Showing posts with label Tabletop RPG. Show all posts
Showing posts with label Tabletop RPG. Show all posts

Monday, August 1, 2016

Book Review: Swords Against Death



    Fantasy isn’t my genre of choice.  I’m a Science Fiction fan.  Even when it’s mostly a matter of aesthetics, like Edgar Rice Burroughs’s Mars books, for example.  I prefer laser guns and repulsor beams to spells and magic carpets.  Yet, there are plenty of exceptions.  Robert E. Howard’s Conan is the obvious.  I can’t get enough of those stories.  And like many lonely, sad teenage boys, I read Michael Moorcock’s Elric with great eagerness (though I preferred Corum).  And then there’s Fafhrd and the Gray Mouser.  They’re something else.

    Contemporary Fantasy literature tends to be descended from two major figures in the genre, J.R.R. Tolkien and Robert E. Howard. There were others, of course, but those two represent two of the major themes and styles.  Tolkien’s side of the spectrum is High Fantasy, with lots of magic, destiny, mysticism, and Medievalism.  Howard’s is more Low Fantasy, focusing on Nietzschean individualism, earthiness, and Antediluvianism.  Yet, those two ends of the spectrum are not the final words on the genre.  There are other voices that have done a great deal to influence writers over the decades.  And Fritz Leiber is up there at the top of the list.  Reading the Fafhrd & the Gray Mouser stories, you can’t help but feel like you’re entering a familiar world, even though things are very weird.  Dungeons & Dragons, deeply rooted in Tolkien though it is, was obviously trying to reach for something from Leiber.  In spite of the 30s/40s origin of the characters, the feel the stories elicit is of those wonderful 70s paperback covers.  There’s a pulpiness, sure.  But there’s also wistful nostalgia, bitterness, and hints of psychedelia, that makes it feel far more modern.  

    “Swords Against Death” is the second collection of Fafhrd & The Gray Mouser stories.  Leiber went back and arranged the stories into chronological order, and fleshed some things out in the 60s.  So in this volume, the two heroes (?) are fast friends, well acquainted with each other, and building something of a reputation.  Over the course of the stories, they achieve some victories, finally put to rest some ghosts, and gain some weird patrons.  They also explore the world enough for you to get a sense that Nehwon is far stranger place than expected.  Lankhmar, the city where most of the stories are based, is a kind of fantasy, urban archetype.  All the seedy, degenerate, corrupt, and exciting things you’d expect in a medieval or ancient metropolis are present and thriving.  But leaving that city, the world around is strange and fractured, wild and weird.  

    For Fantasy fans, Leiber’s stories are must read classics.  For fans of tabletop RPGs, especially games like D&D or Rolemaster, these tales are an absolute must.  But for folks who simply enjoy well told tales, these stories are also quite good.  Fafhrd and the Gray Mouser are a great odd couple team.  Fritz Leiber is a solid writer, and more ‘Literary’ than a lot of his contemporaries, who manages to inject a good deal of humor along with a lot of sadness in to his adventure stories.  


-Matthew J. Constantine

Tuesday, July 26, 2016

Thoughts on Running “Horror on the Orient Express”



    I recently did something I’d been debating for a long time. I plunked down the $75. for the new edition of Chaosium’s classic Call of Cthulhu campaign, “Horror on the Orient Express.” I got one of their ‘damaged’ copies which saved quite a few precious pennies. And it’s in fine shape. Looked like it could have come right out of the delivery box at a store. A slight crinkling on the box near one corner is all that could be seen as ‘damage.’ And the box is a monster. It’s over-full, with a daunting amount of material to sift through.

    Here’s the thing, though. I’m not really a pre-made adventure guy. Since I started running roleplaying games when I was a lad, I’ve almost always written my own stories, and improvised the rest. I’ve read published adventures from companies, but usually to get ideas. I’ve played in some, but the best ones didn’t seem pre-made, because the game master (storyguide, DM, whatever) made it his own (I have, sadly, not had a female GM to the best of my knowledge/memory). Once, long ago, I ran the haunted house scenario from the Call of Cthulhu basic book, but I guess I re-worked it enough that the one player familiar with the scenario didn’t recognize it for what it was until the climax. So, I’m worried about the idea of running not just a published adventure, but an entire campaign. The reports I’m seeing on this game is that it takes a year or more to go through the whole thing (real time). That’s huge.

    The obvious thing to do, and what I likely would do, is to run a shorter published campaign or some adventures to get a handle on the process, and on how I would make them my own.  But there, I’m still running into my old problems. I’ve been bad about connecting with the gaming community in my area ever since I moved here 8 years ago. And I haven’t managed to do a good job of convincing my friends to try it (other than a brief, dramatically failed attempt a couple years ago). Yet, the draw of the hobby keeps me going; keeps me hoping and spit-balling.

    So, start small, huh?  OK.  This new version of the campaign has several side adventures that are scattered across time, going all the way back to ancient Rome.  One of the first is set in Victorian London.  That got me to thinking, maybe I could run that side adventure as a kind of preamble.  That’s a start, I guess.

    And, with a scenario set in the late 1800s that leads into the greater Orient Express campaign, it got me to thinking about connections.  One of the challenges that face a lot of RPG groups when a scenario or campaign begins is ‘why are we all together?’  But the Call of Cthulhu RPG takes place, typically, in a time when social groups were common; gentlemen’s clubs and the like.  That presents a solid way to join the characters together.  Add in a few bits, and it’s not too hard to have them be members of a group that’s large enough to use for replacement characters (should the nearly inevitable event of character death/madness happen).  A few more bits, and you could have a club with some ties or interests in the occult.  In the case of “Horror on the Orient Express” it even gives a link across the years between the events of the 1800s and the primary campaign in the 1920s.  And of course, Professor Smith, as another link between the eras, can be linked with the social club.

    Now, the 1890s and 1920s were hardly times of enlightenment.  Women (all women over 21) didn’t get the vote in England until 1928.  But, while that was the reality, and I don’t like to completely shy away from real life evils, making some things a bit more pleasant for potential female players is also a concern.  Since Call of Cthulhu typically favors more intellectual and artistic characters, and those people tend to be on the forefront of social progress, I got to thinking that making an element of the characters’ social club women’s suffrage would be interesting.  I think adding some era-grounded politics will help set the stage.  Especially since there are some red-herrings about communists and the like in the campaign.  Because I always like to dream bigger than I should, it also might work to help set the stage for a future campaign.  If “Horror on the Orient Express” turned out well, I’d love to follow it up with another London based campaign, “Tatters of the King.”  Again, I’m getting ahead of myself, but I love to plant seeds in one story that might bloom in a future story. So, even if I have no idea how this trip on the Orient Express might go or how it might end, I figure I’d try to drop in a few bits to introduce themes from “Tatters of the King.”

    I have no idea if I’ll eventually run this campaign or not.  No idea if it will go the distance, or if it will be successful enough to demand a follow-up.  For now, it’s just a lot of reading and dreaming.  

-Matthew J. Constantine

Tuesday, June 28, 2016

Tabletop Roleplaying Review: Eldritch Skies



    The first thing you’ve got to know is that chances are, you’ll be reading a newer edition of this book, and it’s meant to be for the “Savage Worlds” rule system. The blurb on the back says it’s for “Cinematic Unisystem,” and that all the rules are contained within, but I’m assuming this is an oversight from when the new edition was printed. You will need “Savage Worlds” if you wish to use the book as is. That said, I don’t think it would take much effort at all to convert this over to any number of game systems, and dropping out any mechanics, it would work just fine as an alternate universe sourcebook for “Call of Cthulhu.”

    That bit of bookkeeping out of the way, let me get on with it.  “Eldritch Skies” is a slightly pulpy Science Fiction game that uses H. P. Lovecraft’s writings as a basis.  It strips away a good deal of who and what came after Lovecraft, trying to stay only with what the man himself wrote (which still includes the creations of some others, like The King in Yellow and the Serpent People).  Lovecraft often read like Gothic horror, but the content was often more in line with Science Fiction, so this works surprisingly well.  The cosmic horror is still present, but it is not as gloomy.  Humanity’s place in the universe is tenuous and unassured, but it isn’t destined for some immediate, ugly end.  This might be a bit odd for many, more used to “Call of Cthulhu’s” darker, constant existential danger.  An “Eldritch Skies” series need not end with everyone dead or insane.  It could very well end up with folks in some pretty good places.  But the universe will still be a dangerous place, filled with extremely alien threats, and like all life forms, Humanity’s time will pass.

    In “Eldritch Skies,” the events of various Lovecraft stories, particularly ‘The Shadow Over Innsmouth,’ ‘At the Mountains of Madness,’ and ‘The Shadow Out of Time,’ and some others have happened. The governments of the world became aware of aliens and the forces of the so called Mythos. They became aware of Deep Ones, the Great Race, the Elder Things, and more.  And they began to explore the weird technologies, and weirder ‘magics.’  It didn’t take long for history to take a new path, culminating in the achievement of interstellar flight in 1996. The default time for this game is 2030.  Humanity has been in space for some time.  We’ve discovered some worlds, set up some colonies, made some enemies, and learned some new lessons.  We share the dark with the malevolent and the apathetic.  We scrounge resources and hunt down ancient artifacts to learn new sciences.  It’s a big, dark, weird universe, and it doesn’t care.  There is no light at the end of the tunnel; nobody waiting to rescue us or show us the way.  Some of the life out there doesn’t even seem to know we exist, and that might be the best possible situation.

    I love this setting.  Lovecraft’s more Science Fiction side has often been my preferred, and those few authors who lean in that direction tend to make me happier.  I like space based Science Fiction where the aliens are really alien.  And I enjoy that while this game is dark, and there are dreadful dangers, it is not without joy or hope or excitement.  It is much more how I actually see the universe, empty of the divine, but open for those willing to reach.  And that’s a great place for roleplaying.  It’s the stuff of drama and character.

    Since first hearing about this book a few years back, my imagination has run wild.  It’s a setting I very much want to visit.  I’d love to play, but I’m much more likely to run something in it. There is so much potential, so much to explore.  And that it’s rooted in one of my favorite author’s work, but taking it in such a different direction than is normally done...That’s exciting.

-Matthew J. Constantine

Tabletop Roleplaying Review: Diaspora


    In spite of being into the hobby of Tabletop RPGs since I was a lad back in the 80s, and in spite of being a science fiction nerd, I have never played the grand old game of “Traveller,” not only one of the first commercially available rpgs, but THE Science Fiction game. It’s squarely set in the Asimov/Heinlein/Clarke/Niven side of things (less woo, more tech). I always meant to get around to trying it, but never did. Then a few years ago, I saw a review of “Diaspora” from VSCA Publishing. It grew out of a group’s enjoyment of Traveller, but hunger for a different style of play. They’ve used the Fate system, which I’ve heard a lot about, but haven’t used at all. Generally, it looked like a very group storytelling focused, harder Science Fiction game than is typical; and that made me curious.


    I’ve skimmed it a few times, reading a couple chapters several times over the years since I bought it. But this time around, I decided to get serious and really read it thoroughly. And that became a strange trip. Early on, reading about system creation and character creation, I kept thinking; “stop everything! I want to grab some friends and start playing this game right now.” But then, as I got into the ‘mini-game’ sections about melee, space, and social combat...my excitement kinda died, and reading the final section of the book was almost an afterthought.


    The system and character creation segments are great, and I very much want to use them in a game at some point. What makes it different from many games I’ve seen is that it’s such a group effort. The group, including the referee/game master/what have you, all take part in the creation of the setting you’re going to play in (a small collection of linked star systems called a ‘Cluster’).  Each person takes some ownership over a system, and as a table, you all make choices and forge the relationships between those star systems.  This is where tech levels and resources are figured out.  A player roles for certain numbers, but then interprets those numbers in whatever way makes sense.  There is a great little example, where they present a set of rolled statistics for a system, then show multiple variations on what that might mean.  You could easily have two players roll exactly the same numbers, but come up with completely different systems when they interpret what those numbers mean.  I like that a lot.


Then, with those systems as a background, you all create your characters. And part of character creation involves linking yours to another, so that while not every character has a direct connection to every other character, the group as a whole is linked in some way (like a chain).  I also really like that the characters don’t start out as low level schlubs who have to crawl and beg and fight to be able to gain enough power to do anything of note.  You’re playing characters that are important people, interesting people, shapers, doers, legend makers.  If you take the a skill at what they call ‘apex’ level (and you will take one at that), you’re not just good at something, you’re legendary.  You’re the neurosurgeon who was brought in when the president had a brain tumor.  You’re the actor who keeps winning the top award for performance in the 3D Vids.  You’re the barroom brawler who rose to be Zero-G boxing champion of the Antares system.  You’re the soft-spoken politician who swept the planet in a grassroots campaign of reform.  Essentially, you’re playing important people.  Not necessarily famous, but important to how the future of the cluster is shaped.


Then the game lost me.  Once it got past the creation of the setting and the characters, it gets into plug-in mini-games for determining various types of conflict.  I didn’t care for any of them, particularly, and I don’t care for the extremely ‘plugged-in’ feeling of them.  It’s almost like in a lot of older computer rpgs, where your party icon might be wandering around a large map, then you come across a monster and it zooms in to a little tactical map and do a totally different kind of game.  I didn’t like it in computer games.  I really don’t like it in a tabletop game.  Combat tends to be one of my least favorite parts of a game, because in a lot of systems it stalls the story.  These plug-in games seem to do that on another level.


So I did what I find myself doing so often. I mentally edited things.  I started looking at it like a salad bar; take what I like and leave the rest.  There’s so much good stuff about ‘the table’ having control.  A lot of stuff encouraging group connection and determination.  The way system and character creation is done, you might not even have a game master when you sit down to the table.  And I could see the game master job changing hands multiple times during a campaign.  That’s kind of exciting.  I like when players and their characters are drivers of the story and plot.  But I don’t see myself running or getting together a group for Diaspora as it is.  I think it will be like some other games with interesting mechanics I’ve read.  It will inform how I run a different game.  It does make me interested in other Fate games, as the mechanics for that seem very easy and intuitive.  I’ve heard very good things about “Mindjammers,” and could see using some of the better elements of “Diaspora” with that or a game like it.


-Matthew J. Constantine

Tuesday, June 21, 2016

Tabletop Roleplaying Review: RuneQuest 2nd Edition



    I cut my teeth on “Worlds of Wonder” from Chaosium, which used their Basic Roleplaying System. That’s the same core game mechanic (rules) as “Call of Cthulhu,” “Stormbringer,” and of course, “RuneQuest.”  And I know that I used to flip through the "RuneQuest" books when I was first starting out, looking for little ideas and variations I could use in my own games. But I don’t think I ever really embraced the game or its world, Glorantha.

    When I heard that the folks at Moon Design were working with Chaosium, including some of the original developers, to bring back the classic edition of the game, I figured I had to chip in, so I supported their Kickstarter campaign. My hardcover copy recently arrived and I’ve been picking through it for the last week.

The first thing I noticed is that this game is very much of its time. Now, I don’t mean that to be too harsh, but as I read through it, I was reminded of a lot of the things about early roleplaying games (rpgs) that were problematic or frustrating for me. Thankfully, the core mechanic of this game is fairly easy and intuitive. But explanations can get a bit obtuse, and frankly, the game is far, far more ‘crunchy’ than I enjoy. (Crunchy is a term applied to games with more complicated, often math heavy rules). There are still some pretty strong traces of strategy games and miniature combat rules floating through the book.  That’s fine for folks who are into that kind of thing, and the gods know, "D&D" is still sick with it.  But it’s not my thing, and I don’t feel like it’s as present in some of the other Basic Roleplaying System games ("Call of Cthulhu" being the one I’ve had the most experience with). I kept finding myself thinking; “well, I wouldn’t use that,” or “I’d cut that whole bit out.” Not that there’s anything wrong with modifying rules to fit your style, I just found myself doing more mental editing of these rules than I’ve done to any in a long time.

    The second thing that struck me about "RuneQuest" that I really didn’t remember from reading it as a lad is that it’s a Bronze Age game, not a Medieval game. It’s a very, very High Fantasy Bronze Age game.  Magic and gods are real, frequent, and important to everyday life. There are parts of it that feel almost like Tolkien’s “Silmarillion,” they’re so out there. And while there are obvious callbacks to Tolkien and European mythology, the setting has its own vibe going on. There are hints of Sumerian and Greek, bits of maybe Mesoamerican, and other stuff that’s just pure fantasy. In this High Fantasy/High Magic world, there are lots of different intelligent species, and things we’re not used to being intelligent that can talk and do other things. It’s certainly not my usual type of Fantasy setting, having more of Narnia than expected. But it could be interesting for a change of pace. It’s probably the closest to a "Dungeons & Dragons" game I’d likely run (well, maybe "Earthdawn"…). But at least it doesn’t have levels and alignments.

    Overall, "RuneQuest 2nd Edition" is a nice little look back at the early days of gaming, and a much better alternative to "D&D." But it’s also a reminder of how far games have come, and I don’t know how likely I am to ever run it. Too much number crunching, too much paperwork, and maybe a bit too much regimentation. Still, I find the Glorantha setting intriguing. It’s very much not the kind of Fantasy I tend to like, and very much not the sort I’d be inclined to run a game in. But it has enough of that ‘old school gaming’ vibe, without the terrible base mechanics of "D&D" (or "Rolemaster," or some of the others of the era). I don’t know. Maybe, if I had a group of friends who wanted something more in the vein of 70s rpgs...Maybe I’d give it a go. I’d still probably strip some of the more unwieldy bits.

-Matthew J. Constantine

Sunday, June 12, 2016

Book Review: Cthulhu’s Reign



    “When the stars are right…”  Throughout the ever expanding Lovecraftian circle of weird fiction, there is an impending doom.  People who set themselves against the powers of the Great Old Ones and various cosmic menaces are fighting a holding action, a war of delays.  Eventually, the Universe will shift and Humanity as we know it will fall.  In some versions, we will become so alien ourselves that we will simply meld into the inhuman world to come.  In other versions, we will be swatted away like gnats.  But that doom lurks inevitably in our future.  With the Darrell Schweitzer edited anthology Cthulhu’s Reign, that future has come.  Here are stories set during or after that ending of all our tomorrows.

    After recently reading the really solid anthology Rehearsals For Oblivion, I was surprised and happy to find another anthology filled with solid stories. Not every one was a classic, but I don’t think there was a dog in the bunch. I’m not a fan of authors playing with tense, I’ll admit. So Mike Allen’s ‘Her Acres of Pastoral Playground’ didn’t thrill me.  I’m a traditionalist.  I like third person or first person, past tense; and first person only when done well.  But that’s my own literary prejudice.  Anyway, many of the stories were quite good, capturing very different moods and different versions of life under the crushing heel of apocalyptic revelations.  Brian Stableford’s ‘The Holocaust of Ecstasy’ is probably the weirdest, most out there of the stories.  Fred Chappell’s ‘Remnants’ leans further into the realm of outright science fiction than you often get with Mythos stories, which I enjoyed.

    If you’re into Cosmic Horror or Apocalyptic Fiction, this book has plenty to enjoy.  It’s a different take on themes Lovecraftian, a different angle to enjoy the Mythos from.  And there are lots of interesting ideas in it for readers who also enjoy tabletop roleplaying in the sandbox of Lovecraft and his disciples, as I do.

-Matthew J. Constantine

Wednesday, June 8, 2016

Musings on the Lovecraftian Universe: Part 1


    What follows is not meant to be a scholarly exploration or dissertation. S.T. Joshi and others far, far more qualified and eloquent than myself covered any territory I might wish to navigate. Instead, it is simply my random thoughts about the Mythos (some call it the Cthulhu Mythos; Lovecraft called it Yogsothery; I’ll almost certainly use different names on different occasions). In part, this is to solidify or hash out some of my own interpretations that might appear within my fiction and in Lovecraftian roleplaying games I might run. And in part, as with all these blog posts, I hope (usually fruitlessly) to instigate some conversation on the topic. I called this “Part 1” because I assume I’ll want to revisit the subject at some point.

    You will no doubt notice that my ideas of the Mythos are heavily colored by the Call of Cthulhu tabletop roleplaying game. Absolutely. And I also don’t worry too much about ‘canon.’ This is true. Like Lovecraft, I tend to pick and choose, lift what I like, drop what I don’t, and re-combine it into something more to my liking. Any writer, or artist, or musician does the same thing. They’re not always honest about that. I stand on the shoulders of giants (and dwarfs, and mortal men).

    First up, some thoughts on hierarchy, gods, monsters, and the nature of the Universe. Lovecraft postulated a specific type of universe in his fiction. He broke with a good deal of horror tradition by putting forth a universe where there was no Divine.  The God of the Bible is a myth, and nothing more.  He takes that one step further and puts Humanity in a universe where we are completely alone, just a biological infection clinging to life on the surface of a rock ball, hurtling through a soulless void.  For some, that idea would be bad enough (I actually find it exhilarating and liberating, but that’s another post).  Lovecraft then populates the universe with beings so alien, so powerful, so mind blasthingly outside of our understanding that they seem to be gods; are worshiped by some as gods.  But they are not gods.  The gods of our mythology are at best made up, and at worst, masks pulled over the more terrifying reality.

    There seem to be different strata of these things. Some are powerful on a multiverse level, others are galactic scourges, others dominate worlds, and yet others slink in the shadows, hunting for scraps. Cthulhu, the most famous of these things, is to my mind nothing more than a very ancient, very powerful, very strange being from another world. Likely part of or a last remnant of some ancient, ultra-alien civilization. Some say he is trapped, but I think it more likely that he simply sleeps, under the ocean (or in a pocket dimension) in a weird city, filled with alien architecture. And while he sleeps, psychic projections of his dreams have tainted Humanity, especially the more sensitive and artistically prone, leading to cults and myths and even some ‘revealed’ knowledge. But Cthulhu isn’t the chief of these aliens; he isn’t a god, he isn’t the ultimate evil. Whatever he has planned, no matter how unfathomable to humans it might be, it is still the plan of a thinking being. He/it may not conform to the physics we understand, but he conforms to some deeper, physical truth we haven’t grasped. Like all the ‘beings’ in the Mythos, he exists in the Universe and follows its rules. The rules only seem to be broken due to our lack of understanding. Once again, I cite Arthur C. Clarke, “Any sufficiently advanced technology is indistinguishable from magic.”  In the case of Cthulhu (and many of the other alien beings/species in the Mythos), there is some technology, some scientific understanding that is either beyond our current understanding, or more troubling, beyond our capability to understand (at least with our current physical brains).

    Now, where I’ll probably get controversial is with my take on a few of the others.  Hastur, Shub-Niggurath, Yog-Sothoth, and Azathoth, in particular. I think of these not as beings; not as consciousnesses, but as embodied concepts or forces. Azathoth is blind creation, the Big Bang.  When an atomic bomb is set off, it momentarily communes with Azathoth. Azathoth lives in every star, in the heart of every atom. The ‘Blind Idiot God’ is simply manifest creation, spewing forth into the void. Hastur, on the other hand, is manifest entropy; the chaos of ultimate dissipation; the winding down and crumbling of all things. Shub-Niggurath is the manifestation of biology, of organic life. She is the drive behind certain types of matter coming together and forming into basic life forms, evolving into more complex forms, and spreading throughout the Universe. She is the drive for survival inside all life to its cellular core. And Yog-Sothoth is, in a sense, the binding agent. He is physics; he is reality; he is spacetime. These manifest concepts occasionally coalesce into things more rightly thought of as beings. They become avatars of their associated ‘god.’ The King in Yellow is a shadow, a reflection of Hastur. He is a concept, become flesh. A bringer of chaos and madness; a Typhoid Mary of Entropy. The Black Goat in the Woods is a similar residue of Shub-Niggurath. And when a so called wizard tries to gain Outside knowledge from Yog-Sothoth, he or she taps into an avatar of the concept, perhaps seeing weird glowing spheres or monstrous tentacle things. If, at the core of all reality, there is a burning mass of something, with things dancing around it playing insane music, then that thing is but a bleed-off of the idea of Azathoth; something of flesh and blood (even if it isn’t flesh and blood as we understand it).

    Compared to those manifestations of concepts, beings like Cthulhu, Dagon, or Tsathoggua are almost (I stress almost) comprehensible. Though defying our common understandings of life, they still seem to be individual things, things that are the result of something similar to evolution some kind of environment somewhere else in the Multiverse.  And on a much more relatable level are species not too dissimilar to our own. I don’t just mean Ghouls and Deep Ones, which seem entwined with us in some way; offshoots of a close branch on the evolutionary tree, or something produced by genetic tampering. But things like the Flying Polyps, the Elder Things, the Mi-Go, or the Great Race of Yith are not so unlike us as to be incomprehensible.  They are alien, with alien thoughts and alien feelings.  They may be technologically and culturally very different, possibly much more advanced, but they are just other creatures, such as ourselves, clinging to the faces of planets, trying to survive in a universe that carelessly grinds us all into dust. Their plans, schemes, civilizations, and kingmaking is no less pointless than our own. Perhaps we will never share enough common reference points to be able to satisfactorily communicate or cooperate with them, but we could potentially operate on roughly the same level with a bit of time and development. I suppose the same could be said for Cthulhu and others more on his level, but the scale of time and development would likely be in the billions of years, as opposed to hundreds or thousands.

    Codifying the Mythos is tricky, and perhaps ultimately pointless. It is malleable and changes with each author who dabbles in it. I think that’s part of what makes it so wonderful and strange. The Call of Cthulhu roleplaying game, by the nature of its game mechanics, needed to do just that; to solidify and classify the unimaginable. There are times where that makes some sense in the game, but I feel that once you go beyond species like the Mi-Go or the Deep Ones, you’ve really entered the realm of Clarke’s ultra-tech, where rules of what is and could be break down. How does that play out in a story?  How does that work in a game?  That is up to the author, I guess.

-Matthew J. Constantine

Wednesday, May 4, 2016

Tabletop Roleplaying Review: Barbarians of Lemuria



    Way back when I first started writing for In the Mouth of Dorkness, I had plans to explore one of my favorite hobbies, tabletop roleplaying games. I started the Prodigal Son column, where I chronicled my attempts to get back into the hobby, which sadly didn’t really work out. At the time, I thought I’d write the occasional review of a game or game book. I only did that once, with my exploration of Over the Edge. Well, I’m giving it another go.

    I can’t remember where I first came across the name of Barbarians of Lemuria (BoL, as it’s known). I think it was on a Facebook gaming page where people were talking about their favorite “light mechanics” games (games with fairly simple, straightforward rules). Whatever the case, something struck me. I read further into it and found that it was a small game, independently written and produced, that had garnered quite the fan base. Those who had heard of it; who had read the book, seemed rather enamored of it. Looking deeper, it started to sound like just the thing I’d been looking for, a game made for running Swords & Sorcery games, a la Robert E. Howard’s Conan. So, I hopped on to Lulu and ordered the hardcover (I always prefer a print copy, and hardcover if I can get it; I’m just not very good with e-books and PDFs).

    The game evolved out of Simon Washbourne’s desire to create a game based on the world of Lin Carter’s Thongor of Lemuria, kind of a second string Conan. Because he couldn’t get an official licensed game out, he modified things, making it more his own. The setting is fine. It’s very true to the Sword & Sorcery aesthetics and would make a fine sandbox to play in. But the system is what I was most interested in, this time around (not something I ever thought I’d say). I was looking for a good system for Conan, and I found it. The basic mechanic is easy and intuitive, which I like. But the thing that really makes the game for me is the career path system. This captures something of the genre I haven’t seen captured before. When you look at a character like Conan, or Solomon Kane, or Elric, or Fafhrd & the Gray Mouser, they weren’t always one thing. Conan wasn’t always a roving adventurer. He was a thief, a military man, a deckhand on a ship, and many other things. He had several careers, learned many skills over his years. And BoL’s career path system reflects that.

    The only weakness I see in the game comes from its adherence to some of the less advanced views of many of the classic genre authors. I’m talking about women, here. The game is firmly set in the ‘big tough men rescuing shapely, weak women’ mindset. It’s not too blatant or overbearing about it, but there are bits dropped throughout that remind you many of the more interesting female swords & sorcery heroes came around much later. It wouldn’t take much of any effort to tweek things onto a more enlightened path.

    So, for folks who like easy, numbers light game mechanics and Swords & Sorcery Fantasy adventure, this is a great game. The setting is fine. The mechanics are nice. And I think you could have a lot of fun with it. I know I’m really looking forward to roping some folks in to Hyborian Age game, and I’ll almost certainly be using Barbarians of Lemuria when I do it. 



-Matthew J. Constantine