Sunday, April 10, 2016

Beyond the Wall

Beyond the Wall aims to re-create the classic "first adventure" story of both classic fantasy stories and D&D games. A group of young and inexperienced people venture into the unknown and are tested and changed by the experience.

It's looking to recreate that level 1 or level 0 experience in a rules system that is similar to AD&D 1st edition or RedBox D&D. However in an acknowledgement of more modern designs it also aims to be zero prep. There is a collection of playbooks providing tables to roll up a background with attendant stat changes on top of the basic class templates.

Scenario packs build on top of this by providing a basic scenario structure with random elements to keep it fresh but within the theme chosen for the pack. These are quite neat structures for OSR play.

Beyond the Wall aims to deliver a low-key fantasy experience where the fantastic awes with both fear and astonishment. It roots the adventure experience in the character's life within a community and therefore tries to get that "there and back sensation".

I like a lot of things about what Beyond the Wall is trying to do but like a lot of OSR/nostalgia games it strands itself between the experience it is trying to create and the rules that it hopes will create that experience.

Since the game is really about low-level play you would expect the rule system to be simplified and focussed in equal measure. However it keeps multiple types of saving throws and the Base Attack Bonus vs. Armour Class combat that has generated so much inactivity for a lot of dice rolling.

It has a simple roll under a statistic system but then keeps random generation of statistics rather than linking them to the class archetype.

Magic is still presented as a massive list of spells to be selected from, rather contradicting the desire to restore the specialness of magic.

So ultimately I don't feel motivated to try playing this. For me it doesn't really present anything over Fighting Fantasy and Dragon Warriors if you want an authentic old-school experience or the Pathfinder or D&D beginner boxes if you want a simplified d20 experience.

I will be borrowing the ideas in the scenario packs for other situations however.

Thursday, April 07, 2016

The Curse of the Yellow Sign

The Curse of the Yellow Sign is a triptych of scenarios around the theme of Carcosa and Hastur written by John Wick and funded via Kickstarter.

The first scenario is somewhat ho-hum, Nazis in the Congo discovering a door during an archaeological dig. There's nothing particularly interesting around the set up and while the characters are strong they are also caricatures that don't really make a lot of sense. They are pulp characters rather than people.

The second scenario is a bit of classic for the King in Yellow, a group gets together to rehearse the play; but the play comes to life! The basic outline of which reminded me a lot of Tatterdemalion from Fatal Experiments.

There are a few interesting touches such as using a Shining-esque derelict hotel as a rehearsal space and having some of the actors expecting a simulated serial killing to occur during the rehearsal to lull suspicions.

The biggest problem with these scenarios though is the motivations for performing the play and how the performers come by or create a script and neither question is answered in a satisfying or inspiring way for me here.

It is the third scenario, Archimedes 7, that blows my mind. Set far in the future with a cryogenic-frozen crew being revived by a ship's computer that needs them to overcome the sabotage and madness that has overcome the flight crew. The setup is fascinating but again we've been here more than once. What is amazing is that everything about the initial situation is turned upside down over the course of the scenario. It is hard to talk about how expectations are subverted but every cliché is overthrown into darkness and the characters rediscover themselves.

The book also packages up a nice rules-light system called Unspeakable which is heavier than Cthulhu Dark and relies on a GM to adjudicate skill challenges but other than that looks like a neat way of handling the "investigator" archetype.

"Madness" is melodramatic and Lovecraftian and not really a model of mental illness, if that is one of your push button issues.

If you've never read a King in Yellow scenario then this collection is a great exposition of the tropes and themes. All of it is competently executed but really Archimedes 7 is the really outstanding piece of work that makes we want play immediately.

Sunday, April 03, 2016


I bought the ashcan version of Cartel which means that this is an early opinion of an early release. On the other hand it also means the book is much more readable than the usual Apocalypse World inspired game with its indigestible chunks of playbooks.

The natural form of a PbtA game is not meant to be a book but is better as a collection of PDFs that can be printed out as needed. You can find the playbooks on the Magpie Games site.

Cartel is an attempt to write a Mexican-American game which makes it feel a bit depressing as it is about drug manufacturing and smuggling in Durango.

I was drawn in by the references to Breaking Bad and The Wire and it will be interesting to see if the downward spiral mechanics match the fiction that inspired the game.

Given my lack of knowledge about living in a narcostate I initially found the game a little hard to get into. I worried about authenticity and a lack of handholds to get into the right mindset.

Then I kind of realised that I had to trust the author and follow the archetypes. Assume they do a reasonable job to set you up with the dilemmas and strengths of the characters in this world. If I act according to my game strengths and avoid my game weaknesses maybe I'll get an insight into what this world is like.

The game seems to want to play itself out of over a mini-campaign as the characters need to rise before they fall but I am now eager to find the right venue to pitch it.