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Wyrd Science

From the dark gods of cosmic horror


and the gothic spires of Ravenloft,
to the terrifying void of space
and the dark folklore of Vaesen

This is... The Horror Issue


www.wyrdscience.online 3
Unboxing
Well here we are now, almost exactly a year after
issue 2 dropped through letter boxes we’re back
with our third issue and, just in time for Halloween,
one that we’ve devoted much of to horror.

I’ve always loved horror, and horror games. Some of


my favourite, earliest, memories involve caravanning
in Cornwall and being allowed to stay up late on a
Friday night to watch Hammer Horror films.
Editor
John Power Jr.

Layout & Design


John Power Jr.

As happens, that evolved into several years as a Cover Artist


graveyard haunting, teenage goth and it’s no accident Mat Pringle (matpringle.co.uk)
that the sole surviving relic of my youthful gaming
years is a much battered, but very much loved, 5th Wyrd Science is published by
edition copy of Call of Cthulhu that’s been dragged from country to country
over the years.

As for what happened to the rest of my teenage collection, well... that really is a
horror story, though one best saved for another day.

So anyway, in this issue we dig into everything from the history of horror games
and the gothic literary roots of Ravenloft, to the latest chillers such as Free
League’s Nordic Horror RPG Vaesen, World Champ Game Co’s Campfire and
those games like Mothership and The Wretched that are taking our terrors into
orbit and beyond. Best In Show Ltd

We look at how games have handled horror mechanically, and especially how Registered Office:
they’ve approached mental health, question whether games can, or even 2 Western Street, Barnsley,
should, actually be scary and celebrate the genre in all its myriad forms, from folk
and cosmic through to the stylish cinematic chills of giallo horror. Of course South Yorkshire, S70 2BP
even with all that we’ve barely scratched the surface of what is out there and
the number of games I wanted to include but couldn’t, for one reason or Please don’t send anything to this
another, is several times longer than what we have managed. address, you’ll just confuse and/or
scare our accountants even more
Still, the good news is that thanks to everyone who so generously backed us on
Kickstarter, and all of you who have picked up a copy since, there’s going to be than our bank statements do
plenty more issues to come, and so many more chances to rectify those
unfortunate omissions. Get In Touch
contact@wyrdscience.online
As for those future issues, well, I’m happy to say that we’re already working away
at issue 4 as we settle into our new quarterly schedule. Truly there is no rest for
Find Us Online
the wicked, as many of the antagonists form the games featured here can no
doubt testify. www.wyrdscience.online
Twitter: @wyrd_science
Anyway, on that chilling note I shall let you grab yourself a pumpkin spiced latte Instagram: @wyrd.science
and get on with reading the rest of the magazine as there’s a lot to get through.
Once you have though please do get in touch as we’d love to know what you All rights reserved,
think and what you’d like to see more of in our future issues.
reproduction of any part
John Power, Editor of this magazine without
permission is prohibited

4 Wyrd Science www.wyrdscience.online 1


Meet just some of the team who helped exhume this issue....
Table of Contents
Wyrd Science Vol.1 - Issue 3 - AUTUMN 2022
Quickstart - p.4-24
Get up to speed with the world of tabletop gaming as we... find out just who or what the Merry Mushmen are, dig into the archives
with Stu Horvath of the Vintage RPG podcast, celebrate 40 years of Fighting Fantasy and speak to Tazio Bettin, artist of the new
gamebook by Steve Jackson, go all Gardener’s World on you as we look at the brilliant new Goblins & Gardens Tarot Deck from
Jonathan Sacha and reminisce with David Hughes of Plumeria Pictures as they re-release the ‘classic’ film Mazes & Monsters!

mAIN Features - P.26-93


Anna Blackwell is a freelance Stuart Martyn is a writer, games Emiel Boven is a designer, writer P.26 - I Will Show You Fear in a Handful of Games - Shannon Appelcline takes us on a terrifying tour through the history of horror
journalist and game designer designer and semi-professional & illustrator from the Netherlands.
RPGs, from The Call of Cthulhu through to the indie games of today
who has been helping people tea drinker who has worked on You might know him from his
play with themselves with such several RPGs and megagames. own projects DURF and The P.36 - Wuthering Frights - Jack Shear enters the library of dread to index Ravenloft’s gothic literary roots
acclaimed solo RPGs as DELVE, Electrum Archive or his illustration P.46 - This Septic Isle - John Power speaks to Graeme Davis, writer of the new Vaesen supplement, Mythic Britain & Ireland
Apothecaria, and the cute stuartmartyn.com work for other creators.
P.52 - Flames of Fear - Samantha Nelson sits down with Adam Vass & Will Jobst to get the lowdown on their game of horror stories
animal spin-off Apawthecaria!
cultofthelizardking.com P.56 - Mind Games - Stuart Martyn looks at how RPGs have handled sanity mechanics, that staple feature of horror games over the
blackwellwriter.com Twitter: @EmielBoven years, (spoiler: often not that well...)
P.62 - Dark Future - John Power heads into the cold void of space to see how games like Mothership, ALIEN & The Wretched roll
P.68 - The Importance of Powerful Deaths - Luke Frostick speaks to the award winning studio Rowan, Rook & Decard about Spire
P.74 - In The Darkest Recesses of Ourselves - Walton Wood risks all and examines The Book of Gaub, a new terrifying tome of
malignant magic and sinister sorcery
P.80 - Silver Scream - John Power jumps on his vespa and investigates Blurred Lines, a new solo RPG inspired by Giallo Horror
P.84 - Roll & Fright - Dan Thurot takes a look at horror boardgames and ponders the nature of fear itself...
P.88 - A Field of Horror - John Power speaks to Joseph McCullough about The Silver Bayonet, his new game of Napoleonic Horror

Jack Shear is a writer and Shannon Appelcline has been Samantha Nelson has been Dan Thurot is best known for his Hit Points - P.94-111
podcaster based in the roleplaying since his dad bought writing about tabletop and writing on board games, most of From the hack & slash of Slàine and Warcry’s bestial skirmishes to the likes of Traveller, Orbital Blues and Death In Space, it’s your
desolate wilds of New York. He him the Tom Moldvay B/X Basic video games since 2008 for which you can find at his site one stop guide to all the latest wargames, boardgames, RPGs, solo games, books, film and TV that you should be checking out..
is the author of the Strahd D&D set in the '80s and is the publications including The A.V. Space-Biff! However, he'd rather
Loves, Man Kills zine, Planet author of the acclaimed Club, Dicebreaker and Polygon be known for being a good dad
Motherfucker, and Krevborna. Designers & Dragons series of
books on the history of RPGs
and is a member of the Critical
Hit podcast.
to his 2 daughters, a quieter but
far more worthy accomplishment APPENDIX M - P.112
talesofthegrotesqueand Bard-on-the-run Mira Manga comes out from behind the sofa to get us up to date with her unexpected adventures in horror games
dungeonesque.blogspot.com erzo.org Twitter: @samanthanelson1 spacebiff.com
Twitter: @DanThurot
Publish & Be Damned: THE MERRY MUSHMEN So, first of all please introduce yourselves, just who are The
Merry Mushmen and where did that name come from?
KNOCK!’s focus is on old school gaming which, like the term OSR
itself, seems to have a dozen definitions depending on whom
you ask, how do you define it and what is its appeal for you?
Eric Nieudan: We are two aging RPG people from France. I've
Since dropping through our letterbox in the Spring of 2001, “old school gaming Bric-à-Brac” been professionally involved in tabletop games since the end EN: I think most definitions are valid, who am I do decide what's
KNOCK! has quickly become one of our favourite, and inspiring, RPG publications, of last century, and gaming since the 1980s. what? Speaking for myself though, I like my adventure-slash-
each issue packed full of new rules, creatures, wild ideas, essays and art from some of old-school games to have three things: open situations or
the most talented names in the OSR scene. Olivier Revenu: I worked mostly as a freelance graphic designer sandboxes, simple and loose mechanics that can we can
all my life and played my first D&D game in 1981. amend or elaborate on as needed, and a fair referee who isn't
With three volumes of KNOCK! now on our shelves and A Folklore Bestiary on its way, afraid of letting the dice decide what happens.
we caught up with The Merry Mushmen behind it all to find out where it all began and EN: Olivier came up with the name so I'll let him answer that part.
what they’re up to next. OSR games are typically lethal, especially if the players make
OR: If I remember well, we needed a name quickly before the mistake of looking for combat without being prepared, but
launching the first Kickstarter campaign, and I had in my characters are easy to roll up, and your next beginner adventurer
current campaign at this time a group of NPCs I liked: a bunch just might be the one who gets to become a hero!
Interview: John Power Jr. of scary smiling myconids.
Images: courtesy of The Merry Mushmen Most of the original articles in the first KNOCK! were culled from
You've known each other, and been involved in the French blogs, why did you think it was important to have these in print?
RPG publishing world for quite a while now, right? Can you just
tell us a little about how you met and your gaming histories... OR: I've always preferred to read on paper than on screen and
I love the book as an object. Gathering all these articles in a
EN: We met in the office of a games publisher in Paris circa single "place" that can be consulted at any time allows us to
2002 and did some work together. I was in charge of Archipels, show the incredible variety and creativity of the OSR community,
a third party D&D campaign setting back in the days of 3rd and that was the original idea.
edition and the d20 License and I realised that Olivier and I had
the same taste and influences, I asked him to write some silly Now obviously there's hundreds to choose from but is there a
fantasy pirate stuff for us. A couple years later, I moved to particular piece you've featured in KNOCK! that you think sums
Ireland and we lost touch entirely. Until that day in 2018... up the spirit of it?

So, fast forward to 2018, what happened then? OR: It's really hard to say, especially since one of the strengths
and charms of the OSR is its diversity, the different points of
EN: I got an email entitled 'message from the past' with a proposal view which answer and complement each other like in a ping
for an OSR magazine... pong match. Each article is part of a more global reflection of
the authors' OSR own community.
OR: I had completely lost interest in RPGs around 2002. But in
the summer of 2016 a friend of mine suggested that we play But I would say that if you have to read only one article, for me
Tranchons & Traquons, with our children, it’s a very cool OSR I’d say maybe try one of those written by Arnold K. Cornerstones.
game by Kobayashi, that’s perfectly adapted for young people.
You now have an open submission policy for KNOCK! So what
It was fun, so then I started to get interested in this strange advice would you give someone who might be taking their
thing called the OSR. I discovered OSR blogs, independent first steps in creating content for games?
creations, zines etc. All at once. A shock! A Pandora's box.
EN: Write good!
I found almost everything that I read was great, hyper creative,
and, very often, very modern. If you know the amazing fonts of creativity that are the various
OSR sub-communities you'll have an idea of what we like.
So that's when I got the idea for KNOCK! And as I saw that Eric Otherwise, just browse one of our issues and send us your best
was one of the cool actors in the OSR scene, it was only natural pitches, blog posts, etc. Oh, and be patient. The new projects
that I contacted him to do it together. we're on take a lot of time away from responding to emails.

4 Wyrd Science www.wyrdscience.online 5


What Do The We weren't sure it would appeal to many people but, looking It was good at one time, because it made the fantasy worlds
Monsters Want? at the KS figures, it seems like it did. When I see the popularity of we loved accessible and mainstream, but maybe it's time to go
by Sean McCoy D&D in younger generations, I always worry about those who will back to the myths and folk tales from which our imaginary worlds
with art by be turned off by the maths-intensive tactical gameplay of 5E. I sprung from. That's also why I like OSR games: they are for a lot
Michael Sheppard mean, I do love a good battlemap scrap but, on a day I don't feel of them exploration and survival games, which induces themes
like it, I know I can play something else. A lot of newcomers don't close to those of our folk tales.
Taken from know about all these other options.
KNOCK! Volume 1 So that's the direction we tried to go with our bestiary, at least
OR: On the technical side it was a lot more complicated The stats that was the initial desire.
of a monster or NPC in 5E require three or four times more space
than those of OSE. It required a much more flexible layout. But each monster comes with a lot of gameable material,
random tables, adventures hooks, magic items, NPCs, etc. The
It also confirmed to me that the two systems, despite their idea is that you can create a whole adventure or campaign with
common origin, really offer two different ways of both playing its own unique atmosphere just by picking a monster from the
and approaching their fantasy worlds. Fortunately, we were bestiary.
very lucky to work with Islayre who adapted all the OSE stats to
the 5E system. A real titanic job. When you write a monster for
OSE, you spend 90% of the time on the history and the description, “When you have a rational explanation
the fun things. The stats are done in a wink after that. For 5E, if
you want to do it right, the stats take at least as much time to for something like ‘why dragons
write as the rest.
like to sleep on piles of gold’, you gain
What is it that makes your Folklore Bestiary stand out?
an explanation but you lose a lot”
OR: The idea was to go back to the original sources of fantasy,
We love the look of KNOCK!, It’s modern yet still nods back to OR: In fact I think we've been super lucky to reach the "modern to its myths, its popular roots. Folk tales we were told to scare us
the original RPG aesthetic, eclectic without feeling like a mess. OSR" community and not just the nostalgic one. That's actually when we were kids are inexhaustible sources of stories and So after the Bestiary what's next for the Mushmen?
What was the biggest challenge for you in terms of design? where the most people are, those who are already into DIY, characters. We've been trying to tap into that, trying to forget
always active, busy, looking for and sharing new ideas. the "formatting" of years and years of D&D practice. OR: We have a lot of things in the pipeline, a lot of ideas and
OR: The KNOCK! layout is really fun to make. I work mostly in desires. More than we have time for in fact.
InDesign and only do one document with all the 200+ pages in. So we just mentioned it but your most recent Kickstarter was Over the years, D&D has become its own genre. The main
This allows me to easily move between all the articles, change a for A Folklore Bestiary, how did that come about? source of inspiration for D&D is D&D itself. It is a sign of its At the same time as KNOCK! #4, we will publish the second
bit here or there, reduce the length of an article, add a visual success and it is very good. But actually not that good. I have edition of Kobayashi's game Black Sword Hack, which lets you
on another, and have a global view of the bric-à-brac at any time. OR: I saw on the net the work of Javier Prado, a great Spanish the impression, maybe I'm wrong, that all D&D fantasy, at least play in a fantasy setting inspired by those of the 70s (a la
illustrator who was working on a book, "Monstros Ibericos", as far as the "official line" is concerned, has become moulded, Moorcock, Leiber etc). It's a great little game with a lot of cool
Seriously, it's an easy job and super fun. It's supposed to represent which included a lot of monsters from Spanish folklore There rationalized, explained. ideas and it's illustrated by Goran Gligović, an artist I like a lot
the diversity and abundance of OSR blogs and authors, so I think were several monsters from the folk tales of the Basque country, and whose work fits this universe perfectly.
it works on that level. I've been told that the layout of the #3 my country, and I asked him if we could do something together. When you have a rational explanation for something like "why
was a bit quieter than the previous ones, maybe it also depends dragons like to sleep on piles of gold", and you make it If the Bestiary is well received, we are ready to unleash a
on my mood at the moment. I wrote some stuff inspired by his drawings and the folk tales canonical, you gain an explanation but you lose a lot, the second volume and we also have some adventures for Old
from my childhood. Those ended up as two articles in KNOCK! mystery, the weirdness, the feeling of strangeness and School Essentials in the works, a generic and minimalist system
Vol. 1 was a huge success and it’s just grown from there, did and started the Bestiary. unknown. You reduce the opportunities to think out of the box to play D&D, the translation of a French game, etc etc etc.
you think there’d be such an appetite for it when you started? and each participant to make their own "inner cinema".
Knowing how tribal people can be about these things, was producing EN: If we don't procrastinate too much, we should have a lot of
EN: Not at all! With a tiny rep in the OSR, we couldn't hope for such a 5E version alongside the old school edition an easy decision? I find that what has become standard D&D fantasy suffers quite fun in the months and years to come!
a success. I think we owe a lot to Olivier's idea of promoting famous a bit from this, and only ends up sticking to clichés instead of
voices of the community, and of course to his kick-ass art direction. EN: It was easy. Mostly because we believe that there aren't exploring archetypes, forgetting all the horrific, the wonderful, A Folklore Bestiary is out now
That let us reach deep into this sub-sub-niche and realise that many 5E products which bring the openness of OSR design to the weird and the mysterious, and seriously, what’s the point of published by The Merry Mushmen
there's a whole dungeon full of old-school kobolds down there! the Ampersand Brand. such a fantasy? order from themerrymushmen.com

6 Wyrd Science www.wyrdscience.online 7


Cast Pod: THE VINTAGE RPG PODCaST Vintage RPG started off as -and still is- an Instagram page to
share your games collection, which sounds, let’s say, extensive...
Tell us a bit about it...
then Horror on the Orient Express and now I am running them
through Masks of Nyarlathotep (my third time!). My work
schedule, which has been intense up until recently, has
prevented a more robust RPG calendar beyond that but I am
Coming at us from ‘the clubhouse hidden somewhere in the swamps of New Jersey’, My collection is born out of a couple things. First, natural hoping to change that with some one-shots soon.
The Vintage RPG Podcast, and its hosts Stu Horvath and John ‘Hambone’ McGuire, attrition: I lost some stuff in a flooded basement and some
has been delving into the past, present and future of tabletop games for nearly 5 years other stuff was never returned after being lent out. I’ve a keen desire to run Destroyer of Worlds for ALIEN, and
now. Luka Rejec’s Let Us In. Oh, and the Enemy Within campaign for
Second, stupidity: I sold the majority of my Middle-earth Role Warhammer Fantasy Role-Play. That’s sort of a one-shot, right?
To find out more about the show, and the enviable game collection that inspired it, we Playing books to Noble Knight and pretty much immediately
caught up with Vintage RPG’s founder Stu Horvath. regretted it. In the process of replacing all those lost books via Going right back to the beginning, what was it that sparked
eBay and similar online sources, I got curious about what else your initial interest in tabletop games, and do you still have it
Interview: John Power Jr. was out there, which led to the third thing: scarcity before the in the collection?
Clubhouse photo: Stu Horvath | Vintage RPG art: Shafer Brown age of the internet.
I recently had a very hard think about this and came up empty:
There were so many cool RPGs out there that I never heard of, I don’t know what hooked my initial interest in RPGs. There are
primarily because they weren’t on store shelves when I was a a lot of possibilities I won’t list here, but the first products that
kid. I had no idea RuneQuest existed, for instance, which never were bought for me (circa 1985 or ’86, when I was seven or
fails to astonish me when I pause to think about it. Once I got a eight) were the 1983 D&D Expert Rules box set and the module
peak at that wider world, I wanted to read all of it, and soak up X10: Red Arrow, Black Shield, both purchased the same evening
all of that art and become immortal so I’d have time to run or at the Waldenbooks in Willowbrook Mall. I still have copies of
play all of it. both, but the originals are long gone.

I started posting about the collection on Instagram mostly out I have to say, that one-two punch of an intermediary rules box
of an enthusiasm for sharing, that was maybe slightly getting and a wargame was not really an adequate gateway for actually
on my friends’ nerves. The collection was and is still fueled by playing D&D. Even with the addition of the Basic Rules, it was
an ongoing sense of revelation and discovery, and I think it mostly a solo map-making game for me for a couple years. It
naturally wants to be disseminated. wasn’t until I got the Gamer’s Handbook of the Marvel Universe
in 1988 that RPGs really started to make sense to me as a kind
I do want to say that folks tend to think I have a large of storytelling game you’re supposed to play in a group.
collection, but I am not sure I really do. I mean, I do have a lot
of stuff (checking the spreadsheets: 5,688 RPGs, board games, So, as we said this all started off as an Instagram page and
toys, zines, magazine, miniatures, books and miscellaneous then a year or so after you started that the first show went up.
items), but there are certainly people out there with collections Had the podcast always been part of the plan?
that are far more extensive than mine. It doesn’t feel massive to
me, at least. Nope, not at all. It was all my co-host Hambone’s idea. All credit
for its success goes to him. Never in a million years would I
On the other hand, I have detailed spreadsheets to help me have guessed people might enjoy listening to me rattle on
find where stuff is, so maybe this is simply an exercise in self- about this stuff. But Hambone was right: they do! The world is
deception. full of mysteries.

And how much do you actually get to play it? It seems like you Had you done anything like it before? We just listened to the
have a pretty regular gaming schedule going on... first show again and you kind of hit the ground running.

In terms of variety, I play a lot more board games than I do I had done some podcasting before, primarily associated with
RPGs, thanks to my weekly board game group. I do have a Unwinnable, so that got me comfortable on a microphone.
weekly Call of Cthulhu game on Roll20 that started up during
the pandemic, though – we did a bunch of classic scenarios, That notion that we hit the ground running is a little bit of an

8 Wyrd Science www.wyrdscience.online 9


illusion, though – Hambone edited the hell out of the early about and interface with RPGs as much as I do. Now I just gotta Now unlike most of us who hoard big game collections, you're
episodes and the first one in particular we recorded three or figure out how to find time to play them more… actually putting yours to use, not just with Vintage RPG, but I
four times before we got one that we were happy with. Once Has recording the show changed how you view games at all? understand that you're also writing a book due out next year,
we nailed it, though, the basic formula was set. tell us about that...
I think the show has been clarifying more than an agent of
Talking of that basic formula, there's a lot to be said for a tight change in terms of my views on games. Speaking my mind is a I’m pleased to report that it is now past tense – I wrote a book
30 minute show, too many podcast seem to think they need to lot different from writing out my thoughts, I think, and this has due out next year. It’s all done, laid out, illustrated and
compete with Wagner when it comes to length... allowed me to see how things fit together in ways I wouldn’t everything as of August 17! It’s called Monsters, Aliens, and
have noticed otherwise. Holes in the Ground: A Guide to Tabletop Roleplaying Games,
Ha, our most frequent comment is all variants of “make the from D&D to Mothership and it will be published by MIT Press
episodes longer.” Never going to happen! A central appeal of Despite the name, the show isn't just a nostalgia fest and you in October of 2023.
the show, I think, is its brevity. Leave ‘em wanting more, and all feature as many new games as you do from days past, and the
that. I am not sure I am capable of cramming much more than last 5 years of so has seen a lot of new games to keep up with. It springs directly out of the Vintage RPG Instagram feed. I
thirty minutes of facts into my brain at any given time anyway. What in tabletop games has excited you most in recent years? selected a few hundred games from my collection that I think,
year by year, product by product, from 1974 to the present, tell
The show’s recorded in the same ‘clubhouse' where the collection Nostalgia is a poison that’ll waste us away, especially when the story of the RPG hobby.
is stored. I go back and forth in my head between it being like there is such a feast of new and exciting RPG material out
Tom Hanks’s place in BIG, the warehouse from Raiders and a there, with new stuff coming out minute after minute. It isn’t a history, really, or the story of specific designers, but
shed, so what's the reality? rather a musing on how we play and make these games, and
The emergence of this whole DIY zine scene is just astounding, how both have changed over the decades (and not changed –
Well, for one, I suspect your usage of the word “shed” is a bit the way it is pushing RPGs in so many directions simultaneously, the zine scene, for instance, has really been around since the
different than here in the States, where it describes a sort of into new forms and formats, and doing it with an excess of start!).
small outbuilding for tools, gardening supplies and spiderwebs. style.
The text is accompanied by hundreds of color photographs of
The clubhouse used to be a ramshackle detached two-car Who’d have thought the risograph would make a comeback? product covers by me, jaw-dropping paintings by artist Kyle
garage that I had taken down before a bad snowstorm had a Or that business card games would be a thing? It’s all so fresh Patterson that distill the character of each decade and spot
chance to knock it down. My original idea when we had it and vibrant and has absolutely no regard for the health of my illustrations by Evlyn Moreau, Amanda Lee Franck, and Nate
rebuilt was to have a workshop on one side and a photo studio wallet. Treme. It's going to look amazing and I hope it introduces folks
on the other, with that section open to the rafters and a loft entry point. I think folks are generally safe jumping in on any to a wider world of RPGs, just like collecting has done for me.
space over the workshop. As writing overtook photography as Nor ours! Still, to help keep the lights on you've got a Patreon that episode that features a game they’re familiar with.
my main gig, I started using the studio as the venue for my helps funds the show, what does that give people access to? Finally, for obvious reasons, D&D features quite heavily on the
D&D campaign and a regular board gaming group. Eventually it Outside of Vintage RPG you also have your own magazine, show but your tastes seem pretty wide so if you could only
made sense to just store all the RPG stuff out there. And more Oh man, Hambone’s the salesman, I don’t know if I can do his Unwinnable, what’s that all about? keep one game, and its supplements, from the collection, what
and more of it, until RPG books took over the loft entirely. spiel justice. Primarily, patrons get access to behind the scenes would you pick?
looks at our other projects. For myself, my various writing I founded Unwinnable back in 2010, initially as just a website
It’s a ten-foot by twenty-foot space, which built in shelves at projects like the book for MIT Press; for Hambone, his (unwinnable.com), then in 2014 as a weekly, subscription- Folks might guess, given my love of Masks of Nyarlathotep, that
one end and a ladder up to the loft on the side, which is also development of the 3,2,1...Action! RPG. driven digital magazine that, in 2016, shifted to the more I’d pick Call of Cthulhu, but I’m going to swerve and go with
ten by twenty, though under the slanting roof, so you have to manageable monthly pace it continues on to this day. Pendragon.
be content to crouch or crawl while up there. I hit my head They also get early access to new episodes and, soon, ad-free
frequently. There are lots of posters and a couple of skulls on versions. Hambone has also started running patrons through The magazine is very cleverly named Unwinnable Monthly and Partly because I truly believe it is as close to the perfect
the walls to keep it feeling homey, too. Dungeon Crawl Classics funnels and I aim to get in on that action we’ve another smaller magazine called Exploits that is a sort of marriage of theme and mechanics as we’ve ever seen, and
soon with Alien and Call of Cthulhu one-shots. There’s also a collaborative cultural diary. might ever see, but also because it is so rich. The core
What have you enjoyed most doing the show? private lounge in our otherwise public and pleasant Discord. campaign alone is designed to run over 80 sessions, and that
The whole idea behind all of this was to provide a platform isn’t counting side quests and multi-session adventures! I could
Well, getting the opportunity to chat with folks like Erol Otus, If someone reading this wants to give Vintage RPG a shot is where writers from all sorts of diverse backgrounds and sink into that for years, easily.
Russ Nicholson and Tony DiTerlizzi, all artists whose work I’ve there a particular show you'd recommend trying first? perspectives could write cultural criticism (and fiction and
adored for decades, will always be tops. As with everything poetry and anything else they want) without worrying about For all things Vintage RPG
coming out of the Vintage RPG project though, there is a Our recent episode on my first foray into painting miniatures bunk like advertising or traffic or similar limiters of thoughtful, point your browswer towards
baseline awesomeness to being able to just talk about, think got a surprisingly warm reception, so that might be a good creative expression. It’s been a dozen years of amazing storytelling. vintagerpg.com

10 Wyrd Science www.wyrdscience.online 11


ART OF DARKNESS: TAZIO BETTIN - FIGHTING FANTASY So apart from the Lone Wolf books what else were you playing
back then?

Gaming culture has always been lagging in Italy until the last
40 years since a generation of children were lured into Firetop Mountain with the couple decades or so, and even now, it's nothing comparable
promise that they were ‘The Hero’, the iconic Fighting Fantasy gamebooks are back. to the German or Anglo-Saxon gaming culture, so it was always
a struggle to find likeminded players. That forced me to mainly
To mark the anniversary the series’ original creators, Ian Livingstone and Steve Jackson, pursue solo games, and gamebooks were an ideal outlet for
have returned with two new titles, Shadow of the Giants and Secrets of Salamonis, the my gaming needs.
latter Jackson’s first contribution to the line for 36 years.
I already mentioned Joe Dever's Lone Wolf, but there were
On the eve of their release we spoke to Tazio Bettin, the Italian artist whose work features many titles published in Italy in the 80s and early 90s. Fighting
on both the cover of Secrets of Salamonis and throughout Steve Jackson’s long Fantasy was obviously among them, as was Steve Jackson's
awaited return to Alansia. amazing Sorcery! series. Gamebooks in general were very
popular in Italy during my childhood and early teenage years.
Art (throughout): Tazio Bettin (courtesy of Scholastic) The same publisher that published most of the gamebooks
Interview: John Power Jr. available in the market, E. Elle, also published novels like The
Trolltooth Wars.

There were also some roleplaying games being published in


Italian. I had a group of friends with whom I met to play at the
local library. Warhammer and Mutant Chronicles were rather
popular during my teenage years, and I loved them for their
imaginative worlds, and the fantastic artwork by artists like the
legendary Paul Bonner, Ian Miller and John Blanche. It was always
Tazio, thank you for joining us. So we’d love to know who, or Secrets of Salamonis isn’t your first game work, and the artwork that captured me first and foremost.
what, was it that inspired you to become an artist, and over the years you've worked with the likes of Games
especially to work in comics and fantasy/sci-fi art? Workshop, Evil Hat and White Wolf. So how did you go from playing tabletop games to providing
the art for them?
Art has always been a hobby and a passion for me. Parents Were you into tabletop games growing up? Or did your
tend to not see art as a viable career option, and will often interest in art come first? The first time that I ever drew something professionally was for Do you still find time to play games these days?
advise their children to study something that will get them a White Wolf. That was thanks to the patronage of a dear friend,
"real" job. So, following that parental advice, I studied languages The art always came first, but the two things aren't really Melissa Uran, an artist I was a big fan of for her work in Not as much as I wish I could!
in university but despite that I never really abandoned art, merely mutually exclusive. I have been drawing and sketching since I roleplaying games like Kindred of the East and Exalted.
pursued it as a hobby. was a kid, since one winter day when, I'm told, my father took There are several games I love, but most often I play Games
me in his arms, went to the window, breathed on it and drew I was still a university student at the time, and it was far from Workshop's Warcry and Age of Sigmar (I'm a miniature gaming
It was a fortuitous meeting with a talent scout that changed something on the frosted window. I was utterly captivated, like being a full time job. But it felt great to be able to publish my and painting hobbyist), as well as the amazing card game
everything and made me take the possibility of an artistic only a child of less than 2 years can be. We agree that's the art. I think there still are people who have some of those old Android: Netrunner by Fantasy Flight under the Wizards of the
career seriously. I was working in tourism at the time, not a job I beginning of me having this passion. RPG manuals in their bookshelves. It was that feeling, the idea Coast license, which I consider the best card game ever
felt was my thing. Then one day a friend suggested that I submit that you had just created something that would last in books, created.
a portfolio to this talent scout who was attending a convention I used to draw some comic strips for my personal gratification that perhaps influenced me and made me feel that longing
here in Italy. I did so half jokingly, telling myself "well why not?" in elementary and mid school. Around the age of 6 or 7 I got later on when, as I mentioned, I worked in tourism. It was actually too popular! So the license was revoked and the
my first book ever, and it was a Lone Wolf gamebook by Joe game regrettably discontinued.
Against all expectations my portfolio was selected, and that's Dever, with art by the amazing Gary Chalk. I kept doing some occasional freelance illustrations for White
when I started taking seriously that possibility, working in Wolf until the company closed, as well as for other indie Speaking of roleplaying games, I'm currently enjoying a
comics. I decided to quit my job and started working seriously That left a lasting imprint on me. It was both the way I learned publishers and authors from time to time, rounding my income campaign of Lancer, a splendid game about mecha pilots
on my anatomies, perspectives and storytelling, until I was how to love reading, and how I learned about illustration, and up a little but most importantly doing something I loved. It only designed by the legendary Tom Parkinson-Morgan, creator of
eventually ready to publish my first graphic novel with writer was captured by that world. Later on that led me to comics became something serious after I chose and pursued a career "Kill 6 Billion Demons", which I consider the best comic book
Victor Gischler for UK publisher Titan Comics. and roleplaying games. as a comic artist. published in the last decade. You should definitely check it out.

12 Wyrd Science www.wyrdscience.online 13


I took some liberties with some of the details, like the tax Do you have a favourite illustration from the book?
collector carrying a small wooden strongbox for the money
instead of a bag, I thought it made the character feel more Well, this is a bit silly, but I'm fond of the smaller insert art pieces I
avaricious and covetous. But I always made sure that my did. Back when I read gamebooks as a child, the choice of
suggestions were okay with Mr. Jackson and in general the art small illustrations often was what made the atmosphere of a
direction of the book. book more than the bigger art.

Talking of that art direction, throughout your career you've I don't know why but especially when it depicted everyday
worked in quite a wide range of styles, do you have a things like your adventuring bag, or some object you
preferred style or medium, or are you just happy to adapt as encounter during the adventure. It tells you something very
the work demands? mundane that makes the world you're reading about all the
more real.
Ever since I started working on comics and reading articles and
guides written by comic artists, one of the concepts that stuck I especially loved inventory art showing a collection of objects,
with me the most was first explained by a great comic artist like what you could find on an apothecary's table. In every
and one of my major influences: Brian Stelfreeze. He said that fantasy game healing potions are a popular trope, but what do
style is nothing more than a byproduct of what one does just they look like? What shape does the bottle have? Or is it a vial?
by creating art, and that fixating on finding one's own style is Or an ampoule? So I was thrilled to be able to draw my own for
just a way to limit your drawing skills. work. Like I said, it probably sounds very silly.

Ever since, I’ve tried to learn different media, from pencils to inks, And how do you work these days, is it mainly digital?
to gouache and oils, and of course digital painting to keep myself
versatile and be able to tackle different subjects and atmospheres. I almost never draw digitally. It's always pencils, inks, sometimes
gouache or, in recent times, oils. I don't want to lose that
Your art in Secret of Salmonis definietly captures a lot of the tactile, handcrafted and natural feel that traditional media
atmosphere of the original Fighting Fantasy books... alone can deliver. When I create painted illustrations, I often
mix that with digital colours and painting, using texturized
When deciding how to approach the art of Secret of Salamonis, brushes to avoid colours feeling too cold, like I did for the
Secrets of Salamonis marks not just 40 years since the first I had one thought very clear in my mind: I wanted it to feel like cover of Secrets of Salamonis. averages of existing images taken from that big cauldron that
Fighting Fantasy book was released but it's the first one Steve Fighting Fantasy art made me feel when I was a wee lad. It had is the internet. But what makes people love an artist's work is
Jackson has written for most of that time, how did you get to be traditional media. To me, when a gamebook sports digital But it entirely depends on what I am drawing and what effects I what makes them unique, not the average.
involved in the project? art in the interior I feel cognitive dissonance. am aiming for. My tarot drawings and the covers for books like
Dan Abnett's Pariah and Penitent are the opposite of that: What makes a Mike Mignola, a Dave McKean, a J.H. Williams III

“ I had one thought very clear in MY


Whenever I'm reminded of the uniqueness of this title it's geometric, almost abstract ink line-art and flat colours without or a Frank Quitely amazing is their unique human journey, a
always both amazing and very humbling. It's a true privilege to any trace of volumes or shading, like you can see in traditional visual interpretation of their distinctive, individual sensory

mind: I wanted it to feel like


be part of such a momentous project and it's thanks to writer tarot art like the Rider-Waite deck. experience, and a knowledge of techniques that took years
Jonathan Green, who wrote some of my favourite Fighting and years of fine tuning. People tend to ignore that part.

Fighting Fantasy art MADE


Fantasy titles like Bloodbones, that I was able to participate. I There’s been a lot of talk about AI art recently and what effect
had previously done an illustration for his Ace Gamebooks and that will have on artists, especially comic book artists... They use words like "talent" that diminishes the years of effort,

ME FEEL when I was a wee lad”


it was a fantastic experience. He was so kind as to put my name exercise and fine tuning an artist goes through, as if it was all
forward and, of course, I enthusiastically said yes! And was So called "AI" generated images can be used by an artist to get innate and came easy to them, when it's something they
determined to do my utmost best. some inspiration to start from sometimes, but it's always a worked on long and hard.
I mean no disrespect to the artists who create fantastic works jumble of shapes and parameters taken from images and art
How did it work, were you giving specific scenes to illustrate? of illustration through digital media, and it's a very personal and remixed together and averaged by algorithms, following But we live in a world of immediate satisfaction and consumption,
bias, but I definitely wanted my art to have that inked illustration search terms and social media tags. and long processes aren't glamorous. A program that takes
I was given art notes including samples of artwork when a feeling that made those books special to me, including the seconds to create an image causes more sensation for sure.
creature or place had already been drawn in previous books, detailed hatching and rich line-art often used to render volumes Since the source material is always the same, the result is The word AI used to designate digital entities capable of self-
and so I tried to recreate the same atmospheres and be true to and tones of grey. In addition, it's not a technique we see very extremely homogeneous, because it draws from and creates awareness, but because we live in an easily bored culture, we
the spirit of the book as best I could. often in today's illustration world and I feel like that's a real pity.

14 Wyrd Science www.wyrdscience.online 15


need sensational words and any program with the slightest
machine learning capability is nowadays called an AI. B.U.T.T.S Tales by PIERRE MORTEL
Maybe some art gallery could expose some AI generated art to
propose a reflection on technology and what makes us human
and unique. That's the best use I can think for AI generated
images. That reflection is the art, not the images.

So, returning to Fighting Fantasy, it’s a bit of a British institution


but not the only one you’ve hand a hand in, we’ve mentioned
Games Workshop but you’ve also gone from posting fan art of
Judge Dredd to doing your first 2000AD cover last November.
How did you become an art droid?

So far it has been a very natural progression actually. As a kid, I


loved comics, Warhammer and Fighting Fantasy. Among the
comics I most loved were Judge Dredd and especially Slàine.
Eventually I started working in comics, and I came into contact
with Games Workshop by working on some Warhammer
40,000 comics, the Will of Iron trilogy with writer George Mann
and Deathwatch with writer Aaron Dembski-Bowden.

By working on the covers for some Games Workshop novels I


came into contact with the legendary Dan Abnett, one of their
top writers, which led me to working with him on his 2000AD
strip Sinister Dexter, and at the same time I caught the attention
of Fighting Fantasy writer Jonathan Green, with whom I started
collaborating after he saw my art on Artstation. I am very much
looking forward to seeing where this brings me.
But right now I feel like my place is with 2000AD and working
So that’s 2000AD, Warhammer and Fighting Fantasy, any other with Dan Abnett. I'm finding some beautiful, precious support
British titles on your wish list you'd love to work on? and encouragement in expressing myself artistically and that is
a rare blessing.
Oh please don't say it like that, you're exposing my plot to
dominate Britain, it was supposed to be a secret! Joking aside, I Finally, after this book, what are you working on at the moment?
actually hadn't considered that... but it's true that the bulk of
my work is with British publishers and companies. I'd definitely Whether you're a 2000AD fan or not, you should stay tuned for
love to work some more in concept art for animation and the upcoming work that is coming to the magazine. It's the
video-games if the chance arises. most interesting, weird and imaginative comic strip I have ever
worked on, and I think you'll love it!
Remaining in the world of comics, I wouldn't mind widening my
collaborations to some European major publishers. For
instance, I have never worked for the French market of bande
dessinée and I'd be curious to experience that if a chance Secrets of Salamonis and Shadow of The Giants
arose. are both out now published by Scholastic

Many of the influences in my art come from that world through Keep up to date with Tazio’s work at
artists like Moebius and Bilal. I'd certainly also welcome a artstation.com/taziobettin
chance to work with more American publishers. and on Instagram @taziobettin

16 Wyrd Science www.wyrdscience.online 17


Monstrous Arcana: GOBLINS & GARDENS Can you tell us about your art background? Was it something you
formally studied? The deck has an outsider art feel to it but at
the same time the composition of the images definitely feels
been on. Truly, I think I could talk for a whole interview about
that alone. Suffice to say I think everyone should get a few
decks with their close friends and just start playing around with
like it’s the work of someone who knows what they're doing... them.
Whilst today it’s most commonly associated with divinatory practices the Tarot began
life in 15th century Italy as just another kind of playing card, so it’s perhaps apt that in Art is definitely something I've always done, starting from a very And what is it about both of them that appeals to you? And
recent years more and more of our games have begun to make use of it again. young age. what made you think of combining the two?

Of course that means that you’ll need a deck to go with all those polyhedral dice and Although the first time I went to college to study art, graphic I love Tarot for a lot of reasons but I think it most appeals to me
one that’s caught our eye is artist Jonathan Sacha‘s beautiful Goblins & Gardens set. design, I dropped out to play music in a punk band. I did that in it's form. It's a very universal thing: a deck of cards. So many
Reappropriating classic Dungeons & Dragons Monster Manual art, he’s allowed its for over 10 years and we were really lucky to tour as much as people have committed their art to that format and that means
denizens to roam free amongst collages of flowers, fruit and vegetables and just maybe we did. We were always broke as hell but we travelled a lot and you have a massive library of windows into near infinite worlds.
find peace at last. We spoke to Jonathan to find out more about this unique deck. met a lot of wonderful artists. Back then I was working with
Adobe products that I, maybe, stole and definitely didn't know It's the perfect storytelling art-form in my opinion. Even just
Interview: John Power Jr. how to use, but I found my way to screen-printing for other one deck will consistently turn up new stories all of the time
Photos: Jonathan Sacha bands. when you shuffle it and pull cards!

Then when I was about 25 I went back to school and whilst I When it comes to D&D.... Well this might be where I start losing
strongly considered graphic design again I ultimately opted to people. Lol.
study sculpture. Even then my senior thesis project was all
photographs and braille. So like every artist I can't sit still to Honestly, at this point, the thing that attracts me the most to
save my life... D&D is that it's so ripe for parody and critique. I'm sure that will
upset some people but it's how I feel. We've put so much of
Punk music is definitely outsider art. I'm sure to some folks that ourselves into that game that at this point it's inextricably tied
sounds corny, but I was exposed to an incredible amount of to being human.
truly beautiful people making really original work. And because
it's punk it's always made out of what you can find and not The art of storytelling is inherently human. But D&D is also
what you can buy. That makes it special. That means it's more plagued by war and violence. So it becomes this very
connected to who you are and what's around you. interesting place to explore. Why is the violence so insidious?
Why does this certain type of story keep getting told over and
So, the Goblins & Gardens deck, what came first, your interest over again?
in Dungeons & Dragons or the Tarot?
And of course we then have to ask where do the gardening
I guess it's technically D&D. In high-school, some of us tried to books come into all this?
get into, what I assume, was 3rd Edition and decided it was too
complicated and gave up pretty quickly. I didn't come back to I actually found an old gardening book on the side of the road
it until much later, after 5E and The Adventure Zone came out. one day when I was walking home from work. It ended up on
my desk next to a copy of the AD&D Monster Manual Vol. 2
I remember listening to that show and hearing them throw out that my partner had bought for me. It was a used copy so it
a bunch of the rules right away and I thought "Now here we was all drawn on and colored in. I really loved having a glimpse
go, I'll just do that!" into the past, at someone else's intimate history with the book.

I haven't played in a while though. Nowadays I stick to stuff like But then I started thinking about the violence in all the stories
Troika! or PbtA or one-page games. I like the silly and the that had been told via D&D and started daydreaming about
simple stuff. That's the most fun for me and my friends. what might be happening to those monsters now that people
aren't telling those stories anymore.
Tarot had been in my periphery for a long time but starting in
2017 I was getting more and more interested in it. It's been a That's where the line "What happens to a story after you leave
long and very slow process and I really love the journey I've it behind?" comes from. I fell in love with the idea that for every

18 Wyrd Science www.wyrdscience.online 19


Make our Sometimes I would turn a page, see something for the first And how do you personally use the cards?
garden grow(l)... time, and know right away what card it was going to be. The
Magician, The Tower and The World all happened that way. I use tarot cards for all sorts of things. For fun, for journaling, for
Strength too. It happened a lot and it was always magical. self-reflection, for writing RPGs, for playing RPGs. Sometimes I'll
just shuffle a deck and not even draw a card.
One interpretation of the Tarot's major arcana is that it represents the
fool's journey through life, is there a narrative hidden in your deck? Since you designed the Tarot deck we've seen your art crop
up on several other RPG titles, is this working with people you
There's a line in the Goblins & Gardens guidebook that talks knew before you did the deck or you met afterwards?
about this a bit. It goes: "To journey through the cards is to
read narrative in the art-form. It is to wander." And that's a bit It's a combination of both. I've met some really wonderful
cryptic but it also gets at the general idea for the deck. people who've commissioned me for some collage artwork and
I love it.
You can find all sorts of narratives in Goblins & Gardens.
Generally speaking the narrative that we present is one of re- There's a project called Goblin Archives that everyone should
wilding and rediscovered autonomy for the monsters but beyond check out. He does a lot of guides for indie RPG creators but
that it's up to the individual to wander through the cards and also produces his own content that's really rad too. I did some
discover their own narrative. And one really beautiful way to do work for him and he's truly wonderful. He was very kind and
that is with friends. That's some of what we were getting at with really excited about my art.
the other line about how "the journey is more shared than singular."
I'd love to continue to do more collage artwork commissions
The Fool is just one consideration in this deck. but if I maintain any longterm success I'd like to
What about The Hanged Man or The Lovers. transition into other media. Collage
What's their story? is fun but I've got plenty of other
irons in the fire. I love simple line
Is there any one card from the deck that drawings with black ink.
particularly resonates for you?
story that's ever been told in the universe of D&D, that It makes it a lot less expensive for me but it also means they So what are you working on now?
somewhere there's a place where everything that's been left come charged with so much of other people's magic. It's probably 'The World'. It was one of the
behind exists together at once. last cards that I made but I knew what it I've always got a lot going on! In the
Truthfully, when I found the first 30 book set of the Gardening was going to be pretty early on. That immediate future I'm gonna continue
It could be chaos but it could also be anything! And when I Encyclopedias on eBay they were in near perfect condition. My image of that succubus or demon lady. to come up with content for my
think about it I imagine all the monsters finally having some partner was pleading with me not to cut them up. So I promised Whoever she is. She looks so hurt and so Patreon so it can free up more time
peace and quiet without the DM and the players around. them I would try and do it all digitally first. And I did! But it looked sad but STILL she's in this extremely for me to keep making art. Money
so dull and flat and fake. I think I barely made it through one vulnerable position. She is viewed by us sucks.
Maybe they're not one-dimensional beings only there to be card before I went for the X-Acto knife. in that pose FOREVER.
slain. Maybe they just want to fucking hang out and get some Apart from that we've started working
gardening done! That's where Goblins & Gardens takes place. When designing the cards did you approach each one with a Like how much has this one monster on a series of zines we'd like to put out.
pre-set idea or was it more of an intuitive approach? had to endure through the ages? It's
Each tarot card then is a work of collage art, combining painful. The harm inflicted on other Stuff like: An Intro to Tarot, An Expanded
drawings from old D&D manuals with photos from gardening Very rarely did I go into a card with preset intentions. I stopped people is the most brutal part about Guidebook for G&G, a hack of 'A Quiet
books, I think most gamers, myself included, would have doing that pretty early on because it always meant that I was being human. It's crushing. Year', and beyond that we've got a few
trouble taking a pair of scissors to their collection but that fighting with the card by the end. To some degree, all of the of our own RPG ideas kicking around that
doesn't seem to have phased you... cards were designed on the fly. Later, I found that other picture of the Earth "upside down" and we're really excited about too.
viewed from "behind" with all of the sea trenches scraped
I actually really enjoy it. Sometimes I'll cut monsters out and just Like I said I have a lot of loose ends floating around. Some of across the ocean floor like old wounds that had scarred over.
let them run loose on my desk or wherever. I've got little those cards basically made themselves because I would set The two elements were just magnetized to each other. Maybe The Goblin & Gardens Tarot Deck
monsters running around all over the place and I love it. Most something on top of something else just to move it and then it's less that this card resonates with me and more that it just is available to purchase now
of these books I'm cutting up are in real awful condition anyways. later on notice how perfectly they would fit together. cuts right through me. It's the card that I cried the most about. from goblinsandgardens.com

20 Wyrd Science www.wyrdscience.online 21


GOING UNDERGROUND: MAZES AND MONSTERS It's a little surprising just how few movies there are about roleplaying.
We're not talking about fantasy films based on RPGs or about
games that magically come to life to threaten or thrill the players
The film is about some players of the eponymous D&D-like (but
not really) game that Tom Hanks’ character gets a little too
deeply involved in, fracturing his sense of fantasy and reality
(Jumanji, obviously, but also give 2016’s little seen Beyond The and sending him into a psychogenic fugue. Of course, with a
Is 1982’s infamous anti-D&D movie Mazes and Monsters a hysterical anti-RPG screed Gates a go), but movies actually about the act of roleplaying. mental illness of that kind, anything could have set him off. It’s
or a curious forgotten gem? actually quite sensitively handled in the film, much to my
One of the handful that does engage with the hobby is Steven surprise when I rewatched it for the first time in decades.
On the 40th anniversary of its original release you’ll get a chance to decide again for Hilliard Stern's Mazes and Monsters - a low budget TV movie
yourself as the film that launched Tom Hanks onto our screens gets its first Blu-ray made at the height of the Satanic Panic and one that takes a What appealed to you about the film and made you want to
edition. We spoke to David Hughes from Plumeria Pictures to find out more… somewhat negative approach to the subject. re-release it?

Today, it’s probably best known for gifting the world with Tom I’ve been playing Dungeons & Dragons since shortly before it
Hanks’ first feature lead role. Here he plays Robbie Wheeling, a was popularised in the early ‘80s, so it was a natural fit for me.
Interview: Will Salmon gifted student just starting life at a new university and who But the truth is, I saw that the rights were available, for a price I
Photos courtesy of Plumeria Pictures loves nothing more than an intense session of Dungeons & could make work, and could immediately picture an amazing
Dra-, sorry, Mazes and Monsters with his buds. But when one of Blu-ray cover by Paul Shipper, an artist I’ve been dying to
his crew, Jay-Jay, suggests taking things to the next level and commission for a Plumeria cover since I launched the label in
getting out of the dungeon and into the real world (So, LARPing lockdown.
then), Robbie begins to lose his grip on reality and becomes a
danger to both himself and those around him. So you’re a long time gamer?

Based on the book of the same name by Rona Jaffe - a Oh my gosh, yes – I was a very early adopter! I started out
typically misinformed screed from the era that blamed the playing wargames in the local church hall, and one day I was
tragic death of Michigan State University student James Dallas introduced to a radical new game that didn’t have miniatures
Egbert III, in part, on his interest in roleplaying games - Mazes (at the time, anyway) but was played with pencils and paper
and Monsters is undeniably goofy, horribly biased against its and dice. And I’m still part of a group now!
subject matter, but also still a lot of fun to watch. And while it's
generally considered to be little more than b-movie fluff, Although in between there was a gap of about 30 years when I
certain aspects of the film have aged rather well. didn’t play anything but Call of Cthulhu, which is my real
passion. I’m also a big board-game fan, my current favourites
The film turns 40 this year and is getting a brand new anniversary being Nemesis, Living Forest and perennials like Settlers of
Blu-ray, released by UK label Plumeria Pictures. It's a good Catan.
chance to reassess a feature that offers a fascinating, naive,
but still often quite charming, look at the roleplaying hobby It’s quite surprising to see Tom Hanks in the film! What do you
less than a decade on from Dungeons & Dragon’s first release. think of this early performance?
We spoke to label founder David Hughes to find out more...
It gets a lot of stick but actually if you approach it fairly, it’s not
How would you sum up the plot of Mazes and Monsters for bad. It’s more than an early-career curiosity; it’s actually a very
those who haven’t seen the film yet? Hanksian performance, if that makes sense. You can draw a
direct line from there to some of his later, more celebrated
It’s a 1982 made-for-TV relic of the pre-“satanic panic” period roles: all the ingredients for what makes him him are there.
when D&D was starting to be looked at as harmful to kids,
largely a result of American evangelicals needing a boogeyman You mentioned this a moment ago - and I agree - it’s pretty
to keep congregations in their thrall. If it wasn’t D&D it would rare to see a film like this from the period focus on mental
be heavy metal music (in fact it was); anything demon-adjacent health issues. Is Mazes and Monsters ahead of its time in some
was considered dangerous. ways, do you think?

Laughable now, of course, but a genuine problem for a lot of It does seem as though it handles mental illness more
D&D players in the 1980s. sensitively than some of its contemporaries, which were quite

22 Wyrd Science www.wyrdscience.online 23


Did you learn much about the production of the movie while
preparing the Blu-ray release?

There’s a great deep dive into the film in the booklet accompanying
the release, a more sober accompaniment to the shenanigans of
the RPG podcasters – including the How We Roll crew, plus
Scott Dorward and YouTuber Seth Skorkowsky – on the
commentary track.

Was it difficult getting the rights to release the film?

It was fairly easy to get the rights; what was trickier was remastering
the print supplied, which was pretty poor quality. We sent it to
ITV’s restoration bay and they did a great job of ironing out the
many problems you get when working with an 1980s made-
for-TV movie shot on videotape.

I’m sure some people will complain that it’s imperfect, but for
the 40th anniversary we would rather have something out
there that’s the best available than not have it available at all.
It’s not like it’s ever going to look amazing in 4K.

The Blu-ray has a very entertaining commentary track. What


quick to turn people suffering from mental illness into monsters can you tell us about the guests on that?
or freaks. If, say, someone from Psychotherapy Today were to
look at the film, I think they’d treat it quite kindly, because it It features fantasy author Seth Skorkowsky, Scott Dorward, Joe
doesn’t demonise the victim and even if it resolves in a way Trier and Eoghan Falvey of the How We Roll podcast and GM
that may not be best from a therapeutic perspective – essentially, and writer Veronica Escamilla-Brady and it’s hilarious!
enabling the sufferer’s delusions – it is an approach that could
work in the short term, while you gently coax the sufferer back I expected everyone to have seen the film before they
to reality. recorded it, but to my surprise half of them went in cold –
which made it all the more fun as they were reacting in real
The film is a relic of the Satanic Panic era and has been the time as the film unfolds.
subject of derision over the years for its attitudes towards
roleplaying. Is that fair? Or do you think it’s ripe for reappraisal? So what’s coming up next on the label that you can talk about?

Empire critic Dan Jolin called it “laughably clueless,” which it is. Nothing I can talk about yet, but we do have a few films in the
But I think people will give the film a lot more credit than they pipeline and we’re building the label one small-time release at
expect to; certainly that’s been the experience of everyone a time. Every release is a 1,000 copy limited edition and they’re
who’s watched it prior to release. I wouldn’t go as far as to say currently sold only via our website so building the brand is a
it's “ripe for reappraisal”, but it’s certainly worth a second look slow process.
with an open mind.
Having said that, the more titles you release, the more people
Have you read the book by Rona Jaffe that it’s based on? you reach, so hopefully our diverse slate will find new fans.

I did, years ago. In those days we read everything we could get


our hands on that was even tangentially D&D related, as there Mazes and Monsters 40th Anniversary Edition
was so little published. Once you’d read everything on Gary Is out now released by Plumeria Pictures
Gygax’s reading list you were hungry for more. plumeriapics.co.uk

24 Wyrd Science www.wyrdscience.online 25


“I WILL SHOW
YOU FEAR IN
A HANDFUL
OF GAMES…”
Horror! It’s one of the top genres for roleplaying games,
trailing only behind fantasy (and perhaps science-fiction).

But most know about the genre primarily through the two
heaviest hitters: Chaosium’s Call of Cthulhu (1981) and
White Wolf’s Vampire: The Masquerade (1991).

Not only is the horror roleplaying genre much larger than


that, but it also has many more influences than just Lovecraft
and Lestat.

So join us, cowering behind the settee, as RPG historian


Shannon Appelcline takes us on a terrifying tour of
roleplaying games’ decades long dalliance with the dark......

Art (opposite): Pontus Björlin

26 Wyrd Science www.wyrdscience.online 27


Dark Shadows: 1974-1986 The Call of the Horror RPG: 1981-1989

H H
orror has, in fact, been a part of roleplaying in his Lake Geneva D&D games, imagining Elder Priests of orror roleplaying proper started with Dark After Call of Cthulhu broke the dark ceiling, more horror
games from the very start. You might think that Cthulhoid gods and their Temple to the Latter Day Old Worlds, a 19th-century roleplaying game by Kurt roleplaying games appeared, but they tended to be
J.R.R. Tolkien was the biggest influence on the Ones, as well as a Lost City of the Elders and an off-world Lortz that mixed Gothic and Lovecraftian lighter, and they definitely didn’t try and compete with
original Dungeons & Dragons (1974) — and certainly Gary adventure location of Fomalhaut — which was the source themes. Well, that was the theory at least. Chaosium had Call of Cthulhu on its Cthulhoid home terrain.
Gygax included Tolkien-influenced elements, from of much of Greyhawk’s eldritch horror. secured a license to publish Lovecraft related material from
hobbits to treants in that first edition. But according to Arkham House, the company founded by August Derleth Tri Tac Games’ Stalking the Night Fantastic (1983), the next
Gygax’s later writings, that was just to catch the attention Kuntz brought these Lovecraftian interests to published and Donald Wandrei to manage Lovecraft’s literary estate, major release, centered on investigation like Call of
of the Tolkien fans who had multiplied in the United States D&D with an article on Lovecraftian gods that appeared in and in turn had received the Dark Worlds manuscript, but Cthulhu, but it did so from a campier point of view, that
in the ’60s and early ’70s. In truth, Gygax was much more The Dragon #12 (1978) which then was integrated into the then rejected it as unsatisfactory. of the Bureau 13 agency, who searched for supernatural
influenced by a darker, more horrific shade of fantasy: original Deities & Demigods (1981) book - before a legal events (and some science-fiction events too) and was
sword & sorcery. skirmish with So, what to do ultimately based on Kolchak the Night Stalker, the most
Chaosium, who with that notable supernatural investigation TV show prior to The
It’s right there in the infamous “Appendix N” of the original had licensed the Lovecraft X-Files.
Dungeon Masters Guide (1979), a list of “Inspirational and rights to license? Enter
Educational Readings”. Dark fantasy heroes like Conan, Lovecraft by that Sandy Petersen, A year later Pacesetter entered the horror game, and they
Elric, Fafhrd and the Gray Mouser all make the list, alongside time, led TSR to who’d suggested could have had a tremendous influence on the industry
their serpent-men foes, their soul-stealing swords and step back. his own given the star power of a company made up of ex-TSR
their manipulative wizards and lost loves. It wasn’t Lovecraftian employees. Nonetheless, they shied away from direct
straight-up horror, but it was definitely horrific fantasy. That would just game to competition with Call of Cthulhu and instead took
be the first retreat Chaosium while Hammer Horror as their inspiration when they designed
Besides influencing the earliest games of Gary Gygax, and from D&D’s pulp Kurtz was the first edition of Chill: Adventures Into the Unknown
thus the design of Dungeons & Dragons itself, these sword and sword & working on Dark (1984). Similarly, It Came from the Late, Late Show (1989)
& sorcery influences also made their presence felt in early sorcery origins; a Worlds. With the from Stellar Games picked B-Movies as its foundation.
D&D publications thanks in large part to two TSR designers second followed first project a
who loved pulp stories: Tom Moldvay and David “Zeb” Cook. the publication failure, Petersen Meanwhile, TSR went beyond their pulp inspirations to
of the epic- got his chance. take one major stab at horror before embracing epic
Two tropes of sword & sorcery, lost civilizations and fantasy story of The result was fantasy in the late ’80s. The result was the other great
primordial cultures, can be readily found in supplements Dragonlance Call of Cthulhu horror release of the ’80s. I6: Ravenloft (1983), by Tracy
they wrote such as X1: The Isle of Dread (1981) and B4: The (1984-1986). Its (1981), likely the and Laura Hickman was founded on the simple question
Lost City (1982). However it is two other adventures that extreme success would lead D&D back to the high most influential horror roleplaying game in our hobby’s of how to turn a vampire into a something more than
stand out for their more explicit horror content: Tom fantasy of J.R.R. Tolkien as the game rapidly approached history, released in November 1981. As the name suggests, just another monster to kill in a dungeon room. In
Moldvay’s X2: Castle Amber (1981) drew directly upon the its second edition (1989). Call of Cthulhu was firmly based on the cosmic-horror answering this question, the Hickmans leaned heavily
Averoigne stories of weird fantasy author Clark Ashton stories of H.P. Lovecraft. Using Chaosium’s Basic upon Gothic horror, with their Strahd von Zarovich based
Smith, revealing a haunted family full of secrets; and Zeb Sword & sorcery made some final appearances at TSR Roleplaying roleplaying system, debuted in RuneQuest not just on Dracula, but also (probably) on Lord Byron, a
Cook’s I1: Dwellers of the Forbidden City (1981) detailed a around the time that Dragonlance was being published, (1978) and Stormbringer (1981), players investigated the real-life predatory abuser. If H.P. Lovecraft and his cosmic
claustrophobic city inspired by Conan author Robert most notably in Zeb Cook’s Conan Role-Playing Game horrors of Lovecraft’s mythos in the 1920s… and upon horror offered the first major thread for horror in RPGs,
Howard’s Red Nails and in doing so debuted one of the (1985) and the Lankhmar: City of Adventure (1985) setting, finding it promptly went insane or were devoured by the then Bram Stoker and the Gothic horror of Ravenloft
more horrific early D&D monsters, the aboleth. but by then the War of the Lance was rising and TSR monstrosities (or sometimes, both). offered the second.
would be swept in a different direction.
D&D could have delved even deeper into horror literature, It created a foundation for horror roleplaying that remains When ill-informed parents began panicking about
as Appendix N also referenced writers such as August That left a gap that the UK stepped right into when a strong influence today, forty years later, with Lovecraft roleplaying games in the ’80s, it seems obvious that they
Derleth, H.P. Lovecraft, and Manly Wade Wellman. Of Games Workshop produced Warhammer Fantasy Role- inspired games now become a whole sub-genre of horror would have been worried about these games of cosmic
these, Lovecraft is known to have had the greatest effect Play (1986), an entirely dark fantasy roleplaying game, full gaming unto themselves. Moreso, it created a model for and Gothic horror, or even by a dark fantasy RPG such as
on the game’s development, thanks in large part to Rob of decay, depravity, and corruption. In the meantime horror roleplaying that was focused on investigation, Warhammer Fantasy Role-Play. But, that wasn’t the case
Kuntz, the co-GM of Gary Gygax’s early Castle Greyhawk though Lovecraftian competitor Chaosium had already where the characters were weak in the face of horror, but at all. Instead, it was vanilla D&D that got all the
games. Kuntz included a variety of Lovecraftian elements debuted the first true horror game of the industry. persevered nonetheless, no matter what the cost. attention, and that’s a story of horror all its own.

28 Wyrd Science www.wyrdscience.online 29


The Satanic Panic: 1979-1997

T
he moral panic against roleplaying games is in began attacking D&D as early as 1980, with evangelists The notorious, and of course
large part the story of the horror roleplaying joining in by 1981. wildly inaccurate, booklet that
game that didn’t bark. It was an attack made Patricia Pulling’s organisation -
primarily upon Dungeons & Dragons as a horror roleplaying It all came to roleplaying’s door when Patricia Pulling Bothered About Dungeons &
game, even as it was shedding its own horrific trimmings claimed her son’s 1982 suicide was the result of a Dragons - produced to ‘inform’
and just as other games that might have been more Dungeons & Dragons curse. After a series of failed those in authority of the
vulnerable to moral panic, such as Call of Cthulhu or lawsuits, Pulling formed the group Bothered Against dangers that the roleplaying
Warhammer Fantasy Role-Playing, were appearing. Dungeons & Dragons (BADD) to attack a game she game supposedly posed...
delusionally thought taught “demonology, witchcraft,
The irony is that the sword & sorcery themes of D&D’s voodoo, murder, rape, blasphemy” and more. D&D thus
earliest days could have made it equally vulnerable. found itself labeled as a Satanic game just as it was
Witness the sacrificial scene on the cover of Eldritch stepping away from its modest, early focus on dark
Wizardry (1976), which could easily evoke Satanism, or the fantasy. The hysteria-fueled controversy over the game
less prurient but equally fiendish scene found on the made headlines and even appeared on 60 Minutes.
cover of the original D3: Vault of the Drow (1978).
TSR was most famously attacked in fundamentalist Christian,
Those pieces of art could have created genuine concern and cartoonist, Jack Chick’s Dark Dungeons (1984) which
over the horrific content of D&D, but by the time D&D also insisted on the existence of D&D curses, but the assaults
came under strong attack in the ’80s, they were already would continue into the ’90s in unreliable books such as
fading into the past, with the Cthulhus and Warhammers Mike Warnke’s Schemes of Satan (1991) and Joan Robie’s
picking up the horror baton. The mob didn’t care: the The Truth about Dungeons & Dragons (1992), both of which
Satanic panic was the height of ignorance, the result of a went back to D&D’s supposed original sin and spread the
few high-profile incidents that brought Dungeons & Dragons lie that James Dallas Egbert III, who had committed suicide
into the public eye, and thus made it the perfect target. in 1980, had left behind a note praising Satan. (He did not.)

After a series of failed lawsuits, Pulling formed the group


Bothered Against Dungeons & Dragons (BADD)
to attack a game she delusionally thought taught
“demonology, witchcraft, voodoo, murder, rape, blasphemy” and more
It all started with the 1979 disappearance of college- Though the early press generated by Egbert and Jaffe is
student James Dallas Egbert III, a disappearance that was generally believed to have contributed to D&D’s meteoric
incorrectly blamed on Dungeons & Dragons. The game success in the ’80s, by the end of the decade TSR executives
was not relevant to the case, but that didn’t stop author had decided that the moral panic was dangerous to their
Rona Jaffe from repeating the suggestion in her fictionalised business. The result was D&D shedding much of its primordial
novel of the case Mazes and Monsters (1981), which soon horror in the second edition of AD&D (1989), which eliminated
became a movie starring Tom Hanks as the pseudonymous demons, devils, assassins, and other darker elements.
college student. It was D&D’s first mass-media exposure, They would largely be absent until the 1997 purchase of
and it was decidedly negative. TSR by Wizards of the Coast; as it happens that was also
the year that Pulling died, bringing the by-then faltering
Meanwhile, claims of Satanic ritual abuse had become BADD to an end.
the modern-day equivalent of witchcraft accusations.
Hundreds of schools were hit with unfounded Meanwhile, even moreso than in the ’80s, there were new
accusations of Satanism. Religious right organizations games in the ’90s that carried the dark torch.

30 Wyrd Science www.wyrdscience.online 31


We Have Become Death: 1990-2004 The Industry Goes Dark: 1990-1998

H I
orror in the ’90s began with a small-press RPG t wasn’t just roleplaying. All of media was In fact, many of the new horror games of the ’90s found
from Stellar Games called NightLife (1990). It darkening in the 1990s. Comic books were entering their new horror themes in occultism, with one of the
called itself “splatterpunk”, reflecting the gory, the Iron Age, with four-color heroes being replaced most notable examples being Kult, a Swedish roleplaying
counterculture fiction of the ’80s, which featured authors by killers such as X-Force and Lobo. The hopeful future of game (1991) translated into English (1993) by Metropolis
such as Clive Barker and Poppy Z. Brite. This was a new, Star Trek: The Next Generation was revealed to have Ltd. Using a foundation of Gnosticism and Kabbalism,
darker style of horror that would foreshadow what was shadows in which the politics and infighting of Star Trek: Kult imagined a world where reality was just an illusion
to come in the decade, but another element made NightLife Deep Space Nine occurred. Bands like Nine Inch Nails meant to hold man prisoner. It was one of the few
even more unique: players took on the roles not of monster reigned over MTV and by the end of the decade, roleplaying games to ever match the notoriety of D&D: it
hunters, but of the monsters themselves. Unfortunately, newcomers like Oz and The Sopranos would herald a was questionably connected to a murder in Sweden and
NightLife was held back by its small-press status, but new, grimmer, sort of television. as a result was brought up in the Parliament of Sweden
that doesn’t mean it didn’t influence what came next. as part of an attempt to ban
Even traditional TSR succumbed funding to youth groups
That of course was Mark Rein-Hagen’s Vampire: The when it rebooted the Hickman associated with roleplaying.
Masquerade (1991), a game that the White Wolf crew Ravenloft adventures as
conceptualized on the way to Gen Con ’90 — and Ravenloft: Realm of Terror (1990), The darkening of the industry
continued with even after they saw NightLife, because a fantasy/horror setting that was can perhaps be best revealed by
they felt like they could offer a more serious take on the heavy on mood and that elevated how older games were
material. The result was Gothic, like Ravenloft, and urban all the lycanthropes and undead reimagined. Chill returned in a
fantasy, like NightLife, but it was something more: it was of the D&D pantheon to positions second edition (1990) from
personal horror, where the players were repelled not by of power (and terror). It was Mayfair Games, replacing the
what they faced, but what they were. successful enough to spawn over Hammer Horror of the original
50 supplements across the with splatterpunk and the campy
The touchstone for Vampire: The Masquerade has long decade, including two later artwork with dark and moody
been Anne Rice’s Vampire Chronicles, which told similar editions (1994, 1997) and even a pieces. Similarly, Pagan
tales of angst and self-doubt interwoven with vampiric Victorian sub-setting called Publishing’s Delta Green (1996)
politics. Though Vampire at one time might have become Masque of the Red Death and supplement reimagined Call of
a licensed Anne Rice RPG, Rein-Hagen actually waited Other Tales (1994). Cthulhu with more modern
until late in the development process to read the books. sensibilities, bringing it into the
Thus, Vampire encompassed many more horror tropes. pushed the personal horror envelope through Rein-Hagen’s However, there was a real present and interweaving the
The moody and sexy movie The Lost Boys was one of the deliberate intent to make the players uncomfortable. paradigm shift after the Cthulhu Mythos with
earliest inspirations, but Vampire also was influenced by publication of Vampire: The government conspiracies: a
much more archetypical horror, from the classic novel The World of Darkness was dominant in a way that no Masquerade. Horror roleplaying uniquely modern-day sort of
Dracula and the silent movie Nosferatu to Brian Lumley’s other horror roleplaying release ever had been, not even games began to move away from horror.
Necroscope books and other contemporary movies such Call of Cthulhu or Ravenloft. It was so dominant that traditional horror tropes, which
as Near Dark. These influences combined with the game’s when TSR faltered in the late ’90s, it was the World of had been demystified by their ubiquitous depiction in The darkening of the industry even leaked out into other
personal horror to evoke new, darker themes, which was Darkness that ever so briefly stepped up to outsell movies, and instead pioneered new ground. The result genres. Though the cyberpunk movement was responsible
supported by expressive short fiction and by moody art Dungeons & Dragons for a month or more. It even spawned was often deeply evocative, thanks both to the new for much of the darkening of ’90s science-fiction
by Tim Bradstreet and others. a short-lived, little-loved TV show, Kindred: The Embraced tropes and the new styles of theming through artwork and roleplaying games, Fading Suns (1996), created by White
(1996).The World of Darkness continued triumphantly through fiction that had been established by White Wolf. Wolf alumni, offered a different horror and occult-tinged
Vampire: The Masquerade of course opened the door to about a dozen linked horror and fantasy games, and only take on science-fiction. It would lay the groundwork for
an entire World of Darkness, which walked the line finally faltered when White Wolf rebooted the series in This was the time of Mike Nystul’s The Whispering Vault science-fiction RPGs to move away from the bright,
between urban fantasy and horror. Some games such as 2004, to try and catch the newest horror trends. (1993),where guardians protected reality from rogue gods; nostalgia-infused space operas that had been the
Mage: The Ascension (1993) played on the fantasy side of of C.J. Carella’s WitchCraft (1996),which offered a neo- industry’s earliest entrants to the field.
the line, but the World offered up one game that was But more than just achieving personal success, the World paganist take on modern-day magic; and of Greg Stolze
even darker horror than the politic games of Vampire, of Darkness also influenced an entire generation or horror and John Tynes’ Unknown Armies (1998), which embraced If there was a decade where horror reached its zenith in
Wraith: The Oblivion (1994), a meditation on death that games, darkening the whole industry along the way. obsession and madness in the face of occult menaces. the roleplaying industry, it was the ’90s.

32 Wyrd Science www.wyrdscience.online 33


futures implicit in the Mythos with on dark settings, continuing to
its time traveling protagonists publish Symbaroum and most
returning to our time to stop The recently including straight horror
Great Old One’s victory on earth. in games such as the licensed
ALIEN (2019) and the Nordic horror
However, the mainstream didn’t Vaesen (2020). Even Kult has made
necessarily publish the darkest a comeback as Kult: Divinity Lost
horrors of the ’00s and ’10s. Those (2018) from newcomer Helmgast.
might have come from three new
subcategories of roleplaying However, the deepest and darkest
publishing, all of which emerged horror of the 21st century may
in the 21st century thanks to lower well have come from the third
barriers of entry to publication new subcategory of roleplaying
courtesy of PDF, PoD and publication: indie games,
crowdfunding. published by independent
creators without the support or
The first of those subcategories (more notably) constraints of
was the OSR, that sub-genre of mainstream publishers. They were
roleplaying focused primarily on horror from the start, when Ron
recreating old-school designs. For Edwards published Sorcerer (1998),
many that meant going back to a game of black magic that asked
the sword & sorcery inspirations “What do you want and what
that helped to create the would do to get it?” Many
industry. Dark and weird
fantasy can thus be found
Kult had briefly demonstrated others followed such as: Dread
(2005), a game that created
across the OSR, with
Lamentations of the Flame
the dark horror that was fear through its innovative
Jenga mechanism; Don’t Rest
Princess (2010) being the lurking in foreign countries; Your Head (2006), which
biggest example. Gory and
horrific art have mixed with now that horror burst past introduced a new world of
horror in the Mad City; and

those countries’ borders


Symbaroum art by Martin Grip, © Free League Publishing
dark game elements, most Bluebird’s Bride (2017), a

The Fourfold Path: 1999-Present prominently in Geoffrey


McKinney’s Carcosa (2011), advertised as being for adults
only.
feminine horror fairy tale. Fate
of Cthulhu came from this same stream of indie design.

O
nce upon a time, horror was a small corner of Chaosium wasn’t the only one reinventing Call of Many of the most interesting horror indies have been
the industry mainly ruled over by Call of Cthulhu. Much of the industry joined in — in large part The second new subcategory of roleplaying was deconstructive. De Profundis (2001) reimagined
Cthulhu, but the ’90s showed that there was because Chaosium was deeply weakened as the new international publications, which had never succeeded in Lovecraftian horror as an actual letter writing game;
room for as many horror games as there were types of century dawned and so was no longer able to maintain the English-language world prior to the outreach now while My Life with Master (2003) focused on the role of
horror. As a result, the roleplaying mainstream has their exclusivity of the concept. Cubicle 7’s World War allowed by crowdfunding platforms such as Kickstarter. the humble horror henchman. Monsterhearts (2012) and
embraced horror in the 21st century. Cthulhu (2013) contrasted the horror of the mythos with Back in the ’90s, Kult had briefly demonstrated the dark moreso Monsterhearts 2 (2017) reconfigured horror tropes
the horrors of war, a theme that was shared by horror that was lurking in foreign countries; now, that to explore LGBT adolescence.
That’s often meant reiterations of old releases, with Call Modiphius’ Achtung! Cthulhu (2013). horror burst past those countries’ borders, with Sweden
of Cthulhu, Chill, Unknown Armies, Ravenloft, and the whole again taking the lead. Even if horror games may have reached their height in
World of Darkness being just a few of the classic horror Pelgrane’s Trail of Cthulhu (2008) reinvented the idea of the ’90s, when the whole industry descended into
titles that have seen dramatic reinventions. It’s also investigation, while the Delta Green RPG (2016) presented Järnringen mixed body horror and cosmic horror in their darkness, they have since discovered their breadth, with
resulted in licensed horror RPGs such as Buffy (2002) and a new set of mechanics for the innovative setting. science-fiction Coriolis (2008), influenced by films such horror games become omnipresent, covering a wider
Angel (2003) from Eden Studios. There was even innovation CthulhuTech (2007) mixed horror with science-fiction, as Event Horizon; they then played on the horror of the scope of body, cosmic, mythic, personal, and psychological
in the mainstream, such as when Eden got out in front of and most recently Evil Hat’s Fate of Cthulhu (2020) unknown in Symbaroum (2014), a dark fantasy. horror than could have ever been imagined forty years
the zombie trend with All Flesh Must Be Eaten (1999). doubled-down on the corruption and the apocalyptic Järnringen’s successor, Fria Lingen, has similarly focused ago, when Call of Cthulhu first hit the shelves.

34 Wyrd Science www.wyrdscience.online 35


Few names send a shiver down the spine of a bold, or foolhardy, adventurer quite like that of Ravenloft. Ever since this
mist shrouded domain of dread debuted in 1983, its windswept moors, eerie castles and dark rulers have fired our imaginations.
But what of its inspirations? Connoisseur of the dark, Jack Shear, goes in search of Ravenloft’s literary roots.

Art (opposite): © 2022 Enric Torres Prat. Used with permission.


Ravenloft art (subsequent pages): Clyde Caldwell © Wizards Of The Coast

s far back as I can remember, I’ve always been Even if you haven’t read the texts from which they

A drawn to Gothic imagery and themes. My first


comic books were about vampires and haunted
castles, my favorite novels all belonged to the Gothic
emerged, you know the basic story of Dracula, Mister
Hyde, and Frankenstein’s monster. The Gothic has
achieved a form of omnipresent artistic influence that
canon, and the movies that thrilled me featured imperiled renders it both ubiquitous and also sometimes invisible
women fleeing from terrifying houses and the villains despite its prodigious reach.
lurking within them. When I first found Ravenloft, I knew
I had discovered a setting for my roleplaying games that The Gothic endures. It’s survival is rooted in its innate
would give me the space to explore all the elements of adaptability. The Gothic method of transforming current
Gothic horror that I had fallen in love with. As I delved cultural anxieties into fictive terrors, combined with the
into the setting, I realized that it was steeped in the metaphoric flexibility of its monstrosities, is capable of
Gothic literature and films that I adore. Its creators clearly keeping the mode fresh and modern. Consider Mary
conversant with the Gothic’s long literary history. Shelley’s Frankenstein (1818) as a stark example of the
Gothic’s process of reinvention. Shelley moved in a circle
Gothic literature began with the publication of Horace synonymous with Romanticism; she was married to
Walpole’s The Castle of Otranto (1764). Walpole did not Percy Bysshe Shelley and began writing her most well-
set out to create a new genre or mode of writing, but known novel while visiting with Lord Byron.
the premise of his novel—a medieval principality is
usurped by an unjust ruler until the ghost of a former Romanticism, with its emphasis on the “spontaneous
prince grows large enough to sunder the titular castle— overflow of powerful feelings,” was deeply inspired by the
set the blueprint for similar fictions that followed. Gothic mode. But as Shelley began work on what would
Walpole’s literary heirs indulged in stories that emphasized become Frankenstein, she fed Romanticism’s focus on
the barbarity of the past, the irrational power of overwrought individual genius and the importance of emotional
emotions, and the possibility of the supernatural. bonds back into the Gothic, simultaneously initiating a
new, hitherto unknown kind of tale and revitalizing the
By the 1890s, these “Gothic” fictions had become wildly Gothic by hybridizing it with an outside influence.
popular, even if they were looked upon with worry by
cultural commentators afraid that they would instill the The Gothic exceeds formal boundaries, which has been a
wrong messages in the youths and middle-class women key element of its continuance. Though it began as a
who were their primary audience. Works such as Ann form of prose fiction, the Gothic has attached itself to
Radcliffe’s The Mysteries of Udolpho (1794) and Matthew stage drama, film, and television, as surely as the
Lewis’s The Monk (1796) solidified the Gothic’s literary archetypal vampire latches on to the neck of his victim.
conventions, inspiring both similarly themed tales and Of course, the Gothic has also exerted its baleful
outright imitations. influence on the world of games as well. Ravenloft is our
case in point—as one of the strongest inheritors of the
The Gothic’s history is one of peaks and valleys. In the Gothic’s mantle, the setting both reiterates and
early years of the nineteenth century, its popularity was reinterprets familiar figures, imagery, and themes drawn
eclipsed by a newfound interest in more staid historical from the Gothic tradition.
fiction. Yet, by the end of the century, the Gothic was
back in full force, introducing the world to some of the Join me then, won’t you, on a brief tour of the allusions,
famous monsters that continue to dominate the global references, and points of inspiration to be found in
cultural imagination. Ravenloft’s dreadful domains.

36 Wyrd Science www.wyrdscience.online 37


Barovia
arovia is where Ravenloft began. In I6: Ravenloft the possibilities lean toward an acquisitive desire for power

B (1983), the original module penned by Tracy and


Laura Hickman, Barovia is a thinly sketched
setting—essentially a shadowy Ruritania that borrows
or the claiming of a woman against her will. In Dracula,
both Lucy Westenra and Mina Harker are the vampire’s
targets; in Ravenloft, Strahd might repeat Dracula’s richly
liberally from the depiction of Transylvania in Bram Stoker’s symbolic conquest of woman-hood by setting his
Dracula (1897) and the cinematic adaptations it inspired. The lascivious sights on Ireena Kolyana.
aesthetic conceits that flavor Barovia come straight from
central casting and the studio backlot: Barovia is a land of Though Strahd attempts to win Ireena’s love in I6, the
ominous forests, its villages are full of superstitious more recent Curse of Strahd (2015) makes the rapaciousness
peasants, it is inundated with fog, haunted by untrustworthy of Strahd’s dark love central to the adventure as a corrective
“gypsies” and a lonesome Gothic castle is perched “atop a measure. As Tracy Hickman states in the introduction,
natural pillar of stone.” “The vampire we so often see today exemplifies the polar
opposite of the original archetype: the lie that it's okay to
In this first Ravenloft adventure, Barovia is simply a pretext enter into a romance with an abusive monster because if
to introduce the characters to Count Strahd von Zarovich. you love it enough, it will change. When Laura and I got a
Strahd may hold the honor of being Dungeons & Dragons’ call from Christopher Perkins about revisiting Ravenloft,
most obvious pastiche; Strahd is D&D’s Dracula. “Strahd” we hoped we could bring the message of the vampire
rhymes with “Vlad,” and his pseudo-Slavic patronymic folktale back to its original cautionary roots.”
gives his full name a suitably Eastern European flair. Of
course, it goes without saying that, like Dracula, Strahd is As Hickman notes, Strahd’s predatory nature isn’t solely
a vampire. borrowed from Dracula. In their research into the origins
of vampire fiction, the Hickmans found Lord Ruthven, the
However, as his stats in I6 attest, Strahd is more than an vampiric rake of John Polidori’s The Vampyre (1819). Lord
average bloodsucker, he is also a potent magic-user. Ruthven’s combination of charm and arrogance were
Strahd’s arcane abilities have a precedent in Stoker’s inspired by the antics of Lord Byron. John Polidori,
story. The novel notes that Dracula’s family received Byron’s doctor, had a first-row seat from which to view
tutelage in black magic: “The Draculas were, says Arminius, the Romantic poet’s life of debauchery —elements
a great and noble race, though now and again were scions inherited by Strahd that have only become more
who were held by their coevals to have had dealings with pronounced over Ravenloft’s many iterations. In Curse of
the Evil One. They learned his secrets in the Scholomance, Strahd, for example, Strahd’s endgame is not limited to
amongst the mountains over Lake Hermanstadt, where the turning Ireena into a vampire; he might choose any man
devil claims the tenth scholar as his due.” or woman as his plaything.

Strahd’s resemblance to Dracula isn’t simply a question The Realm of Terror (1990) box set expanded Strahd’s
of ability, it’s also a matter of theme. The Hickmans tragic backstory, presenting him as both villain and
conceived of Strahd as the antidote for the kind of victim. Due to his treachery and an unenviable fall from
faceless villainy that dominated early D&D adventures—a grace, he is cursed to continually seek the love of his life—
horde of goblins here, a tribe of lizardmen there, and a Tatyana, who is herself doomed to die and be
gelatinous cube waiting in the hall. reincarnated over and over again as the eternal object of
desire for an immortal monster. Interestingly, this
Like Dracula, Strahd personifies the metaphoric sexual element of Strahd’s backstory has fed back into the
menace that radiates from the idea of a predatory undead Dracula mythology. The Dracula of Francis Ford
creature who seduces and destroys his prey. Strahd’s Coppola's silver- screen adaptation of Stoker’s novel is
possible goals in I6, randomly determined by drawing a similarly afflicted by a mad desire to reclaim the love that
card, roughly correspond to Dracula’s aims in Stoker’s tale: he has “crossed oceans of time” to find once more.

38 Wyrd Science www.wyrdscience.online 39


Borca Dementlieu Falkovnia
T
he publication of Realm of Terror not only
expanded on Strahd von Zarovich’s personal
history, it also expanded the scope of the
Ravenloft setting as a whole. Ravenloft was no longer
However, this has not slowed her ardor; Ivana is
notorious for taking lovers to her bed, even though her
affections are invariably fatal. D ementlieu is the domain of Dominic d’Honaire, a
mesmerist and beguiler patterned after the
villainous Svengali in George du Maurier’s novel
Trilby (1894). Like Svengali, d’Honaire uses his hypnotic
S urprisingly, Barovia isn’t the only land inspired by
Dracula. Strahd has always been a mirror image
of Dracula as a vampire, but the writers of Realm
of Terror presented Vlad Drakov, the tyrannical Darklord
focused just on Barovia—it was now its own demiplane The version of Ivana Boritsi presented in Van Richten’s abilities to exploit others, enrich himself, and rise in of Falkovnia, as an encapsulation of Vlad Tepes—the
of domains, each the playground and prison of a central Guide to Ravenloft (2021) downplays her role as a “black prominence and prestige. historical Dracula who inspired Stoker’s novel.
villain referred to as a Darklord. widow” luring men to their doom. Her backstory still
involves the inciting event of an unfaithful lover, but in However, unlike Svengali, who largely only uses his Falkovnia is a military dictatorship; though there are
Included among these domains is Borca, an Italianate this depiction she is a poisoner who murdered her own power to turn a tone-deaf laundress into a diva of the elements of Stalin’s USSR and Hitler’s Germany in the
land of scheming nobles, intrigues, and, above all, family to clear the way for her rise to power. This stage, Dominic d’Honaire exerts his pernicious influence description of Falkovnia, the most dominant elements in
poisonings. The domain’s name reveals its primary alternative Ivana connects to a different branch of Gothic over Marcel Guignol, lord-governor of Dementlieu. the domain refer to Vlad Tepes.
inspiration: “Borca” is intentionally similar to “Borgia,” an anxiety obsessed with the fear of monstrous women. Besides their uncanny mesmeric ability, Svengali and
allusion to the infamous family of Spanish-Aragonese d’Honaire share a sense of terroir; since Svengali’s Like Tepes, Drakov is a warlord, but in contrast to his
nobles noted for their nepotistic accumulation of political Ivana is a symbolic double of the “gardens of evil” she stomping grounds are nineteenth century Paris, the historical antecedent he is doomed to see his military
power and Ivana Boritsi, Borca’s Darklord, is modeled maintains in Borca. It is from these gardens that she gathers domain of Dementlieu is depicted as a land of French ambitions stymied time after time.
after Lucrezia Borgia. the raw materials to craft her poisons and cultivate urbanity, complete with fashion, style, and genteel
botanical monsters. The revision of her character places refinement. Indeed, Marcel Guignol’s name is itself a play Most importantly, Drakov shares a grisly predilection
Although the historical record cannot confirm the Ivana even more firmly into a particular archetype of on the gory Grand Guignol theater of Paris. attributed to Tepes in the German propaganda of his era:
rumors that swirled around Lucrezia, rival contemporary feminine monstrosity by emphasizing metaphors that both men have a fetish for impaling their enemies on
factions painted her as a femme fatale who indulged in associate the deadly fecundity of nature with the sharp wooden stakes.
incest, and murder. The most persistent accusation seductive allure of beautiful women.
against Lucrezia was that she secreted deadly toxins As with Dominic d’Honaire, Vlad Drakov received
inside a poison ring to dispatch both enemies and lovers Like Beatrice in Nathaniel Hawthorne’s Rappaccini’s substantial changes and a gender-swap in Van Richten’s
who had lost her favor. Daughter (1844) she is a hybrid of feminine charm and Guide to Ravenloft. The new Darklord, Vladeska Drakov,
nature’s wrath. Like the venereal woman in Joris-Karl finds herself weathering an endless zombie siege—though
Ivana Boritsi takes the “poisonous woman” archetype Huysmans’s Á rebours (1884), she represents the excesses she, like the two Vlads before her, believes in the strength
one step further: she permanently envenomed her body of earthy pleasure turning ever to decay. And like the title of martial law and favors “impalings as punishment for
to take revenge against a faithless lover and her rival for character in Hanns Heinz Ewer’s Alraune (1911), she is a even the slightest crimes.”
his attention. Poison is literally part of her being, and her dangerous hedonist shaped by the tainted soil from Dementlieu was given an extreme makeover in the pages
kiss is deadly. which she grew. of Van Richten’s Guide to Ravenloft. In its new iteration,
Dementlieu is a realm of social-climbers—everyone is
pretending to be someone or something they’re not. Drakov shares a grisly
Dominic d’Honaire has been replaced by Saidra
d’Honaire, a woman who died at a masquerade ball predilection attributed to
when her rags-to-riches Cinderella story was interrupted
by a devastating plague. Tepes in the German
Saidra re-emerges as a villain inspired by Edgar Allan Poe’s propaganda of his era:
The Masque of the Red Death (1842). Saidra entertains the
populace of Dementlieu by hosting the Grand Masquerade— both men have a fetish for
a gala event at which she unmasks those who pose as
nobles and assume positions of unearned status. When impaling their enemies on
she is not fulfilling her role as perpetual hostess, Saidra
stalks the streets of Dementlieu as “the Red Death,” a sharp wooden stakes
spirit who punishes pompous frauds.

40 Wyrd Science www.wyrdscience.online 41


Ghastria Lamordia
T
he domain of Ghastria focuses with a laser-like
intensity on one aspect of Oscar Wilde’s The
Picture of Dorian Gray (1890): the eventual
boredom that troubles an aesthete’s jaded palette.
L amordia’s Darklord, Victor Mordenheim, is
Ravenloft’s version of Victor Frankenstein. Both
men are scientists who animate dead flesh, giving
figurative birth to monsters. Additionally, they are
thematically united in that their monsters’ ire falls on the
Once exposed to the philosophy of hedonism by Sir women in their lives.
Henry, Dorian Gray indulges in one aesthetic pleasure
after another— burning out on each in turn until finally he Elizabeth in Mary Shelley’s Frankenstein is killed by
succumbs to ennui. Frankenstein’s creation, but her character is split into two
in Mordenheim’s backstory—and both meet tragic ends.
This scene is replicated in Stezen D’Polarno’s plight in Elise, Mordenheim’s wife, is left in a comatose state by his
Ghastria; the food grown in the domain is flavorless, leaving creature and Eva, his adopted daughter, was presumably
the decadent gourmand utterly unfulfilled. Additionally, thrown off a cliff.
d’Polarno’s name may be a reference to “polari,” slang used
in gay subcultures, perhaps a subtle nod to the transgressive Furthermore the name of Mordenheim’s creature, Adam,
sexual subtext of Wilde’s novel. “Ghastria” is, of course, is a direct reference to a line from Shelley’s novel, spoken
also a terrible double pun that refers to both the ghastly by Frankenstein’s tragic creation: “Remember that I am
nature of the domain and the gastric horrors that await thy creature; I ought to be thy Adam, but I am rather the
there. fallen angel.”

“Remember that I am thy


Har’Akir creature; I ought to be thy
ar’Akir, Ravenloft’s approximation of pharaonic

H Egypt, springs from a more general movement in


the Gothic rather than a specific work.
Nineteenth-century Europe was gripped by
Adam, but I am rather
the fallen angel.”
Egyptomania—a powerful fascination with all things
ancient and Egyptian.

This mania filtered into the fiction of the era; tales of


exploration and adventure amid the sands held the
Markovia
interest of the reading public. Ever adaptable, the Gothic
assimilated Egyptomania into its textual corpus and
produced a number of works, such as Guy Boothby’s
Pharos the Egyptian (1899), Bram Stoker’s The Jewel of the
L ike Lamordia, Markovia is the domain of a Darklord
who transgresses against the natural order.
Rather than spark life into base matter, Frantisek
Markov creates mongrel folk by performing horrible
Seven Stars (1903), and Richard Marsh’s The Beetle (1897), experiments on the animals who live in his domain.
that paired tales of terror with aesthetics and setting
elements drawn from an imagined Egypt. As a monstrous vivisectionist, Markov is a fairly
straightforward adaptation of H.G. Wells’s The Island of
Har’Akir performs the same feat and both the domain Doctor Moreau (1896). Like Moreau, Frantisek is a similarly
and its Darklord, Anhktepot, also owe a large debt to disturbed scientist worshiped as a god by his hideous
Universal’s The Mummy (1932). Both Anhktepot and creations. Realm of Terror introduces one noteworthy
Imhotep are priests punished for their sacrilege, cursed to embellishment to Wells; original—here Markov’s body has
suffer immortality as mummies. become as bestial as those of his creations.

42 Wyrd Science www.wyrdscience.online 43


Nova Vaasa Out of the Mists
ova Vaasa’s Darklord, Sir Hiregaard, is based y way of conclusion, I want to note that the

N on Henry Jekyll from Robert Louis Stevenson’s


Strange Case of Dr Jekyll and Mr Hyde (1886). B references, allusions, and inspirational departure
points noted above are only the elements that I
have observed and been able to trace in Ravenloft’s
Like Jekyll, Sir Hiregaard transforms into a brute named expansive product line.
Malken who, as with Edward Hyde, “has terrorized many
poor young women and murdered the men who crossed I can virtually guarantee that there are Gothic tangents in
him.” the setting that I have missed. The setting is now the
work of several hands, each with their own set of
Hiregaard is novel as a Darklord; unlike most of his peers influences and their own perspective on the Gothic.
in Ravenloft, he actively struggles against his malignant
character traits and hopes to free himself from the Nevertheless, even if this article is but an incomplete
bifurcation the indulges and enables his evilest impulses. record of Ravenloft’s intersection with the Gothic
tradition, the sheer weight of the characterizations,
Oddly, this re-imagining of Stevenson’s characters is imagery, and motifs borrowed from the mode and
missing the scientific aspect—Hiregaard inherited a curse reinterpreted as the raw material from which to create
after his father strangled his mother in an Othello-esque “Gothic Dungeons & Dragons” illustrate how the setting
scenario, not as an imbiber of transformative potions— not just draws upon the genre but actively participates in
and the domain he rules over is inspired by Tsarist the Gothic’s continual resurrection.
Russia.
From the pages of I6: Ravenloft to the most recent Van
Richten’s Guide to Ravenloft, Ravenloft has been a site

Valachan where the Gothic is revived in all its terrible glory.

Some genres emerge onto the literary scene, only to falter


he initial presentation of Valachan in Realm of and become an artifact of the past, never to be revisited

T Terror was, frankly, a mess. The domain’s original


Darklord, Baron Urik von Kharkov, had a
pointlessly convoluted backstory; he was a panther given
in a meaningful way. Similarly, some roleplaying settings
have their day in the sun before inevitably fading until
dimly remembered.
the form of man, who then later became undead, making
him a hybrid of werecat and vampire. But the Gothic, and Ravenloft, are different. Like the vampire
Art: Clyde Caldwell © Wizards Of The Coast
tales it spawned, the Gothic always rises from the grave—
As such he’s a wild mix of unrelated themes and imagery and in Ravenloft, the dead never rest easy.
culled from F.W. Murnau’s Nosferatu (1922) and Jacques
Tournier’s Cat People (1942) that just doesn’t work.

Like the vampire tales it spawned, In Van Richten’s Guide to Ravenloft, Kharkov’s rule of
Valachan was usurped by Chakuna, a huntress who will
the Gothic always rises from the grave stalk anyone who trespasses on her domain for sport.

—and in Ravenloft, the dead never rest easy. Chakuna was clearly inspired by Richard Connell’s The
Van Richten’s Guide to Ravenloft
is out now published by Wizards of the Coast
Most Dangerous Game (1924), though General Zaroff ’s
Cossack menace has been replaced by vague All previous editions of Ravenloft are
Mesoamerican trappings. currently available via DriveThruRPG.com

44 Wyrd Science www.wyrdscience.online 45


THIS
SEPTIC
ISLE
Troubled by trolls and vexed by vaettir John Power Jr. leaves
Vaesen’s Mythic North behind and heads to more familiar
surroundings to speak to Graeme Davis, author of the game’s
new Mythic Britain & Ireland supplement....

Art (throughout): Johan Egerkrans (© Free League Publishing)

I
t has been a long, hard journey for our mismatched birth to our new world, the old refuses to go quietly,
band of disgraced priests, back street doctors and leading -as the saying goes- to a great variety of morbid
dilettante artists. Summoned from the cosmopolitan symptoms to appear.
university town of Uppsala out to this windswept village
on the Danish coast it’s fair to say we have not received a Based upon the book of the same name by author and
friendly welcome from the locals, suspicious as they are artist Johan Egerkrans -a handsomely illustrated field
of our city ways. guide to the myriad creatures of Scandinavian folklore-
Vaesen makes use of Free League’s own, now familiar,
Our, let’s say, specialist expertise has been called upon by Year Zero engine to create a game of both folk and very
an engineering company hoping to drain these ancient human horror.
moors and make them fit for modern purpose. Unfortunately
for them their machines are mysteriously breaking down In Vaesen players are members of The Society for Studies
their workers scared off, and just beneath the surface of the Invisibles and Protection of Mankind (henceforth
dark secrets and wicked misdeeds are inexorably clawing The Society), a secretive organisation dedicated to
their way into the light. protecting humanity from the more esoteric dangers of
the world and, on occasion, vice versa. Gifted with ‘The
Welcome, to the ‘Mythic North’. Sight’, our heroes are those rare few who, through accident
of birth or trauma, are able to perceive the unseen world
Released in 2020, ‘Nordic Horror’ roleplaying-game Vaesen of spirits and the supernatural, that which normal folk
is set in a ‘mythical nineteenth-century Scandinavia’, a might just catch a glimpse of out in the corner of their eyes.
land where the hidden realm of the titular vaesen -trolls,
lindworms, church grims and the like- butts up and From their well appointed base in Uppsala players must
against our own increasingly secular society. A land where sally forth out into the icy hinterlands, those places
despite industrialisation and scientific discovery giving where newly built roads give way to dirt tracks, old traditions

46 Wyrd Science www.wyrdscience.online 47


and beliefs die hard and secrets, and indeed bodies, rarely began the process of sanitising them for a modern audience, Whilst Britain was at the height of its power, this was originally presented a shortlist of around 20 creatures,
stay buried for long. tales where no woodsman appears in the nick of time to after all the seat of the empire upon which the sun and talked them over with Johan, whose art is so much a
save Red Riding Hood from the big bad wolf. famously never set, the Isles themselves were riven by part of what makes Vaesen special. Between us, we
Whilst Vaesen’s antiquarian setting and themes of occult tensions, between the classes, between town and whittled my list down to those that offered the best
detection may bring to mind Call of Cthulhu, Vaesen’s Whilst the supernatural lies at the heart of each Vaesen country and most notably between the four nations that game potential combined with the best visual potential.’
mysteries tend to operate on a smaller, more human mystery, the solution is rarely as obvious as charging in then made up the United Kingdom, with calls for
scale, one where grand cosmic nihilism gives way to often with guns blazing, cold iron and holy water at the ready. independence -notably in Ireland- becoming The final selection then ranges from the barrow haunting
pettier concerns, more M.R. James than H.P. Lovecraft. Instead this is a game of puzzle solving and detection, increasingly loud and in many cases violent. Banshee of Ireland to the Knockers, inhabitants of the tin
Insane cults and world ending plots are replaced by jilted overcoming local suspicions and misaligned motives, mines of Cornwall, and the seal like Selkies that populate
lovers nursing cold hatreds and petty industrialists teasing out the all too human shortcomings that have Indeed one of our favourite sidebars in the book is titled Scotland’s coasts. Much like the original book’s vaesen
whose greed has brought them into conflict with the invariably led to conflict between the two worlds. ‘Fenian Fairies’ and speculates how the interaction between this diverse cast of creatures goes from the playful and
otherworld. Where Lovecraft’s antagonists are in many those fighting for Irish independence and the denizens of mischievous to the bloodcurdling and cruel, though few

H
ways unknowable, Vaesen’s are often all too familiar, and aving sent us scurrying to the Baltic Sea and the mercurial otherworld might play out, probably not in are as outright horrific as Davis’s favourite, the nuckelavee,
as a result their misdeeds and dilemmas have the potential back, Vaesen has spread its wings with Mythic the mortals’ favour Davis suggests. It’s understandable which he describes as ‘a demonic, centaur-like creature
to hit all the harder. Britain & Ireland. Rolling across the dark waters that a topic that over a century on is still unresolved has from Orkney. It is so bizarre and frightening, and so unlike
from Scandinavia like a gloomy sea fret, this brand new generally been left to the discretion of the games master anything else I've ever seen from anywhere else in
Still, for all it eschews world ending horrors Vaesen can sourcebook covers the Atlantic Archipelago and its but it’s certainly an area ripe for exploration. folklore.’
still be a surprisingly dark game. Whilst at first glance inhabitants, supernatural and otherwise. It is, it has to be
Egerkrans illustrations may give the book the feel of a said, a perfect fit. Britain and Ireland are lands steeped in Completing this gazetteer of the Isles, Davis takes us on a
collection of children’s fairy tales, linger over the illustrations folklore as rich as that of Scandinavia, countries where tour of its major cities, the people -historical and fictional- the nuckelavee, “a demonic,
of Ash Tree Wives, Mylings and The Neck and the horror mysterious prehistoric monuments stand on gloomy whom we might encounter and the locations we might
beneath the surface soon becomes visible. In that though plains and the past habitually haunts the present. find them in, from the leather upholstered private clubs centaur-like creature from
Vaesen is true to its roots, the original folk tales and fairy of London to the dockyards of Belfast and onto more
stories of Northern Europe from before the Brothers Grimm To bring this Mythic Britain & Ireland to life Free League esoteric realms such as the otherworlds of Celtic myth. Orkney. It is so bizarre and
approached veteran games designer Graeme Davis, or
rather, as he explains, he approached them. ‘I'm a lifelong Much like our original Uppsalans, British characters are frightening, and so unlike
folklore geek and I had been toying with the idea of a members of their own occult order, in this case the
folklore based RPG for some time, but the closest I got to Apollonian Society, whose London townhouse comes anything else I've ever seen”
doing it was GURPS Faerie in 2003.’ Davis explains. complete with that essential feature, a ghostly
manservant. Davis ties the Apollonians into much of
‘When I first saw Vaesen, I realised that it was the game Britain’s storied magical history and you will not be
I'd been wanting to make all along, only set in Scandinavia. surprised to find such well established figures as John
It clearly needed a supplement on Britain and Ireland, Dee and Edmund Spenser appear alongside the, perhaps,
and I wanted to be the one to write it. Luckily, Free League lesser known likes of 17th century antiquarian John
liked my pitch!” Aubrey and William Stukely, famous -in the real world at
least- for his 18th century investigations of Stonehenge
Remaining in the late 19th century, Vaesen’s Britain and and Avebury.
Ireland -populated by men like Stephenson and Brunel-
is perhaps an even more apt location for a game where, Davis’s love and knowledge of Britain’s secret history
as Davis points out, ‘the upheaval of industrialisation, shines through it all but fun as that all is, and apart from
and the way that both mortal and supernatural folk the digression into Victorian Britain’s baffling monetary
respond to it, is a major theme of the setting.’ system it is all fun, it’s the 14 new vaesen culled from the
folklore of the Isles that are the book’s star attraction,
‘Being set in the 19th century, there are built-in themes of each one brought to life once more by Vaesen’s original
tensions between classes and cultures, between urban artist Johan Egerkrans.
and rural areas, and between industry and tradition,’
Davis explains and the book begins with a lengthy With a wealth of folkloric beings to choose from narrowing
introduction to the United Kingdom of Victoria’s time, down the selection seems like a difficult job, something
and its increasing divisions. Davis readily admits. ‘It was a tough choice,’ he says. ‘I
Another challenge Mythic Britain & Ireland presented Of course a bestiary of banshees, boggarts and black can also have pure fairytales with only a little darkness in
Davis was in not just narrowing down the selection but dogs is all well and good but they need a good mystery to them. No one has to include horror in a game if they
pinning down the essential qualities of creatures that by be placed within and Mythic Britain & Ireland ends with don't want to.’
their very nature defy simple classification. ‘Given that three such scenarios that take us from rural Gloucestershire,
there's almost no part of Britain and Ireland where twenty to a mining village in Wales and back to the smog filled ‘There's a difference between portraying horror, or the
miles' travel doesn't land you in a place with a different streets of London. Filled with superstitious locals, high potential for horror, and being an edgelord for its own
accent and culture, there are bound to be differences in minded interlopers, zealous priests and decadent artists, sake - or so I've always believed,’ he goes on, adding
the details of folklore,’ he explains and points to the iron bar your investigators ending up in a burning wicker man ‘there must always be a dialogue between GM and
clawed hag, a creature he admits to having ‘a soft spot they tick all the folk horror boxes you might expect, and players over what the limits are and which topics are
for’ and whose mutable nature means that ‘there are just its clear Davis “gets” Vaesen and what differentiates it particularly upsetting for each specific player.’
so many different ways of looking at them and using from its more tentacular peers.
them in stories.’ Likewise as well as setting expectations at the start of
‘The cosmic horror of Call of Cthulhu, to me at least, has play Davis advises that he ‘would never advocate for loss
To reflect this diversity most of the vaesen featured in the alway been largely about the futility of human endeavor of agency on the part of the player characters, because
book come complete with a list of notable regional in the face of vast, uncaring, incomprehensible powers in the whole point of a roleplaying games is collaborative
variations. So, for example, in the case of Scotland’s a vast, uncaring, incomprehensible universe.,’ he says. storytelling and group problem-solving. But there is a
seductive, if very much murderous Glaistig, Davis ‘You can never win, but you can try not to lose - at least, significant difference between challenging the players
provides details of other beings that occupy similar not today. In Vaesen, it is far more possible to right and robbing them of all agency.’
folkloric niches elsewhere across the isles, such as the wrongs and make peace with the supernatural. Faerie
Irish baobhan Sith and Manx leanan sidhe. thinking and morality may be different from those of Whilst the book is now out and in people’s hands, Davis’s
mortals, but they are not so entirely alien as work with Vaesen seems far from done. A good beast is
‘In general these differences are minor, but the entities of the Cthulhu Mythos.’ hard to keep down and he has already started to publish
still interesting for a game, where the those creatures left on the cutting room floor via the Free
players might be faced with something League Workshop on DriveThruRPG, and indeed look
they don't know, about a creature that “Faerie thinking and beyond our shores, collaborating with Polish writer Paweł
is otherwise familiar,’ Davis says, Marszałek on some adaptations of Slavic vaesen.
adding that whilst ‘there are morality may be
differences between northern and Indeed whilst Britain and Ireland’s mythology may share
southern England, Welsh folklore different from those of some DNA with Scandinavia, Mythic Britain & Ireland
is very much its own thing, shows how the world of Vaesen can be expanded
while there are significant mortals, but they are beyond the cold, foggy north of Europe and the game
similarities between itself develop. As the world grows smaller who knows
Scotland and Ireland - not so entirely alien as what may have hitched a lift with looted relics back to
perhaps because they were the heart of Empire, or indeed where our intrepid
both Gaelic-speaking nations the entities of the investigators may find themselves heading next.
originally, while the Welsh
language is Brythonic and closer Cthulhu Mythos” With folklore to be found wherever we have built our
to Breton and Cornish.’ homes, and human weaknesses universal, perhaps a globe
trotting campaign to rival the iconic Masks of Nyarlathotep
For those who wish to explore the On the subject of the game’s taxonomy though Davis could be next, with it’s own spin of course, Around The
mist shrouded folklore of the British isles further Davis sees Vaesen as more of ‘a folk investigation game’ than an World in 80 Vaesen anyone?
has included bibliography and particularly recommends outright horror one. ‘Historically, folklore and fairytales
Katherine Briggs’s A Dictionary of Fairies. ‘I first picked it have included some very dark themes indeed, and they Vaesen - Mythic Britain & Ireland is out now
up in the mid-70s, and I've not found a better reference were only cleaned up fairly recently, by the Victorians in available from Free League Publishing
since then. It's exhaustive in scope, with enough detail to the 19th century and by Disney in the 20th and 21st Frialigan.se
provide ideas for mysteries and encounters which the GM centuries,’ he explains.
can then supplement with their own research online,’ he Keep up date with the latest from Graeme Davis
explains, ‘It’s harder to find than it once was, but worth ‘Certainly you can have horror elements if you want, and & his new indie RPG studio The Rookery
looking for.’ for some creatures that is about the only option, but you on Twitter @RookeryP

50 Wyrd Science www.wyrdscience.online 51


FLAMES
OF FEAR!
Inspired by horror anthologies like Creepshow and Are You Afraid of
the Dark? Campfire is a new game made for telling your own spooky
stories, Samantha Nelson speaks to Adam Vass and Will Jobst to find
out more...

Art (opposite & next pages) from Campfire: Trevor Henderson

T
he ‘90s Nickelodeon horror anthology television show Vass and Jobst’s goal then was to make their take on the
Are You Afraid of the Dark? featured a group of kids horror anthology, Campfire, as accessible as possible to
called the Midnight Society who would gather around new players. The game doesn’t require any advanced
a campfire each week to submit scary stories for their peer’s preparation and a session is designed to last 90 minutes
approval . Whilst their tales would be the focus of each to two hours.
episode the show would periodically return to the campfire
to see how that particular story was being received. ‘This won’t take you all weekend,’ Vass explains. ‘You
don’t have to learn calculus. You just get to tell scary stories.’
That frame device is also key to Campfire, a storytelling
game designed by Adam Vass and Will Jobst that also Designed for two to five players, Campfire centers around
draws inspiration from other horror anthologies such as a set of eight 15-card story decks that each represent a
George A. Romero and Stephen King 1982 film Creepshow different sub-genre of horror. Jobst and Vass each wrote
and R. L. Stine’s Goosebumps series. one deck and the rest were penned by other tabletop
horror writers such as Dread creator Epidiah Ravachol
‘By framing it as Creepshow or Are You Afraid of the Dark? and Bakto’s Terrifying Cuisine writer Giuliano Roverto.
we’re reaching out to an audience we think would really
love and appreciate this style of game but maybe haven’t ‘We made a dream team list, and luckily we got pretty
been made aware of it because so much of roleplaying much everyone that we’d hoped for to say yes,’ Vass said.
culture is wrapped around fantasy stuff,’ Vass said. ‘They ‘We let each of them do their thing. There was very little
might not want to engage with roleplaying because of what oversight in terms of what they were allowed to do or
their perception of it is. This is an invitation saying “this is what they wanted to write about so we ended up with
not as far off from what you like as you might think.” We this really eclectic mix of different sub-genres of horror
always want to encourage different kinds of people to and everyone getting to fully lean into their favorite
come to the table and see what it’s like.’ weird, scary stuff.’

52 Wyrd Science www.wyrdscience.online 53


Each deck has its title card with both evocative art and scene based on the prompts on the card, the embers, in the end when you have some awful horror reveal that no story I really don’t care because the end rips. Everyone
text explaining the basic plot, inspirations, content play and the story that has been developed so far. one necessarily planted but everyone fostered together. works together with the goal of making the coolest thing.’
warnings and text to read out loud to start things off. For That feels like a group hug. We all did this. Not any one of
instance, in the case of Banana Chan’s Flutter, the texts Each player also receives a set number of coins which us could have done this on our own.’ While it’s easy to explain the rules, you’ll definitely want
sets the scene as a glamping trip gone wrong, that it they can use to impact the story. The narrator can to read the book, if just to meet the Camp Keeper, the
touches on films like Midsommar and The Ritual and that auction a coin, asking for suggestions and then rewarding In play three campfire cards are shuffled into the deck Campfire’s goofy slash creepy mascot designed by the
it involves both death cults and body horror. their favorite pick. Players can also pay coins to add and when they’re drawn players step out of the story and game’s artist Trevor Henderson, who also wrote one of
challenges or to give a request to the narrator. They can monitor the state of the fire like the members of the game’s story decks. The character proved so popular
‘A big thing for us was making it feel like stepping into a place a coin on an ember to effectively take control of it Nickleodeon’s Midnight Society. When it’s blazing, they during development that Vass and Jobst ended up
movie theater where you don’t quite know what you for when they have a good idea, or take a coin off an add kindling to the embers in the form of complications. getting a friend play him in a recorded Tales from the
want to watch but you want to watch something,’ Jobst ember to shift the focus somewhere else. When it reaches an inferno, they start making predictions Crypt-style introduction meant to be played to immerse
said. ‘You have all these story cards with basically for how the story will end. yourself before each game session.
their movie poster back on the table ‘I think the coin system does a good job
face up. It’s meant for you to just of keeping people engaged, Vass ‘Those breaks in the structure of ‘It was a great team effort,’ Vass said.
pick up and play.’ said. ‘If you don’t have coins in play allow you as players to ‘It was a reflection of that
your hand, you want them. If zoom out and say “I really like collaborative mentality. All of
Players are encouraged to you do have coins in your what’s going on with this us have ideas but the Camp
use safety tools to hand, they’re a physical character” or “I wish we Keeper has a life of his own
ensure everyone reminder that you have would bring in this that’s beyond all of our
remains comfortable power and you have element a little more,”’ input.’
with the horror level. the ability to change Vass said.
The X-Card, for circumstances. Each of the game’s
example, can be Whether you have ‘It allows for this writers submitted
pointed to anytime a that power or you meta-play that’s multiple different ideas
player isn’t want that power, it’s normally absent in for story deck and
comfortable with keeping you attuned storytelling games. Jobst said he still
how the game is to the game. It’s We are the writers, the thinks of some of the
going and wants to making you actively audience and the ones they turned down,
change scenes. They listen and keeping actors. It’s offering such as a tale that took
can also draw lines your brain turning moments for you to place on a sunken ship,
ahead of time, subjects looking for that next purely be in the audience and how they might be
that they don’t want thing that’s going to shock and say “yes, this rips,” or able to use them in the
broached at all, or veils, those or scare people.’ “this is really scary.”’ future.
topics that can be implied but
not directly addressed. Vass and Jobst also explain that the The last card is the ashes, where ‘Will and I have talked about doing
coins help establish a shared responsibility the players share an epilogue after booster packs, theming a few stories
Players then get to choose and customize their embers — over the story. Part of the goal was to eliminate the voting on whether the outcome is together and doing decks in that way,’ Vass
people, places and things that are suggested for each complications that can be found in other TTRPGs better than expected or worse than they could said. We’ve also talked about doing something
story which can be anything from a contraband without game masters where people can hesitate to have imagined. If your choice of outcome doesn’t win, that’s more targeted for online play like the movie Host or
switchblade to a college campus. Instead of controlling participate for fear of stepping on someone else’s toes or Vass said that’s just part of the horror experience. Unfriended, blurring that line between play and the venue
individual characters, players will affect the fates of these one player might take too much control of the narrative. that you’re in. Part of the design is that it can be
embers. ‘A lot of horror deals with the loss of control,’ he expanded infinitely.’
‘Will and I really like playing GMless or shared GM games explained. ‘The characters are not in control of their
‘Not having a personal character lets you make bad together, it gives everyone the opportunity to push and circumstances and we as the audience are not in control
things happen to them with less emotional friction,’ pull and you end up with that completely unexpected of what happens to the characters. Not everything is
Jobst explained. result at the end that everyone contributed to,’ Vass said. going to go your way. I think that shared ownership can
mitigate the disappointment that the idea that you had Campfire is out now
Players then take turns acting as the narrator, flipping a ‘Our goal with Campfire specifically was to mechanise didn’t win because it’s all in service to the story. I find published by World Champ Game Co.
card from the deck to read aloud and then building up a that, to allow other players that sense of satisfaction at when things I contribute didn’t win by the end of the and is available from worldchamp.io

54 Wyrd Science www.wyrdscience.online 55


MIND
GAMES
Sanity, and its loss, has been a key feature of many
roleplaying games, especially those that deal with horror.
Stuart Martyn examines how depictions of mental health,
and the mechanics associated have changed over the years.

Art: Emiel Boven

M
any horror, and horror-adjacent, games H. P. Lovecraft, the ur-example of cosmic horror, the
feature mechanics that track a character’s game’s sanity mechanic reflects the deteriorating mental
mental state. Over the last forty years, state of Lovecraftian protagonists. Characters start with a
these mechanics have changed and been set sanity value and lose it, point by point, as they
refined, moving away from more dated conceptions of encounter horrors beyond mortal imagining. The
insanity and simpler mechanics into more nuanced, enemies in Call of Cthulhu often cannot be meaningly
complex and thematic examinations of mental health fought and even when they are defeated this seldom
and what it means to lose it. matters; what is dead can never die and the stars will soon
be right.
The loss of sanity is the subversion of the power fantasy
inherent in most roleplaying games, replacing a character’s In addition, the monsters you face aren’t dangerous
customary progression with a downward spiral. It is, in simply because they might kill you. Each and every one is
part, a solution to the intrinsic problem of all horror RPGs; physical evidence that everything you know is wrong,
the medium is defined by choice, freedom and power they are unreality given form. The universe is infinitely
whereas horror is about the loss of choice, freedom and more strange and cruel than you ever imagined and you
power. The heroes in horror stories are usually unsung, are nothing. In Call of Cthulhu and its derivatives,
their victories, if they win at all, often pyrrhic, fleeting or improving their understanding of the occult often
inconsequential. For those lucky enough to find any reduces a character’s maximum possible sanity rating
meaning or heroism in what they do, they must give of and reading books with these truths can drive them mad.
themselves for others. They die in the dark so that others
may live in the light. While most editions do have some ways to restore lost
sanity, these are generally small; this is a game about
Any discussion of sanity mechanics must begin with Call losing your mind and, in many ways, it treats sanity as a
of Cthulhu. Based upon the fictional universe created by secondary health pool. Losing too many points at once

56 Wyrd Science www.wyrdscience.online 57


generally triggers a panic response. As sanity points It is difficult to discuss sanity mechanics and Vampire: character in the setting and gives players something have been a literal ornament and now resembles a
dwindle, characters may start to “go mad”. Players are The Masquerade without mentioning the Malkavian Clan. more than a number on a tracker to lose if their marble statue. All playable characters have since escaped
encouraged to portray real mental illnesses such as The clan’s unique gimmick is a prophetic insight that is, character’s Humanity plummets. This system has been back to the human world, their bodies and minds forever
schizophrenia or bipolar disorder and, should a character’s to an outside observer, indistinguishable from madness. used by other games since, including the Call of Cthulhu changed by the experience.This game’s sanity track –
sanity ever hit zero, the character is no longer playable. It manifests differently in each, often bearing a resemblance offshoot Delta Green, a Lovecraftian conspiracy thriller. Clarity – measures both the literal mental health of the
They are irrevocably insane. to real neurodivergence, such as sociopathy or borderline changeling and their ability to differentiate between the
personality disorder. While a pure sanity system is usually reserved for horror magical and mundane worlds they are stuck between.
Unfortunately, this system is largely built on outdated games, plenty of games that straddle genres or dip a toe While Changeling is not solely about mental health –
concepts of mental health and feeds into stereotypes Malkavians occupy the societal role of seers and jesters, into horror – for example Eclipse Phase, Red Markets, characters will face supernatural threats, navigate
about neurodivergent people being dangerous, out of known for their pranks. Well-written Malkavians often Warhammer Fantasy Role-Play and Dark Heresy – include politics, and face the push and pull of the mortal and fae
control or otherwise disconnected from reality. In make the most compelling characters in the Masquerade sanity tracks and similar systems. Generally these are less sides of their nature – it is a keystone of the game.
addition, this game and many others impose conditions setting. They have also, inevitably, been the worst. Too severe than the examples above, with more ways to mitigate,
real, debunked and/or misunderstood upon the characters. many players approach the clan’s unique curse and prevent and recover from sanity damage, or they model In Changeling’s first edition, characters gradually lost
Game mechanics that randomly give characters mental propensity towards satire through wacky, random antics something subtly different such as corruption from dark Clarity in a system modeled on the Humanity mechanics
illnesses, or that push players into depicting neurodivergence or lurid excess, taking refuge in audacity. Too often the supernatural forces more diabolical than the distant, of Vampire. Though less severe and more reversible than
they may have no experience of, can too easily lead to a Malkavian – and by extension mental health – is a joke or uncaring horror of Lovecraft. It’s often an inelegant system, Vampire’s ruleset, it shared many of its shortcomings. In
shallow or derogatory portrayal, or one that undermines grounded in stereotypes. with sanity mechanics an extra burden for characters the game’s second edition, a player’s Clarity is a health
the intended tone through bathos. rather than the thematic or mechanical heart of the game, track almost identical to their physical health. Characters
though there are certainly exceptions. The One Ring, set can slide into a comatose dream or die if their psyche is
It can be argued that the Lovecraftian protagonist is not Well-writtenMalkaviansoftenmake in Tolkien’s Middle-Earth, uses a corruption mechanic that injured enough. It is possible to heal Clarity damage
simply going insane. Instead they are gaining insight into hews closely to the nature of evil in the source material. through a variety of means, particularly by spending time
the true nature of reality, perceiving and experiencing real themost compellingcharactersin with the people and places that matter to the character
things others cannot. This is the model used by Cthulhu There are, however, games where declining mental health (as with Requiem’s touchstones). This speaks to the more
Dark and while the distinction may seem subtle, it is, if theMasquerade setting.Theyhave is the central point, not an accidental byproduct, genre hopeful themes at the heart of the game and is a more
anything, more true to the cosmic horror genre. convention or a way to model helplessness. One of the respectful and realistic portrayal of what people with
also,inevitably,beentheworst most powerful, and viscerally disturbing, is Horse Girl. In poor mental health can do to improve it. Unlike the slow
An optional rule in more recent editions of Call of this solo journalling RPG – “dedicated to all those who but inevitable degeneration of a vampire or a
Cthulhu gives those with low sanity values moments of With morality and sanity bundled together in Vampire have had their lives irreparably ruined by the choices they Lovecraftian protagonist, a changeling can live and
insight into the horrible truth of the universe. This is a and most of its spinoffs, immoral acts lead to mental made while under sound mind” – players portray a thrive. While they will always carry the physical and
direction ripe for further exploration in tabletop RPGs. illness, which is an unfortunate, unrealistic implication lovesick woman whose controlling partner intends to mental scars of their durance, they can and will recover
One of the best examples of this is the video game and an uninspired way to model a character growing transform them surgically and mentally into a horse. The and find definition elsewhere, for who they choose to be
Bloodborne; when characters reach sufficient insight, increasingly divorced from their human self. Newer game’s sanity track is fully externalised in the form of a and not what they were made to be. Changelings are not
enemies change appearances, use new attacks and some editions have moved away from this by removing or tower of wooden blocks, the player removing pieces as framed as victims, but as survivors.
creatures, previously invisible, can at last be perceived. reworking these mechanics entirely. In the Chronicles of they explore the game’s disturbing prompts. They

O
Darkness, Morality was replaced by Integrity, which is lost surrender to the transformation if the tower falls. It is a ne of the more complicated and nuanced

W
hile sanity mechanics began with cosmic through traumatic events rather than immoral acts, and profound experience, not to be undertaken lightly, and takes on sanity mechanics can be found in
horror, it is not their only place within instead of gaining permanent ‘derangements’ – a dated plumbs depths of uncomfortable detail that perhaps only Unknown Armies. Instead of one sanity track,
RPGs; in many ways personal horror term – characters acquire Conditions. None of these are a solo game could allow. It would be difficult to explore a characters have five ‘shock gauges’; Self,
games are an even better fit to explore named for real diagnoses and can be removed by meeting game quite so dark as this with someone else, navigating Isolation, Helplessness, Unnatural and Violence. When
those themes. In most World of Darkness games particular criteria or after a period of time. Vampire: The your shared comfort level, and by playing alone you characters encounter traumatic circumstances that fall
characters are no longer human and gradually devolve Requiem’s most recent edition has Humanity loss impose mirror the reality of the titular character. There is nobody under one of these categories – for example being
into some flavour of monster. While usually not directly similar temporary conditions as well as mechanical there to help her, warn her or pull her back from the imprisoned for Isolation, or talking to a corpse for
analogous to sanity, there is often considerable overlap. penalties entirely divorced from mental health. brink. Unnatural – they roll a stress check and mark either a
The titular bloodsuckers in Vampire: The Masquerade had failed or hardened notch depending on success or failure.
to watch their Humanity, but even human beings could Requiem also introduced touchstones, significant In Changeling: the Lost, another game in the World of
become (less literal) monsters in the World of Darkness relationships that help to shield characters from Humanity Darkness series, players take on the role of human beings Hardened notches gradually make a character immune to
setting as they slid down some form of morality track, loss. Often speaking to a touchstone is what resolves a abducted by fae, spirited away to another dimension that particular shock. This is not without its downsides,
picking up troubling behaviours and literal psychological negative condition. This system, in addition to being a, where they were enslaved and magically transformed. however, as characters are desensitised and if a character
disorders on the way. somewhat, realistic take on support systems, grounds a One might have served as a living candle, another may has enough hardened notches they accrue mechanical

58 Wyrd Science www.wyrdscience.online 59


penalties. In the first edition they were described as creature from beyond the stars but you’ve probably felt
sociopaths. Second edition changed the terminology, as worn out and overextended – and less likely to
sociopathy isn’t something a person can acquire. Accruing unintentionally replicate harmful stereotypes and
multiple failed notches can cause a character to manifest prejudices.
mental illness, terminology which survived the transition
to second edition. In Blades in the Dark, the stress track is arguably the
central mechanic. Player characters – criminals and
The second edition keyed the five shock gauges to ten scoundrels – take stress to push themselves, to trigger
new core skills, with a character’s ‘open’ and crossed off flashbacks and perform incredible feats while on the job
notches providing bonuses to a specific skill. Someone as well as indulge in vices to reduce their stress level
with little-to-no experience of violence may find between missions. It’s an engaging gameplay loop and if
connecting with people easier while someone players fill their stress bar, which is usually in their hands,
accustomed to it is better in combat situations. The they receive a Trauma. The downward spiral is far from
system encourages players to think about how their inevitable, and much more easily mitigated by players,
experiences have shaped the character in a way the more but it’s there for those willing to push their luck. The
abstracted points systems of most other games do not. given traumas are vague – Ruthless, Cold, Haunted –
The same mechanics that punish can also empower a rather than modeled on specific diagnoses. The rulebook
character. A hardened character can laugh off something also notes that the degree of their impact is down to the
terrifying; they’ve seen worse. The fact that violence is player. By roleplaying them a player can earn extra
listed as a potential cause of trauma is another thing that experience but there is no punishment for ignoring them.
sets the game apart from most RPGs, which revel in Once they have four Traumas a character is retired, with
action with entire chapters full of special attacks and the circumstances up to the player. It’s far more likely the
abilities. Unknown Armies famously prefixes its combat character will literally retire or go to prison than an
rules with a list of ways to deescalate and avoid a fight. asylum.

Unknown Armies may use the language of insanity but in While Lovecraftian games seem unlikely to lose their
truth the system is modeling something different. This is laundry lists of disorders and spiraling insanity anytime
not an inescapable descent into inhumanity, supernatural soon, they are nonetheless innovating and iterating. Trail
corruption or opening oneself up to a wider, more of Cthulhu has different modes of play for more gritty or
terrifying cosmos. It’s trauma. Some people become pulpier rules, which alter the severity of its sanity
desensitised when exposed to enough, others flinch at mechanics, baked into the rules. The most recent
every slammed door. It’s no accident that, instead of editions of Unknown Armies and Call of Cthulhu removed
sociopathy, Unknown Armies’ second edition labels a many specified mental illnesses and neurodivergence in
hardened person Burned Out. favour of nonspecific compulsions, phobias and
delusions. Many games introduced bonds that
mechanically encourage players to think about their
It’s no accident that, instead character’s support network and provide a touch of
realism and stakes to their struggle with demons both
of sociopathy, Unknown Armies’ literal and figurative.

second edition labels a 40 years on from Call of Cthulhu introducing SAN points
to our character sheets more and more systems are
hardened person Burned Out diversifying in terms of what they model and how –
whether it’s sanity, stress or supernatural corruption -
In this, Unknown Armies was a forerunner for the shift and in recent years there has been an intentional move
from sanity mechanics to stress mechanics, which are away from ableist tropes and simple mechanics in favour
becoming more and more prevalent both within and of more nuanced systems that better complement core
outside the horror genre. They’re far more accessible – themes and treat mental health both a little more
you may not have had your mind broken by an eldritch realistically and respectfully.

60 Wyrd Science www.wyrdscience.online 61


>>DARK
FUTURE
Increasingly sci-fi RPGs are leaving behind space heroics in
favour of something much more unsettling. We speak to the
writers behind three of our favourite, recent games, Mothership,
The Wretched and ALIEN, to find out what this dark age of
space exploration means to them.

Text: John Power Jr. (with thanks to Linda Codega)


Art (opposite): Rob Turpin

he dark, gloomy forests of the wilderness are filled generation starship whilst 1977’s Traveller introduced

T filled with dreadful terrors, dilapidated mansions


haunted by revenants and subterranean dungeons
are dark, claustrophobic places but space... Space is truly
us to the joys of owning our own Beowulf Class Free
Trader, opening up all kinds of interstellar adventures.

terrifying. Space doesn’t want to kill you, it just does, Still, for much of sci-fi roleplaying’s history the emphasis
without thought and without malice. It will boil your has been more on space heroics than emulating sweaty
blood, make your eyeballs explode and you don’t even claustrophobic fear. In recent years though, as perhaps
want to know what it’ll do to your lungs. our own hopes for a golden future amongst the stars
have receded, space bound RPGs have taken on a much
And that’s just our space, the regular old, heavily irradiated darker, certainly less optimistic feel.
vacuum that lurks at the edge of the, oh so thin, strip of
air that barely blankets our planet. Start to throw in acid What that says about 21st century society i’ll leave up to
blooded aliens, reality warping monoliths and the like into you to decide but still the new wave of sci-fi RPGs have
the mix and yes, if you want to experience true horror then openly embraced the chill of horror. To investigate
space is the place. further we spoke to the people behind three of our
favourite sci-fi games of recent years, Mothership, The
Whilst fantasy has traditionally ruled the roost as far as RPGs Wretched and ALIEN to see what horror means to them
are concerned, science fiction’s history in gaming is nearly and whether RPGs can indeed be a vehicle for fear.
as storied. Considering the role basements have played in
the history of our games it’s no surprise that so many of In many ways Ridley Scott’s 1979 classic ALIEN remains
the first RPGs were centred on chthonic spaces but still it the template for sci-fi horror, so it’s no surprise that Free
wasn’t long before game designers looked to the stars for League’s official RPG based upon the franchise, and
inspiration. As early as 1976, James M. Ward’s Metamorphosis released in 2019, has proven so popular with those who
Alpha, saw us swapping cave systems for a vast mutant are looking to move away from fighting dragons, and

62 Wyrd Science www.wyrdscience.online 63


‘To me, a horror story is something that tells us something stress, or take damage. Whittling away at your two
about ourselves - either personally, as a society, or as a precious resources, your mental stability and your health.
species,’ they explain. ‘By peeling back the skin and showing Injuries and panic can further the spiral into terror,
us the truth of what's inside us, making us face the things pushing your characters to the break. And that’s where
about ourselves that we either don't understand or don't the game gets good: we’re asking how you would operate
want to acknowledge, effective horror leaves us with a on the worst day of your life? And it’s up to you to answer.”
new perspective on things, and makes us question ourselves
on a deep and personal level.’
“we’re asking how you would operate
n recent years few games have done as much to

I raise the profile of sci-fi RPGs, and put horror at


the heart of them, as Mothership which introduced
itself as a game where players must try to “survive in the
on the worst day of your life?
And it’s up to you to answer”
most inhospitable environment in the universe: outer space!”
Like Mothership, ALIEN too replaces sanity loss with a
For Sean McCoy, Mothership’s lead writer and creator, stress mechanic to represent the experience of pushing
horror picks up ‘where agency ends. With Mothership we yourself through what is inevitably a highly abnormal
say the players can either survive the ordeal, solve the situation. In ALIEN players accrue stress dice as they’re
mystery, or save the day. But they can’t do all three. under attack or facing unexpected situations, those
Survive, solve, or save, pick two, or one in most cases. So stress dice actually make your character perform better,
when your back is up against the wall, when you’re out of but they also come with the increased chance of
options, where do you find yourself? Are you out there suffering Panic, at which point things will start to go
trying to escort victims to safety? Or are you buried in wrong, very quickly.
tomes, trying to untangle the riddle that’s been plaguing
you? Or are you just trying your best to stay alive? That’s ‘The biggest threat in the ALIEN RPG is the stress mechanic,’
the direction we take: in a situation with only bad explains Gaska, which considering the presence of
choices, what do you choose?’ xenomorphs says something. ‘The more bad things
ALIEN art by Martin Grip, © Free League Publishing happen, the more stress you accumulate, the more stress
Bad choices make good drama, especially so in Mothership you accumulate, the more bad things happen, the more
indeed exploring dungeons, and experience the myriad more than what’s presented to us on film or page or told which takes many of its cues from old school roleplaying. likely it is you will panic and do something really stupid
horrors that a life amongst the stars can provide. to us around the campfire—its what we infer is there but These are games where character creation is quick, games that could get you and your teammates killed. You know,
isn't. It’s the filled-in blanks we create in our mind.’ are deadlier and death often an opportunity for good just like real life.’
In Scott’s film the crew of the doomed freighter Nostromo roleplaying rather a cause for despair. ‘Even when you are
are just the disposable tools of an amoral corporation, With their tight corridors, narrow access tubes and doomed your actions matter,’ explains McCoy. ‘I think In Bissette’s solo RPG The Wretched killing your team
the Nostromo itself a claustrophobic warren that was distinct lack of lighting, the cramped conditions that that’s the kernel of hope that lies at the bottom of great mates is at least one thing you don’t need to worry
designed to more resemble the cramped conditions of a ALIEN players generally find themselves in then provide horror stories. It’s not just doom for doom’s sake. It’s about, seeing as they’re already dead. Here you play the
WW2 submarine than the well lit and airy likes of the the perfect setting for horror stories. what do you do when all hope is lost?’ last surviving crew member of the titular spaceship that
Starship Enterprise. In the RPG players take on similar has already ravaged by some kind of alien terror. Now
roles, often playing blue collar scrubs, operating far from ‘There's a shadow and strange noises coming from around Mechanically representing the effect that all this has on a you’re alone and, whatever it is, it’s hunting you through
home under and with their worst nightmares just a the corner,’ Gaska explains. ‘What it might be could turn character has always been one of the harder aspects of the ship all whilst you try to restore power and somehow
distress beacon away. out to be far scarier than what it actually is, and we won't horror RPGs and trying to gamify mental health is something escape. It’s a captivating, at times bleak, game which uses
know until we get there and put ourselves at risk. But that many designers are increasingly wary of. How then a Jenga tower to simulate both the increasing tension
But what is horror? And if it’s so terrible why do we enjoy finding out what's there is almost a relief, even if it is can you represent the effect on a person of facing their and the diminishing chance of survival as the game
immersing ourselves in it? And how should we get the what we feared from the beginning. Even if it is our end.’ greatest fears, of being pushed beyond endurance, especially develops.
most out of our games? when reducing player agency, what most agree is a key
That sense of catharsis that horror can provide is one component of horror, is more and more frowned upon. As games go playing The Wretched can be an incredibly
For Andrew E.C. Gaska, setting writer for the ALIEN RPG, explanation for why we like to scare ourselves, though for nerve jangling experience, as you record your final audio
horror is ‘an assault on the body and mind. It’s a manipulation Chris Bissette, author of The Wretched, horror stories can For Mothership this means replacing sanity with stress as log and try to prise free one last block from the teetering
of memory and a mutilation of form. A horror story is also be a dark mirror of self discovery. McCoy explains. ‘In Mothership failure means you’ll gain tower it can be a visceral experience. Still, Bissette is less

64 Wyrd Science www.wyrdscience.online 65


instead. Then when their defences are down, have the heart rate rising, sweat palms, that kind of reaction, I
alien spring on them from the ceiling.’ think it’s nice to have but it’s not something we aim at,’
he adds. ‘We aim for building that tension, but I think part
Safety tools are an increasingly important part of RPGs, of the amazing thing about roleplaying games is the
and this is especially the case with horror games, but as distance you can have.’
much as they offer us an opportunity to excise subjects
from a game that may make us uncomfortable, Bissette ‘If you want to enjoy a night cracking jokes with your
also views pre-game dialogue as providing an opportunity friends as your group gets slaughtered by an invisible
for us to explore areas that may make us uncomfortable creature like in The Haunting of Ypsilon-14, that’s great!
in a safe space. That’s the game working. If you want to put on some
music, only talk in character, banish screens from the
‘It's helpful to ask the players to do a lot of heavy lifting in table, and really steer into the curve, I think that can
terms of the fiction of the game, letting them fill in the work too. But Mothership is all about finding out what
blanks about what this specific horror embodies itself as,’ works for your table specifically.’
they explain. ‘It's hard to do effective horror in a dungeon
crawling adventure game where monsters are defined by nd, of course, for all the darkness, horror also
numbers and abilities and can be killed by the swords
that all characters wield. It's much easier in a game like
Trophy Dark or Quietus, where you ask the players to tell
A comes with the chance of salvation, McCoy’s
‘kernel of hope’ and the greater the horror the
greater the feeling of victory when, or of course if, you do
you what their own personal horror looks like and then make it through the night, reach the escape pod, take off
use that to drive the fiction in a really organic, natural way.’ and nuke the site from orbit.

‘The best horror games look a lot like a group of people ‘There is always a chance of survival, no matter how
telling stories around the campfire, tapping in to a shared small,’ concludes Gaska. ‘The mouse isn't going to run
storytelling tradition that dates back millennia,’ Bissette through the maze if there's no cheese at the far end.
sure if any game mechanics can really capture the “The game is all about trying to adds. ‘Often you find the real horror happens after the Watching play-throughs on the internet, it seems that
essence of horror and its effects. ‘Even in a game like The game, or story, or movie, or whatever, is over, when the one or two PCs always make it out of each cinematic
Wretched, which uses the Jenga tower to create rising survive against overwhelming odds, player is on their own with their thoughts, digesting what adventure I’ve written. Sometimes they are the most
tension, the horror comes from the player and their own just happened.’ clever, sometimes it's just dumb luck on their side. Sometimes
personal responses to the prompts. Jenga in itself isn't and the horror that comes from the they even make it just because they betrayed everyone
inherently scary.’
slow realisation that you weren't “Often the real horror happens after else, but there's usually someone who makes it.’

Indeed, whether any of this can, or even should, translate


to fear amongst the players rather than characters is even ever going to succeed” the game is over, when the player is ‘Playing the game, you know that most of you aren't
getting out of there alive, and that's ok. That’s the cheese
harder to pin down.
For Gaska, ‘Fear is where rules come into play,’ and like
on their own with their thoughts that drives you through the maze.’

‘Fear in games - especially tabletop games - is a tricky


thing to convey, because there's a wall between what
Bissette sees that, ‘many players find themselves
divorced from their characters. They are unable to get
digesting what just happened”
makes my character afraid and what makes me afraid,’ into their shoes and experience the fear they would feel The new ALIEN scenario Heart of Darkness
says Bissette. ‘Lots of horror is about loss of agency and when confronted with a xenomorph. Rules for fear, like Still, much as Mothership bills itself as a ‘Sci-Fi Horror is out this autumn via Free League Publishing
that's hard, though not impossible, to do safely in games. the Stress mechanic, can help players find that focus that RPG’ McCoy doesn’t believe that actual fear is necessarily pre-order from frialigan.se
I think the most effective horror games are the ones with they need to keep their character in sync with the something we need to focus on. ‘The amount of immersion
few mechanisms and rules, where you're more easily able universe they inhabit.’ and dedication and safety tools required to really take The Mothership 1st Edition Boxed Set
to blur that line between character and player.’ people to a place where they’re afraid, it’s just not something is out this November
‘As for maintaining that, well, that's when tone comes in,” most groups can do week in and week out,’ he says. pre-order from mothershiprpg.com
‘In The Wretched, you're destined to fail,’ they go on. ‘The says Gaska. ‘That's where its up to the GM to set the mood,
game is all about trying to survive against overwhelming using light, sounds, music, whispered oration… It’s also ‘Horror can also be a setting, a backdrop. The players The Wretched is out now
odds, and the horror that comes from the slow realisation about subverting expectations—if everyone is expecting themselves don’t need to be actively afraid in order to published by Loot The Room
that you weren't ever going to succeed.’ the alien to be around the corner, give them the cat play a horror game, that’s too high a standard. In terms of loottheroom.uk

66 Wyrd Science www.wyrdscience.online 67


THE IMPORTANCE
OF POWERFUL
DEATHS
Luke Frostick heads to the horror filled city of Spire and
talks to its creators, the multiple award winning game
design studio Rowan, Rook & Decard.

Art (throughout) from Heart: The City Beneath: Felix Miall

S
pire is a game about ill-fated dark elf It is an important dynamic and one they all recognise as
revolutionaries fighting a hopeless war against potentially risky. Going into business on such a creative
an authoritarian Aelfir (high-elf) government in project can, and has, fractured friendships in the past.
a towering city, the Spire of the title, that is However, by embracing creative freedom, keeping their
filled with cults, monsters and occult magic. Having first principles in mind, building a loyal community and,
taken us beneath the city with the multiple ENNIE award importantly, producing good games, they have not just
winning Heart, we now have Sin, a new sourcebook that survived but thrived.
introduces both new lore and mechanics for the city’s
forces of religion, crime, order and more. Spire is a world in which a subjugated Drow population
try to undermine the corrupt, beautiful and strange
The company behind Spire, Heart and Sin is Rowan, Rook Aelfir’s rule. It is a world of occult societies, illegal
& Decard, a small but dedicated team of artists and game religions and wild beautiful magic that Howitt tells me
designers. At the core of the company are three friends, was inspired by Warhammer and “the grand irony” of the
who met at university in Norwich and have since managed 40K universe.
that rare thing, to turn their passion for games into a
living. Grant Howitt and Chris Taylor, the creative leads, Whilst powered by its own innovative system, one that
and Mary (Maz) Hamilton who is responsible for the encourages narrative through gameplay and short, exciting
business side of things. misadventures, Spire began life as a spy-craft focused
hack of Dark Heresy (the late ‘00s Warhammer 40,000
“There is an underpinning of love and trust and that we RPG). From there the game went through numerous
have each other's best interests at heart,” Howitt tells me iterations eventually coming to emphasise acts of rebellion
while explaining how the company works, a sentiment rather than spying and with Games Workshop’s IP out of
that all three of them express to me in different ways bounds and both Howitt and Taylor frustrated with Dark
throughout our conversations. Heresy’s system, Spire had become very much its own thing.

68 Wyrd Science www.wyrdscience.online 69


“It is an evolution of what I wanted Dark Heresy to be, a Taylor explains that through failure manifesting not as a “Once every few months somebody asks me how I ask about the state of the company and Hamilton tells
dark, fascinating, kind of sexy game,” explains Howitt. number, but as a narrative event, you create more interesting tall Spire is and [I say], ‘as tall as you need it to be, on you me it is going well though they also explain that growth
stories. Questions like, “What do I do now that I've broken go.’ ” says Howitt, though Taylor cheekily lets slip that is not necessarily the aim of the company. “We’ve always
Not so much of a Warhammer-head, outside of the world a leg because I've fallen off a building?” drive the story forward. there is a canon that they keep at the back of their heads, talked about the idea of sustainability, not growth. Grant
of games Taylor’s principle inspiration is from horror but, “We're not going to tell you it.” and Chris want to make books about elves for the rest of
films, especially rural folk horror along the lines He expands this suggesting that you can not only fail their lives. What do we need to build so they can do that?”
of Midsommar, though he does also admit to being forward but also sideways. “Failing forward means you’ve With the new books adding to the setting I ask them if by
partial to the Saw franchise. “It is garbage torture-porn, broken your leg, but you’ve saved the day. But what if adding their creative authority to areas previously left
but you are not going to get a better bottle episode for a you’ve broken your leg and your problem isn’t the fight at empty, they are unintentionally building canon. “I guess “Grant and Chris want to make
horror game,” he explains. the top of the ravine but the crocodile at the bottom and by default we are,” admits Taylor, “though we can not and
you are on your own and you’re neck-deep in mud?” The do not want to control people’s interpretations. If a canon books about elves for the rest of
And it is horror that runs through both Heart and Spire. resistance system was developed to give players and DMs starts forming, whatever.”
This is a universe full of monsters and body horror and a a way of creating stories like this with simple dice rolls. their lives. What do we need to
game where the players are constantly aware that their Howitt has a similar view: “I think it is possible people are
quest for justice is probably going to have hideous The engine that drives the creation of Spire is the shutting things down, but there is enough room for people build so they can do that?”
consequences for themselves, the people around them, relationship between Taylor and Howitt. Though their to say ‘oh my Spire is different.’ ”
or as likely both. roles blur, generally speaking Taylor handles rules and Refreshingly, all three mention mental health during our
Howitt is focused on world-building. You get a glimpse The other key aspect of their world-building is that it all conversations and Hamilton clarifies how the company
An important background to their work is an extensive into that partnership when you listen to their podcast Hearty takes place in the present tense. “We focus on what is was set up to accommodate the group’s mental health,
zombie LARP that the three of them ran whilst at Dice Friends, where they bat around design ideas whilst happening now because that is what happens in games. I neuro-divergency and disability needs. “We work in a
university. Howitt mentions it to me, but it is Hamilton attempting to make something like a finished game. don’t care what the gods did 1000 years ago,” says Howitt. way that is congruent with those things rather than trying
who helps me see how it fits into Spire. Describing the to fight against them.”
biggest game they organised, which saw them rent out I ask them how representative the podcast is of their real The game is built for short, punchy campaigns. Moreover,
an abandoned shopping centre for it, Hamilton tells me process and they both agree that it looks similar, though it is about finding gaps in the aelfir system that can be But Rowan, Rook & Decard is not just the work of three
that the innovation was to encourage good deaths, Taylor admits that there is a more performative side to exploited by our brave revolutionaries. By setting the friends anymore and the latest book Sin has an expansive
“Everybody dies in these games, but did you die well? Did the podcast and that their actual process is more chaotic. game’s lore firmly in the present, it emphasises these two range of contributors. The new writers worked most
you die in a way that made you feel powerful?” It’s an idea key elements. closely with Howitt who explains “We treat them the way
that still informs Spire’s philosophy where death is highly The way that Taylor thinks about game design is to we want to be treated. The person doing the brief says,

A
likely, but how you go is what matters. consider the way the rules feel, the concept behind them n important guide to their writing as well as ‘right here are two pages of notes and here are some things
and then try to express that in dice. He doesn’t worry their business strategy is their company manifesto, you have to hit and here are some vibes. Go and come back
about probability curves and balance. “It has always been Hamilton points out. Just as “no dead levels” when you’ve done it. Any questions, let me know.’ ”
“Everybody dies in these games, about how it felt to roll those dice physically; to take them informs their design philosophy, “everyone gets paid” does
and roll them and to see what the outcomes are.” their business strategy and Taylor emphasises to me that Howitt explains that they were looking for writers who,
but did you die well? Did you die in a Rowan, Rook & Decard is an accredited living wage employer. “Get the joke, get the cruelty. They get the hope and
Taylor also thinks a lot about the balance and tension excitement in it.”
way that made you feel powerful?” between rules and free storytelling and believes that “less Hamilton tells me that they all touch base regularly to
rules allow a story, but more rules generate it.” Whilst he make sure their mission statement and initial values still One person who clearly gets it is Basheer Ghouse. His
In Spire failure is no bad thing. In fact, it is at the core of tends to lean towards rules-lite systems where he is apply and refer back to them when making day-to-day section in Sin expands on the forces of order: The jackbooted
Spire: The Resistance, the system that powers the game. more comfortable, he sees his job as to try and find a decisions. Hamilton describes those values as “corporate city guard, fanatical paladins, courts, prisons, army and
As the players roll failures or successes with consequence, balance between these two contradictory points. tools,” but “most corporations use them as a sticky plaster everything keeping the Spire in line. Ghouse says that in
they accrue stress, not damage. Eventually, that stress over gaping wounds. If you actually use them in the way particular he drew inspiration from the British Raj and
will metastasise into a tangible outcome. But Spire is not just a set of mechanics, it is also a setting. that they are intended to be as guides to behaviour and found that he could use real-world politics like American
When it comes to their world-building the point most action, they become something quite powerful.” policing to find the satire of Spire.
If you take fallout as the result falling of a building, you emphasised was that there is no single truth, possibly
might break a leg. If you receive a critical fallout while another hangover from Warhammer 40,000 which is Hamilton has an impressive background in the media He expanded Order by looking at the areas of Spire that
pissing off the Duke, she might drop an insta-kill cannon famously lore-deep but has no official canon. and helps run the company in addition to their regular he thought would be interesting. Moreover, he thought
shell on you and everybody near you but the game then work. “The way I have tried to describe my role before is, I about what sort of systems of government would be
asks, what will you do with those last few seconds before The books explicitly do not answer key questions about think about all the stuff that would get in the way of Grant needed to have created the Spire of the core book. Then it
the shell impacts? the Spire and leave filling in the details up to the players. and Chris doing what they are best at.” was the process of expanding the ideas and finding the

70 Wyrd Science www.wyrdscience.online 71


I
ways players could interact with them. “Once I had those, Drawing inspiration from artists like Mike Mignola and ’ve GMed Heart and, players willing, I’d like to run
I filled it in with NPCs specific plot hooks and stuff like that.” Amedeo Modigliani, Stone’s work consists of bold a Spire campaign soon. As I’m far from an
angular figures and architecture that loom darkly against experienced GM I wanted some tips on running the
Ghouse also breaks new ground, introducing the High Elf backgrounds of primary colours. He wanted it to look like game from those behind it.
Gnoll War, with the lack of existing lore giving him more it was a collage and that, although he works digitally, it
room to improvise. I ask him if he felt nervous writing in could all have been made with a pair of scissors and card. Bradley tells me that Spire swings and I’m going to see
somebody else’s world and he admits that he felt some “I like that kind of high contrast, highly graphic style,” he says. things changing under me, keeps it simple and “expect
trepidation writing for an existing fanbase but that “as the unexpected” he advises. Taylor recommends that I
long as you pick one of the more fucked up things and His art has developed from Spire to Sin. “The style hasn’t should listen to my players, that they will tell me what I
expand it, you are in pretty good standing in Spire.” changed as much as the composition,” he explains, with want out of the game. “If you’ve got a player who wants to
more dynamic character perspectives that bring a bit more fight everything, give them something to fight.”
The crime section of the book was written by JP Bradley, three-dimensionality to his work. He is excited about the
who explains that in Spire crime doesn’t necessarily future of Spire and thinks, “it can get way darker.” Howitt echos this advice telling me to look at my players'
make a person bad; it is the exploitation that crime domains and build the game around those. He adds that
enables that makes a person villainous. Once this core A sometimes under-appreciated part of a book is the is important to give the players opportunities to change
idea was in place his direction for crime, who his villains layout which, for Spire, Mina Mcjanda, is responsible. A the Spire and Mcjanda has similar advice. She tells me
were and what to focus on became clear. sophisticated game designer in her own right Mcjanda that it is worth building a couple of little shadowy
has worked on a huge range of publications and with her organisations covering a few different domains, then
For example he explains that early on he decided to not own UFO press recently added to Rowan, Rook & Decard setting them up “like a Rube Goldberg machine.”
include material about sex workers. “I felt like using sex as an imprint, she has become the company’s latest full
workers as the victims of crime has a corrosive effect on time member, She also advises me to take the problems my players may
their safety… you could definitely write something about it, face and mix them up, “from the mundane to high-
something nuanced, but I was not the person to do that. Mcjanda got her start designing layouts as a cost-saving concept spy and cult business, […] the weird, the grand
So I drew a red line under it.” measure for her own games but enjoyed the process of politics and street-level politics into a nice tasty soup.”
designing books and started taking commissions. She
Instead, for him, crime was, “about cops and robbers” and looks at game-books as reference manuals and sees her Finally, Ghouse encourages me to think about how
he drew inspiration from, “the rich tradition of British job is to guide readers through the book and to create the Spire itself is a fucked-up, friction-heavy system that
gangland crime and US mafia.” His inspiration for the North markers in their minds. “doesn’t work and kind of hates itself. Lean into how
Docks of Spire is drawn from his hometown of Manchester messed up this thing is, even if overthrowing it isn’t viable
and “the pubs I used to drink in, the old men at the bar, the Mcjanda wanted the main book to be unified and easy to for your PCs, you can do a lot of damage based on the
shady guys who would hang out in the alleyways.” navigate. However, she found there were extra pages that dysfunction of the system.”
gave her a bit of space to be more creative without
cluttering the text. A list of pubs in the North Docks, or I hope to see my players do a lot of damage to the Spire,
His vision of Spire is something, the page of potentially useful similes that are amongst encounter all the strange things it has to offer and die
some of the most characterful in the book. powerfully in the process.
“monolithic, a bit J.G. Ballard…
The other important role of layout and design is to
like a massive brutal cathedral”
Sin - A Spire Sourcebook is out now
establish a game’s tone, in the case of Spire one of from Rowan, Rook & Decard
“decaying elegance”. To that end she incorporated a lot of rowanrookanddecard.com
Adrian Stone is Spire’s artist and his vision of the city is of 1920s design elements like the headers, font and filigree,
something “monolithic, a bit J.G. Ballard… like a massive that she then puts distressed textures and stains on top
brutal cathedral.” of, creating an effect where “the sidebars are very
geometric and fancy at the top but they become ragged
The genre that Stone’s art best fits into is sci-fi, which, he and torn at the bottom.”
tells me, sometimes doesn’t match the high horror-
fantasy of Spire and he appreciates that whilst his style At the same time Mcjanda wanted the book to show the
might not always match what Howitt and Taylor are point of view of the player characters. Not the people
looking for they have given him the freedom to create the who are writing the book but those “who are drawing
art that he wants. graffiti in the margins.”

72 Wyrd Science
IN THE DARKEST
RECESSES OF
OURSELVES
If the magic in your games has become just a bit too safe then
The Book of Gaub is here to put the sinister back into your
sorcery. Walton Wood speaks to Paolo Greco to find out more
about this blasphemous tome...

Art: Charlie Ferguson-Avery (p.77), Enoch Duncan (p.78)

T
he Book of Gaub is a singular object and experience. alongside Enoch Duncan, Jonathan Newell, and Trevor
It’s both deeply personal to its creators but still Henderson.
accessible to any gamer or reader who might be
inclined towards the esoteric and macabre. It carefully ‘Initially I did not know any of the writers, and treated them
delineates its themes and tone, but its content is versatile as an egregore of sorts,’ Greco said, referring to the occult
enough to be used in any game that accommodates arcane idea of a psychic manifestation or thought-form. ‘I saw
horror and trauma. It concerns itself with the dark and the members of the writing collective as distinct aspects
terrible, but it gathers those aspects in an object that is of a single entity.’
physically beautiful without deviating from the prose’s tone.
Their collaboration produced 49 system-agnostic and
‘It’s my most ambitious project so far,’ said Paolo Greco, level-less spells, each entry replete with a description of
the publisher and one of the creative minds behind The the ritual, its effects, and some evocative microfiction; 49
Book of Gaub. ‘Having recovered from a bout of a few bits of paraphernalia tainted by Gaubian magic; 100
years of crippling mental health problems I finally felt I catastrophes resulting from the (mis)use of profane sorcery;
could tackle my crowdfunding campaign for a fancy 20 monsters; 19 adventure hooks; supplementary materials
hardcover of the quality I always wanted to publish.’ that cover rules for level-less sorcery and a table of 10
places you can find Gaub spells; and scads of monochrome
The Book of Gaub is the thirteenth spellbook published illustrations and illuminations of objects, entities, and
by Greco’s publishing company Lost Pages and its first things far stranger. The tone is consistently grim and
horror book. This grimoire resulted from Greco’s horrific, but the prose is punctuated with wry gallows
spontaneous collaboration with writers Charlie humor, which keeps the mood from becoming overbearing.
Ferguson-Avery, Evoro, The Furtive Goblin, Isaak Hill,
John “Unlawful Games” Gregory, Rowan A., and Jack The book orients all its material around the seven-
Shear; Ferguson-Avery and Rowan A. also contributed art fingered hand of Gaub, an image that adorns the book’s

74 Wyrd Science www.wyrdscience.online 75


cover and recurs throughout the text and images. The the reader to “draw your sigil on the floor” rather than conventions, making them easy to implement and adapt specific, I feel sometimes revenge and pain are their only
hand suggests Gaub as a person (or at least a person-like “the caster must draw their sigil on the floor”. This not in most games. These formal mechanics are extremely true purposes.’
entity), but the hand could also be an anthropomorphisation only makes the book closer to a real grimoire, but also lean, though; the entries are dominated by the monsters’
or a metaphor of supernatural forces, with each finger changes the stance of the book to make it way more descriptions, motivations, behaviors, and omens of their Needless to say, the creative team deftly brings the Gaub
representing a distinct strain of dark magic. Greco has a personal: you can cast those horrible spells, if you want. presence. The beasts present adversity but also advantage; to the table, and Greco certainly didn’t skimp on the
background in real-world magic, which they describe (in Diegesis is a very strong tool in a black magic grimoire, as each profile also includes a practical, though characteristically book. In print, The Book of Gaub is more than just a
the 1 December 2021 episode of The Lost Bay Podcast) as it speaks straight to the reader, and their morality. From grim, use that players can put the monster, its body, or its physical vehicle for delivering its gameable content; it’s
a technology for exercising human agency on the natural the first page the book is clear that the central question remains to. an A5-size work of art.
world; the hand, in this instance, emblematizes the use is: how badly do you want power?’
of suprahuman powers toward human ends. Complementing all of this printed content is a digital The standard edition is bound in cloth that shifts from
soundtrack comprising seven tracks, one devoted to purple to blue depending on the viewer’s orientation. I’ve
The hand of Gaub provides plenty of fuel for fevered “From the first page the book is each of the fingers. All are as darkly atmospheric and personally had moments when I’ve left the book sitting
imaginations and nightmares alike, and this arises from evocative as the writing and images contained in the out on the table, caught a glimpse of it out of the corner
the fact that, as is the case with much high-quality weird clear that the central question is: book itself. of my eye, and asked myself, ‘What the hell is that? I don’t
horror, it is ultimately only faintly illuminated, variously own any books that color.’ It’s an uncanny experience
depicted, and amorphously defined — exactly as the how badly do you want power?” ‘The soundtrack was done by Zoey after the book,’ Greco that is frankly quite Gaub.
creative team intended. said. ‘I have no idea how she managed to pull it together,
That power is organized into seven categories; all of the or how she captured the essence of each finger. It was a Of course, the book’s cover readily reveals its identity
‘We do not want to explain what Gaub is,’ Greco said. ‘It’s spells and the paraphernalia, along with most of the whole lot of work: for example the Gnawed finger thanks to the seven-fingered hand with a screaming skull
not only a metaphor, as the Hand can actually appear in monsters and many of the catastrophes, align with one involved recording her noisily eating eggs and throwing superimposed on the palm. The design incorporates two
the game. It’s not only a mood, even if the horror in the of the seven fingers. The Finger Trailing Letters involves meat against walls. She also went out and hand sampled distinctly human characteristics—the hand and the face—
book is all relatable, visceral, written after peering in the language and communication. The Finger that Points the rusty gate noises from local cemeteries and took like in a defamiliarised and twisted presentation. The image
darkest recesses of ourselves, where the slimy blackness Way affects travel, navigation, and place. The Finger on century old interviews from asylums and put them is both silk-screened and debossed into the cover; the
of trauma lies and festers. And it is definitely a quality: the Pulse influences the body, health, vitality, disease, through mixers for whispers.’ Finger that is Not There isn’t printed, but its form is
during development we framed discussions about and physical harm. The Finger Under the Floorboards debossed, cleverly preserving its presence-in-absence.
whether something “is Gaub enough” or “could be more touches on the creation, inhabitation, and distortion of When asked about how the collective characterizations
Gaub”. Needless to say, we made things as Gaub as possible.’ space. The Finger Gnawed to the Bone deals in egress and of the fingers fit together to form a cohesive whole, Greco The wonders of Gaub certainly don’t end at its exterior.
ingress from/into the body and its inhabitation and demurred, preferring to leave that—as with all things The Doves Type and IM Fell faces on thick ivory paper
Whatever Gaub may be (or may be interpreted as), it distortion. The Finger that is Not There manipulates and Gaub—to the readers’ and players’ imaginations. They did, look, and feel, rich and refined. But Greco did more than
began in informal collaboration and existed ephemerally erases memory and belief. The Finger Catching a Tear is however, offer some thoughts. just arrange words on paper according to standard
in blogs, social media posts, and other digital spaces. primarily about evoking and affecting emotion. conventions and practices: the book’s main body text is
Most of the book’s writing was done before Greco became arranged in a single column whilst entries’ headings and
involved, but thanks to their extensive experience writing Spells all invariably leverage their respective elements for “The spells are almost all pretty subheadings are presented in the top and outside of the
spells for RPGs, they revised the prose with an eye toward decidedly malicious ends. They bear titles like ‘Occulcated margins, respectively.
maintaining consistency and reducing uncertainty about Speech’, ‘Abattoire’, ‘Fractal Flensing’, ‘Cartulary Nightmare’, horrible and, while they clearly
the spells’ effects since only scant formal mechanics are and ‘Panchymagogue’ to name just a few. Greco’s approach and
provided. are tools to accomplish work are directly inspired
‘The writers browsed weird dictionaries full of desuete by T.J. Cobden-Sanderson,
Making the spells system-agnostic provided an opportunity and half-forgotten words, and picked the best,’ Greco something specific, I feel the artist, bookbinder
for Greco to refine each one to fit their vision for this said. ‘This is a time-honoured practice in spell naming for and publisher best
grimoire. Whereas many games lean heavily on arithmetic RPGs, and I can say it helps! It adds a hint of forgotten sometimes revenge and pain are known for his work at
and mechanics in their spell descriptions, Greco wanted knowledge that fuels the book's strong occult mood.’ Doves Press and for
Gaub’s spells to feel, to both readers and players, like their only true purposes” coining the name of the
real-world magic. In practice, spells produce effects, but But some overlap among the themes certainly exists, Arts and Craft Movement
for the caster it’s primarily experienced narratively especially with paraphernalia, catastrophes, and ‘I can only offer my personal opinion, without any within the decorative
through ritual. monsters, which are all aspects of Gaub, and all are authority: each of the Fingers is tied to specific trauma and fine arts.
designed and presented for use in the reader’s system of and anxiety, and each writer contributed some,’ Greco
‘Like a real world grimoire, the book instructs the reader choice. Like the spells, monsters are mechanically said. ‘The spells are almost all pretty horrible and,
in what to do,’ Greco said. ‘For example, the spells instruct generic; their small stat blocks follow general OSR while they clearly are tools to accomplish something

76 Wyrd Science
The Book of Gaub’s primary Roman typeface is a recreation your coffee table so you can share
of the one whose development Cobden-Sanderson its bespoke craft and
oversaw for his press, and Greco also adopted Cobden- unspeakable horrors with all
Sanderson’s approach to applying that typeface to the your friends and houseguests.
page in an artistic, elegant fashion.
The Book of Gaub is written
‘I tackle layout half as a purely geometrical composition, and organized in way that’s
pursuing beauty, going for balance or dynamism or easy to read piecemeal, but
whatever else the content requires, and half as a user it’s concise enough that, if
interface, pursuing ease of use, going for better learning you’re feeling particularly
or ease of browsing or whatever else the user requires,’ masochistic, you could read
Greco said. ‘The user interface work is quite standard it from start to finish in just a
interaction design, while the composition is merely “take few hours. But the art, prose,
your glasses off and look at the elements on the page as and playable content are deep
shapes, and make it pretty”.’ and inspired enough to be re-
read and contemplated for
One of the most striking features is the silhouettes of the much, much longer than that.
fingers framing the page numbers. Within each major
section—spells, paraphernalia, etc.—the relevant finger is Just make sure you do so with
printed darker than the others (with the Finger that is Not the lights on. And don’t
There appearing when appropriate) to aid in quick worry—that cobweb in the
navigation and reference. Complementing this visual corner of the room is
marker, the book includes a general table of contents probably just a cobweb.
with a categorized spell list, an alphabetized spell index
and a general index of spells and monsters. Probably.

The end result is a book that is quite useable at the table,


and it will compel you to use it. It will also compel you to The Book of Gaub
read just one more entry even though it’s already past is out now and is available
midnight—the worst possible time to be pondering from lostpages.co.uk
profane artifacts, hideous beasts, and other manifestations
of Gaub. And you’ll certainly to feel the urge to leave it on
Away from horrors of a supernatural nature Brazilian artist and
designer Guilherme Gontijo brings us Blurred Lines, a solo
RPG based on the gruesome Italian giallo movies of the 1960s.
John Power Jr. investigates...

Art (throughout): Guilherme Gontijo

P
roviding us with a completely different take on ‘Italian Cinema was pretty present all my life.’ he explains,
the horror roleplaying experience is Blurred Lines his father a fan of Sergio Leone’s Spaghetti Westerns. As
- the latest title from Brazilian artist and game for giallo itself, a lurid sub-genre of Italian cinema that
designer Guilherme Gontijo. Inspired by the Italian giallo focuses on the brutal misdeeds of serial killers and the
movies that first came to prominence in the 1960s, Blurred tortured psyches of those hunting them, Gontijo’s route
Lines takes us away from the terror of the supernatural in was, as for many, the legendary director Dario
and into a world where the horrors are all too human. Argento’s Suspiria.

A solo journalling RPG, Blurred Lines sees you slip off your ‘I was already a fan of the creative use of colors to set the
socks and slide on your finest Italian leather loafers as psychological moods of the characters, mostly because
you take on the role of a crime photographer, who is of Kubrick, so when I saw Suspiria it felt more like an art
hunting, and in turn being hunted by, a serial killer who, movie than an horror one. It was love at first sight. The
at the start of the game, has just claimed their fourth initial shot on the airport, the noisy creepy soundtrack,
victim. the geometric visuals. It was all there. Since that day I've
watched as many giallo movies as possible.’
Befitting the genre the killer’s MO is particularly grisly,
garroting their victims with a fishing line, before Another more direct inspiration for Blurred Lines also
extracting their left eye for good measure and it’s a race comes from Gontijo’s love for Italian cinema, in the shape
against time to uncover their identity before you too end of Michelangelo Antonioni’s 1966 classic, Blow-Up. As he
up, laid out in similar cyclopean fashion, on the mortuary explains the story of a fashion photographer who,
slab. But what, I wondered, was it about dark Italian ‘accidentally captures a clue to the identity of a serial
cinema of the 1960s that so inspired this 33 year old killer on the background of one of his photos and
graphic designer from Brasília? becomes obsessed by it.’

80 Wyrd Science www.wyrdscience.online 81


Blurred Lines then opts for the slow-burn what happened and move likes of Ennio Morricone, Riz Ortolani and brief suggestion that it was the hobbit Bandobras
approach, the drama ratcheting up each the killer closer to your Bruno Nicolai to get you in a suitably "Bullroarer" Took’s decapitation of the goblin
turn as the clock, or in the game’s case it’s character. When you take stylish, if tense, mood. We might take a Golfimbul that inspired the game we’ve yet to see
Killer Track, ticks down. a picture you glue a post- pass on his suggestion to wear a leather much crossover between the world of fantasy and
it on the map with three glove on one hand though, there is after the so-called ‘sport of kings’, so we’ll look forward to
‘This process of progression rows representing the all a fine line. that...
and unveiling is The Horror,’ he Foreground, Midground and

I
explains. ‘A monster, a slasher Background of the picture. f Blurred Lines plot and mechanics Still, for Gontijo, and his fellow South American
killer or a not-so-loving Then during the game you need take their inspiration from giallo films, designers, there remains an uncertain path between
neighborhood are just the to revisit the locations to re-examine the photos, and then so to does the game’s look, this is a very stylish having an idea for a game and actually getting it to
climax of this discovery path. clarify your memory.’ looking zine. A graphic designer by trade, Gontijo has market. In our previous issue Brazilian games designer
When we see the dangers drawn on the aesthetic cues of Italian cinema and the Diogo Noguiera introduced us to the vibrant RPGLATAM
we're dealing with, we can Playing roleplaying games by oneself, especially late at night book is filled with spot illustrations, collages and fake scene that Gontijo himself is a key part of. In the 12
comprehend them and when you’re alone in the house, can be a powerful movie posters, I’m not sure what the Italian for months since we’ve seen several higher profile releases
therefore contain them. experience, especially with horror games, a responsibility on gesamtkunstwerk is but it surely applies here. from the community, Noguiera himself scooping an
Staying in the dark (even in the part of the games designer that Gontijo clearly understands. ENNIE for his Old School Essential’s adventure, Halls of
daylight) is a major part of ‘As with all design projects, everything started to take the Blood King, and British publisher Soulmuppet running
what makes the horror ‘Games, and especially solitaire ones, can allow players to shape at the research phase,’ he explains. ‘I collated a lot a successful Kickstarter to publish five zines by Latin
genre scary.’ explore the dark,’ Gontijo says. ‘Because of that authors of famous shots from films, giallo posters, Italian book American writers.
can help players enjoy the goosebumps without breaking covers, modernist logos, portraits of Italian actress and
Whilst the game does down in tears and trauma. Most of the bad experiences more such as the Thomas de La Rue deck of cards on a It’s noticeable though that both of these required
include optional rules for that people have had with horror could have been Pinterest board. I started noticing collage and raw image European publishers and Gontijo still sees a long way to
adding supernatural avoided just by letting them know beforehand what they manipulation were a big thing back then. And that seemed go. ‘It probably will be an unpopular opinion,’ he explains
elements, the game’s were getting into. You can't recommend The Cell to people like a good place to start.’ ‘but I don't think things are progressing enough actually.
main focus is on more mundane horrors which makes it only by saying is about Jenifer Lopez going inside a serial Most of RPGLATAM Kickstarter campaigns we saw only
stand out in a gaming sea of terrifying tentacles and killer's mind or worse: only saying its for mature audiences. This wasn’t all just a case of style over substance though happened because of generous publishers offering
maleficent magic. As Gontijo tells me, ‘I think most horror They need to know before entering the experience there and the goal was more than just to look good. ‘The book themselves as the medium for that.’
games confound horror with the aesthetic of horror. are several triggering graphical scenes regarding sexual takes you in and out the game’s universe every other spread,’
Basically it's the difference between "scary" and "jump violence, kidnapping, claustrophobia, torture, prejudice he tells me. ‘Sometimes you're looking into fake posters of ‘Sure, more of us are known now, but I can't help thinking
scare". Horror, in my humble opinion, is most effectively and violence against children. This is utterly important fake movies to inspire your investigations, sometimes you're we're celebrating a few initial steps in really long marathon,’
sustained when we don't know what we're dealing with.’ and when authors don't do it they are being irresponsible.’ reading about dice roll and poker card mechanics.’ he concludes. ‘Kickstarter still doesn't
allow us South American residents to
So far, so tense, and a solo RPG is just the format to really Gontijo’s talents as a graphic designer has seen his work run our own campaigns. Unlike the
immerse yourself in this high stakes game of gatto-e- “Most of the bad experiences on several other Wyrd Science favourites in recent months, world up north, we still can't wake
topo. Utilising a deck of cards, a D10 and a wonderfully such as Nate Treme’s Haunted Almanac and Leo Hunt’s up with an idea and simply see if
tactile mechanic that sees you scribble clues on post-it that people have had with horror Vaults of Vaarn, both released by Portuguese publisher there's enough financial interest in
notes that you apply to a city map, Blurred Lines will Games Omnivorous, but for the moment he’s still focused it to make it real. For us, it's still a
soon have you speeding through the streets on your could HAVE been avoided just by on getting more of his own games out into the wild. huge challenge to publish a game.’
moped, photographing crime scenes and dealing with
everything that the game’s prompts throw at you from letting them know beforehand ‘Working with Games Omnivorous is amazing, but I'm Still, whilst many challenges remain the
celebrity car crashes to disturbing animal masked assailants. also, slowly, working on two solo skirmish wargames. invention, and success, of the self-published Blurred Lines
what they were getting into” I've been reading and playing a lot of solo war/board shows it can be done, and we certainly wouldn’t bet
‘Every time you visit a place you games to gather some mechanical references for those against Gontijo going the distance.
have to roll against a challenge,’ For those who do want to immerse themselves even two new experiences.’
Gontijo explains. ‘If you win, the deeper into the Blurred Lines experience though, Gontijo
book will ask you certain has provided several options. There’s a beautifully Much like Blurred Lines it appears that these two works- Blurred Lines is out now
questions and move you closer to designed deck of cards to go with the game, a brief in-progress both take a path less trod and he describes available from DriveThruRPG
the killer's identity. If you lose, videography of giallo films that he recommends checking one asa ‘pocket skirmish wargame’, whilst whilst the Keep up to date with Gontijo
however, the book will tell you out and he has curated a playlist of music featuring the other, intriguingly is ‘a golf game.’ Apart from Tolkien’s on Twitter @gontijodesign

82 Wyrd Science www.wyrdscience.online 83


Boardgames & horror

ROLL &
FRIGHT
Dan Thurot goes in search of cardboard chills and questions
whether board games can truly deliver a terrifying experience.

Art: Łukasz Kowalczuk

T
he massacre poses some distinct problems This is Final Girl, the solitaire horror board game by Evan
for my long-term plans. Most of the Derrick and A.J. Porfirio, based loosely on the latter’s
park’s guests—those who, like me, had Hostage Negotiator. It’s the sort of game we might
always harbored an interest in the describe as “visceral.” Blood-spatters watermark the
archaeological—have been reduced to cards. Helpless victims cower across the map. My pool of
quivering rabbits in the face of the ancient health is located directly next to Inkanyamba’s, and it’s
evil we awakened with some ill-timed recitations from an pathetically shallow by comparison. Whether I’m fighting
excavated tablet. Now two more have been reduced to a warrior out of time, a killer stitched into a pig mask or
even less. an insane puppeteer, that’s the one constant. Every time I
play, my first thought is, “How the hell am I going to kill
An ordinary body would grow weary with exertion. The that thing?”
being who stalks us only grows more vigorous with each
kill. The other guests, those I’d painstakingly herded I am not afraid, even though everything about this
toward the exit, now scatter in three directions. So much situation screams that I should be. A teenage girl has
for that. He rears up before me: impossibly muscled, been pitted against a horror beyond comprehension. The
speckled with vitreous matter, soundless. I’m already odds aren’t in her favor. This will likely end poorly. But I
bleeding from his last assault. The shield I’ve fashioned am not afraid.
from the lid of a garbage can feels flimsy, offering no
more protection than a flattened soda can. With my free This is one of the big conundrums facing board game
hand,I prepare to swing my baseball bat into Inkanyamba’s designers, especially those who hope to transpose the
skull, praying that this time he’ll feel the impact. emotions we often associate with other artistic mediums
into their own craft. The reality is that board games tend
I am not afraid. to excel at building and exploring models rather than

84 Wyrd Science www.wyrdscience.online 85


eliciting dramatic emotions. Humor? Sometimes. Usually There was a particular play of Corey Konieczka’s blackout glasses. That touch was physical, and unwelcome Here’s the thing. Every medium has its strengths.
when a board game leans into its ability to model Battlestar Galactica. Hidden roles are fantastic at upping despite being consensual, and persuaded me to sell the Television does serialization. Movies drop us into a
collapse, whether the physical tumblings of Rita Modl’s the stakes; surprisingly so are longer playtimes. It probably game soon after. perspective. Books excel at inner thoughts. And board
Men at Work or the panicked squawks of Vlaada Chvátil’s doesn’t hurt that That Guy was also playing. You know: games do rules and models. When I watched that group
Space Alert. Hope and dread? To some degree. There’s That Guy. Everybody has one. The Guy who rubbed me Of course, there are countless board games that use horror dissect and reshape UNO, the result occupied some
certainly some tension when a plan comes together only the wrong way. The Guy who made me want to win at all as an aesthetic. But if we’re talking about horror as a liminal space between board game and role-playing. The
to be threatened right before completion. But these are costs. It would be one thing if he were merely irritating. feeling, a sense of lingering dread or impending terror, strictness of the former, the fluidity of the latter.
mere flickers compared to the existential ponderings Nah. He was irritating and shrewd. There was a method that’s where we flounder. The problem, I think, is how the
prompted by films like Denis Villeneuve’s Blade Runner to his abrasiveness, like a rock in the toe of your boot. medium forces uncertainty into an awkward duel with More and more, board games are figuring out how to
2049 or Martin Scorsese’s Silence. Once the game is Except the rock knows what it’s doing. certainty. There’s tremendous uncertainty in what your break the rules, or at least how to bend them. Hidden
finished, so are the emotions. Romance? I haven’t found opponents will do. Which action they’ll take, the priorities roles and soft role-playing elements are a part of that. So
any. Sorrow? Forget about it. The last time I shed tears We went back and forth for two hours. Nettling at each they assign to their goals, whether they’ll prove disruptive are legacy games and anything that plays with our
over a board game was when my dad played an Arsonist other. Testing the limits of one another’s lies and or ignore you entirely. expectations of consistency. There’s nothing quite as
on my Colossus of Catan in Klaus Teuber’s card game version evasions. I was a Cylon, the game’s version of a traitor, entrancing as sitting down to play a game, asking how
of Catan released in 1996. I was born in 1986. I’ll let you do and it was my task to scuttle the ark that carried At the same time, conventional wisdom holds that the you win, and having the host go, “Well, about that…”
the math on that one. (Confession: The aforementioned humanity’s last survivors. With That Guy breathing down rules must be certain. Because games are things that
event took place in 2020. It was a rough year.) my neck, the scrutiny was too much. I wasn’t a person must be taught and understood before they can be Sure, it isn’t the same as a limp-haired ghost forcing her
playing a board game. I was a saboteur, certain my shift experienced, we can’t be playing one thing one moment way out of my computer monitor. But it’s a start. More
And then there’s that most primal of our emotions: Fear. supervisor knew about the bomb beneath my coat when and another the next. The floor will never drop from than a start; it’s the redefining of an entire medium. We
I requested access to the fighter bay. beneath our feet. The ceiling will never cave in. We’ll can hardly go half a year without another title forcing us
Can a board game make us afraid? Not just apprehensive never be confronted with something utterly unexpected. to reexamine what’s possible in board games. I still
or grossed out, but afraid? One of my favorite horror Turns out, we were both Cylons. While I was squirming There simply isn’t room for that sort of experience. haven’t been scared silly. But I have had tension
memories comes from the first time I watched The Ring. under That Guy’s gaze, he was squirming under mine. I stretched to the breaking point when my secret mission
I know, I know. My only defense is that I was a newcomer was That Guy too. Like the inspectors in Chesterton’s Or so I once thought. Years ago, I watched a group of boys is on the verge of discovery. I’ve realised that I’ve been
to the genre. I sat and watched Thursday, we were so preoccupied with our respective play a terrifying variant of UNO. It worked like this: Assume holding my breath for fear of someone realising a fortified
the whole thing with my dad identities that we couldn’t recognize the ally behind the the rules of UNO. Now everybody at the table jots down position isn’t as secure as it
and barely moved the entire disguise. The Galactica prevailed that day. an extra rule on a piece of paper, which they hide from seems. I’ve grown confused and
time. When it was over, I everybody else. That rule can be anything that would impact flustered when everybody at the

I
walked upstairs and there don’t remember who pointed out that one of play. Perhaps talking means you draw two cards. Or playing table seemed to be operating
was a little girl seated in horror’s most basic tenets is the discomfort of a card with your left hand means you can openly play from information I didn’t
front of my glowing having your personal space violated, but plenty two cards instead of one. Or, heck, let’s go for it: You’re have.
computer of board games lean into that one. It’s the same allowed to secret up to three other cards under a blue
monitor, her dark predatory thrill that gives schoolyard tag its wildness. card—but if discovered cheating with more cards, or In other
hair wet and limp There are plenty of examples. Nearly any game with concealing cards under any other color other than blue, words, board
over her face. I hidden movement is a ripe contender: Fury of Dracula, you now draw ten. Oh, and now make the rules enforceable games are
freaked. My younger with its cat-and-monster evasions. Specter Ops, the best not only by the person who wrote them, but by anybody wholly capable of
sister, who had me brush “rogue on the run from corporate goons” simulator ever else who’s figured out the rules. Also, cheating is legal. But horror. But that horror
her hair at night, didn’t designed. getting caught cheating means you draw cards. But but! will be on its own terms, in its
understand why I was If you call somebody out for cheating when they weren’t, own shape, with its own set of
yelping at her. My heart felt More recently, Mind MGMT, impressionistic paranoia in a then you’re the one stuck drawing cards. limitations and possibilities.
like someone had placed it box, an effect heightened by the game’s insistence that it The fun part is that we’re still
between hammer and isn’t a game at all, but an activation kit for psychic agents. Sounds like a big mess, right? Exactly. I don’t believe I’ve discovering what those
anvil. A board game has One time, my wife shouted aloud when the space ever seen a group more paranoid than those boys were. possibilities will look like.
never managed that. monster pounced on her in Escape from the Aliens in Every move was jittery. Every opened mouth made
Outer Space, even though nothing had physically touched someone jump. Even a game as straightforward as UNO For board games, the
But every so often the her. Another time, a sickly shiver coursed my spine when became an object of broken minds and plaintive wails. It future looks like it’ll
grave blesses us with a clammy hand guided my fingers across Nyctophobia’s was more cosmically horrifying than any game with be dark in all the
the faintest chill. board, my eyes literally blind thanks to the game’s Lovecraftian monsters. right ways.

86 Wyrd Science www.wyrdscience.online 87


A FIELD OF
HORROR
In his latest game, The Silver Bayonet, award winning game
designer Joseph McCullough takes us back in time to the
Napoleonic era, but as John Power Jr. finds out this isn’t your
father’s historical wargame...

Art (throughout) from The Silver Bayonet: Brainbug Design


Model photos: North Star Military Figures

he battlefield is more often a place of horror into and quick to play. In fact the most involved, if still

T rather than honour and especially so in The Silver


Bayonet, the new wargame from one of the scene’s
most acclaimed designers, Joseph McCullough.
entertaining, part of the game is the initial creation of your
squad. Once you’ve created your commanding officer each
nation has access to a range of troops from the more
familiar, such as grenadiers and guards, through to occult
Fusing together Napoleonic-era black powder skirmishes specialists and even werebears in the case of the Imperial
with the gothic and supernatural, The Silver Bayonet presents Russian forces. Each troop can then be further kitted out
a Europe at war, on both the physical and spiritual planes. with specialist weapons, all the better for handling some of
Whilst the great powers of the era vie for supremacy across the more unusual enemies they may find themselves up
the continent, the bloodshed of war has attracted the against.
attention of the Harvestmen, demonic forces that feed off
the pain and suffering and who in turn are unleashing occult With his much acclaimed titles like Frostgrave and Rangers of
horrors onto the battlefields. Shadow Deep McCullough pushed narrative play back to the
forefront of wargaming and The Silver Bayonet continues
To combat this new threat each of the major European that tradition with scenarios that lean into telling dramatic
powers have created their own occult focused special forces, stories, a solid campaign system and rules for solo and co-
and that is where the game kicks in as each player must operative play.
assemble a small unit tasked with scouring the battlefields of
Europe to secure esoteric knowledge and weapons that Rather than all out assaults the scenarios included here see
might be used against both the supernatural and, of course, rival units tasked with investigating ruined monasteries,
their rival nations. trying to relieve trolls of their treasure or hunting down
changelings. Ah yes, the monsters, nothing quite upsets a
Played with only around 8 models aside The Silver Bayonet is well laid out battle-plan like suddenly finding yourself
a fast paced skirmish game, and one that’s both easy to get surrounded by a group of murderous, animated scarecrows

88 Wyrd Science www.wyrdscience.online 89


or at the business end of a vampire’s bite. Sharpe may have Also, it’s a time of chaos and a time when there are still a lot “Jenkins! Chap with
had to put up with his fair share of nonsense from both the of shadowy corners, even in Europe, where monsters could the wings there.
French and his commanding officers, but as far a I can recall hide. Five rounds rapid.”
he never had to put down a werewolf.
WS: I've generally thought of historical and fantasy wargamers
Whilst many of the scenarios feature specific monsters, they’re as operating in two quite distinct camps, have you had
just as likely to be attracted to the scene by the bloodshed, much feedback from people who have used The Silver
and a bad dice roll or two, and one of The Silver Bayonet’s Bayonet as a way of dipping their toes in the other world?
best features is how these rampaging horrors are incorporated
into the game. Whilst the monstrous interlopers actions are, JM: I think that used to be true and there are still large
on the whole, automated each player also has a limited pool groups that are only interested in one or the other, but I
of ‘monster dice’ with which to modify their behaviour, change think increasingly, gamers are just after cool games and enjoy
their targets and potentially throw a blood drenched spanner the variety of hopping around genres.
in your opponent’s works.
Part of the reason for making the game was to give people a
The resulting chaos keeps both players on their toes and ‘comfortable’ gateway from one to the other. From what I
makes for great action on the table as cold iron and silver have heard, there are probably more people who have
shot desperately ring out and your troops begin to collect followed me from fantasy and are painting a few historicals
their fair share of scars and stories to, hopefully, carry for the first time, but there are definitely some players that
through to the next game. have used it as an excuse to add a few werewolves and
vampires to their historical collections.
Intrigued, we cornered McCullough and, holy symbol in hand,
compelled him to answer our questions about the game... WS: Talking of blurring these two worlds together we love
the miniatures that North Star have produced for the game ,
I never knew I needed tricorne hatted goblins in my life...

JM: I have been incredibly fortunate to have so many skilled


people working to make my games more attractive and Since the figures in The Silver Bayonet don’t generally have WS: It's fair to say that your games have been key in shifting
appealing. The artists, the designers, and of course the figure ‘spells’ or ‘powers’ in the same way that my more fantastical wargaming back towards a more narrative experience and
sculptors. games do, I knew I would need to introduce other mechanics encouraging more skirmish sized games in recent years.
to give players meaningful decisions to make throughout the What do you think of the state of the wargaming scene at
North Star has been a huge support to my games over the game. the moment?
years, and they have really done it again with these
miniatures. The goblins are amazing, and I suspect there are The use of those two different d10s allowed me to create the JM: I think wargaming is in the strongest position it has ever
people who would love to just run a unit of them! Fate Pool system, which makes players really think about been in with a resurgent Games Workshop, the entry of
Wyrd Science: You've made acclaimed fantasy and science when and how to use these bonus dice. Fantasy Flight/Atomic Mass, the rise of mid-level companies
fiction wargames, so horror seems like a logical next step, WS: Rather than just adapt the mechanics from your ‘grave like Warlord, Mantic and Osprey Games, and more
but why Napoleonic horror? games you created a new system for The Silver Bayonet, WS: Had you personally had much experience of playing, or independents than ever before. This means you can find a
what was it you wanted this game to do, or not do, that you designing, proper historical wargames before you worked game for almost any genre or style you want.
Joseph McCullough: The uniforms! I’ve always been attracted felt required that? on TSB?
to the colour, flair, and variety of Napoleonic uniforms. That said, I think we gamers also need to be careful. It is very
JM: First off, I wanted The Silver Bayonet to be slightly less JM: I’ve certainly played a few historical wargames in my time easy to get overwhelmed by the huge amount of product
Of course, this was only intensified by working for Osprey chaotic and more predictable than my ‘Grave games. While and worked with a load more when I was working in marketing that is being released and get caught in a cycle of always
and having all those books of gorgeous artwork of those many would probably still put it on the more ‘swingy’ side of for Osprey, so I felt like I had a pretty good grasp of the field. chasing the next shiny thing. It is important to really
uniforms around me all the time. I wanted an excuse to paint gaming, the use of 2d10 as opposed to d20 does bring the understand what drives your unique enjoyment in the hobby
some miniatures of those soldiers without committing to big bell curve into play. That said, traditionally, most historical wargames are ‘big and make sure to focus your time and money on that.
armies. The period just works great for gothic horror. Because battle’ games and thus mechanically perhaps had less in
most firearms are still single shot, soldiers have limited firepower Plus, the use of two dice allowed me to introduce a new common with what I tried to create than other fantasy/sci-fi For me, that has always been narrative. I like to use games to
and often it comes down to hand-to-hand combat. system for manipulating those dice. skirmish games. create stories – so I paint miniatures and craft scenarios to

90 Wyrd Science www.wyrdscience.online 91


help me tell those stories. The further I drift from that idea, I’m pretty sure
the more dissatisfied I become with my hobby. I’ve bought they cut the
too many large box sets, and too many armies, that I have werewolf scene
never painted, and never will, because I got caught up in the from Sharpe’s
moment. It’s okay to take it slow, and generally, the deeper Waterloo
you dive, the more enjoyment you will find.

We just all need to remember that ‘owning’ a bunch of


miniatures or games doesn’t really do much for happiness. It
is using those items in ways that are specifically fun to you
that brings them value.

WS: Over the past couple of years we've seen a lot of


roleplaying game designers either get back into wargames
or dip their toes in for the first time, has there been
anything from that kind of crossover between the two
scenes that's caught your eye? WS: With the move back to a more narrative
style of wargaming we often talk about what we can adapt
JM: In some ways, I’ve always seen RPGs and Wargames as and pick up from RPGs, but what would you suggest RPG
more like two ends of a spectrum than two distinct hobbies, designers look at in the opposite direction for inspiration?
and I’ve always loved games, like Savage Worlds for example,
that could be used in both ways. JM: For those RPGs where combat is still a big factor, I think
it is definitely worth looking at modern wargames – as these
I really enjoyed the recent Mech Warrior: Destiny which is the are the games that have focused on how to make combat
latest attempt to take the long-lived, pretty hardcore interesting.
wargame, Battletech, and make it into an RPG. I think it did a
good job taking it into role-playing, but keeping a lot of the Often the mechanics that work for other aspects of roleplaying
elements that people love about Battletech. can become a bit lifeless when it comes to fighting. It’s all about But what is the ‘right level of challenge’? Not everyone is a big d1000 mutation table that can be used for Frostgrave or
giving players important choices each turn and about limiting going to agree, and of course, if you like to include a heavy with a little work with Ghost Archipelago, Rangers of Shadow
WS: Whether it’s established wargame designers or those resources, but without getting too bogged down in details. dose of randomness in scenarios, as I do, how can you Deep, and Stargrave. It’s really just a bit of fun to see if I could
completely new to it, it feels like people are more willing to maintain that ‘balance’. There are no hard answers here, but write 1,000 different mutations, and there are no specific
experiment at the moment. Where do you see things WS: The Silver Bayonet features a solid set of rules and that is one of the reasons I let the narrative be my guide. rules for how to use it in any of those games, but I think
moving over the next year or so? scenarios for solo play, something we're seeing a lot more of Some scenarios should be more challenging than others, but players will get a real kick out of it. Its something I plan to
in all kind of tabletop games these days, is that something as long as the story is interesting, it generally works out. self-publish. I’m also working on the next Rangers of Shadow
JM: I think there was a time, not too long ago, when you enjoy working on? Deep book, which is the final part to an adventure trilogy
wargaming had gone a bit stale and had fallen behind RPGs WS: As a concept, Napoleonic era warfare with called The Rescue.
and board games in terms of mechanical elegance and JM: It's been one of the major focuses of my efforts over the supernatural elements is a fairly flexible and you provide
experimentation, but I think it has been catching up over the last three or four years. This is most obvious in my game plenty of advice on creating new monsters and scenarios, Finally, I’ve got more stuff coming for both Frostgrave and
last five or six years. What I’m really interested in seeing is Rangers of Shadow Deep which is designed to be played but are there any plans for more official expansions? Stargrave. The next book out for Stargrave is called Hope
how people can move away from the idea of ‘wargaming’ either solo or co-operatively. It takes me back to my earliest Eternal and it is basically one giant solo or co-operative
and more towards ‘miniature gaming’, by which I mean, how days of gaming, when I was a kid playing with toy soldiers in JM: Yes, there are. In fact I have already written one and campaign, including prisoner rescues, train heists, battles
can we take the strengths of wargaming such as the ability my room by myself. there is another being worked on by someone else… I don’t against irradiated bugs and deadly sea creatures, and a final,
to move figures around a completely open table with know if I’m allowed to say any more than that at the desperate strike against two of the major pirate fleets that
infinitely variable terrain, and use them to tell other types of It certainly comes with a unique set of challenges. Unlike moment! have been terrorizing the galaxy!
dramatic stories. writing scenarios for a competitive wargame, the idea of
‘balance’ means something completely different, and WS: Finally, beyond The Silver Bayonet what’s next for you?
While I love combat-action, I also love swashbuckling something less solid. Instead of ensuring that a scenario is The Silver Bayonet is out now
acrobatics, investigations, horror, exploration… how can ‘fair’, I am trying to ensure that the scenario is ‘fun’ with just I’ve always got several projects on the go at once. I am nearly Available from Osprey Publishing
miniatures games include more of these elements? the right level of challenge for the player. finished a book called Grave Mutations which is basically just ospreypublishing.com

92 Wyrd Science www.wyrdscience.online 93


HIT POINTS: WARGAMES HIT POINTS: WARGAMES

HIT POINTS
Heads roll and
Sláine did, indeed,
not think it
too many

Your one-stop guide to what we’re reading, playing,


pushing around the table and watching at the
moment!

WARGAMES
Slaine - Kiss My Axe Starter Set
Warcry - Heart of Ghur

ROLE-PLAYING GAMES
Traveller / 2300AD

SlÁINE - KISS MY AXE STARTER SET


RuneQuest Starter Set
Death In Space
Orbital Blues Warlord Games

BOARD / CARD GAMES


Tales From The Loop
Having brought the mean streets of Mega City One to the world of
miniature wargaming, Warlord have again plundered the pages of
2000AD for their latest skirmish game, this time traveling back to gods that like to meddle in the mortal affairs. Each side tends to and if that was unsuccessful you roll a final dice pool equivalent to
Elector Counts the mythic Celtic past and the none more bloody world of Sláine field just a handful of models, and whilst all sides (Sláine’s Earth their Resist stat with every shield result lowering the damage. The
Mac Roth. For those who didn’t grow up eagerly awaiting each new Tribes, the wicked Drunes led by the Lord Weird Slough Feg and result is you can end up with several combat rounds that result in

VIDEO GAMES
Total War: Warhammer III
issue of the ‘Galaxy’s Greatest Comic’, your man Sláine was a Celtic
tribesman who, exiled from his tribe at a young age for bedding
the chief’s daughter, spent his formative years as a bit of a rogue
the deep sea Fomorians) have access to regular warriors the focus
is very much on the larger than life heroes from the comic.
little damage, which for a Sláine game can feel oddly bloodless.

The Starter Set itself comes with 9 models, including Sláine in both
before returning to save his tribe, becoming the first High King, Of note is the game’s initiative system, with players pulling tokens his regular and hulked out ‘warp spasm’ forms, plus some huts and

SOLO GAMES
The Broken Cask
then the living representation of the Horned God, and finally
enjoying all manner of time traveling capers. With over 40 years
worth of stories to cram in there you’ll forgive us if we skipped over
from a bag, and having the ability to push for more actions but o
course the key part of the game is combat and here that’s built
around a dice pool system, with specially marked dice each bearing
a rather nice ‘weirdstone’. This is fine for getting your head around
the game but you’ll soon need to add to that, luckily they’re fairly
priced and if you’re a fan of Simon Bisley’s art the Balor and Slough
Bucket of Biolts some of it, still if you haven’t read it just put this magazine down, go 3 Hit icons, 2 Shield icons and 1 Special icon. When models are in Feg models especially look like they’ve just stepped out of the pages
Be A Crow get yourself the collected edition of The Horned God and we’ll range and the axes start swinging you roll a number of the dice of The Horned God. The scenarios, certainly those focused on the
Routefinder International pick up afterwards. equivalent to each of their Fight stats. So, for example, the big man Starter Set are more narrative driven and the game comes with a slim
Secrets of the Verdant Isles himself Sláine gets a mighty 5 dice whilst a lowly Drune Skull Sword yet entirely workable, and fun, system for running campaigns with
Right, all done? So you get the idea, Celtic goddess worshiping just 2. Various weapons and special abilities can modify that but several players as you fight for territory and the favour of your gods.

BOOKS
Slaying The Dragon
tribes facing off against evil sea demons and worshippers of giant
cosmic death worms, all served up with lots, and I mean lots, of
violence. The perfect setting for a game of toy soldiers really, so
generally you’re tallying up the attacker’s hits, comparing those to
the number of shields rolled by the defender and if there’s more
hits and shields an equal amount of damage is done.
As wargames go it certainly has its quirks, but plenty of charm too and
when your hero is salmon leaping over undead Drunes, lopping off
Game Wizards the question is how well does Slaine - The Miniatures Game heads left, right and centre they’re easy enough to forgive. Whilst
Vampire Cinema - The First One Hundred Years capture all of that? As it happens reasonably well. Or almost, the dice pool mechanic is nice, it always feels good to unlikely to become anyone’s main wargaming focus, once you’ve got a
chuck a handful of dice around and it gives you the feeling that handle on it most games pass in a fairly breezy 60 minutes or less, so

FILM / TV The game is based on the system used in Warlord’s aforementioned


Judge Dredd game with just minor tweaks from its veteran
designers, Andy Chambers and Gav Thorpe, to represent a world
your big hero is a force to be reckoned with. But, once you’ve
gone through all that, calculated the various modifiers in play, the
defender gets to roll another pool of dice, this time equal to their
it all makes for a great alternative to pull out as and when you fancy
something different. If you’re a fan of the comics or just looking to
add a new a wargame to your collection that’s both easy on the
with less high-explosive rounds, more double handed axes and Evade stat with any Special icons showing up negating all damage wallet and the clock then Sláine is well worth a look. (Eoin Ryan)

94 Wyrd Science www.wyrdscience.online 95


HIT POINTS: WARGAMES HIT POINTS: ROLE-PLAYING GAMES
WARCRY - HEART OF GHUR
came from their previous experiences in life equipment in a certain tonnage. Most of
in the military or drifting around the galaxy. this experience had been exiled to the High
Games Workshop The more terms the character served, the Guard ship book, but it returns here with
more times they had to roll to see if they just enough to whet the whistle of budding
Warcry is the lesser-known stepchild of survived the experience. This meant engineers waiting for the updated version
the Games Workshop universe. While its Traveller characters usually started as the of that book to come out later this year.
main games recreated epic battles middle aged Harrison Fords to the fresh This book is a great choice for players that
between huge armies, Warcry focusses faced hopeful Mark Hammils of D&D. Even if have never had the Traveller experience,
down on small skirmishes. It’s a smart you couldn’t find other kids to play but for those who already picked up the
rule set that retains the random dice- Traveller, there was still some lonely fun to last core book, take a moment to see how
offs common to the companies’ be had with those three little black books important building a ship is to the table.
games but adds an extra tactical deciding to see if this recent awesome
dimension in scenario setup. Players character could survive one more celestial Mongoose also returns to a curious chapter
draw cards to determine the terrain, craps roll. in Traveller history. The original publisher,
their objectives and some special Game Designer’s Workshop, was home to
flavour rules. This rewards creative strategy model effects give the game an intimate Warcry is relatively short for a miniatures’ Mongoose Publishing has kept the fires of two successful RPGs in the 80s: Traveller
over how the bigger games often come quality, recounting the battles of individual game, taking an hour or so, an extended Traveller burning with a modern edition and the military apocalypse game

Traveller / 2300 AD
down to how well the factions in play fighters in thrilling detail. Sure, the dice can run of clashes between players a realistic since 2008, though the game has come in Twilight:2000. It tried to spin off a third line
manage against each other. dictate the victor but it’s the tales that possibility. Victories let you buy small multiple forms including GURPS, d20 and tying these two vastly different games
you’ll remember. upgrades to your forces but it’s all about Mongoose even a recent “Fifth Edition” from original together with Traveller: 2300 which
Warcry: Heart of Ghur is essentially a accumulating glory points or fulfilling the creator Marc Miller.(Those curious about eventually became 2300 AD. The game tells
second edition of the game after several You won’t just be watching armies ponderously goal of the campaign arc. The system has Anytime a successful “space scoundrels the original books can find them on Miller’s the story of the middle era between the
big box releases on the old rule set. Like clash on the tabletop, either. Turns in Warcry been extensively extended in this edition, adventure in a beat up ship” story takes the website in a massive digital download). established hits. The world nearly ended
them it contains complex kits for two well- are fast and lively, with characters climbing adding short-term quests, new arcs and, high ground in pop culture, there’s always a Traveller remains on the harder end of the after the limited nuclear exchange of
matched warbands of chaos warriors and a all over the multi-level scenery, grabbing best of all, encampments that you have to rumor that it originated from the creator’s sci-fi scale focusing on the same hexcrawl Twilight: 2000 but survived long enough for
ton of plastic scenery, all of which you’ll objectives, even entering and exiting the field. maintain and defend between battles. long running game of Traveller. (The one expiration and space buck making of the mankind to launch a new space race. The
need to assemble yourself. Unlike previous The ability to move models independently There are a number of campaign options in exception being The Expanse, which the original. Mongoose did add a few modern settlements are split between the
box sets this edition shifts the action into gives you a lot of tactical freedom to the rules, from multi-player to a specific creators have explicitly stated began as a touches. Failed survival rolls during Americans, the French and the Chinese and
the bestial realm of Ghur, so the terrain explore, meaning that unexpected decisions face-off between the two warbands that homebrew d20 Modern game). Traveller character creation now lead to the mishap the tech level takes a click or two beyond
consists of bamboo platforms, monstrous by your opponent can be as shocking and come in the box. did a lot to cement how the typical science table which provides enemies and story Traveller’s harder outlook.
skeletal remains and dangerous Gnarloak as fateful as the fall of the dice. Sometimes fiction game framed their stories. In the points to haunt the character in the
trees rather than chaotic machines or the scenario will also populate the board All of this makes Warcry: Heart of Ghur a same way that early Dungeons & Dragons present. It also encourages players to come This new edition comes as a boxed
ancient ruins. Two rulebooks, dice, tokens with third-party enemies or other surprises. great self-contained option if you’re focused on the cycle of exploration, into the game already connected by expansion to the modern Traveller rules set,
and a double-sided board on which to set interested in miniatures gaming, although combat and cashing in loot in town, offering extra skill points if they connect featuring a players guide, setting guide and
up your scenery round out the box contents. While most of the rules remain the same, Games Workshop’s very detailed models Traveller took the Han Solo route. Players their backstories ahead of time. This makes equipment guide, though you will need the
veteran players will enjoy the new addition may be off-putting to some due to the took on jobs and dangerous cargo, sense, given that the lifepath system can core rules to play. While Traveller tends to
The core of the system involves rolling six of reactions. It’s a simple enough concept, high prices and extensive assembly time. If explored strange new planets to sell often feel like early levels on fast forward. encourage settings focused on the little
dice and pooling them into those that show borrowed from miniatures games with a you’ve already bought into their universe futuristic widgets, and tried to stay one guy scraping by in the big space empire,
the same number. These doubles, triples more simulationist bent, allowing fighters to then you’ll find lots of other models can be step ahead of their creditors. You think The company recently released an updated 2300 AD offers something a bit more like
and quads can then be spent to activate take an action early in response to what used with the game, their Warcry stats Jabba the Hutt is rough? Try paying off a core book for 2022 that includes errata and The Expanse. National factions, giant
special abilities for your models. You’ll need enemy models do, such as a counterattack. freely available through the Warhammer space mortgage to a galaxy wide bank. a few rules from the 2016 edition that corporations and even philosophical
to time them for best effect as you make These increase the tactical options available community website. These factions have brought the game into the full color core debates between how to conquer space
tactical plans for your models, factoring to players as well as making the back and also been rebalanced for this new edition. Traveller also turned the minigame of book era. It also brings back one of the mix intrigues and twists to the standard
terrain and the offensive and defensive forth between them more dynamic. They character creation into an actual game. This other minigames beloved by Traveller fans: Traveller formula.If worrying about engines
options available. When you attack it’s a also enrich the unfolding story of your So whether you’re ready to get bitten by is where the old school joke of dying in ship creation. Players looking to jump into that can poison characters and the finer
simple matter of comparing the model’s game with extra detail. the Games Workshop bug, or to take your character creation comes from. Rolling up adventure could always pick up a Type-S ethical points of genetic adaptation to
strength against it’s targets toughness, Warhammer in a new direction, this is a characters offered a risk and reward from scout ship and go, but there’s something space sound like a great counterpoint to
rolling a fistful of dice and see which hit. This narrative aspect is leveraged to the full great time and set with which to start. one of the first lifepath systems. A that scratched the LEGO part of the brain the usual space adventures, this setting
Damage is a fixed number. These model on in the game’s campaign system. Because (Matt Thrower) character’s skills, abilities and equipment trying to fit just the right amount of may be for you. (Rob Wieland)

96 Wyrd Science www.wyrdscience.online 97


HIT POINTS: ROLE-PLAYING GAMES HIT POINTS: ROLE-PLAYING GAMES
enough in the tooth myself I am. Still I do streamlining and paring systems down it
like a game in a box and love to get stuck can be a lot to take in.
into a fantasy world, so, ideally, this new
Starter Set should be the perfect gateway Still for most I imagine the appeal of
to both RuneQuest’s setting and system. RuneQuest is less to do with it’s system
than Glorantha itself and it’s book 2, where
So, first of all let’s just say that you certainly we learn more about Greg Stafford’s
get a lot of bang for your buck here and at lovingly created setting. This is a world of
least in terms of actual content Chaosium mythology and magic writ large, where the
have been incredibly generous here, gods -the oh so many gods- and their cults
perhaps to a fault. Packed tightly inside the play an active part in the life of everyone’s
box you’ll find four large booklets covering lives. There’s a lot to learn and confronted
the rules, the world, a solo choose your by page after page of fairly dry text it can
own adventure style game -something that at time feel like homework but struggle
also featured in the excellent Call of Cthulhu through it you begin to see why so many
Starter Set- and finally a set of adventures. people love it and with the detailed guide

RUNEQUEST - STARTER SET Death in space ORBITAL BLUES


Completing the set you’ll get a set of rather to the city of Jonstown there’s something
fetching bronze’ish polyhedral dice, maps, for experienced players here too. Whether
(Chaosium) some reference sheets and 14, yes that’s you can find enough people wholly new to Stockholm Kartell Soulmuppet Publishing
fourteen, pre-generated characters. the game to also wade through all of this
Having set the gold standard for modern- may be another thing altogether though. The universe is dying, the stars are going out one by one and There’s no shortage of Sci-fi games these days but where so many have
day starter sets with Call of Cthulhu’s 7th What you don’t get includes character something is bleeding through from the void. Dry your eyes though doubled down on the truly terrifying nature of space, Orbital Blues takes us
edition one, Chaosium look to repeat the creation, advanced combat, equipment and It’s clear that Chaosium had a much harder as it’ll still probably outlive your characters as they scramble, scrounge down a less trodden path. Not that this is any kind of utopian future, of
trick for their even more venerable game a more complete magic system. Which is all task of their hands here than with Call of and scavenge their way around the Tenebris System in this new sci- course, rather Orbital Blues bills itself as a ‘Space Western RPG’, and
RuneQuest. First released in 1978 it’s fair to fair enough as what you do is already a lot, Cthulhu, whose setting -our world- is much fi RPG from Christian Plogfors and Carl Niblaeus of the Stockholm deposits us in a galaxy filled with anachronistic touches. Media like
say that RuneQuest has had a rather and at first glance perhaps even a little easier to understand and premise -there Kartell crew. Yes, the Swedes are back at it with what it wouldn’t be Firefly and Cowboy Beebop are the touchstones here, so if you like your
convoluted history, even by RPG standards. overwhelming, a situation not helped by are unknowable things out there who want unfair to at least consider being the bastard child of MÖRK BORG protagonists to be outsiders up against a relentless capitalist system, and
Over the years it’s gained new owners, new the first book you read, kicking things off to eat reality- requires much less buy in. As and Mothership, a rules light, atmosphere heavy romp around a your spaceships to look like junk and probably come with a cassette
rulesets and even gone under various with an eye watering Ability Results Table. it is they’ve probably done about as good a tired, broken down and war-torn solar system. player then this might be both the future, and game, for you.
different names along the way. The latest Depending on your prior gaming experience job as they could. Throughout both reading
edition, RuneQuest: Roleplaying in that alone may have you running back to the and then playing through this starter set The rules are simple enough, you have four stats, Body, Dexterity, Mechanically Orbital Blues takes its cues from Soulmuppet’s fantasy title
Glorantha, released in 2018, saw the game comfort of something significantly less the feeling I constantly got is that RuneQuest Savvy and Tech that start off within a range of - to + 3, when you Best Left Buried, possibly best described as OSR adjacent but with story
return to its original home and with a set of involved. There’s no way around it, RuneQuest demands a lot of its players, but for those want to do something and the result is uncertain, you roll a d20, game leanings. PCs have three main stats, Muscle, Grit and Savvy, which
rules based on Chaosium’s percentile is, and feels, like a big traditional roleplaying willing to roll up their sleeves there are modify the result by a relevant stat and 12+ (or simply the higher start between 0 and 2 and, generally, when you need to achieve something
based Basic Roleplaying System and more game, even here in what is supposed to be definitely rewards to be had. number in an opposed roll) is a success. Roll under and you suffer a you add your relevant stat to 2D6 and try to roll over 8. So far, so simple.
specifically RuneQuest’s own 2nd edition. a somewhat slimmed down system. A lot complication and start to build up Void Points, one of the game’s Where the game really leans into its theme is with Troubles, the cloud of
has happened in RPG design since I suspect for many this will be both an funky little features that can be used to push rolls but also result in trauma you’re carrying around, and Blues, points that you accumulate as
Of course the game’s publication history is RuneQuest first hit the shelves and on first introduction and farewell to RuneQuest. strange mutations altering both body and mind in various distinctly your sad space cowboy life gets you down, but can be spent as a kind
nothing compared to the in-universe glance I suspect that the designers have When people cry about how hard it is to Cronenbergian ways. Alongside that the game has rules for building of antidepressant power up when confronting the source of your woes.
history of its setting Glorantha which its found many of those developments not to learn systems other than D&D, it’s games your base and both space travel and combat that whilst taking up
creator, Greg Stafford, began working on their tastes. like this that they’re talking about. Still fair just a couple of pages are certainly as involved as anything you’ll find Games then revolve around the relentless treadmill taking on jobs, both
back in 1966. This is a Bonze Age world play to Chaosium, they’ve priced this set in, let’s say, Spelljammer. legal and less so, to clear debts and getting mixed up with crime
steeped in magic and mythology, with a This is a game that likes to get lost in the keenly enough so that if you’re even vaguely syndicates, corrupt authorities and other so called marks and goons, all
rich history covering thousands of year weeds, especially when it comes to combat curious about RuneQuest then it’s hard not The rest of the book though is where the special sauce lies. First of all whilst trying to not let this uncaring universe grind you down. Which, in its
that’s breadth, depth and attention to and you start dealing with strike ranks, to recommend just giving it a go, if you like it looks stunning, filled with evocative artwork and graphic design touches mirroring of the real world, is possibly a more horrific experience than
detail has both seen it accrue a devoted parries, hit locations and so on and so forth. your games a bit chewier then you just that perfectly set the tone. Beyond that though they do a great job of any Giger’esque Alien though made somewhat more enjoyable thanks
fanbase down the years but can also make This is not to say it’s bad, at all, I’ve enjoyed might find yourself joining the venerable painting a setting that is familiar enough to jump right into but just to the work of the game’s artist Josh Clark, whose retro sci-fi art sets
it appear incredibly inaccessible to the many a crunchy game in my time but with strike ranks of the Gloranthaphiles. wrong enough, in lots of little ways, to make it both interesting and spark the game’s vibe and manages to make this mean old universe one that
newcomer, which despite being long the trend, certainly within indie RPGs, for (Eoin Ryan) the imagination. Entropy’s never looked so good. (John Power Jr.) you’ll still be keen to spend time in. (John Power Jr.)

98 Wyrd Science www.wyrdscience.online 99


HIT POINTS: BOARD GAMES HIT POINTS: CARD GAMES
ELECTOR COUNTS
there are a couple of cheap scenario flip behaviour cards depending on
expansions. Some players may find the lack environmental factors.
of a clear goal at the start frustrating, but Cubicle 7
the payoff is impressive. Once you’re past that and into the meat of
planning and executing your turn, the game Arriving somewhat out of the left field is
As each layer is uncovered it combines with becomes much more engaging. There’s a Elector Counts a new standalone card
the schoolwork and chore cards to create constant tension between the demands of game set in the old Warhammer Fantasy
an engaging and varied narrative. To find your humdrum school-kid life and mystery- world. Well we say new but the game is in
this out, however, you’ll need to decipher solving. You must also balance the known fact a reskin of an old Doctor Who game by
the atrocious rulebook. It’s not so much scenario goals with investigating rumours. Martin Wallace that Cubicle 7 first published
that things aren’t well explained as the fact These add to the narrative and there’s a fun nearly a decade ago. Anyway it’s been
that details of the game seem to be risk mechanic where you can either jump in given a fresh lick of mud and now appears
missing. You can piece it together from blindly or use an action to scout the rumour as an in-universe Gwent style game that
player aids and common sense, but this is first, so you know more about what you’re has apparently been ‘banned in inns and

TALES FROM THE LOOP:


simply not something a game should have up against. taverns from Middenheim to Nuln!’
to ask of its players.

THE BOARDGAME
Despite its successes and the good service Here you play one of the titular nobles
In addition, some of the mechanics that are it provides to franchise fans, the game feels vying for control of the Empire. From your
Free League Publishing laid out feel very clunky. Movement uses a underdeveloped as a whole. A better seat of power you must raise armies, claim
combined grid overlaid onto a point to rulebook would improve things, but a lower territory, make alliances, viciously break that particular combat. If the defending expect, wonderful and brings the Old World
The art of Simon Stålenhag has already point system, which is innovative and administrative overhead is likely too much those alliances, lay siege to your opponents’ side wins they gain a Fortification token, to life in all its pustulant glory. Whilst turning
spawned a hit role-playing game and TV creates interesting strategies but is hard to to ask. As it is, too often Tales from the land and generally do all sorts of awful whilst if the attacking side has removed all over a card to reveal your forces doesn’t
show, so Tales from the Loop: The Board parse in practice. The robot antagonists Loop feels like a throwback to the board things in the pursuit of temporal power. defenders they get to place a Siege token have quite the same impact as pushing a fully
Game feels something of an inevitability. have a fiddly reaction and hacking system games of the eighties, and not always in a on the location. painted army of miniatures across the table it
that means digging in the box to locate and good way. (Matt Thrower) Each player starts with one of the 4 city does come with the bonus that the entire
Players take the role of kids in an alternative starting locations, a starting amount of The game either ends when one player has game here costs less than an average Citadel
sci-fi 80s, working together to uncover a coins and a handful of cards that come in 4 5 Siege Tokens and 5 Fortification Tokens in niniatures hero.
mystery while juggling schoolwork and flavours - Location cards you play to play, or the End Game card is pulled from
chores. You get six actions per turn to split increase your domain, Attacker cards with the deck at which point play continues The only real downer is that there isn’t more
between a variety of ways to move around which to conquer your opponent’s land, without players drafting new cards and in-universe info on the cards themselves.
and investigate rumours. But try to keep Defender cards with which to garrison ends when no more actions can be Cubicle 7 have drawn on some reasonably
one spare to make it home each day if you yours and Support cars that have myriad performed. At which point each player deep cuts to fill out the deck and the
want to stay in favour with your parents. uses, from raising more money and revealing determines the value of the land they thematic impact of deploying a Gavius
your opponents hidden cards to insta- control with the winner decided accordingly. Klugge to counter an opponents witch or
Aside from a standard dice-based killing your opponents troops. The more land you own the more revenue triumphantly leading Wurlitzer’s Company of
resolution system with help and item you have but also the more stretched your Foot into a Thriving Trading Town is
bonuses to overcome problems, the game Each turn you can take any number of defences can become, potentially setting somewhat diminished by having no idea of
has a clever tweak to help it stand out. You actions, such as playing new Locations, you up for a dramatic fall in the end game as who they are and their relative importance
pick a scenario, which only reveals a single reinforcing them with Defenders or drafting your opponents pile in on you. within the setting.
diary card to start things off. The layers of new cards, with just the stipulation that you
the mystery must be unpicked one by one must have three cards in your hand at the It’s a relatively fast paced game, certainly by Still that, of course, doesn’t affect gameplay
before you even know the final victory end of your turn to pass to the next player. Warhammer standards, and once we’d got one iota and I guess that’s is what all those
condition. And of course, there are plenty Defender cards are placed face down on a the hang of it most of our games tended to wikis with their terabutes of trivia are for, so
of ways to lose along the way. Location so as to conceal their strength last around the 30-40 minute mark, with whether you have an encyclopedic knowledge
and, unless revealed via a Support Card are plenty of twists to keep all involved in the of Warhammer minutia or not, Elector Counts
While this works well, giving players a real only turned over when someone commits game up to the final count. And speaking of remains a fun way to scratch that Old World
sense of digging through the layers of a their forces to attack at which point the Warhammer standards, the art on the cards, itch. Which now we mention it is something
puzzle, one clue at a time, it does limit cards’ Strength points from all the cards in depicting the various soldiers, wizards, siege you should probably think about seeing an
replay value. The game includes seven and involved are tallied to resolve the winner of weapons and arcane devices, is, as you’d apothecary about... (Si Tolley)

100 Wyrd Science www.wyrdscience.online 101


HIT POINTS: VIDEO GAMES HIT POINTS: VIDEO GAMES
of the High Elves and Lizardmen, whilst the third installment pushes
the scope eastwards, towards the fringes of the know Warhammer
Fantasy world. While the Empire, High Elves, and Lizardmen all have
long histories on the tabletop and backstories to go with them, our
two new good-guy races, Kislev and Cathay, were only ever
explored in a more minor capacity.

This time around the Daemons of Chaos are the stars of the show,
and horror-filled armies and corruption take centrestage. This all
starts with the Lost God prologue, a narrative intro into Total War's
mechanics that harks back to the Warhammer Fantasy Role-Play
books, while also channeling narrative strategy games like
Frostpunk. You play as the Ungol prince, Yuri, as he leads an
expedition into the frozen Chaos Wastes in search of Kislev's
absent bear god, Ursun. It's a great little tutorial campaign about
Yuri's ambitions and the corrupting influence of Chaos.

More importantly, it sets up the campaign's central premise: Ursun


is dying. The first daemon prince, Be'lakor, has trapped the bear
god in the Forge of Souls, and the only way to gain ingress is to
defeat the four chosen princes of the Chaos gods by diving
headfirst into their domains. Each of the eight playable factions
have their own, often questionable, plans for the poor bear. Kislev
wants to save its patron god whilst Cathay needs some info that
only he knows, meanwhile at the other end of the scale, you have
the Ogres who want to eat him, and the Seducers of Slaanesh who release, the most popular mod lets you disable the Chaos Rifts entirely. This fifth Daemons of Chaos faction centers around a prince who
basically want to get off to his death throes. hasn't decided which god to align with yet, meaning he can recruit
But in faction terms, Creative Assembly have done a great job with units from all four of the rosters, and equip special wargear to

Total war WarhaMmer III


As Ursun roars, rifts open across the campaign map, allowing you to each of the game's races. If you can stick a bear to it, Kislev has, with change how he performs on the battlefield. If you can't decide
access the Chaos realms and fight your way into the heart of each. polar bear cavalry, bear warsleds, and bear-pulled cannons. They which Chaos faction to choose, this acts as a taster campaign,
Creative Assembly However, every domain has its own unique challenge. In Khorne's even have a giant magical bear that's formed from the earth, with letting you combine the strengths of different daemons into the
realm you have to sate the blood god's taste for violence by trees sticking out of it. As ever, CA's single-entity monsters are on ultimate army. Though each daemon faction is fun in terms of its
It's been almost six years since Total War: Warhammer recreated defeating other armies, Slaanesh offers you ever more extravagant point. Cathay, on the other hand, is more like if you took a standard specific playstyle, this is definitely a better alternative to playing
Games Workshop's "World That Was" and it's hard to imagine a bribes, and Tzeentch, The Changer of Ways, literally changes the Three Kingdoms' army but added a dragon, Terracotta giants, and a four fairly repetitive campaigns.
more perfect combo. Creative Assembly's long-running Total War way through his domain with a puzzling portal network. If you can fleet of floating artillery lanterns. Despite their flashier units, both
series built its reputation on heat-of-the-moment battles, strategic overcome each trial, you get to take part in a final battle against factions focus on ranged superiority, and it feels pretty epic to stand Total War: Warhammer 3 is absolutely a worthy sequel in terms of
campaigns, and a drive for authenticity in both setting and their champion. your ground and unload all guns against a charging horde of daemons. units and factions, but as it stands, the Realms of Chaos campaign
historical period. It's unsurprising that this methodology translates structure kills replayability, which is one of the central appeals of
so well to Warhammer Fantasy. Back on the home-front, though, the rifts are corrupting your I was also pleasantly surprised by the amount of tactical variation in the series as a whole. It also isn't helped by the fact that its current
provinces and spewing out Chaos armies to raze your settlements. the daemonic factions' playstyles. Tzeentch is all about overwhelming map features territory from previous games, like the Empire,
Since the rifts open periodically throughout the campaign, firepower, with massed ranged infantry and magic for days. Slaanesh Norsca, and the World's Edge Mountains, and that regions like
Since its inception in the 1980s, its world, lore, races, and rosters balancing expansion and defense is the central challenge, as you is the epitome of glass cannon, squishy as hell, but incredibly fast Cathay are squashed, and have little room for expansion.
have been fleshed out in both army compendiums and roleplay quickly switch focus between enemies within and without. It's a and great at flanking. Plague god Nurgle’s forces are a slow,
books to the point that it has its own complete history. Still, there's structure that works brilliantly for a single playthrough, but inexorable tide with massive unit health pools and regeneration That said, I have no doubt that the Immortal Empires campaign,
always been potential for further development, and that's the unfortunately doesn't offer much replayability. The Chaos Realms that lets them soak up missile fire. And Khorne focuses on blending which combines all previous maps, will solve those issues and
territory where Total War: Warhammer 3 plants its flag. are wonderfully realized in a visual sense, but the repetitive infantry and getting aggressive. The daemonic rosters in general are provide a platform that supports the game for years to come. If
challenges, and the fact that the Chaos Rifts interrupt your a real treat, as you induct more and more weird-looking you're in two minds about whether to pick up Total War:
The first game explored the game’s traditional setting, the Old campaign makes them quite frustrating, especially if you prefer an monstrosities into your ranks. It's one of the reasons that the Warhammer 3 yet, it might be better to hold off until that campaign
World of the Empire, the second game took us to the New World open strategy experience. It's no wonder that since the game's Daemon Prince faction is so good. is released in Q3 alongside the first Lord pack DLC. (Sean Martin)

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HIT POINTS: SOLO GAMES HIT POINTS: SOLO GAMES
As the years go by, more and more designers are realising and exploring the potential of solo RPGs Be Like A Crow
and finding them a rich soil for fun, engaging, and oftentimes emotional experiences. My last round-up by Tim Roberts
of reviews – which I wrote nearly a year ago, how time flies! – spoke of the pandemic and Zine Quest
and their effect on the solo RPG landscape and this year has been much the same. As it says in the title, this solo RPG is all about being “like a crow”. Not only can you play as the
eponymous crow but you can even be a jackdaw, magpie, blackbird, or raven as you explore various
Albeit that Kickstarter did a last minute, barely explained, and still utterly baffling rug-pull on hundreds settings, interacting with randomly generated characters, items, and places as you journal about your
of designers and moved the whole Zine Quest event to August forcing the indie RPG community to corvid’s life. The book has event tables and hex-maps for modern day adventures, fantasy, steampunk,
come together under the banner of ZiMo or Zine Month just a few days before the event was due to cyberpunk, gothic horror, and even a conspiracy centred around the Tower of London and its famous
start. corvids.

Fun times. You start off as a fledgling and grow up as you complete randomly generated Objectives which are
quite varied depending on the setting.
But let’s put all of that behind us and instead focus on some fun games! (Anna Blackwell)
For such a silly seeming game, it actually has quite a lot of heart and plenty to do to keep even the
most casual corvidae fan interested. The only downside are that the pre-made maps are a bit sparse
The Broken Cask but it does encourage the creation of your own so it can be forgiven.
by Derek A. Kamal
Definitely one to check out if you want to tell a very different type of story.
It baffles me still that even in our little niche, there are solo RPGs out there that I might never have
heard of and The Broken Cask is one of them. I’d never seen it mentioned anywhere until Amazon Route Finder Intercontinental
suggested it and I’m glad it did, though not for the right reasons. The Broken Cask is a solitaire inn- by Aeronautique Games
keeping game, similar to the ones the indie video-game scene has been serving up quite frequently in
the last half decade. You play as the innkeeper, randomly generated or made up as you see fit, and Less of a solo RPG and more of a book-based-solo-boardgame that looks like your typical zine but
you deal with all manner of “wacky” events like a depressed giant stepping on your inn or hosting ye requires some… persuasion of the staples to release the all important Route Map and various roll tables.
olde job faire. All while building up your inn, hiring workers, and sending mercenaries out on quests and
while there’s enough in here to be enjoyable to the right sort of person it rings hollow to me. The premise is that you are a solo pilot (or team/ rivals if you’re playing the multiplayer modes) trying
to prove the routes between places like London and Cairo, Hong Kong and Hanoi, Rome and Athens.
Most of the events are difficult to weave into your own narrative and the results of every event often
boil down to stat increases or decreases, earning some cash, or gaining a piece of loot. Some events As you play, you’ll have to upgrade and repair your plane, deal with random events, find funding from
do create interesting story beats but they are few and far between and with very little guidance it’s sponsors, and make it to your destination alive. It’s all D6 based and as a solo game, opens itself up to
easy to find yourself scratching your head or worse, giving up entirely as I did after a few hours of roleplaying even if the designers never take it into that territory.
learning and set-up and trying to play.
Secrets of the Verdant Isles
Bucket of Bolts by Craig Campbell
by Jack Harrison
Wondrous is a word that doesn’t get applied to enough games in my opinion but Secrets of the
Quick disclaimer – and I promise to be fully objective in this round-up – Jack and I are both part of a Verdant Isles is exactly that. In this solo journaling RPG, you end up on the eponymous Verdant Isles
game design collective known as Rainy Day Games and so interact quite frequently. But I’d be remiss if and must learn to survive while exploring this truly wondrous place.
I was to leave Bucket of Bolts from this list as Jack’s previous game Artefact is what got me into solo
RPGs in the first place and Bucket of Bolts builds upon that system beautifully. As you search out from your initial shipwreck, finding items like spyglasses, fin shoes, or wine; and
critters like Nimblethim the Whumple that will help you in the game’s various skill checks, you will come
In Bucket of Bolts you play as a spaceship as it is passes through the eons, going from one captain to across the island’s inhabitants whom you spend much of the game glimpsing then getting to know via
another and it is a wonderful experience. Much like its predecessor, it deals with feelings of tables that make your islands inhabitants unique.
abandonment and loss and yet can leave you with such hope and a ship that you become incredibly
attached to. The journey of your ship from factory fresh to meteor dented, laser burned, retrofitted, On top of this there are 80+ detailed events that give the world a sense of magic and surreality and
and emotionally damaged is exactly the kind of emotionality that makes solo RPGs so meaningful. each have their own skill checks that, if bested, provide some benefit to your character.

With rules that are easily explained and evocative, it is so easy to write whole stories around the If exploration is your jam then Secrets of the Verdant Isles is an amazing little game full of beautiful art
prompts that Bucket of Bolts provides. that will let you explore for many hours.

104 Wyrd Science www.wyrdscience.online 105


Hit Points: NON-FICTION Hit Points: NON-FICTION
From the beginning it’s fair to say that Arneson punctuated by rival conventions and rivals Wizards of the Coast, who would go on she also saved it, kept it going for twelve
and Gygax’s relationship is tricky. If you had releases. The ceremony where Arneson to buy TSR after it went bust. Slaying the years and was, in many ways, the better boss.
friends who were dating with similar vibes, plays Kanye to Gygax’s Taylor Swift, Dragon tells a far more complex story though, Editor John Ratlif is quoted in the book
you’d be silently willing them to chill out snatching an award from right out under his one of heroically poor business choices that saying “I never met a single person who
and break up. Despite this they, initially, nose being a particularly notable incident. collided with a dramatic crash in the market. was under both [administrations] who didn’t
have a fruitful creative partnership but that prefer being under her.”
soon sours and barely two years from D&D's As the 70s gives way to the 80s we also get The basis of the book is an extensive series
commercial release Arneson walks away to experience the “satanic panic” from the of interviews Riggs conducted with former One of the major charges made against
from TSR before Gygax can demote him, inside. After the disappearance of a student TSR staff. Crucially though Riggs speaks to Williams -especially by Gygax- was that she
ostensibly for not coming into the office, from Michigan State University is blamed on many of those on the business side of TSR, “held gamers in contempt.” And while the
from Director of Research to a job in shipping. D&D and the story goes nationwide the those whose stories had, to date, been ignored. book shows that she didn’t understand D&D,
game suddenly has a notoriety like never Riggs argues that the products published
TSR, of course, continues with D&D before. Initially this provides a huge boost The book rattles through the early days of under her were, “undeniably awesome in
releasing a raft of new books as the decade to sales but soon televangelists are both the company and D&D, the golden berth, depth and production value.”
progresses and the acrimony between an declaring D&D to be the devil’s work and age of TSR, the running of TSR by the
embittered, exiled Arneson and Gygax anti-occult organisations are campaigning Blume twins, and the trials of the satanic Unfortunately, while TSR may have been
takes on main character energy throughout against the game. It’s fascinating to see panic. It’s clear that whilst the game itself making good games, the business was still
the book. Still there are lots of fascinating how this affected the company with Gygax, was well received, the company was being in trouble. Though the company didn’t
details to discover outside of their spat, perhaps not too reluctantly, becoming a mismanaged by Gygax and the Blumes indulge in some of the ridiculous mistakes
from the origin of the terms “role playing public figure to answer the game’s detractors. eventually leading to the company being of the previous era, (I.e buying out a

GAME WIZARDS SLAYING THE DRAGON:


game” and “dungeon master” and seeing acquired by Lorraine Williams. It is this, less relative’s embroidery company) many of
beloved publications -such as the first ever The picture Peterson paints is of a dysfunctional commonly studied, ‘Williams era’ at TSR that the errors documented in the book are

A SECRET HISTORY OF
Jon Peterson / MIT Press Players Handbook- emerge, to learning company, one that is often out of its depth, the majority of the book is focused on. infuriating: losing key novelists over contract
some of Gygax’s more flavoursome insults - and the fact that D&D survives and thrives disputes, falling out with DC, insisting on pushing

DUNGEONS & DRAGONS


Game Wizards, the latest book from RPG “jealous orks” and “a two faced shaft to this day is testament to the many Beyond completeness, the inclusion of the Buck Rodger’s products to name a few.
historian Jon Peterson, begins with a standoff. master” are just two recorded for posterity passionate staff, who despite the machinations Gygax era in the book serves to counter
It’s 1985 and in a board meeting attended here- and there are peeks behind the scenes and chaos behind the scenes, generously Ben Riggs / St. Martin’s Press the perception in the collective geek The biggest issue was the loan system that
by the main shareholders of TSR, the original with Peterson making liberal use of the shared their imaginations and creativity with imagination that Gygax was a saint and TSR had with Random House. It allowed
publishers of Dungeons & Dragons, Gary TSR's in-house publication, Random Events, us. In truth neither Gygax, Arneson nor the Dungeons & Dragons and TSR, the company Williams a villain. Both characterisations are large sums of debt to build up within the
Gygax is about to discover he’s lost control and lots of original illustrations, documents Blumes come out of the story particularly that created it, are inseparably baked into the false according to Riggs. company that, when a decline in the TTRPG
of both the company and game he created. and pictures further fleshing out the story. covered in glory. Still, without the initial vision history of roleplaying games. The minds that publishing market began, meant that they
Having given us this brief glimpse of the and drive of these Game Wizards the world worked there built the most famous system While Riggs hedges by referring to Gygax quickly ran out of cash. Things got so bad
story’s dramatic conclusion Peterson takes As you'd expect from Peterson the research would indeed be a drearier place, and it all and some of the most memorable RPG as an ‘unreliable narrator,’ he lays out the that they ended up having to sell their
us right back to beginning, the tail end of is thorough but moreover this is a true page makes for an enthralling story at any rate. settings, so how is it that TSR was able to many inconstancies between the facts office to their printers to cover their debt.
the sixties and the first fateful meeting of turner as each chapter covers a year marked go bust, not once but twice? behind TSR’s initial decline and Gygax’s
the game wizards of the title, Gygax and by turbulent exchanges, be they with Last year I had a chance to speak to ousting and the way that he would tell the Ultimately the book shows that there was
Dave Arneson, who would both lay claim to lawyers or competitors, personality clashes Peterson (see Wyrd Science Issue 2) and That’s the question that Ben Riggs answers story later in life. Riggs makes the case that, no single cause of TSR’s failure, but a build-
be being the inventor of D&D. within the company and, towards the end asked him what he’d gleaned from all his in his new book Slaying the Dragon. Riggs is contrary to Gygax’s later claim that he was up of mistakes and short-term thinking that
of the seventies, rapid expansion, huge research. “The success of games depends extremely well placed to tell the story. He is not responsible for TSR’s first collapse, he when combined would sink the company.
Few can compete with Peterson's encyclopedic influxes of cash and the start of some truly on the communities that play and nurture a geek native and also a Wisconsinite with a was aware of and party to some of the
knowledge of D&D, and role-playing games wild spending that would eventually lead to them - and the origins of games do too," long history in games journalism. Indeed, the poor business practices under the Blumes’ Slaying the Dragon is a needed retrospective
in general, as seen in books such as Playing quixotic projects like exhuming a sunken he told me. "No matter how novel an idea genesis of the book was,that whilst researching management. Moreover, he had the chance on the second era of TSR and a balanced
at the World and The Elusive Shift, and in ship from Lake Geneva or even attempting is, or how successful it becomes, ideas a series of articles on the history of D&D, he to prevent Williams’ takeover of TSR before reevaluation of Williams. It is unfortunate
his usual, meticulous, manner this is a to sponsor the US Olympic bobsled team. emerge from communities, and success just came to understand that the story he had he was forced out but passed it by. Riggs that Riggs was unable to get an interview
wonderfully deep dive into what he calls means that a community is ready for the been told, and always believed, about the fall laments that Williams and Gygax were with her and acknowledges that without
the ‘Epic Battle for Dungeons & Dragons’, first Throughout the book are plenty of show idea. Game designers who forget that tend of TSR was not even close to the full picture. unable to develop a working relationship. that the story will never be fully told. That
between Gygax and Arneson and then stopping moments to enjoy as the to lose their way. If you are fortunate limitation aside, it is a fascinating story of a
Gygax and his corporate partners, the Blume roleplaying game industry seems, at least at enough to know real success, don't ever The classic version of the TSR collapse is Williams gets, correctly, blamed for the game, a business and the people behind
family and, ultimately, Lorraine Williams. first, to inexorably grow and each year is believe it was all you.” (Mira Manga) that it was “death in single combat” with ultimate end of TSR, but it is also true that both. (Luke Frostick)

106 Wyrd Science www.wyrdscience.online 107


Hit Points: NON-FICTION Hit Points: NON-FICTION
posters and prints, many aptly unearthed
for the first time in years - shows just how
malleable a monster the vampire actually is.
Having warmed us up with Max Shrek’s
unnervingly feral Count Orlock, the suave
top hat and tails of Bela Lugosi and
Christopher Lee’s magisterial performance
in Hammer’s Dracula, the vampire would
explode across screens in the 1960s and
70s as they became the subject of everything
from straight up horror to psychedelic
experiments, action thrillers, comedies,
blaxploitation films. erotic movies -
especially, it must be noted, those featuring
lesbian vampires- and so much more.

Each decade has given us its own, multiple,


takes on the vampire, reflecting (or not) our
current culture and its concerns; as Frayling
points out ‘By the late 1980s, the point of
Bram Stoker’s original story had been
inverted, with the Count becoming the

Vampire Cinema - The


Parisian haute societé via diplomatic liberator and his victims the forces of
dispatches before dramatically entering orthodoxy and repression’ and he takes us

FirstOneHundredYears
popular culture. right up to date as we bear witness to the
genius as Buffy (the television version at
Christopher Frayling / Reel Art Press Frayling explores how books like John least) and Twilight’s lovelorn glittery
Polidori’s The Vampyre introduced us to an vampires provide us with the ultimate
As much of this magazine has shown, few aristocratic, abusive, seductive and often transition from ‘soul-less fiend to lost soul
creatures of the night have taken root in sexual character, setting the template for to soul mate’. Frayling even finds space for
popular culture quite like the vampire. To the vampire as we know him, in Frayling’s the subject of one of this year’s weirdest
mark a century since F.W. Murnau’s gothic words, ‘a sophisticated urban figure, rather memes, Marvel’s Morbius, though what that
masterpiece, Nosferatu, first brought the than a yokel’ and started a craze for last one says about our current culture I’ll
count to the silver screen, cultural historian vampire fiction that would culminate in leave for future historians to ponder.
Christopher Frayling has produced a lavish Bram Stoker’s Count Dracula. First published
book that tracks our fanged friends’ rise to in 1897, Frayling describes Dracula as a So, villain, victim, hero, anti-hero, lech, liche
international stardom, from their origins in ‘synthesis of the various vampiric themes and lover, the vampire has occupied many
the muddy fields of Eastern Europe all the and motifs which had been resurrected, roles, often at the same time, and as we
way to the, hopefully not too, bright lights interred and resurrected again over a career through the 21st century our love
of Hollywood. seventy-five year period’ and its success, affair with Frayling’s ‘pallid saigneurs’ shows
not least when adapted for theatre at no sign of abetting. Vampire Cinema - The
Of course the vampire had existed in folklore Stoker’s own Lyceum Theatre, set the stage First One Hundred Years then is a worthy,
long before Murnau’s, very, thinly disguised for the vampire to become 20th century well researched, tribute to these much-
adaptation of Dracula, made a star of both horror cinema’s leading man. loved monsters in what ever shape they
its lead, Max Schrek, and established the choose to take; a visual feast filled with
vampire as a box office draw, and Frayling Whilst the image of the urbane Count may stunning imagery and fascinating stories of
traces its bloody journey from the rural have stuck, the bloody meat of Frayling’s the Count’s cinematic exploits you could
folktales of the eastern fringes of the book -an incredible visual archive of movie do a lot worse than invite this book into
Austro-Hungarian Empire, into the salons of and television stills, production shots, your house this halloween. (John Power Jr.)
All images taken from Vampire Cinema - The First One Hundred Years [Reel Art Press] © mptvimages.com

108 Wyrd Science www.wyrdscience.online 109


HIT POINTS: FILM/TV HIT POINTS: FILM/TV
happens, but it's funny, beautifully directed by Rian Johnson
(director of the best Star Wars film, you may recall) and gives us
some nice insights into the show’s two leads. At the time, of course,
a lot of fans hated it for not moving the big cartel plot along.

This got me thinking about fuck around episodes (as they shall
henceforth be known) from genre TV. The SF or horror equivalents
of "Fly", the shows that hit pause on the big arcs and took time out
to do something a bit different. Here are a few of my favourites.

"Gotta Light?" from Twin Peaks The Return. The present day
storyline inches along for the first 10 minutes before giving way to
an incendiary Nine Inch Nails performance. It then jumps back in
time to 1945 for an extended, wordless interpretation of the
I LIKE LOWER DECKS TOO, Y’KNOW detonation of the first atomic bomb, before transporting you to
another reality entirely (the White Lodge?) and then to 1956 and a
It’s been a weird year for the many-headed hydra that is modern possible origin story for the show's main villain. Utterly mesmerising
Something In The Dirt, XYZ Films Star Trek. I used to love Discovery (particularly around season two) and terrifying stuff that’s as far away from cherry pie and black
but have come to find its current far future incarnation increasingly coffee as it’s possible to get.
Will Salmon returns will all the latest from the worlds of film Argento. He's on familiar territory here with the shlocky tale of sex irksome. Look, I’m an emotional man - hearing a Mitski song is liable
and TV and, aptly for our horror themed issue, brings with him worker Diana (Ilenia Pastorelli), who is first blinded then stalked by a to make me burst into spontaneous tears in the supermarket - but Doctor Who's "Love & Monsters". Controversial among fans this
news from this year’s FrightFest film festival... maniac. The results are a bizarre mix of slasher flick and melodrama even I’m sick of this crew hugging and heart-to-heart-ing their way one. The Doctor's barely in it. Peter Kay plays an alien that looks
as Diana gets a pet dog, befriends a small child and is attacked by through every cosmic crisis. Picard's second season, meanwhile, rubbery even by this show's standards and it features two
At the time of writing I’m just back from 2022’s FrightFest - London’s river snakes. Honestly, it’s not very good, but there are enough started strong but seemed to collapse in on itself as the weight of outrageously filthy gags (the blow job one is nothing when you
annual horror spectacular. FF is always a delight - a chance to meet glimmers of Argento's past glories (unsurprising, as the first draft of its insanely tangled (and, you suspect, heavily rewritten on the fly) realise what Jackie is implying at one point). But it's also a
and hang out with horror fans, mingle with actors and directors and the film was scripted decades ago) that it made for an entertaining plot became too heavy to bear. beautifully judged depiction of fandom and how a small group of
fully immerse yourself in the good, the mad, the weird and, yes, 90 minutes. Argento himself was present for the screening, receiving outsiders find a home in each other.
sometimes the bad films that make up the bloody heart of the genre. a loud and lengthy ovation that you suspect was more for his Thank goodness, then, for Strange New Worlds. Finally, someone
There are so many films shown each year at FrightFest (almost 80 undeniable contributions to cinema than for this particular movie. had the bright idea of making a series that was unembarrassed to Of course The X-Files did a lot of wild episodes, but the pinnacle is
this year alone!) that it’s always a bit of a Choose Your Own Adventure actually look and feel like Star Trek. The new adventures of Captain surely "Jose Chung's From Outer Space" - a baffling, hilarious
festival with no two people seeing the same lineup. For my money, I also enjoyed another slightly warped take on the slasher flick, Christopher Pike (Anson Mount, radiating Hot Dad charisma) have deconstruction of the show itself. Mulder and Scully investigate an
though, 2022 was a strong year, with my favourite by far being Something Travis Stevens' A Wounded Fawn. Art dealer Meredith (Sarah Lind) somehow felt both reassuringly familiar (the show is not shy on apparent alien abduction, but with its multiple points of view and
In The Dirt, the new feature from Justin Benson and Aaron Moorhead. is tentatively stepping back into the dating world and meets Bruce resorting to tried and true Trek tropes) but also modern with a nice puzzlebox structure it becomes impossible to work out what - if
(Josh Ruben), unaware that he has a dark and deadly secret. The mix of episodic adventures and serialised character arcs. This is a any - of what we're watching is "real". It's also straight up hilarious,
Two loners living in a beaten-up apartment block in LA find evidence two head out to his cabin in the woods where things proceed to cast and a crew that you want to hang out with, but at the same like Thomas Pynchon writing an episode of mid-90s network
of the supernatural and set about documenting it, in the process get very strange indeed. Stevens' film is a grab bag of horror time the show isn’t afraid to get dark and dangerous when it needs television.
falling down a never-ending series of obsessive rabbit holes that cliches, but it looks incredible with a delicious filmic grain and to. Above all, it's fun and optimistic - you know, like Star Trek was
may mean nothing, or everything. A palpable sense of madness, superb use of light and colour. There are echoes of both Fresh and meant to be! - and we need that more than ever right now. Anyway, those are my faves (see also the episode of Farscape
paranoia and - just possibly - divine revelation bleeds from every Alex Garland's Men and while some may find its bonkers second when everyone gets stoned and just about every episode of
frame of this brilliant, singularly strange film. At the same time, it half frustrating, Lind is excellent. FUCK AROUND AND FIND OUT Community). I love when TV shows are playful like this. Spending
works as a dark comedy about two damaged men desperately extended periods of time in a fictional world, pushing at the edges
searching for meaning in their lives. A massive return to form for Finally, not at FrightFest, but doing the rounds of the UK's art I saw a tweet recently that made me laugh but also highlighted of its reality or getting to just hang out with the characters is one of
the directors after the so-so Synchronic, it will baffle many, but cinemas currently and soon on home release, is Welsh-language something I think is kinda true. A user called @dan_ofthesouth (who the advantages that TV has over film. It’s the opposite of the "really,
those who get into it will be fully besotted. On general release in horror The Feast (AKA Gwledd). The debut feature of sometime I don’t know or follow) posted “TV without fuck around episodes we're making a 20 hour movie" bilge that producers like to trot out
November it comes highly recommended to fans of Grant Morrison, Doctor Who director Lee Haven Jones mixes eco-horror with social isn’t Real TV”. from time to time. What are some of your faves?
Twin Peaks and The Leftovers. satire as young Cadi (Annes Elwy) helps out at a dinner party for a
wealthy family who intend to exploit the land around their starkly This was in response to some recent discourse about Breaking
One of the biggest draws at the festival was Dark Glasses (AKA modernist house. A slow burner, for sure, but it's worth a go for its Bad's "Fly" episode, in which drug kingpin Walt and his partner in Will Salmon is a freelance entertainment journalist
Occhiali neri), the latest from octogenarian giallo auteur Dario doomy atmosphere and deliriously unsettling final third. crime Jesse spend an hour trying to swat a fly. Not a lot else Find him on Twitter at @evilrobotbill

110 Wyrd Science www.wyrdscience.online 111


APPENDIX M She would make up encounters, puzzles
and riddles which we vied to solve as we’d
Twitter algorithm that prompted Fossil
Games to make contact with me. They
become completely absorbed by her specialise in delivering weird and wonderful
quests. Her career as an architect clearly pixel art games taking inspiration from
helping her navigate the sprawling classic 80’s horror movies. For some reason,
adventures she created for us. She held the they believe I am qualified to contribute
floor plan in her head and would guide us creatively to their oeuvre. Their first two
through with the skill of a veteran dungeon releases Camp Sunshine and Sunshine
master. Manor are cult favourites and fans eagerly
await the next release…no pressure then, as
I was thirsty for more, and that thirst was I rack my brains for suitably terrifying
slaked when we got hold of some text puzzles to appease their craven desires.
adventures for our ZX Spectrum home
computer. Precious cassette tapes of The Luckily I recently acquired a new flatmate,
Hobbit, Jacaranda Jim and The Knight’s specifically Fiona of the ‘What Am I Rolling’
Quest were the gateway games that would podcast, in which she runs a brand new
prime me to eventually discover actual group of players through a one-shot
Mira Manga comes out from behind the tabletop RPGs. adventure, tests out a different RPG game
back of the sofa as we catch up with the style or system twice a month. As well as
adventures of our own bard-on-the-run. Adventure games have remained a part of sharing her boundless knowledge of horror
my life ever since and I was delighted to games with me, she took me to visit Leyline
So, that was Wyrd Science’s horror edition! discover that Roberta Williams, legendary Press, publishers of indie roleplaying games
If you’re a scaredy cat like me I hope you designer of games such as King’s Quest, and sci-fi & fantasy adventure modules.
made it all the way through. Friends see me Phantasmagoria and Black Cauldron among Founders Panny and Aled turned out to be
coming and wistfully close the Aliens book others, has emerged from retirement to two wonderfully enthusiastic game
and pop Cthulhu back on the shelf to announce Colossal Caves 3D, a game designers who presented me with
choose something fluffier. At my games based on iconic early text adventure, Andromeda, their creepy module for the
club’s Secret Santa while everyone else Colossal Cave Adventure. sci-fi horror roleplaying game Mothership.
received Grimdark gifts I ended up with the
My Little Pony: Tails of Equestria RPG. And Colossal Cave Adventure is one of the most Andromeda is a fluorescent fold out zine
honestly that’s just fine by me! influential and important games ever and comes with a UV torch which is pretty
written. It directly influenced the next wave essential for ease of reading and makes you
Life is, however, sometimes stranger than of text-based adventure games and feel like Mulder and/or Scully as you study
fiction, and lately I have found myself acting without it we wouldn’t have all the details of a union dispute that descends
as a puzzle consultant for a horror game. adventure and RPG computer games that into terrible chaos and symbiotic horror
Wander backwards through the mysts of are so beloved today. I can’t wait to once shenanigans. I’m ready to channel Ridley
time with me, as I work out exactly how I more stroll into Roberta’s vamped up Scott and run it for unwitting friends who
got here. dungeons and bask in the nostalgia. won’t believe that their meek and mild
friend will be able to put them through
During endless school summer holidays I Around the same time, Ron Gilbert the Event Horizon levels of distress. The things
remember how my brother, our cousins, creator of the beloved Monkey Island I’ll do to match the current Wyrd Science
and I would mob my aunt, Kristan. While the adventure series was teasing followers with vibes are quite frankly worryingly co-
other adults walked ahead, we’d travel cryptic tweets before picking April Fool’s dependent but hey, have you ever met a
through another world that she would Day to announce the release of a brand bard before? We’re all people pleasers
imagine into being for us. “You’re in a new sequel after a thirty year absence from here…
castle,” she would say. “You see a magical the franchise. It was my gleeful tweeting
fountain with a queen drinking from it and about these topics, Ron Gilbert and I Good nightmares my friends, until next
there are exits to the north and west.” sharing a joke about lasagne and the time!

112 Wyrd Science www.wyrdscience.online 113


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