the campaign keeps going through 2022, I am eventually going to have to decide what to do after Power Behind the Throne (affiliate link). The original volume 4, Something Rotten in Kislev (affiliate link), is apparently not part of the original development team’s vision for The Enemy Within – it started life as an unrelated adventure which got shoe-horned into the campaign as Games Workshop’s interest in the roleplaying game line waned and budgets shrank accordingly. The Cubicle 7 “Director’s Cut” edition of the campaign replaces Something Rotten in Kislev with The Horned Rat (affiliate link), and I shall have to think about whether to do this in my campaign as well. If so, I suppose I will have to decide whether to convert the characters to WFRP 4th edition, or whether to convert the module to WFRP 1st edition!

Cyberpunk RED: Not my shining hour

After the success of my “Gentler 2020” Cyberpunk 2020 campaign, that same group and I were keen to give the new Cyberpunk RED a go in 2021. I should really write a review of Cyberpunk RED and share my thoughts about the game, because there’s surprisingly few reviews out there which seem to be based on significant amounts of actual campaign play – most are based on a read through only, or on the Jumpstart Kit. But this is not the place for that! Let me instead tell you how I failed to run the game I wanted to run and kept failing at it because it took me months past the point it should have done for me to say “Guys, let’s play something else”.

I had one player from the CP2020 campaign who decided not to play in Cyberpunk RED – my wife, who wanted to limit her gaming to the on-going AD&D and Pendragon campaigns we were both a part of in early 2021. She was replaced by a good friend of mine whose interest in Cyberpunk had been piqued by playing Cyberpunk 2077. Otherwise, this was the same group as played “A Gentler 2020” described previously. The new player was not previously known to the rest of the group, and over the first few sessions, there was some obvious tension between the new player and the “old” players. I think this was due both to differing approaches to the game, but most of all because of a failed session 0 discussion about the campaign premise.

“Session 0” is supposed to be the way to avoid conflicts between players and between players and the referee. I have been doing a “Session 0” since before I knew people called it “Session 0”. Still, I have managed to screw this up as a referee in a couple of campaigns in recent times, and there’s at least one other game I’ve been a part of as a player where I think the cause of a later conflict was due to session 0 problems. So, let it be acknowledged that just having a session 0 is not a panacea for all potential problems in a campaign! In this particular campaign, trying to avoid the “group being torn in opposite directions” phenomenon from “A Gentler 2020”, we discussed some of the rulebook’s suggested team types. One of these in particular had caught my eye – a Trauma Team. I don’t think I pushed it to the exclusion of other options but maybe I did it subconsciously. We decided we’d play a Trauma Team, and the different players picked their different roles. Crucially, the new player picked an Exec (Cyberpunk RED‘s equivalent of CP2020‘s Corp role), and the other players picked various roles (Medtech, Tech, Solo).

The economy in Cyberpunk RED is a game system in its own right. I’ll explore this more in my review but suffice it to say that whereas in CP2020 characters can have a regular salary determined by how many ranks they have in their role ability, characters in RED earn money for gigs, whether these are missions played out in game, or randomly (and less remuneratively) rolled in downtime. They have to pay for accommodation and lifestyle, and these are fixed monthly costs varying only for the quality of lifestyle they want. You can see that as a game mechanic, the intention here is to make sure the player characters get out there and do missions to get paid to pay their bills. One of the Exec’s role abilities is that their employer provides them with their accommodation – by “selling out” they get a secure roof over their head. They still get no additional salary on top of this, mechanically, so they also need to earn their money through gigs, but things are less precarious for them economically. This was all explained within the game world fiction of my Trauma Team that whereas the Exec was a regular employee of Trauma Team, the rest of the team were, in effect, contractors or casual employees, paid per gig. This allowed me to preserve the game mechanic for mission rewards built into RED, but I think it created a sense of injustice and resentment of the Exec. To some extent that’s very thematic for Cyberpunk, but in this case it effectively created the sense that the game rules (as opposed to the fictional society they represented) were unjust, and a desire by the non-Exec players to effectively “acquire” part of the Exec’s role ability (i.e. the secure accommodation) – and maybe the sense that the Exec (character or player or both) was not entirely on their side.

This sense was not helped by the fact that the Exec was also, in-character, a kind of “line manager”, and no matter how much the player wanted to consciously avoid bossing the other players around, several missions unfolded in such ways as to strain all fictional credibility to think that the Exec should accept the behaviour of some of the other characters. Much as in “A Gentler 2020”, when the Cop character had to turn a blind eye to the illegal conduct of the Fixer, the Exec character was being challenged to turn a blind eye to reckless disregard for the safety of Trauma Team clients by the Medtech. However, whereas it seemed to make more sense in the CP2020 campaign because there was an “upside” to the Cop turning a blind eye (they generally profited from the illegality too), in the RED campaign the only reasons for the Exec to turn a blind eye were out of character ones (i.e. not wanting to have conflict between players). Eventually, the Exec’s player decided to leave the game when the rest of the group wanted to move away from the Trauma Team campaign premise discussed in session 0 and re-orient the game on more general “edgerunning” pursuing their own heists and ambitions.

The campaign continued on for some time, but kept failing to “click” from my perspective. Despite liking the players and enjoying hanging out with them, I wasn’t enjoying the game itself. Eventually, another player quit, and that gave me the impetus to move on from the campaign. I briefly started another Cyberpunk RED campaign, but by this point in the year I was suffering very significant referee burn-out, and declared as much to the players and closed that campaign too. Maybe we’ll play something else in 2022.

The Drag in Pendragon

Back in 2017 I started running the Great Pendragon Campaign. We’ve gained and lost some players since that time, and in early 2020 three of the four still regular players all became parents for the first time – and then the pandemic hit. Playing through 2020 became sporadic and online, with the players mostly exhausted by the game falling on the evening of the last day of the working week, and tending to start later than it had before they had newborns so as to permit newborns to go to sleep beforehand. 2021 followed a similar pattern, but the game got more regular again, and moved away from being online back to being face to face. However, the late start on an evening at the end of the working week, now the only timeslot available due to all the other games being played on the weekend, was not helping the quality of those sessions, either from my end as the referee or from the players.

We were just all too tired to make up for the later start, and the game had settled into a pattern of play centred on Pendragon 5th edition’s various mini-games. Either there was a war, and thus a battle using The Book of Battle‘s battle system, or we’d play a court feast using The Book of Feasts (complete with the players chanting “Feast Cards! Feast Cards!” whenever the prospect of dinner is in the offering) or both. I tried to break this pattern by pushing the knights to go on adventures, but as if often the case when a referee pushes player characters to go on adventures, the player characters find ways to subvert them. Pendragon‘s published adventures, both those in the Great Pendragon Campaign book and in the various other adventure books, have also always been problematic for this particular group. The adventures are often filled with allegorical scenes and are mostly solved through a combination of trait rolls (i.e. tests of virtue or character) and combat. Several players consistently mistake the allegorical scenes for “puzzles” to be solved, and the action grinds to a halt while they attempt to solve something which needs no solving. Further, many of the published adventures are quite railroad-y if I am honest, despite my great affection for Pendragon. When we’re all tired at the end of the week, all too often we either make no progress through an adventure, or I am more or less narrating for the party what happens until they hit a point where I ask them to roll some dice.

This is not how Pendragon is supposed to be played! This is not how we were playing Pendragon not that long ago. I proposed to the group that we suspend the campaign until we could move the timing of it to a time at which we were not all exhausted and brain dead. Hopefully this happens in early 2022, because we are about two-thirds of the way through the Great Pendragon Campaign and we all want to make it through!

Chivalry & Sorcery

My Chivalry & Sorcery 5th edition (affiliate link) campaign set in mythic Averoigne in historical early 14th Century France has gone on for 40 sessions and continues. We are certainly near the end of the campaign based on what there is left to do in Averoigne. Earlier in the year, the party decided to confront the enemies I had intended for them to fight in the final climax a little bit ahead of that timing, and I became a little worried that there were no potential enemies remaining who could be more threatening. With a bit of refactoring, this is no longer the case, and I am hoping that the campaign’s final act is fun and fulfilling for everyone. After a somewhat shaky start, we’ve had a good campaign, and good campaigns deserve good endings – let’s hope I can pull off something suitably satisfying!

I do have some observations about C&S 5th edition after 40 sessions. We’ve been playing the game for nearly two years now – actually since just before I got my physical books from the Kickstarter, I believe. This edition of the game already has a very large number of products released for it and is very probably the best supported edition of Chivalry & Sorcery ever. Few core rulebooks feel so comprehensive as does the 5th edition of Chivalry & Sorcery, and there’s great satisfaction to be derived from the depth of different subsystems (e.g. combat, magick, religion). In my opinion, sometimes the rules give too many options (particularly in the case of combat), but it is generally easy to take what you want and leave the rest. Character generation is detailed and very satisfying. The downside of this is that as a GM, it can be difficult to improvise the stats for NPCs “on the fly”. The player characters are getting to be higher level now (I believe the highest is level 14 as I write this, and most are within a few levels of that), and it is notable that player characters become much more powerful at high level, which is especially true for magick users. They don’t necessarily get any “tougher” in terms of their ability to take damage, but most characters become much better at avoiding taking damage as they become more powerful.

So, beyond just for storytelling reasons, I think that it is a good time for the campaign to draw to a close from a mechanical perspective as well. High-level magick really changes the game in dramatic ways, and increasingly it feels that the campaign’s established setting, Averoigne, cannot really contain these characters. To some extent, I struggle to see how an historical setting can contain high-level magick user characters – how, in particular, can the Church exert as much control and authority as it historically did, if it is challenged by powerful magick users? That said, the miracles available to priestly characters can be very powerful, and at least part of my struggle is my own lack of willingness to employ greater miracles against player characters! I still think that the magick system provides a lot of satisfaction for players as they climb the ranks.

I do worry that the campaign serves some of the players better than others. There has not been enough urban intrigue, for example, and the thief and assassin characters have not had the same opportunities to shine as the characters who are more at home in Averoigne’s deep, dark forests. I have been using World Anvil for this campaign to organise my notes about the setting and be able to draw them up in play. Only one of the players seems to follow what I make available in World Anvil, but it’s still useful for me as a referee, so I persist.

One final reason to start drawing the curtains on Averoigne: I have an urge to run a campaign in 2022 set in a medieval fantasy setting I worked on years ago but have never used yet. I think that Chivalry & Sorcery is the ideal system to run this campaign, and I often find my thoughts drifting towards planning for that game.

Next post, I’ll talk about what I have been playing in 2021!

Colony of Death

Colony of Death: Weird Fantasy Roleplaying in 17th Century Maryland is a third-party adventure module for Lamentations of the Flame Princess by Mark Hess. It is available in print via Lulu and via PDF from DriveThruRPG (affiliate link). This review is based on a reading of the print version, not on actual play. The author, Mark Hess, has released two other third-party products for Lamentations of the Flame Princess, but this is the first one available in print.

Colony of Death is a 58 page softcover adventure setting, including a high level summary of the English colony of Maryland in 1650, a colour hex map of the setting, a bestiary, random encounter tables, four brief adventures, and several other sections to bring some 17th century colonial flavour to your table, including New World Diseases and rules for growing tobacco in Maryland colony. There’s a lot of value packed into those 58 pages at a very reasonable price – $1.14 for the PDF and $4.99 for the printed book! The module would be terrific value at three times the price.

I have been drawn to the idea of the New World (or a fantasy analogue for it) for my next Lamentations of the Flame Princess campaign for some time. You have wilderness exploration and relative isolation – both useful breeding grounds for horror. The existence of early European colonies in America was precarious – and that’s before you add any weird fantasy or horror complications. Colony of Death does a good job of giving us a sense of this historical precariousness with brief descriptions of the history of the colony and its people. The early religious tolerance between Catholics and Protestants gives way to the violence of the Plundering Times, for example, during which the English Civil War visits Maryland. The disease rules are suitably gritty and nasty, and establish deadly illness as an ever present and omnipresent fact of life in the colony (an historical state which somehow feels less distant in 2020 than it felt in 2019). In a short space, Hess paints an evocative picture of early colonial Maryland as an adventuring locale.

The bestiary is a combination of natural wildlife, supernatural creatures, and potential human foes. There’s 22 entries and random encounter tables for every type of hex in the Maryland map included in the module. The bestiary is not illustrated – some entries have a brief description text before the equally brief LotFP stat block, others are most self-explanatory and jump straight into the stat block. It’s a no-nonsense, working bestiary which will keep the player characters on their toes as they move about the colony. Like most LotFP products Colony of Death seems aimed at low-level characters so the encounters are mostly lower-level creatures, although there are a couple of 7 hit dice creatures too. It would be better with some artwork, but the bestiary is undeniably useful.

The adventures are a nice mixture of “mundane” and supernatural horror. They’re all sufficiently different from each other both to provide your campaign with some variety and to get you to think about the right mix of adventures for your own game. Any historical or pseudo-historical setting can only absorb so much “weird” before the historical aspects are so eclipsed by the weird ones that the setting no longer feels grounded and real – which in turn makes the weird fantasy elements feel less special. It’s important to get a mixture of mundane and supernatural adventures in your campaign in order to make sure the “weird” keeps feeling “weird”. I think this is the motivation for some recent official Lamentations of the Flame Princess releases such as No Rest for the Wicked and The Punchline. It is nice to see a mix of adventure types in a third-party product.

Colony of Death is 58 pages of gameable early colonial era weird fantasy roleplaying content with zero waste, and represents fantastic value in both formats. I highly recommend it. My only minor quibble is that the physical book I bought from US Lulu (it only seems to be available from the US at the moment) is printed in 6×9 inch format, which is slightly taller (just over 1cm) than the A5 size preferred by Lamentations of the Flame Princess. But that’s really nothing. This is a value-packed module, one of the best third-party publications for Lamentations of the Flame Princess I have purchased. If you want to run an OSR game in early colonial America, buy this book, you will not regret it.

Adventure Anthology: Blood

Adventure Anthology: Blood is the last of the planned three volumes of previously independently published LotFP features. The Adventure Anthology series has included Fire, Death, and Blood. Blood was recently released in print and PDF, and my print version has not yet arrived, so I am basing this review on the PDF. Blood is available from the LotFP webstore (EU store and US store) and in PDF only from DriveThruRPG (affiliate link).

Whereas the previous Adventure Anthology volumes reprinted adventures from the period after LotFP had found its feet as a publisher, which were already beautifully illustrated and laid-out, Adventure Anthology: Blood reprints some of the publisher’s earliest modules, and has therefore been given all new artwork and layout. This means that the PDF version of Blood is a PDF of the newly laid out and illustrated versions of the originals, not a ZIP file of the PDFs of the original adventures as was the case for Fire and Death. This makes Blood worthy of purchase even for those who own the originals, and even in PDF format, and appears to be why it was released on DriveThruRPG whereas the others were not. The artwork is by the talented author, artist, designer (and soon to be nude portraitist) Kelvin Green and the layout is by Alex Mayo. Both are mainstays of LotFP and their work updates the look of these adventures to be consistent with the high standards expected of the publisher in 2020.

The adventures in Blood are quite different from the “normal” LotFP fare from the era of the Rules & Magic book onwards. As James Raggi (who wrote all of the adventures in this volume) says in the foreword, these adventures are from “back in the day when I was still trying to fuse traditional heroic fantasy with my nascent understanding of the Weird.” This is actually a fondly remembered period in LotFP‘s history with many OSR Grognards found online, who complain that Raggi’s later works are “negadungeons” or less obliquely and more crassly, “party fucks”. While I don’t really agree with this assessment of the later LotFP titles, it does mean that this may be the first LotFP product in some time which may appeal to this “traditionalist” wing of the OSR, if they are willing to give a new title from LotFP a second look. This also means that these adventures are, on the whole, easier to adapt to a “standard” D&D campaign than most LotFP modules. It could even serve as a “gateway” book to gift a 5e DM looking for something different to do with their next game.

The first adventure in Blood is The Grinding Gear. Although I own the PDF of the original, I’ve never run this adventure. The premise is that an innkeeper with good cause to hate adventurers had his own tomb constructed as an adventurer-trap dungeon as revenge on adventurers as a social class as a cruel practical joke. It’s a fun, tongue in cheek premise. At first the adventurers will find an abandoned inn, but as they blunder through it, they will find the entry to the dungeon and there the real fun begins. The dungeon is initially surprisingly conventional (remember: this Raggi’s early work before all the elements of the current LotFP formula had come together), with progressively more devious traps and puzzles, especially once the players reach the second level. If the players do “beat” the dungeon and get the final treasure, they will have earned themselves a recurring opponent who “will test them again” – more like a determined prankster than a truly malevolent villain. I can imagine that players will feel pushed very hard by the traps and puzzles in the second level of the dungeon, and will indeed start to feel like the dungeon’s designer has tortured them for his own amusement. It’s not exactly eldritch horror, but it is a lot of fun and I think between the details of the dungeon’s designer and the types of traps and clues left in the dungeon, the tone is perfect, albeit quite different from newer LotFP adventures.

The second adventure in Blood is Weird New World. I’ve nearly used this module as the basis for a campaign twice, and each time reverted to the English Civil War because the players wanted to stay there. Weird New World is a sandbox inspired by the search for the Northwest Passage (but not actually based on the geography of the real world). LotFP had not definitively settled on Earth in the Early Modern period as its default setting when this adventure was originally published – in fact, the Grindhouse Referee’s Guide actively advises against using the real world as a setting – but it would be easy enough to imagine that this giant hexcrawl could take place in our own world, as a conceit to the idea that the area being explored really was unknown to those exploring it and that almost anything could be encountered up there in the icy northern waters. There’s a good mix between natural phenomena and beasts and fantasy creatures (elves most notably). Weird New World also features the “Eskuit”, a native people of many tribes, generally with a bad impression of elves (understandable given the nasty elves found in this module). In the political climate of 2020, I am genuinely not sure how the Eskuit will be perceived – to my reading, they are presented as a fairly obvious stand-in for the Inuit and nothing seems to be intentionally offensive or insensitive in their portrayal but I am not the one who gets to make that call. Exploration and colonial exploitation were themes of adventuring in the real-life 17th Century which seem like they are important and worthy of inclusion in any game using this historical setting however broadly. Weird New World may not be our “New World” but it seems far more appropriate to me that it has native peoples of its own just as the real “New World” which was explored and exploited by the European powers in this period did. Weird New World is an interesting sandbox for an exploration/wilderness survival horror campaign, and it’s one I keep coming back with the intent to use myself. Maybe someday!

The third adventure in the Blood volume is No Dignity in Death. This module is an extremely early one in LotFP history and until now I’ve only had it in A4-sized PDF, so the format update to be consistent with the rest of the LotFP line is extremely welcome. This adventure features “gypsies”, with Raggi’s heavy disclaimer that the portrayal is intentionally inaccurate and explanation of the prejudice against these people which he observed when he first moved to Finland and how surprising it was and how this influenced his decision to make the victims in this adventure gypsies to see what his players would do with the setup. Dealing with the prejudices of your players towards the ethnic group of the people they are supposed to be helping in an adventure may be a lot heavier than you might prefer in your elfgame! Much as the presence of the Eskuit in Weird New World may offend some, so may the presence of gypsies in No Dignity in Death – and it is not my place to declare these portrayals as “fine”, but at least in this adventure Raggi has made a conscious decision to make the victims who need the party’s assistance an exaggerated stereotype of an ethic group which is the victim of discrimination even in “enlightened” 2020 Europe. No Dignity in Death is set in Pembrooktonshire, a fictitious community which would be easily enough incorporated into a typical fantasy campaign setting or into Early Modern Europe (although it will require significant modification to really strike an historical feel, which may end up ruining the vibe).

There are really three different “adventures” presented in No Dignity in Death all presented in and around Pembrooktonshire, which is enormously detailed, with about one hundred pages of this volume given over to describing the community and its inhabitants in the People of Pembrooktonshire chapter. There’s a huge amount of material to mine here and Pembrooktonshire could easily become the base of your campaign. The key thing to know is that Pembrooktonshire is isolated and insular and has a strong sense of character which will come across in play. The players will realise that this is a distinct community with its own traditions and local culture. It’s also a profoundly weird place, albeit a very different kind of weird from the weird found in most of the more modern Lamentations of the Flame Princess line – it’s more surreal than horror, in my assessment. The three adventures in No Dignity in Death can be summarized as: a murder mystery, a deeply messed up local competition/human sacrifice, and a location-based adventure in the mountains. With all the details from the People of Pembrooktonshire chapter, these adventures have the potential to come to life, especially if you and your players like to get into character and roleplay social interactions.

The final adventure in Blood is Hammers of the God. In another departure from “modern” LotFP, which eschews demihumans, this adventure is based around dwarfs. This has advantages and disadvantages. How much do you like dwarfs? Depending on how much “dwarf lore” is established in your campaign setting, you may find that the adventure isn’t usable because dwarfs as they appear here are not the dwarfs of your campaign setting. If your dwarf lore is a bit more malleable, however, then this adventure is a world-building romp. Despite this being the most “traditional fantasy” adventure in the module, the weird horror flavour of Lamentations of the Flame Princess starts to come through with wormholes, aliens, and tentacles on random tables and in room descriptions. The appendices of this adventure have some useful tables, but one of them is very strangely laid out – “Appendix II: Book Descriptions” is a d100 table which spans many pages, but strangely, the reverse pages are blank. There doesn’t seem to be any reason for this layout decision – I am just reviewing the PDF though since the book has not shipped yet, so perhaps I am missing something which will be obvious once I have the physical copy.

Overall, Adventure Anthology: Blood revisits some early Lamentations of the Flame Princess modules with modern art and layout. Even for owners of the original modules, the new art and layout certainly justifies the cost of the PDF. I look forward to receiving my physical copy, which I am sure will be up to LotFP‘s usual excellent standards for physical products. As someone who discovered Lamentations of the Flame Princess after the originals of these modules were already out of print, I am very pleased that these adventures have been made available again in anthology form.

Fermentum Nigrum Dei Sepulti

Fermentum Nigrum Dei Sepulti (henceforth Fermentum) is a new adventure from Lamentations of the Flame Princess available in print and PDF from the LotFP web stores (EU Store and US Store) and DriveThruRPG (affiliate link). This review is based on the PDF version of the book so I cannot comment directly on the book quality except to say I expect it to be outstanding as all my other hardcover Lamentations of the Flame Princess books have been.

Fermentum is a weird fantasy monastery-crawl (that’s a thing now) featuring zombies controlled by an intelligent alien yeast which is used by the monks of the aforementioned monastery to brew outstanding beer famous through the local area of your campaign setting. The designer, Gord Sellar, cites as one source of inspiration “The Color(sic) Out of Space” by HP Lovecraft1, and this story probably best captures the initial premise of what is going on at the monastery, although Fermentum adapts this heavily both to the ostensible theme (monastic brewing) and to gaming purposes. This is not quite Gord Sellar’s LotFP debut, as he contributed to Green Devil Face #6, which is for some reason not available on DriveThruRPG and is thus the only issue I don’t have a copy of, but it is the first complete LotFP book he has completed as sole author. I believe it is one very worth of his reputation as a SF/weird fiction writer. This review attempts to avoid significant spoilers.

Fermentum features a unique set of infection rules for what happens when the “Black Barm” (the intelligent alien yeast) infects the player characters. This system features infection cards, which appear in the back of the PDF (presumably they’ll appear in the print book too) which should be printed out, cut out, and shuffled into decks to be drawn at the appropriate stage in the infection. At first I was disappointed to see this design choice as this product is a book, after all, and does not include separate cards, and it struck me initially like an awkward gimmick. Having read the cards and the explanation of how they are to be used, I feel much more comfortable with the decision and think that they neatly resolve what might otherwise be a fundamentally “unfun” (in a bad way) aspect of play with the adventure. Without spoiling the contents of any card, the infection cards are mostly provided as a tool for players to roleplay out the result of their player character’s infection. This mitigates the problem in play which some spells, powers, and effects have of taking control away from a player and effectively rendering them a spectator rather than a participant in the game. It is true that they are gradually losing control of their characters as the infection becomes worse, but through the use of infection cards, the players are given a lot of scope to interpret the effects of the infection on their character. The infection cards are the primary new game mechanic in Fermentum and I think they achieve both the narrative purpose (protagonists falling under the “spell” of the unknowable alien entity as in “The Colour Out of Space”) and the gaming purpose (preserving the players as active participants in the game and in the shaping of the impact of the infection on their character) admirably.

While I’ve visited medieval monasteries as a tourist, I’ve no particular expertise in their particulars. With that disclaimer, the monastery itself (the Abbey of St. Christopher, technically) feels realistic to me, and Sellar has rendered the primary adventure location in a way which feeds true to historical reality, overlaid and overwhelmed by the weird caused by the Black Barm. This creates wonderful contrast between the mundane and the extraordinary. The adventure is assisted in this with maps which are both attractive and functional, and which are generally presented on the same spreads as the description of the locations depicted on the maps. It’s functional, realistic, and evocative.

Although it is by a different artist, the obviously Gonzalo Aeneas, the interior art work is reminiscent (in a good way) of Jez Gordon’s work in earlier Lamentations of the Flame Princess releases. Fermentum is illustrated with high contrast black and white interior artwork featuring recognisable but distorted human forms highly suggestive of “the weird” which is going on. The layout is reminiscent of a 17th century printed book in many ways, with supposedly handwritten marginalia in a variety of languages. The effect is slightly spoiled by the use of modern “hand writing” fonts rather than being actually handwritten (although that’s probably necessary for legibility). Colour coded tabs adorn the outer edge of each page to make it easy to find your way through the book (very handy given the PDF is 104 pages long including the infection cards). The whole presentation is consistent with the high standards we have come to expect from Lamentations of the Flame Princess.

Fermentum is an inspiring and substantial addition to the Lamentations of the Flame Princess product line-up, at over double the size of the largest of 2019’s offerings. It is at once something new and impressive from a new (to our hobby bookshelves anyway) and impressive author, and entirely at home thematically and aesthetically with the existing Lamentations of the Flame Princess range. I highly recommend it!

  1. Lovecraft of course being an Anglophile retained the proper u in the word colour in his title, unlike the recent film adaptation of the story, which is excellent despite the spelling.

Deep Carbon Observatory Remastered

I backed the Deep Carbon Observatory Remastered Kickstarter, and received the hard copy of my new book yesterday. I have never played Deep Carbon Observatory (either version) so this review is based on a reading only. I will start my review with a section aimed at those familiar with the original, and then move on with a section aimed at anyone, whether they are familiar with DCO or not.

DCO Remastered (left) vs DCO from Lulu (right). Not shown: professional photography.

What’s New?

The new book is an A4 hardcover, with glossy interior pages and two ribbons. Its layout preserves the aesthetic of the original but seems much more functional. Each spread is clearly numbered (in the top left and right corners), and the maps are keyed to each spread. The maps in the remastered version as much more legible than they were in the original, redrawn in isometric projections on much larger scales, at both the front and back of the book to be easy to reference in play. The spread numbers and keys on the map make it very easy to quickly flick between maps and the appropriate page. The Remastered book now features an index rich in detail (not just titles and page numbers, but including a very brief summary of key information). These features make the new book a great deal more functional than the original as a publication.

The book also features expanded content as opposed to the original. Once again, this new content has the effect of making the adventure substantially easier to use, in my personal view. I found the dive straight into the crisis of Carrowmore without any real context in the original DCO disorienting in my read through of the original book. The book now provides 30 different hooks, an introduction to DCO, how it should be run, intended character levels, and so on. Even once we move into the material which was there before (e.g. the 18 box “The Flood” flowchart), this material is made more usable with small enhancements to the content and formatting. The Crows are now stated more clearly for Lamentations of the Flame Princess and have clearer advice for the referee about how to run them. This pattern continues throughout the book, especially for the more important encounters.

The new maps from Dirk Detweiler Leichty and new, larger artwork from Scrap Princess now add much more visual interest to the Remastered book. The art style is consistent with the original but the size and improved printing quality has enhanced the effect considerably. The style may still remain divisive and is not necessarily for everyone – but for me, Scrap Princess captures the frenetic energy, the sense of despair and desperation which perfectly matches the write-ups of creatures and encounters in the module. I also really like the new maps by Dirk Detweiler Leichty – they are much more functional in play than the maps included in the original, and much more clearly communicate the three dimensional nature especially of the “dungeon” parts of the adventure. You can pick these up PWYW on DriveThruRPG right now (affiliate link) if you are fence sitting about the new remastered book and it might help you make up your mind.

If, like me, you were always interested in the original Deep Carbon Observatory and found the adventure compelling, but hesitated running it in your campaign because you didn’t find it sufficiently accessible to actually try running it, the remastered version is a worthy upgrade. I now definitely want to actually play this module, and feel that the new book will actually help me run it. In short, Deep Carbon Observatory now feels like it wants to be actually played. If you found the old version perfectly playable, and you already enjoyed it, though, then I think the question really is – do you want a “deluxe” version of the physical book? If you do, and you’re prepared to pay £25 for it, then the remastered DCO is there for you. Otherwise, you are probably fine keeping your existing book, and maybe just checking out the maps from the remastered version.

New to DCO?

Deep Carbon Observatory is an OSR adventure with a DIY, art house aesthetic by Patrick Stuart and Scrap Princess. It is a dark, bleak module, which starts off in a drowning town and finishes in an observatory at the bottom of a deep mineshaft carved out of the depths of the earth by slaves in aeons past. If they survive, the player characters will pick over the bones of a long dead civilization for its discarded and forgotten treasure. This is not Faerûn – this is grimdark survival horror fantasy.

The module describes itself as “theoretically survivable” for a level 1 party, but is aimed at a party of characters of levels 3 to 5. Most monsters and hostile NPCs have less than 5 HD, but the toughest enemies have more, and the biggest foe has 15 HD. As with most OSR games and adventures, the raw challenge rating of encounters is far from the full story about how challenging the adventure is likely to be. Player skill and strategy will be more important for success in DCO than player character levels and abilities.

Unlike the original version of the module, Deep Carbon Observatory‘s remastered edition has a number of compelling hooks for player characters. The ultimate objective is to reach an ancient magical gate deep within the earth, underneath a lake, upriver from the town of Carrowmore, and from there perhaps to escape with the treasure of an ancient empire.

The adventure starts with the characters on the scene of a natural disaster – this is an uncommon opening in adventure modules to say the least, and will certainly set the tone of darkness and despair as no matter what the players do they will be unable to save everybody. On the other hand, if your player characters don’t even try, as a referee you’ll know from the start that your PCs are amoral arseholes and maybe the tone of the rest of the adventure won’t affect them very much either. The adventure provides a flowchart-based approach for witnessing the various small human tragedies which comprise the flood of Carrowmore, and I believe this will create a dynamic and chaotic feeling in play as the players respond to some events and not to others, with consequences for both. It’s a unique opening to an adventure.

From this opening the adventure moves on to a race to the observatory through the devastated valley beyond Carrowmore, up the walls of the destroyed dam, and to the vast, ancient underground structure where the gate and the eponymous observatory lie. The race strikes me as both crucial to maintaining the pace of the adventure and as the part which will likely be the most difficult to run “as designed” in play. Players like being fully rested, with their full array of spells prepared, before they go into danger. To maintain a sense of desperation and keep that “survival horror” feeling established early on in the adventure, the players can’t be allowed to rest lightly. Any delay on their part must cost them. This is clearly the intention of the race as described in the book – rival adventuring parties (and other groups) are hot on their tails, and delays will lead to more challenges and complications in the form of dealing with these rival parties. Many players, especially those used to 5e D&D’s rest mechanics, will push back on this pressure and respond in ways which will lead them onto sidetracks – they refuse to be harried and will try to “take out” the pursuers so that they can approach the rest of the adventure at their leisure. Referees will need to play the rival parties and adversaries in the race “smart” in order to keep the pressure on, so that the party feels that the best direction for them to keep going is forward. Even then, a smart party knowing it is going to play a long term campaign which will last beyond the Deep Carbon Observatory module may reason that they may as well stop and fight their pursuers now, as otherwise they will have to fight them on their way back, when they will presumably be in substantially worse shape. There’s nothing wrong with the party succeeding at destroying its pursuers, of course, but it will mean there’s a lot less tension in the remainder of the adventure if they do so.

Where I find Deep Carbon Observatory most compelling is in its description and the exploration of the ancient structures left behind by the long extinct civilisation, and in the guardians that ancient culture has left behind. The description of the ancient culture’s structures and its guardians are compelling, but sometimes, only the referee will be able to properly appreciate this. The ancient golems, for example, are both ominous and tragic foes. They are slowly dying through the course of the adventure, and the longer the player characters take to meet the golems, the weaker the golems will be when they are encountered (all the more reason why the race must succeed at keeping up the pace!). Unfortunately, only the referee is likely to feel the sense of inevitable doom which makes these golems so compelling as an encounter. The golems, weakening day by day, are slowly dying. The player characters are unlikely to realise this – they’re going to encounter golems with x many hitpoints and that’s likely to be the only encounter they have with them. They will not realise that if they met the golems a day earlier, x would be larger, or if they had encountered them a day leater, x would be smaller – and this is a shame because the size of x is the only way a player character can directly observe the decay of these ancient servitors. The sense of ancient decay and despair will be more properly appreciated by the players in locations such as “The Slave Caves”, however, where the suffering and aeons of misery will be more directly observable.

There are very many great modules in the OSR scene where the adventurers themselves will rarely get more than glimpses of what is truly going on. This is not necessarily a problem – in fact, it rather helps the richness of the sense of mystery about an ancient dungeon if the players catch glimpses of it but the referee knows much more. If the details even the referee has are few and disjointed, however, then the players are more likely to be confused by the glimpses they get than they are to develop a sense of mystery and awe. It is my feeling that Deep Carbon Observatory belongs more in the former camp – that the players will finish the adventure with a sense of mystery, albeit one which they have only glimpsed in incomplete but compelling pieces. This is based only a reading, and not on actual play, so I may be proved wrong. I am, however, now determined to find out, which is the great success of the remastered Deep Carbon Observatory in my view – the compelling promise of the original has been developed into something which I now find playable and want very much to run.

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