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Wyrd Science

Wyrd Science | Volume 1, Issue 5 1


U

2 Wyrd Science | Volume 1, Issue 5


Unboxing
The world isn’t in a particularly great place at the
moment, for all our many advances wherever you
look you’ll see war, poverty, environmental
devastation, Queens Park Rangers’ league position
and you may, quite reasonably, despair.
Wyrd Science 1/5.0

Editor, Layout & Design


John Power Jr.

All typos, grammatical errors,


So it’s entirely understandable that many of us will layout mistakes and the like
often look to games and their imaginary worlds for a are solely this guy’s fault
brief respite from reality.
Cover Artist
And yet, as we see in this issue, many of the imaginary worlds we run to make our Mat Pringle (matpringle.co.uk)
planet look like a positive paradise in comparison. And this isn’t even a particularly new
phenomenon either, as Shannon Appelcline shows us in his feature, the golden age of
heroic space RPGs barely made it out of the 1970s before it was shivved in a dirty
alleyway and left for dead by a punk in a trench coat.

Whether it’s the Kafkaesque nightmare of Paranoia, the malignant corporate


dictatorships of Cyberpunk or the absurdly grim dark far future of Warhammer 40,000,
Published by
we often choose to holiday in hell. So what is it about these dystopias that attracts us?
Best In Show Ltd
Registered Office:
Well, I’ll let the rest of the magazine attempt to answer that but just say that it’s not all
2 Western Street, Barnsley,
doom and gloom this issue and our chat with artist Tammy Nicholls shows how even the South Yorkshire, S70 2BP
most brutal of settings can inspire things of joy and wonder.
ISSN
Away from dystopias altogether we join W.F. Smith on a fantasy bar crawl, catch up with 2977-0742
Kieron Gillen to discuss the newly released DIE RPG and present you with several
extracts from one of the best books we’ve read for some time, Stu Horvath’s Monsters, Please don’t send anything to this
Aliens & Holes in the Ground. Treat yourself to a copy this Christmas, it’s great. address, you’ll just confuse and/or
scare our accountants even more
Right on that note I’m off to escape into a game myself, though perhaps after having than our bank statements do
put this issue together we best go for something cosy and lighthearted, Judge Dredd -
The Roleplaying Game it is! Get In Touch (it would be nice)
contact@wyrdscience.online
Until next time, keep rolling!
Find Us Online (& tell us to log off)
linktr.ee/wyrdscience
John Power, Editor
All rights reserved, reproduction
of any part of this magazine
without permission is prohibited

Wyrd Science | Volume 1, Issue 5 1


CONTRIBUTORS
Meet some of the people who made this issue happen....

Mira Manga is an editor and Samantha Nelson has been Shannon Appelcline has been Chris Lowry is a game designer,
writer who regularly contributes writing about tabletop and roleplaying since his dad bought author, podcaster and
to geek and gaming titles such video games since 2008 for him the Tom Moldvay B/X Basic publisher at Beyond Cataclysm
as 28 Mag and reviewing publications including The A.V. D&D set in the '80s and is the books. He likes games almost as
Warhammer books on Arbitor Club, Dicebreaker and Polygon author of the acclaimed much as he likes trifle, which is
Ian’s YouTube channel. and is a member of the Critical Designers & Dragons series of a lot
Twitter @miramanga Hit podcast. books on the history of RPGs Web: beyondcataclysm.co.uk
Twitter: @samanthanelson1 Web: erzo.org Twitter: @cmlowryauthor

Rob Wieland is a game designer Dan Thurot is best known for his Mat Pringle is a Margate based Łukasz Kowalczuk is a Polish
with over 15 years experience writing on board games, most of illustrator, printmaker and arts comic artist and illustrator
including work on licensed which is on his site Space-Biff! educator whose work draws whose work has also featured
games including Star Wars and However, he'd rather be known from influences such as in tabletop games such as
Star Trek, classic game worlds for being a good dad to his 2 folklore, cinema, music, flora Space Weirdos and Neon
like D&D and Shadowrun daughters, a quieter but far more and fauna. Lords of the Toxic Wasteland
alongside his own creations. worthy accomplishment Web: matpringle.co.uk Web: lukaszkowalczuk.com
Twitter @robowieland Web: spacebiff.com Twitter @matpringle Twitter: @elkowalczuk
Twitter: @DanThurot

2 Wyrd Science | Volume 1, Issue 5


Table of Contents
Wyrd Science Vol.1, Issue 5 - AUTUMN/WINTER 2023

Quickstart / p.4-17
Get up to speed with the world of tabletop gaming as we discover an actual play show with a difference and a new club
for zine fanatics then take you from a salubrious secret speakeasy in Austin Texas to the rarefied exhibition halls of the
British Library and onto our favourite Berlin games shop...

Features / P.18-84
P.18 - Future Imperfect - Shannon Appelcline looks back over the history roleplaying games’ love affair with grim and
indeed dark dystopias
P.28 - A Party Of Adventurers... - Walton Wood speaks to W.F. Smith about the ENNIE Award winning Barkeep on the
Borderlands
P.36 - Die Another Day - Kieron Gillen returns to Wyrd Science’s pages fresh from releasing his triumphant DIE RPG
P.40 - Standees In The Way Of Control - Dan Thurot looks at three board games that tackle social and political issues
head on
P.48- Rogue Memories - We investigate the strange hauntological world of artist Tammy Nicholls and her Warhammer
40, 000 action figures
P.54 - Time To Die - Samantha Nelson chats with Tomas Härenstam, co-founder of Free League, about their new Blade
Runner RPG
P.60 - The (not quite) Hole Story - Stu Horvath provides us with 5 extracts from his essential new book on the past 50
years of RPGs, Monsters, Aliens and Holes in the Ground
P.68 - The Naked & The Dread - John Power catches up with game designer Chris McDowall to discuss his new wargame,
The Doomed
P.76 - The Cassandra Complex - Rob Wieland risks life and limb in Alpha Complex as he looks at both the history and the
new, perhaps even perfect, edition of Paranoia

Hit Points / P.86-111


From the skies above the English Channel to nefarious pocket dimensions, we scour the multiverse to bring you the the
best new RPGs, board games, wargames and more....

Wyrd Science | Volume 1, Issue 5 3


QUICKSTART - WORK IN PROGRESS

THE ELECTRIC STATE

ART: SIMON STÅLENHAG, FREE LEAGUE


Having brought us the multiple award winning RPG ends. Being the people who don’t do what others do, not
adaptations of Simon Stålenhag’s Tales From the Loop and being part of the collapse. Upholding morals and ethics.
Things From the Flood, Sweden’s Free League have now Facing dangers instead of choosing the easy way and
turned their attention to another of the artist’s giving up.’
narrative books, The Electric State.
During the Travelers’ journey they will need to stop,
Originally released back in 2018 The Electric State for a variety of reasons, at what are termed Locations
tells the story of a teenage girl and her toy robot on a and this is where the game’s action will unfold.
road trip across an alternate 90s America, ravaged by
conflict and technological decay and now littered with 'Think of it as an Easy Rider/ Thelma and Louise
the remains of giant, surreal war machines. inspired game,’ Hintze explained. ‘The game does not
force the player characters to do anything specific, they
Making use of the Year Zero Engine that has powered games will react in whatever way they do. There is no mystery
like Tales From the Loop and the ALIEN RPG, The Electric that needs to be solved, no monster that must be slayed
State RPG has been written by the now familiar Free – though there can be both mysteries and monsters. What
League team of Nils Hintze, Tomas Härenstam, Nils Karlén they do when the Location and its dangers and conflicts
and Mattias Johnsson Haake, with graphic design and escalate is the story and the game.’
layout by MÖRK BORG’s Johan Nohr.
The Electric State arrives on Kickstarter on December 7th
'The game is a about a group of Travelers on a Road Trip and backers will receive the PDF of the book ahead of
across The Electric State, or any other part of this its official publication.
soon-to-be apocalyptic world,' lead writer Nils Hintze
told us. ‘One theme is about the world falling apart and THE ELECTRIC STATE
important people not being reliable, and you are one of on Kickstarter from December 7
the few who are still doing what needs to be done. Being freeleaguepublishing.com
human, caring, taking risks for others while the world

4 Wyrd Science | Volume 1, Issue 5


QUICKSTART - HEX LIBRIS

FANTASY - REALMS OF IMAGINATION


Meanwhile in London the British Library are celebrating
wild flights of fancy too with their new exhibition
Fantasy - Realms of the Imagination. Running until the
25th of February 2024, the exhibition explores the
genre, from its beginnings in our myths, legends, fairy
tales and folklore right through to its modern
incarnations.

Taking in everything from the Epic of Gilgamesh and


Homer’s Iliad to the likes of Pratchett’s Discworld
novels and even the Fighting Fantasy books, Fantasy -
Realms of the Imagination traces the genre’s evolution
and the important role it has played in our cultures.

‘Fantasy is hugely influential today but it has roots


that are far older than many imagine,’ the show’s
curator Tanya Kirk explains. ‘For centuries, people
have loved stories about impossibility, and they’ve
responded to fantasy’s ability to provide us with both
an escape but also a way to view our own world from a
new perspective. This exhibition tells the story of the
genre, from its origins to the enormously rich and
diverse forms it takes today.’

The exhibition brings together rare manuscripts and


books, fantasy art and maps, costumes and props from
major films, TV series and LARPing events and, of
course, games, with both Dungeons & Dragons iconic Red
Box and The Warlock of Firetop Mountain putting in an
appearance.

Alongside the main exhibition the Library are also


hosting a series of accompanying events including talks
with authors such as Neil Gaiman, Susanna Clarke and
Alan Moore, a workshop focused on writing for
roleplaying games with Dr Anna Milon and, on the 9th of
December and in partnership with UK Games Expo, a one
day Board Games Fest that will offer attendees the
chance to try out dozens of different titles in one
place.
PHOTOS: THE BRITISH LIBRARY

FANTASY - REALMS OF IMAGINATION


until 25 Feb, 2025
British Library,96 Euston Rd., London NW1 2DB
Tickets & more information bl.uk

Wyrd Science | Volume 1, Issue 5 5


QUICKSTART - INVENTORY MANAGEMENT

ALL THE PROBLEMS IN THIS WORLD


playing games, comics & graphic novels, art books and
dungeon synth.

Because since forever most people equate comics, and


maybe even roleplaying games, with kids I feel it’s also
important to point out that ATPITW sells titles for
players/readers with a certain life experience only.

Why was it important to open a physical shop?

I believe in culture and I believe that retail done well


equals culture. Owner managed stores, small businesses,
shops with a face. Just by looking at 90% of the shop
fronts these days I could start to cry. They all look
the same, uninspired, generic and just in very bad
taste, if any taste at all. And today's game shops are
among the worst! At the same time the indie and self-
publishing scene is stronger and more inspiring then
ever. This is where I saw my chance.

On top of that Berlin is a city that attracts people


from all over the world, and it is a city with a certain
atmosphere and history that I think needed a store like
All The Problems In This World. I honestly wanted to
give this city something back, it’s given me so much in
the 20 years I’ve lived here, and that something is one
of those very special little stores that every big city
used to have, but which are rarer and rarer today.

Is there much of a community around the store yet?

Unfortunately I have to say no, not yet. I didn’t know


Opened in 2021, Berlin’s All The Problems In This World any gamers in Berlin until I started the store, and my
quickly established itself as our go-to shop in the EU for group resides in the countryside where we grew up.
everything from indie RPGs and comics to esoteric art and Another reason is that I have two kids, and as much as I
dungeon synth tapes. Intrigued as to who was posting the love my work, I love my kids too. So there is never much
parcels that keep turning up at our office we caught up time to organize or just do something outside daily
with Jan Utecht, the store’s owner, to find out more... business. Which is a shame, because after two years it
becomes frustrating, but I believe in another two or
Hi Jan, All The Problems In This World has a pretty three years I will be able to focus a lot more on
eclectic inventory, how would you describe the shop? community building.

Since I opened the store I’ve been asking myself how to Another important point is, of course, the shop only
wrap that into one sentence. So behold, maybe the most sells English games, and most Germans play German games
unpoetic line in the history of Wyrd Science: All The or editions. The English scene in Berlin is pretty small
Problems In This World is an owner-managed small and loose, and the only reason I can run a store for such
business, brick and mortar retail store in Berlin and niche products is that the store attracts mostly people
online (shipping world-wide), importing a selected range who visit the city. It was always my goal to make it a
of English language indie and small press fantasy role- destination point for everyone who can not afford to

6 Wyrd Science | Volume 1, Issue 5


QUICKSTART - INVENTORY MANAGEMENT

order from the UK, US, South America or Asia. Unfortunately them or their friends are impatient and lazy, haha.
I’ve only stocked one book from Africa so far. Troika! also sells pretty well.

But Berlin could become a great city for gamers! All it What you have to understand about ATPITW is that I don’t
needs is one or two dedicated people with the right sell any D&D, nor any other of the games you find in the
mindset. There are bars that would be happy to host popular game stores. When I started I thought I needed
monthly gaming events. Customers keep asking me if I do to have at least a few classics and important
workshops, or where they can find other players, learn publications available, but since the beginning people
how to play etc. So there is a lot of potential, and only ask/buy indie/small press. Which is great!
more and more interest.
Another thing is that a small store like me, when I
Had you any previous experience working in the industry? order a popular title from a distro I can only afford to
order small numbers. So if something becomes popular,
No. Not at all. I’ve been playing the same RPG (The Dark and I could only afford to order 4 copies, chances are
Eye/Das Schwarze Auge) since I was a teenager with the that I will never get it again because the chains
same close group of friends. We very much stayed inside already took all of the remaining copies. Which is what
our bubble and never crawled out. Never drove to I believe happened with that D&D Stranger Things box.
conventions or even visited any game stores on a regular But it doesn’t matter, I stick to the publications under
basis. Until I had the idea for ATPITW I hadn’t even their radar. The good stuff.
thought of working in the industry. I just jumped into
the cold water because I was convinced I had to do this! What plans do you have for the future?

What’s been the highlight of running the shop so far? Many! It’s just that I have so little time. Ever since I
started thinking about ATPITW the community factor was
Highlight is definitely the excited customers that come super important for me, and still is. Fantasy RPGs have
into the store. I get so much positive feedback for what so much potential, on an educational, psychological and
I’ve built and everybody is just very nice! Which I social level. With the right GM you can adapt most games
anticipated a little bit, because one of the most important to any situation and throw people into a challenge that
things for me to decide whether I wanted to run a brick will be an exciting and surprising experience!
& mortar store or not was to ask myself if I wanted to
deal day to day with the kind of customers the store I like the idea of inviting people with no experience to
would attract? And I figured that I will attract all kinds play, but just as much bringing people together who are
of people, and I liked that a lot. searching for a new group or looking to play a certain
game, or those who are simply curious. I would love to
And the hardest thing you’ve had to deal with? create a forum for that but on the scale that I have in
mind that is another full time job.
Hmm… Dealing with UPS or DHL can be hard, they are so big
that they just don’t care. It’s exhausting and time Of course I also want to start publishing one day. I see
consuming and involved a lot of trial and error in the so much exciting new stuff all the time and sometimes I
beginning. The toughest thing to deal with though is think, this I could do better or that I would do
myself. I have certain qualities that are very good for different. I certainly need an outlet for that energy.
this job, but others that are not, ahahah. And I want to start showing original art, because there
is so much talent and hard working people out there and
What have been the biggest sellers since you opened? there must be a way to show their output and help them
sell it.
That must be Mörk Borg. Thousand Year Old Vampire and
Vaults Of Vaarn sell well too but everything Mörk Borg ALL THE PROBLEMS IN THIS WORLD
is very popular. In general a lot of people ask for Blücherstr. 14, 10961 Berlin, Germany
rules-lite systems. Not necessarily OSR, but because alltheproblemsinthisworld.com

Wyrd Science | Volume 1, Issue 5 7


QUICKSTART - YOU MEET IN A TAVERN...

THE TINY MINOTAUR TAVERN

PHOTOS: THE TINY MINOTAUR TAVERN


Most of us will have started an adventure in a fantasy from wandering in off the street and fucking up the
tavern at some point in our gaming lives, few though vibes, and there’s walkthrough immersive spaces with a
will have actually gone and built ourselves one. Still, bar and tons of room for folks to hang out and game.’
that is exactly what Dana Bauerle-McKnight has done with
Austin’s newly opened Tiny Minotaur Tavern. The new location on East Cesar Chavez also has space for
an on-site food truck, a dungeon synth record shop -
The Tavern began life in 2020 as a ‘popup art Engraven Records and, its latest addition, a ruined
installation/micro immersive theater project’ that elven temple that McKnight and her team had just finished
Bauerle-McKnight based on her own fantasy world of Karth work on.
and the inter-dimensional tavern ran by her mercenary
orc character Oakda Malkuth. Alongside the ongoing Quests and weekly Magic the
Gathering Nights the Tavern’s patrons - ‘Goths,
Originally run as an on-the-quiet speakeasy the Tiny Metalheads and Hardcore Kids, Synth-dorks, DnD gamer
Minotaur Tavern quickly became a cult hit, with costumed nerds, Service Industry buffs and Artists’ - can now
parties of 6 ushered inside its doors to take part in 90 enjoy live performances, workshops on Saturdays and a
minute Quests - part dining experience, part immersive monthly vendors market featuring local artisans,
LARPs. crafters and tarot readers.

Thanks in no part to a feature in The Austin Chronicle ‘The biggest thing is we have over 30 contracted
The Tavern didn’t remain a secret for long and, with artists, fabricators, musicians and actors working on
more and more people flocking to the space, McKnight was the site randomly at all times, and we pay them
soon on a new quest looking for a more permanent space. equitably,’ she says.
Finally the new bigger Tiny Minotaur Tavern is ready to
welcome adventurers again. ‘Think Fantasy World Meow-wolf but without investors.’

‘I spent 2 years dealing with city permits, housing laws


and finally a month or 2 of exterior buildout,’ Bauerle- THE TINY MINOTAUR TAVERN
McKnight explains. ’We'll still have Quests but we’ve 2701 E. Cesar Chavez, Austin TX, 78702
expanded the space to a private club, to prevent folks tinyminotaur.com

8 Wyrd Science | Volume 1, Issue 5


QUICKSTART - HEAR YE!

MEEPLE POWER

It’s undeniable that the past few years have been a in front of people’ but this had led to particular
boom time for tabletop games. Even before the pandemic challenges, such as ‘dealing with the flood of new games
lit a rocket under the industry, more and more people coming out these days.’
were flocking back to board games, TTRPGs and the like
in search of an alternative to staring at a screen. Engelstein estimates around 4-5,000 new tabletop titles
Admittedly a lot of them have also been looking at - excluding RPGs - are released each year, making it
screens, watching other people play games but the point more important than ever for game designers to
still, just about, stands... understand how to properly pitch to publishers,
negotiate fair deals and promote their games.
Thanks to this, more people have also been able to turn
the dream of being a games designer into a reality. Whilst the TTGDA will, at launch, focus on areas such
But, with the divide between amateur enthusiast and as contract reviews and dispute mediations with
professional often paper thin, and most game designers publishers they plan to eventually offer members
working freelance, a lack of support has often left discounted services, peer mentoring, host online
both newcomers and veterans alike open to bad business seminars, publish white papers, provide media relations
practices or struggling to make a mark in an support and much more.
increasingly crowded market.
Membership will be open to game designers from all
Hoping to help alleviate that situation is the Tabletop around the world though Engelstein says that to start
Game Designers Association, a new organisation set up with they would be focusing their work on North
by industry luminaries Elizabeth Hargrave, Sen Foong- America, but hope to work with like minded
Lim and Geoff Engelstein. The TTGDA aims to support organisations such as SAZ in Germany, SAJ in France, AL
those working at the coal face of games design through in Spain and Australia’s TGDA. Expected to fully launch
advocacy, community building and professional development. in 2024 those interested can head to the TTGDA website
now to sign up for more information.
Speaking to Wyrd Science Engelstein said that on the
whole game designers have benefitted from the tabletop
game boom and that ‘crowd funding in particular has TABLETOP GAME DESIGNERS ASSOCIATION
given a new avenue for designers to get their products find out more at ttgda.org

Wyrd Science | Volume 1, Issue 5 9


QUICKSTART - CAST POD!

MY FIRST DUNGEON

With certain actual play shows capable of selling out for our second season where we played Honey Heist.
arenas it’s fair to say that the medium is the public I met Elliot after he came to a comedy show I was
face of the RPG scene these days. And for many that means running and we both geeked out about game design. We
they will also be their first exposure to the delights of ended up playing his one-page TTRPG Something is Wrong
dungeons, dragons, squid headed abominations and other with the Chickens for our third season.
such strangeness.
After that, the four of us just kept coming together to
One show that is taking that responsibility seriously is make new seasons and we knew we had something special.
My First Dungeon, to find out more we spoke to the We made the partnership official earlier this year by
show’s co-founder, Brian Flaherty. founding Many Sided Media.

Hi Brian, can you tell us a bit about who is involved Initially the plan was to have each season of the show
in the show and how you got together? be a new first-time DM running their very first session
of D&D. But after we tried Honey Heist I fell in love
The core team behind My First Dungeon is me, Elliot with indie TTRPGs and wanted to really explore that
Davis, Shenuque Tissera, and Abby Hepworth. We were the world and all the things those games had to offer.
GMs for the first four seasons of the podcast.
Can you tell us a little about the show, as it’s a bit
Abby was the DM for the first season of the show –she's different to many other actual play shows out there...
also my fiancee– and ran her first game ever on mic.
My First Dungeon is a tabletop roleplaying podcast that
Shenuque was a player on another D&D podcast I ran helps game masters learn new games and make each one
called The Twenty Sided Podcast and came on as the GM better than the last. I've always found that watching

10 Wyrd Science | Volume 1, Issue 5


QUICKSTART - CAST POD!

someone else learn is a great way to learn myself. Our What’s been your favourite moment so far?
goal is to lower the barrier to entry for GMs and
players who want to try new games. It's a bit cliche, but my favorite moment is always the
one I'm working on right now. Honestly, all the seasons
Each season consists of three parts. First, we bring offer something different.
together the first time GM and the creator of the game
we're playing for that season and we work to alleviate So if after reading this someone is going to check out
their worries and fears and set them up for success in My First Dungeon is there any season in particular
their first game. There's no better resource for someone you'd recommend they start with?
new to a game than the person who made it.
DIE was our first really epic multi-episode season and
Next we bring together a group of new and experienced tells an amazing story, Yazeba's Bed & Breakfast is a
players and the GM runs the session we planned. Then we slice-of-life audio cartoon that will brighten your
add in music and immersive sound design and make the day, 10 Candles is a game of tragic horror where
game really come to life for the audience. And finally, everyone dies (we also won an award for the sound
when the game is complete we bring everyone back to the design of that one). What's great about this show is
table to talk about what went right, what went wrong, that there's something for everyone.
and how we can make the next game even better.
If forced to pick a good first season, I'd say start
This is an incredibly entertaining show, but it's also with DIE. It's an amazing game with something for
meant to be educational. I know we're successful when I everyone and we really leveled up every aspect of the
get messages from listeners telling me they just show with that season.
finished their first session of a new game they were
nervous to try. That's what we want. To open people's One of your stated aims is to "help players learn new
eyes to all the awesome games that are out there. games" so for people who are nervous about dipping into
new RPG systems, what's your top tip for getting your
As you mentioned, after your first season you've been head around a new game or introducing one to your
delving more into indie RPGs, and playing games like group?
Honey Heist and Orbital Blues.
There is a sign in a cafe that I frequent in the West
How do you go about choosing a new title to try out, is Village that says, "Go look a fool. Tis the secret of a
there something in particular that you look for in a wise man." Put another way: Just do it. And I know,
game? that's kind of the worst advice. It's the advice no one
wants to hear because there's no trick to it. But it's
We put a lot of care and love into this show and we also the best advice.
look for the same thing in the games that we play. One
thing that we always look for in a game is when every You will learn so much faster by just doing the thing
aspect of the design –the mechanics, the artwork, the and messing up once or twice. And if you listen to the
writing, the layout– are all in service of the show you'll realize pretty quickly that picking up a
experience that game is trying to elicit. new game is a lot easier than you think.

We always point to 10 Candles by Stephen Dewey as a The motto of My First Dungeon is "If you're having fun,
great example of this. It's a game of tragic horror and you're already doing it right." That's the most
every single aspect of that game is reinforcing that important thing we want listeners to take away from the
experience. show.

When games are designed that well it takes so much work Find a game you're excited about, learn it as best you
off the GM's plate and sets them up for success in the can, then go and have fun. We mess up rules all the
same way we’re trying to do with this show. time. It has never stopped us from having fun. And in

Wyrd Science | Volume 1, Issue 5 11


QUICKSTART - CAST POD!

the end, that's why we started playing the game in the made Triangle Agency. I think when game designers
first place. design with actual play in mind they start to consider
how the act of playing the game would appear to an
There's been a lot of talk about how actual play shows audience outside the table. When you also consider the
might develop, especially with an influx of money and audience who is watching, rather than just the people
outside media interest, how do you see the form playing, some things become clear.
evolving over the next couple of years?
Mechanics should be simple so there isn't a lot of dead
Oh man, I could–and do–talk about this for HOURS. I air while players do math, abilities should be as
encourage you to listen to our TTRPG talk show Talk of "cinematic" as possible so the audience can imagine the
the Table to hear my ever-evolving thoughts on this action, and every aspect of the game should serve to
topic. heighten the experience the game is trying to simulate.

I think the thing that will start to disappear is the All those things are boons for both the players at the
idea of "we're just friends around a table" that table and the audience watching or listening in.
started with –and was perfected by– Critical Role. The Designing with APs in mind will improve just about
medium has evolved beyond that. Listeners expect more every game out there–for both the players and the
than that. audience.

Just in the podcasting world, shows like My First And I still think there's an audience for games with
Dungeon, Worlds Beyond Number, Planet Arcana and Rude more crunch, but even those games will be more aware of
Tale of Magic have demonstrated what is possible with when crunch is fun and exciting and enhances the story
music and sound design and I think most listeners will and when it's just math.
no longer be satisfied with just hearing people play
a home game. The shows that will find success are the And finally, what do you have planned for next year?
ones that consider the audience and make them an
integral part of their production process. We haven't announced what games we'll be playing yet,
but the biggest thing we're doing is continuing our

LISTENERS WILL NO
trend of making each actual play 6-8 episodes instead
of just a one shot. Every single time we finished a one-

LONGER BE SATISFIED
shot we just wanted to keep playing, so we just decided
next year we'll actually just keep playing.

WITH JUST HEARING Our DIE and Orbital Blues seasons have been so

PEOPLE PLAY A HOME GAME


incredibly fun and we have loved getting to explore
those games and those characters in greater depth in a
way that only a proper campaign allows.
You can already see this happening. The new shows that
are finding traction are the ones that are going that But no matter the game you can always expect our award-
extra mile for their audience. And speaking as a listener winning sound design, amazing original music by BE/HOLD
of a lot of actual plays, I always appreciate it. (our resident musician we affectionately refer to as
our version of Dimension 20's Rick Perry), and
Slightly flipping that question, a lot of actual play incredible stories weaved together by spectacular
shows still run their games using D&D 5E whether it's a players having a ton of fun.
good fit for what they're trying to do or for actual
plays at all. We're now starting to see more people Because if you're having fun, you're already doing it
design games with APs in mind, how do you see game right.
design changing in response to the rise of these shows?
To explore My First Dungeon
We talked about this in depth on an episode of Talk of and discover their other shows
the Table with Caleb Zane Huett and Sean Ireland who head to manysidedmedia.com

12 Wyrd Science | Volume 1, Issue 5


Wyrd Science | Volume 1, Issue 5 13
QUICKSTART - ZINE SCENE!

RPG ZINE CLUB

The RPG community may have stretched the definition of Vleet, Primadonna by Kyle Tam and Kayla Dice’s Fear the
the word zine to near breaking point but there’s no Taste of Blood heading out to subscribers. To find out
denying the enduring, and indeed increasing, popularity more we checked in with Plus One EXP’s Tony Vasinda...
of the format. Whilst Kickstarter’s ZineQuest, and the
indie community’s own alternative Zine Month, provide Hi Tony, why do you think the zine is such a popular,
great opportunities to rapidly expand your collections, and important, format for RPGs and especially for new
those looking for a more sustainable option should game designers?
check out the newly launched RPG Zine Club.
I could spill a lot of ink here but portability,
Created by the team behind the popular YouTube channel accessibility, and style are the main three for me.
Plus One EXP, RPG Zine Club is a new, monthly subscription
service launching this autumn. Every month will see For portability, yes they are easy to carry around, but
them publish two brand new RPG zines from both well portability of concept is really the focus here. Zines
known and new faces, one powered by story game systems are lean by nature. This makes the concepts and
like PBTA, Carved from Brindlewood & Belonging Outside mechanics focused and easy to mix. Grab a few zines you
Belonging with the other featuring adventures designed like off the shelf and start thinking about how they
for games such as D&D B/X, Cairn, Down We Go, Mörk Borg work together and interact with each other. It's
or Mothership. typically pretty easy.

Getting things going the first month sees the release of Accessibility is really about cost & scope. It's an
Spin The Bottle/Guys In Chairs, a 2-in-1 zine by affordable format to print in. Hardbacks are 2-5x as
Superdillin and Navaar Jackson’s apocalyptic survival much and it keeps the page count down. The lower page
game The Corrupted. Looking forward future months will count means clearer focus and an easy starting point
see the likes of Die, Grave Robber Die by Michael Van for new designers.

14 Wyrd Science | Volume 1, Issue 5


QUICKSTART - ZINE SCENE!

Lastly, style is an amazing feature of the zine


format. They are pieces of art, compact forms of
expression, & a format that was built with the goal
of saying something important. Zines are steeped in
RPG culture and RPG culture is steeped in zines.

Are you just distributing these zines or actually


publishing them?

We are the publishers or co-publishers of everything


coming out of Zine Club. The creators still maintain
ownership of their zines and the rights to digitally
distribute on other platforms.

We do work with our creators to build a window of


exclusivity on the release, but as a big champion of
creator's rights we want this to be a platform and
community that builds equity directly for the creators.

So what’s the deal, how much does a subscription cost?

It depends on how often you set your subscription for, orders. The goal here isn't restricting the titles or
but it's $18 for a 1 zine subscription and $34.50-ish manufacturing exclusivity. It's building a space where
for the 2 zine for the physical + pdf level, but we we can all invest in emerging creative voices.
also have a more affordable digital option for $9 and
about $16 respectively. What else does a subscription get, apart from the zines
each month?
And is the club only open to people in the US or do you
ship internationally? Besides the satisfaction of impacting the lives of
dozens of creators a year, we are in the process of
Zine Club is ABSOLUTELY FOR EVERYONE! building out some great extras.

Currently, however, we only ship from the US. We have At launch, you get access to a special community
good international rates and have it set up so you can discord for club members, access to exclusive Q&As with
pay any duties in advance or on delivery based on live the designers, and other digital resources. You will
rate shopping. This is also one of the reasons we also get access to discounted add-ons like our Zine
wanted to ensure that there was a digital option so Club Passport, existing titles, and our bespoke balms
shipping costs wouldn't impede folks from signing up. in your subscription portal.

We are also trying to establish a handful of Coming next year we will be adding in a site wide
international shipping partners in 2024 who have a discount for club members and are working on a loyalty
similar passion and vision as our team does to make program for Club exclusive merch. We are super excited
shipping more affordable for international Club to be working with the club to find out what the
members. community wants to see and give them a voice in future
publications.
Will non-subscribers be able to buy the zines at all?
RPG ZINE CLUB
Yes! But club members get them at the lowest possible is accepting new members now
cost and get them shipped out a week ahead of general subscribe at plusoneexp.com

Wyrd Science | Volume 1, Issue 5 15


QUICKSTART - LOOT DROP

LOOT DROP: CHRISTMAS EDITION


Being a selection of six fine, if
with one exception not hugely 1 I’ll be honest we’re
festive, items we would not be at not the biggest fans of
all mad to find waiting for us under novelty Christmas
the Christmas tree this year. jumpers here at Wyrd
Science. They always
We suggest circling as appropriate smack of enforced
and leave lying this magazine joviality and we’re not
around the house for someone to particularly good at the
stumble across... unforced kind. Still,
perhaps that explains
why we are quite taken
by this number from
2000AD featuring old
stoneyface himself,
Judge Dredd.

shop.2000ad.com

2 Portuguese RPG publisher Games Omnivorous has form


when it comes to vinyl releases, having previously given
us the gameable Putrescence Regnant and Death Robot
Jungle LPs. Electric Mangrove is the latest addition to
their eclectic range and features 10 delirious tracks
of psychedelic electro-space-jazz-rock on splattered
vinyl, perfect to accompany both your post-turkey nap
and the equally out-there, tropical sci-fi setting and
adventure you’ll find inside the gatefold cover.

gamesomnivorous.com

3 One of the few things keeping us


on whatever Twitter is called these
days is Adam Rowe’s 70s Sci-Fi Art
account, where he curates the best art
from the golden age of sci-fi
paperbacks by the likes of Chris Foss
and Virgil Finlay. But now even that
excuse is gone as his new book Worlds
Beyond Time brings much of that
astonishing art together in one place,
from strange alien landscapes to even
stranger alien creatures and beyond,
stunning.

linktr.ee/70sscifiart

16 Wyrd Science | Volume 1, Issue 5


QUICKSTART - LOOT DROP

4 Ever tried to explain to someone


that your first games console had faux
wood paneling? Now you can prove that’s
not just the delusional ramblings of
a frail mind as Atari release the
2600+, a fully backwards compatible
recreation of their iconic 70s time
waster that comes packaged with 10 of
the console’s most famous games.
Somewhere in New Mexico millions of
buried E.T. cartridges stir restlessly.

atari.com

5 Sticking with all things delightfully


retro, just in time for this year’s
festivities Dark Horse have published Tim
Johnson’s LEGO Space: 1978-1992, a wonderful
looking art book that tells the story of our
favourite range of boldly going, boldly
coloured bricks.

darkhorse.com

6 Finally, fancy something a little


more bespoke? Works of Whimsy make all
kinds of die-cut wood RPG related objects
and particularly catching our eye was
this near 40” high polyhedral dice stack,
perfect for gently illuminating all those
games you’re definitely going to get round
to playing at some point.

worksofwhimsystudios.com

Wyrd Science | Volume 1, Issue 5 17


18 Wyrd Science | Volume 1, Issue 5
IMP ER FEC T
WHATEVER HAPPENED TO OUR DREAMS OF A BETTER, BRIGHTER TOMORROW?

WHERE ONCE WE LOOKED TO THE FUTURE WITH HOPE IN OUR EYES, OUR
VISIONS OF THE FUTURE HAVE BECOME INCREASINGLY DARKER, A STATE OF
AFFAIRS REFLECTED IN BOOKS, FILMS, TV AND, OF COURSE, TABLETOP GAMES.

RPG HISTORIAN SHANNON APPELCLINE CRACKS


OPEN THE ARCHIVE TO LOOK AT HOW ROLEPLAYING
GAMES WENT FROM GOLDEN EMPIRES AMONGST
THE STARS TO THE GRIMMEST OF DARK DYSTOPIAS
AND THE LIKES OF PARANOIA, CYBERPUNK AND
WARHAMMER 40,000 DITCHED THE SIMPLE
HEROISM OF SPACE OPERA TO HOLD UP A BLACK
MIRROR TO OUR OWN WORLD.

ART: ŁUKASZ KOWALCZUK

Wyrd Science | Volume 1, Issue 5 19


1977-1987
THE FUTURE’S SO BRIGHT
The dark future. It’s been a popular and varied roleplaying genre across the decade,
but things didn’t start out that way.

If fantasy roleplaying arose from sword and sorcery stories, then science-fiction
roleplaying rose out of Golden Age science fiction. GDW’s Traveller (1977) RPG, the
first SFRPG to dominate the category, led the way. Because of his avid reading of
Astounding Science-Fiction magazine (1930-Present) and its peers, designer Marc
Miller drew on the classic works of Poul Anderson, Isaac Asimov, Robert Heinlein, H.
Beam Piper, Jack Vance, and others when creating his universe of Charted Space.

Traveller wasn’t the only one: “space opera” was the byword for many early SFRPGs,
including Space Quest (1977), Star Frontiers (1982), Universe (1982) … and most
obviously Space Opera (1980). These were bright tales of gleaming starships, upright
heroes, and naively innocent exploration.

Even when early SFRPGs went further afield in their inspirations, they cleaved to
equally bright, colorful, and ultimately hopeful stories — most often the diverse
utopia of Gene Rodenberry’s Federation, seen in early games such as Starships &
Spacemen (1978) or the licensed Star Trek games from Heritage (1978) and FASA (1982).

Even in settings such as Flash Gordon and the Warriors of Mongo (1977) or West End
Games’ later Star Wars: The Roleplaying Game (1987), the oppressive villains were
destined to be defeated in the end.

The one theoretical darkness to lay across this


Golden Age was the idea of a post-apocalyptic
future, first explored in James Ward’s Gamma World
(1978). But Ward’s world of weird mutants and
robots still lay closer to four-color inspirations such
as Jack Kirby’s Kamandi (1972-1978) than to realistic
visions such as Nevil Shute’s On the Beach (1957)
and so, for now, the future remained bright.

If there’s one thing that the Golden Age of Science


Fiction taught us though, it’s that no empire lasts
forever.

Even as the early crown of SFRPGs was being


passed down from Traveller to Star Frontiers
and then to Star Wars, darker pretenders were
rising in the shadows: one on a distant island,
others in the pages of a multitude of new
fictional subgenres. They would soon overthrow
the Golden Age games, leading to a much
darker interregnum.

20 Wyrd Science | Volume 1, Issue 5


1983-1987
ANSELL’S TARNISHED HAMMER
Surprisingly, the earliest threads leading us towards a dark future spun out of the
fantasy genre. When Bryan Ansell led the creation of the Warhammer world for first
Warhammer Fantasy Battle (1983) and then Warhammer Fantasy Role-Play (1986) he
combined gritty European history with sword and sorcery authors, such as Michael
Moorcock and Robert E. Howard, who had once upon a time influenced the creation
of Dungeons & Dragons (1974) as well. The difference was that Ansell stuck with those
inspirations, rather than be seduced by the heroic themes of high fantasy, resulting
in roleplaying’s first great grimdark setting.

That became relevant to the science-fiction side of the roleplaying field with Games
Workshop’s release of Warhammer 40,000: Rogue Trader (1987), a science-fiction
wargame that inherited setting ideas from Warhammer Fantasy and that trended
toward individual roleplaying, much like OD&D’s predecessor, Chainmail (1971).

Though Rogue Trader recognized Golden Age science-fiction tropes, it twisted them.
There was an ancient Imperium of the stars but it was ruled by a, possibly dead,
tyrant. The human navies and armies of games like Traveller were replaced by
legions of faceless Space Marines. Inquisitors, assassins, and other miscreants
peopled the Imperium. It was not a universe of heroes, but instead survivors.

Rogue Trader should have been the first great dark future
roleplaying game, but Games Workshop was seeing too much
success from miniatures sales, and so they rebuilt it in a
second edition (1993) as a much more traditional wargame,
without the roleplaying elements. It’d thus be years before
Warhammer 40K returned to roleplaying realms.

But Rogue Trader wasn’t alone. By the mid ’80s, the


Golden Age of Science Fiction was rapidly fading in the
rear-view mirror, and much of the roleplaying field was
looking toward newer sources to help make their SFRPGs
more relevant to the modern day. This resulted in
roleplaying publishers experimenting with a
variety of new science-fiction subgenres,
including anime, hard science-fiction,
military science-fiction, dystopian social
commentary, and science-fiction horror.

It was the first great Diaspora within the SFRPG


field. Those publishers wouldn’t converge on a
new foundational genre for SFRPGs, as they
previously had with Golden Age science-
fiction, but their somewhat disparate sub-
genres did nonetheless had one thing in common:
the future was growing darker.

Wyrd Science | Volume 1, Issue 5 21


1984-1991
LET SLIP THE DOGS
The dark future began with warfare. Certainly, there had been military themes in
Traveller from the get-go, beginning with Book 4: Mercenary (1978) and continuing on
through Traveller’s first metaplot event, the Fifth Frontier War. But, the warfare of the
Diaspora era was grittier and more realistic — and also more central to its game designs.

Though the genre of military science-fiction dates back to at least Robert Heinlein’s
Starship Troopers (1959), it had grown increasingly popular in the ’70s with works
such as Joe Haldeman’s The Forever War (1974) and David Drake’s Hammer’s
Slammers (1979) — the latter based on Drake’s own experiences in the Vietnam War.
But, when military science-fiction dawned upon the roleplaying field, it would
draw upon a second subgenre: giant robot anime, which mades its debut in the
RPG field with the release of Mekton (1984), but which would quickly over-
shadowed by a darker, even more militaristic successor.

That was Battletech (1984) a game of warring factions of the future. The Star
League had fallen, technology was lost, and giant robot mechs were now
fighting a never-ending war. Though Battletech was primarily a wargame, like
Rogue Trader it had some roleplaying elements, here thanks to a focus on
individual pilots. Those pilots would be more fully integrated into individual
roleplay with the release of Mechwarrior (1986).

Battletech wasn’t the only game of the ’80s to darken its science fiction with
grittier warfare. GDW’s second SFRPG, Traveller: 2300 (1986), later updated as
2300AD (1988), was not only a harsher-edged, more realistic SFRPG, but it
also focused on the war with the alien kafers. Similarly, their Twilight: 2000
(1984) brought military science-fiction to a harsh post-apocalyptic future.

However, the original Traveller has been the best bellwether of the industry as it has
changed over the years. Where it had once been a game of the pure Golden Age, in
the era of the science-fiction Diaspora it was a replaced with a second edition,
MegaTraveller (1987), which had grown dark and grim. The Emperor had been
assassinated, the beneficent Imperium shattered, and the background become
one of warfare between factions vying for control. Over the course of the
edition’s run, Charted Space eventually descended into Hard Times (1991), where
technology was failing and the lights of hundreds of worlds were guttering out.

Ultimately, the warfare of military RPGs would have a limited life span in the
industry, with the themes fading in the ’90s. That was reflected by the last
major science-fiction/military hybrid of the era: the Aliens Adventure Game
(1991). Though publisher Leading Edge Games focused on the military
elements of the Aliens movie (1986), it was also based on the psychological
and body horror of the original Alien (1979).

Horror would be a growing theme in the ’90s, but science-fiction roleplaying


had a few more dark futures to explore first.

22 Wyrd Science | Volume 1, Issue 5


1984-1993
I T TAKES A DYSTOPIA
Contemporary with the roleplaying industry’s first explorations of realistic military
science-fiction, a few publishers were exploring a totally different sort of dark
future: the social satire of dystopias. They were the stories of humanity’s worst
instincts made into near-future realities.

Perhaps it’s no surprise that Games Workshop got the ball rolling here, just as they
were doing with Warhammer around the same time. After all, the British psyche had
been bombarded with cynical predictions of the future from a young age in the
2000 AD comic (1977-Present). As a result, Games Workshop decided to adapt one of
2000 AD’s best-known anti-heroes into the Judge Dredd board game (1982). But this
time, a full roleplaying game followed in short order, Judge Dread: The Role-playing
Game (1985). One of the earliest dark futures in the field was thus a satire focusing
on fascism, authoritarianism, and the militarization of police forces.

Meanwhile, West End Games was working on what would become the industry’s
best-known dystopia: Paranoia (1984), the story of Alpha Complex and its
paranoid (and insane) computer overlord. It was memorably released in the year
of George Orwell’s 1984 (1948) and similarly told a story of a government that
not only lies to its citizens, but gets them to actually believe those lies.

Today, catch phrases from the game such as “The computer is your friend”
and “Trust the computer” are just as memorable as “War is peace”, “Freedom
is slavery”, “Ignorance is strength”, and other double-speak quotes from 1984.
The future of Paranoia was so dark that it encouraged players to entirely
distrust their fellows and to accept the, almost certainly, impending death
of their own characters.

It would be another decade before the release of the industry’s third great dystopian
satire, Ray Winninger’s Underground (1993). In this dark future, corporations had
grown all powerful and were not only rewriting the Constitution of the United States
of America, but were even growing people for sale in fast food restaurants —
revealing the infamous Soylent Green (1973) as yet another inspiration.

But Underground’s story was bigger that: it gathered together the many
diasporic threads of the darkening science fiction of the ’80s and early ’90s into
a single game. It wasn’t just a dystopia that commented on the growing
power of corporations, but also a reaction to military RPGs, since its heroes
were veterans who had been abandoned in their retirement and who
suffered from mental trauma because of their service.

Beyond that, Underground was also Winninger’s reaction to the next big
dark-future trend: between its mega-corporations and the implanted
technologies that granted the heroes of Underground powerful (yet
corrosive) abilities, Underground was very much an answer to the growing
cyberpunk revolution.

Wyrd Science | Volume 1, Issue 5 23


1988-1997
YOU FEELING LUCKY, CYBERPUNK?
Just as science-fiction roleplaying games began flirting with military science-fiction
and with dystopic social commentary, a new, dark subgenre was emerging in other
media. Perhaps it started with the noir stylings of Blade Runner (1982), but the new
cyberpunk subgenre fully emerged in books such as William Gibson’s Neuromancer
(1984) and Bruce Sterling’s anthology Mirrorshades (1986). Technologically, these new
stories were about humans “cyber” interfacing with computers; but it was the
“punk” theming that was more important: these were stories of underdogs rebelling
against all-powerful mega-corporations, trying to rediscover their humanity in an
era where they could no longer trust even their own bodies.

Mike Pondsmith has long been one of the greatest futurists of the roleplaying
industry, always able to see the newest trends just as they’re emerging. That’s how
he was able to produce Mekton even before the publication of Battletech. He was
even more successful this time around with his publication of Cyberpunk (1988). It
was a dark, urban science-fiction game: our nearest tomorrow gone horribly wrong.
It was Judge Dredd or Paranoia for the next generation, this time without the humor
or the satire: just a dark, dystopian look at the future, and a need to rebel against it.

Pondsmith’s Cyberpunk was the biggest innovation for science-fiction roleplaying


games since the publication of Traveller over a decade earlier. It caused a revolution:
afterward, Golden Age science-fiction was as dead as Isaac Asimov’s grand
Imperium, and cyberpunk became the new foundation for the genre. Many
more cyberpunk games followed, among them Cyberspace (1989),
Shatterzone (1993), and Zero (1997), though the biggest success was actually
a science fantasy dark future: FASA’s Shadowrun (1989).

Again, it was GDW who best demonstrated the changing tides of the
time. Not only did their gritty 2300AD game embrace cyberpunk’s
new humanity-stripping technologies in its Earth/Cybertech
Sourcebook (1989), but their original Traveller game also got another
reboot, replacing MegaTraveller with Traveller: The New Era (1993). Though
new line editor Dave Nilsen fought against claims that Traveller was being
made into Cyberpunk, the future had definitely grown very dark: the
Imperium had entirely fallen, with Humaniti just now reaching for the
stars once more, but there they’d meet a sentient computer virus that
still wanted to destroy everything. Even Nilsen admitted that Traveller
had arrived “at the precipice to look over into the abyss”.

The dark future pioneered by Cyberpunk would dominate science-


fiction roleplaying throughout the ’90s, after which it would sputter
out in part because Mike Pondsmith headed over to the real world of
computer design for a few years. But it wasn’t the only shadow
laying across the era: even those space operas that weren’t adopting
cyberpunk tropes, as 2300AD and Traveller did, were darkening
thanks to the biggest roleplaying success story of the ’90s.

24 Wyrd Science | Volume 1, Issue 5


1991-1999
THE WHITE WOLF EFFECT
The biggest change in gaming in the ’90s was the advent of the White Wolf
Publishing, who burst onto the scene with Vampire: The Masquerade (1991). Though
Vampire was a horror roleplaying game, it changed the look and feel of all role-
playing designs through its inclusion of short fiction and distinctive artwork that
each helped to frame the (horrific) themes of its games.

These new trends led to the next set of major science-fiction roleplaying releases, all
from White Wolf and its associates. They were just as dark as the cyberpunk that
continued to dominate this era, but they tended to find that darkness between the
stars, rather than in the shadows and alleys of a corporate Earth.

HōL (1994) led the way, and it was the most unusual of the set because it was a
reprint (1995) by White Wolf based on an original by Dirt Merchant Games. In many
ways, HōL was a social satire like Judge Dredd, Paranoia, and Underground, except
that it was located in outer space. There, player characters were trapped on a penal-
planet/garbage-dump. It was a game about the disposability of humanity, a suitably
dystopian theme, but also a parody of the entire roleplaying field.

Fading Suns (1996), by former White Wolf designers Bill Bridges and Andrew
Greenberg, was the biggest release of the era. It told of a space-opera universe fallen
into deep neglect and despair, as technology died, civilization fell, and stars
sputtered out. Its feudal design filled the gap that had been revealed but never filled
by Rogue Trader a decade earlier.

It could have been the next great SFRPG, if not for the fact that it was fighting against
the tide of Magic: The Gathering (1993) on the one side and the d20 boom (2000) on
the other. Almost nothing new prospered in the late ’90s, and unfortunately that
ultimately included Fading Suns.

White Wolf themselves never quite managed their own dark-future SFRPG. They
worked on a “moody” space opera called Exile, which would be set in the “Null
Cosm”, but that got derailed by an economic downturn caused in part by Magic: The
Gathering.

By the time White Wolf returned with a new game initially called Æon, they decided
not to go straight up against the grimdark space opera of Fading Suns and instead
produced Trinity (1997), a game of futuristic psionic heroes. Despite being set after
Earthly catastrophes, Trinity still used bywords such as “hope”, “sacrifice”, and
“unity”.

As a result, it was Bridges and Greenberg, not White Wolf proper, who had the last
say on dark science-fiction in the ’90s. Moreso, it was the last word before the dark
interregnum of the ’80s and ’90s finally came to an end — allowing brighter futures
to once again contend against the shadows.

Wyrd Science | Volume 1, Issue 5 25


2000-NOW
SECOND DIASPORA
Two things happened in the early ’00s that dramatically changed the face of
roleplaying. The first was the advent of digital publishing, which became a method
for mass-market releases with the appearance of online stores RPGnow (2001) and
DriveThruRPG (2004). This, along with the simultaneous development of print-on-
demand (POD) technology, dramatically lowered the barriers for entry into the
market, which meant that publishers could now produce more games that
interested them and less that followed the next big trend.

The second was an increasing nostalgia in the industry. Part of this was a natural
result of aging: the college students of the ’70s and even the younger kids of the ’80s,
who had left the hobby as they had kids of their own, were now returning. This
process was accelerated by the publication of D&D 3e (2000), which was sufficiently
popular to attract lapsed fans and sufficiently different from earlier versions of
Dungeons & Dragons to send those fans hunting back after the games that had first
gotten them into the hobby.

What followed was a second Diaspora of science-fiction roleplaying games, even


more diverse and scattered than the first. As part of that Diaspora, golden-age
science-fiction made their first major resurgence since the ’80s after that long, dark
interregnum. As usual, that trend can be tracked through new iterations of the
Traveller game. It first returned in universal systems such as
GURPS Traveller (1998), T20 (2002), and Hero Traveller
(2007). By the late ’00s the renaissance of Golden Age
SFRPGs was strong enough that it didn’t need to lean
on universal systems. Traveller thus returned with its
own game system in two editions (2008, 2016) both
from Mongoose Publishing.

The Golden Age resurgence could also be seen in


the OSR, a fan-led movement to bring “clones”
of older games back into print. The OSR soon
began to mold those games into new forms,
such as new science-fiction games based on
D&D mechanics, including Stars without
Number (2010) and White Star (2015). These
neo-classics cleaved much closer to the Golden
Age than the Dark Future.

However, that doesn’t mean the dark future was


gone. It still made it shadowy presence felt, but
unlike in the ’90s — which had grown entirely
dark with its cyberpunk and White-Wolf-
infused imaginations — the dark future of
the modern day was just one flavour of
science fiction among many.

26 Wyrd Science | Volume 1, Issue 5


Much of the darkness of the ’10s came from Europe. That began with Warhammer
40K, which finally came into its own not just as an RPG, but rather as a whole series
of roleplaying games, among them: Dark Heresy (2008) with its religious zealots;
Rogue Trader (2009) and its merchants working beyond the borders and laws of the
Imperium; Deathwatch (2010) and its Space Marines; Black Crusade (2011) and its
chaos-corrupted villains; and Only War (2012) and its Imperial Guardsmen. It had
taken decades, but the future had never been darker. Even when the first iteration of
the Warhammer 40K RPGs faded into the shadows, they were replaced by a new
game that covered the entire Warhammer 40K universe, Wrath & Glory (2018).

Meanwhile, Swedish RPGs had emerged onto the international scene in the ’10s.
These games had taken a dark turn due to the nearby influence of Warhammer in
previous decades. The result was game such as the horrific science-fiction of Coriolis
(2017), where madness lay amidst the stars, and Mutant: Year Zero (2014), a post-
apocalyptic game that more fully embraced a dark fight for survival than the early
offerings of the ’70s and ’80s. Licensed games of dark futures such as Blade Runner
(2022) and Alien (2019) would similarly emerge from Swedish shores.

The cyberpunk subgenre that was so strong in the ’90s has been replaced by a new
category: transhumanism. It extended the cybernetic ideas of cyberpunk to their
ultimate culmination, with humanity transcending the confines of their own bodies
and becoming mental entities. The new subgenre’s fictional precursors dated all the
way back to the original Blade Runner movie and its questions of what was human,
but it had ticked up in the 21st century with authors such as Charles Stross and
Alastair Reynolds.

By that time, it was also being seen in games such as Eclipse Phase
(2009) and the Transhuman Space (2002) setting for GURPS.
However, along the way transhumanism lost much of the
darkness and grittiness of cyberpunk. Though many modern
transhuman stories incorporated the idea of an apocalyptic
singularity where AIs rose up against humanity, the post-
scarcity futures that followed were often the
opposite of hopelessness.

But that doesn’t mean that cyberpunk was dead.


In fact, the original Cyberpunk RPG may be the most
popular dark future to emerge out of the roleplaying field,
primarily thanks to Mike Pondsmith’s push to move his game into
the video game field. Despite initial deployment problems, the
Cyberpunk 2077 (2020) was wildly popular, ticking up to over a million
simultaneous players within hours of its release. That in turn
brought the original game back to the tabletop, this time as
Cyberpunk RED (2020).

Though there may today be a wide spectrum of SFRPGs, releases


such as Warhammer 40K: Wrath & Glory, Cyberpunk RED,
and any number of licensed media releases prove that
the future remains as dark as ever!

Wyrd Science | Volume 1, Issue 5 27


28 Wyrd Science | Volume 1, Issue 5
A PARTY OF
ADVENTURERS
WALK Taverns, inns, bars and pubs are the stuff of fantasy games and

INTO
the Ennie Award winning Barkeep on the Borderlands is full of
them. Walton Wood gets a round in with its creator, W.F. Smith,
to learn more about both the real world and folkloric influences
behind the module’s many hostelries...

A BAR…
Art: Sam Mameli (opposite, p.30, p.32), Keny Widjaja (p.31) and
Connor Ricks (p.34) - courtesy of Prismatic Wasteland

…the punchline is that they’re not looking for a quest—they’re ‘Almost every bar I wrote is inspired by a bar in my college
already on one. town, although very loosely as there are no phoenixes in any
rafters of the bars,’ Smith said. ‘Real life bars served as
So goes The Barkeep on the Borderlands. Conceived, and inspirations for even the stranger pubs like Someone’s
primarily penned, by W.F. Smith —joined by a veritable who’s Apartment (inspired by an eight-day-long party my friends
who of indie RPG writers like Ava Islam (Errant), Marcia B. and I threw at a friend’s apartment until the friend, and their
(Fantastic Medieval Campaigns), Zedeck Siew (A Thousand neighbors, tired of our rambunctiousness), Quasi-Parliament
Thousand Islands) and Chris McDowall (Electric Bastionland) (a 200-year-old debate hall that is maintained by an
among several other— Barkeep is the 2023 ENNIE Gold winner extemporaneous debate society and, downstairs, allegedly
in the Best Supplement category. And it’s a winner for very operates a small, secret bar [and operated as a speakeasy
good reason. Actually, a lot of good reasons. during Prohibition, accordingly to local lore]), and the Royal
Wine Cellar (not an actual prison, just a basement bar near city
The adventure’s premise is that the Monarch has been hall that had iron bars on all its windows and a definite
poisoned, and they emptied the royal coffers to purchase an dungeon vibe).
antidote—which never arrived. It was instead accidentally
delivered to one of the setting’s many taverns. The party (the ‘The most direct inspiration was probably Our Lady of the
aptly named ‘jolly crew’) must find the antidote before six Sacred Speakeasy, which was inspired by Sister Louisa’s
days are up. That’s easier said than done since the next six Church of the Living Room and Ping Pong Emporium. I’ve
days are also the annual festival of the Raves of Chaos, so played ping pong in the back room of that bar while wearing
absolutely everybody will be out on the town. old choir robes many-a-night.’

The adventurers will have the opportunity to explore no less If any particular bar strikes a GM’s fancy, they have carte
than twenty different taverns, each with its own unique blanche to lift it out and drop it into their own game. But tying
concept and random tables of staff, regulars and signature them all together, as the setting for a coherent and self-
drinks. Each bar brims with a unique character and style. For contained adventure, are Barkeep’s timeline and pub-crawling
Smith’s part, many of them are based on his old haunts. procedure.

Wyrd Science | Volume 1, Issue 5 29


That timeline consists of a day-by-day Setbacks punctuate the main quest with
rundown of the Raves’ events, currently interesting, colorful occurrences. When
circulating rumors and the location of the moving between or hanging out within
antidote, which gets passed around a fair taverns, the jolly crew may encounter
bit thanks to the machinations of various random Sidetracks and Situations,
NPCs. It all culminates in both the end of respectively. Some of these offer
the Raves and of the Monarch’s life, opportunities to expedite or advance their
creating a compelling ticking-clock plot quest, including connecting with
device that keeps the PCs hustling around important NPCs.
town in pursuit of their prize.
Some Setbacks are self-contained, while others
That quest is both supported and complicated by intersect faction activities or lead the jolly crew to
the module’s pub-crawl procedure, which measures other taverns, tying the various setting elements together into
gameplay in turns: indistinct amounts of time needed to a living, breathing whole. That’s no mean feat for a project
perform actions like traveling between taverns and drinking with so many contributors.
therein. Each turn, the GM rolls a Risk Die, which indicates
whether revels continue as normal, if the characters need to ‘Each pub went through probably 3.5 or so revisions and
refresh their drinks or if a Setback occurs. connections started to be added organically,’ Smith said. ‘The
only hard and fast effort we made was to attempt to give
When drinking, players will roll a Sobriety Die, the each pub a sidetrack or situation to visit another
workhorse of the drinking mechanics that pub, whether it’s receiving an invite to the Royal
Smith developed in reaction to pervasive Wine Cellar or following non-player characters
homebrew 5e drinking rules. Using the to a wedding reception at The Birdcage. Also,
latter, characters receive mounting all of the factions appear throughout the
penalties until their inebriation ultimately pubs, which gives an additional sense that
grants them damage reduction. Smith sees all the pubs are part of a larger milieu.’
this as too proscriptive: either avoid
drinking at all costs, or powergame and Just about anyone could page through
build a character that thrives on alcohol- Barkeep and find something to love about it,
induced resilience. whether that’s the premise, a location, a
particular character or its many other aspects.
Barkeep’s solution is a more balanced risk-reward But appreciating how well crafted it truly is, as a
system. Based on their constitution (or equivalent attribute), whole, requires one to explore its roots, both personal and
characters are assigned a base die ranging from d8 to d12. cultural.
When they roll that die and get a result of 1–3, their die
downgrades one step, and they suffer some perks and Smith began playing RPGs in college, starting with D&D 3.5
detriments, both social and physical, depending on their level before moving on to 5e and, ultimately, into more rules-lite
of inebriation. They can spend a turn drinking water, which games like Into the Odd, and the family tree it spawned, as
lets them bump their die back up a step, or they can well as alternatives like PbtA-based systems. His
double down and and dive deeper into their preference toward rules-lite games that embrace
cups. spontaneity parallels his background in
improvisational theatre.
Why would anyone do the latter? Because
they’re in a bar during a festival, of course. ‘In high school, I founded an improv troupe
Anyone who isn’t indulging will draw that put on a couple of shows a year,’
suspicion from other revelers and tavern Smith said. ‘I also competed (to the extent
keepers, and that will ultimately make that improv can be competitive) in a state-
their pursuit of the antidote more difficult. wide improv competition. We mostly did
And even if they are drinking, the jolly crew short form improv, theatresports style, but
must still contend with ambient events that also did a few long form scenes during our
can threaten to throw them off course. performances.

30 Wyrd Science | Volume 1, Issue 5


‘Part of the initial draw to running tabletop games was that it The original Keep is a wilderness exploration adventure
was an outlet for the same creative juices that fueled my stints written in broad strokes. It sees the PCs set out to defend the
at improv. It is why I prefer minimal prep—I thrive off of rolling Borderland against the malicious threats dwelling therein. This
with the punches and reacting to whatever the players decide will take them to the Caves of Chaos, where they’ll fight
to do. This approach naturally leads to games with more various monsters, humanoid and otherwise, and the undead
player agency and, among the best groups, gives an almost and cultists dwelling in the Temple of Evil Chaos. Vanquishing
writers’ room feel to each gaming session.’ them will ensure safety and prosperity for the Keep’s human
inhabitants and future settlers.
Smith brings that feel to Barkeep, keeping the adventure very
open to player agency and letting them find their own way But Smith doesn’t take that premise at face value. In 2021, he
through the guiding plot. Simultaneously, Smith’s ‘procedural published a compelling counter-reading (‘The Keep on the
predilections’ support the GM and help structure this more Borderlands is Full of Lies’) on his blog, Prismatic Wasteland.
open experience. But Barkeep’s openness has origins farther He argues that the module presents a one-sided, heavily
back in time than just his improv days. biased perspective on the scenario, one that favors the human
society. Rather than being a bastion of law amidst the anarchy

T
o really understand Barkeep’s underpinnings we need of the borderlands, he reads the Keep’s society as an
to travel back to 1979. That year saw the first appearance oppressive, fascistic regime boasting a highly militarized
of Gary Gygax’s The Keep on the Borderlands, one of the populace who are not only empowered but eager to inflict
most notable D&D modules of all time. Originally a standalone corporal punishment for even relatively minor infractions like
release, it was later included in the Basic Set, a gateway for shoplifting.
new players to enter the game.
‘I find the Keep in the original to be the more sinister location,’
For many, it was their first encounter with D&D and RPGs at Smith said. ‘It is just as deeply detailed as the dungeons (and,
large. It is widely known and referenced to this day, and has unlike the Caves of Chaos, is the namesake of the module) and
been revised, reprinted, and adapted many times over. Barkeep is the base for the many villains of the module: the
on the Borderlands is obviously one of those adaptations, and overzealous guards, conniving priests, and whoever tells the
brings its own unique twists to the table. players that “Bree-yark” (goblin for “hey rube!” and is used by

Wyrd Science | Volume 1, Issue 5 31


Our Lady of the
Sacred Speakeasy,
complete with its
chaos cultist rec-
room and cursed idol,
one of the many inns
you can visit over the
course of Barkeep’s
revels.

Art: Sam Mameli

32 Wyrd Science | Volume 1, Issue 5


goblins to sound an alarm) means “we surrender” in the goblin This bringing-low of law and of the powerful is the
language.’ overarching premise that couches the adventure, but the
motif is also at the forefront of the adventure’s contents itself.
On the flip side, the various groups of goblinoids, orcs and The Raves of Chaos seamlessly adapts a real-world Western
kobolds (among other denizens) are not doing much of tradition to the Keep’s fantasy setting: the folk culture of
anything. They show no signs of preparing to siege or invade carnival (a Christian term whose tradition extends much
the Keep. They’re mostly sitting at home with their families farther back into history).
(the module specifically notes the number of adult males and
females and children present in each location). The Chaos Traditionally, in the days before Tilt-A-Whirls and funnel
Raiders can easily be interpreted as a band of freedom fighters cakes, carnival was an all-encompassing cultural frame that
(with Smith drawing a parallel with Robin Hood and his Merry constituted a second life and a second world outside
Men). And the moniker ‘Evil Chaos’ smacks of heavy-handed, mundane life and the official order that governs it. Social
pro-Keep propaganda writ in boldface. hierarchy dissolved, and in many cases, a ‘lord of misrule’ was
appointed to serve as a parodic figurehead of the festivities.
Those revels included a generally playful atmosphere as well
THE MONIKER ‘EVIL CHAOS’ as spectacles and pageantry (seen today in celebrations like
Mardi Gras and Carnival of Brazil), jokes and humor, and an
SMACKS OF HEAVY-HANDED, emphasis on the body. The latter encompassed feasting
(which, besides being a primordial form of human
PRO-KEEP PROPAGANDA communion, marked historic ruptures in the status quo),
sexuality and, of course, drinking. After all, what’s a party
without some libations?
‘I think Keep would be better if it had a ticking clock—perhaps a
timeline of when the monsters of the Caves would raid the Barkeep incorporates all of these elements in the Raves of
Keep like the adventure prologue claims—and if it had a bit Chaos, which commemorates the ‘triumph’ of humanity over
more specificity of the motives of the denizens of the Keep the lawless Borderlands. The Monarch’s (lawfulness’s) power
and Caves,’ Smith said. recedes; ‘For one week each year the Bailiff is just a private
citizen, and few laws, if any, are enforced. During the Raves of
‘However, the “incompleteness” of The Keep gives part of its Chaos, the city watch cedes the powers and responsibilities of
lasting appeal. You can project whatever you like, my law enforcement entirely to the Church of Chaos.’
reinterpretation included, on The Keep without changing a
thing. I hope that Barkeep achieves a similar level of stripped- The first day of the Raves is the Ambush of Kobolds, which the
down, open endedness as Keep because, while the locations populace celebrates with ‘tricks, traps, jokes and japes’. The
and timeline are more detailed than The Keep, it leaves ample second, the Orgy of the Ogres, is ‘a day to indulge in food,
room for player action or inaction to drastically change how drink and vice until stupefied’ with ‘no end of buffets or
the adventure is experienced each time.’ shameless bacchanals’. On the third day, the Jubilee of
Goblins, ‘everyone wears thick coats and eats a heavy meal’ in

B
arkeep is set 200 years after the original Keep’s conclusion. the morning before they ‘doff their coats and nibble on
The Keep has expanded its footprint, and its leadership something light’ in the afternoon and in the evening ‘wear
has changed hands from the Castellan to the Monarch. something skimpy and just drink’. Day four is the Parade of the
The periphery has become the centre; the goblins, kobolds, Minotaur, when ‘the people of the Keep dress as monsters and
ogres and chaos cultists who previously lived in the wilderness parade through every street’. The fifth day, the Feast of Gnolls,
have been integrated into society. The annual Raves of Chaos is ‘a feast day, but in order to eat cooked meat, you have to
commemorate the people who helped it happen: those win a fight’. The sixth day, the Culmination of Chaos, sees ‘the
adventurers who crawled the Caves of Chaos two centuries people of the Keep worship chaotic deities by drinking wine
ago. Much has changed. Much has also stayed the same. and doing things they’ll regret’.

‘Now, instead of a Castellan scheming to drive goblins from Point for point, Barkeep incorporates every aspect of a
their homes, it is goblins plotting revenge for the atrocities traditional folk festival, from hierarchical dissolution to the
committed during the original module,’ Smith said. ‘All the whole spectrum of pastimes and activities. It does so in
while, the cult of chaos grows more powerful.’ classic Keep style, by giving just enough detail to spark the

Wyrd Science | Volume 1, Issue 5 33


imagination rather than belaboring the point. Like the clearing in the middle of the forest with a grill and libations.
characters of the taverns themselves, all of these aspects are The participants would form a circle, in which any member
drawn from Smith’s own experiences, giving them a greater might challenge another, to a fight or other lively competition.
vibrancy than probably would have been possible if they were The winner would be rewarded with a freshly grilled steak.
regurgitated from detached study. After the fights ended, a member dubbed the “chief justice”
would create a bonfire where people could burn papers of
‘My sense of medieval carnival culture comes from the same their choice—perhaps class notes, love letters, or anything that
place as the inspiration for the pubs themselves: my time as a they wished to rid themselves of as the school year ended.
student,’ Smith said. ‘As a student at a school with a robust Once the sun begins to set, everyone would change into togas
party culture, many of our parties and events resembled, in (of the ahistorical, bedsheet variety) and adjourn to a nearby
some ways, the medieval hard-partying carnivals. The list of apartment to enjoy some revelry.
strange events that seemed to exist only for those with the
free time that undergrads have but don’t fully appreciate ‘The traditions for each of these pseudo-festival days has
included the semiannual beerlympics, the masked ball, Rubik’s evolved over time in ways that none of the participants know.
cube parties, the hat debate, the all-night meeting, and—of No one is sure who began steak night fight night or when, we
course—the end of year steak night fight night, each with its only know that we do it. I took a similar attitude to the Raves
own set of evolving traditions. of Chaos, a celebration rooted in a historical event, re- and
mis-interpreted over two centuries.’
‘Key aspects of each event were the elaborate costumes and

R
subversions (or, more accurately, inversions of authority). Take PGs are, in many ways, a modern descendant of this
steak night fight night, for instance: it was held at the end of folk-cultural tradition. When we play, we do so in
year the day before spring final exams began. The main event, worlds that stand fully apart from our own. We put on
as the name suggests, involved gathering in an abandoned metaphorical masks (or, sometimes, literal ones when we
cosplay), we crack jokes in and out of character, we
may indulge in a drink or two (or more) at the table.
We do it all for no reason other than sheer
playfulness, a psychological renewal that
helps us to deal with the humdrum strictures
and rigors of the everyday life we must
inevitably return to.

Barkeep folds the shared aspects of games and


festival onto and back into themselves like
well-prepared dough. It explores the historical
spirit of revelry within the framework of a
contemporary manifestation of that spirit.
Inspired by personal experience and with
thoughtful, appropriate treatment of its source
material, it’s an instant classic that deserves a
special place, right beside Keep, in the canon of
RPG adventures.

Or maybe it’s just an excuse to drink and talk


some stories with friends. You decide.

Barkeep on the Borderlands


is out now and available from
prismaticwasteland.com/shop

34 Wyrd Science | Volume 1, Issue 5


Wyrd Science | Volume 1, Issue 5 35
KIERON GILLEN - Q&A

36 Wyrd Science | Volume 1, Issue 5


DIE
ANOTHER
DAY
John Power Jr. catches up with Kieron Gillen to discuss his new
RPG, DIE and whether the master storyteller would survive and
thrive in a fantasy world.

Art: Stephanie Hans, courtesy of Rowan Rook & Decard

W
ay back in our first issue we spoke with comic Wyrd Science: DIE was always conceived as both a comic
writer, and then nascent RPG designer, Kieron series and RPG, how did exploring one idea through two
Gillen about his recent comic, DIE, the forthcoming different mediums work out?
accompanying game and, well, just about everything. It was,
as the kids probably said ten years ago, a lot. Kieron Gillen: For a long time, I wasn't sure which was the dog
and which was the tail. Eventually, the dog ate its own tail,
The comic told the story of a group of teenagers pulled into a and became a dog ouroboros. They became different lenses at
strange new roleplaying game and who emerged years later looking at the same thing, and each illuminates the other. DIE
both bound together a vow of silence and torn apart by what exists outside of both, for everyone, including me.
they’d experienced. Decades later, now with all the added joys
of midlife, they find themselves back together and back in the That both were being worked on at once had some real
world of Die, it was ‘Goth Jumanji’ to use Gillen’s own words. interesting effects too - mainly I was thinking about DIE twice
as much as I would otherwise. Certain key aspects emerge in
3 years later and DIE - The Roleplaying Game is now in our one and then jumped to the other. For example, the truth
hands too and, we are pleased to say, a triumph. Picking up about the Fallen was born from me wanting to avoid player
where the comic left off, the RPG is -besides being a great elimination in the game.
game- part treatise on the transformative power of play, part
deconstruction of fantasy and gaming tropes, part therapy WS: And how recognisable is the finished game to what you
session and everything we wanted from Gillen. first envisaged, did working with Rowan Rook & Decard
change much?
Interested to see if we could keep an interview with Kieron
under 10,000 words we tracked him down to find out just KG: In terms of the journey? The weird thing is that the core of
how life as a games designer was treating him... DIE was just there from the first playtest - make up a group of

Wyrd Science | Volume 1, Issue 5 37


sad people, do a miniature Nordic LARP, drag them into a at their influences, and loved following those chains of
fantasy world, externalise their inner demons into outer influence through the years. I certainly try to do the same with
demons and a final meeting with the Master to decide my own work. You love this? You'll love - say - Monsterhearts
whether to go home or not. or whatever.

After that, it's all been about how best to execute and explain That said, skipping back to the idea of trad - DIE is also
the idea. That's what RRD brought - the polish and focus on explicitly about classical D&D. I suspect that alone gives more
how to make this as good as possible. They also introduced trad gamers a handle on it.
me to the delete key. Marvelous innovation. I have no idea
how I got by without it. WS: DIE is, quite explicitly, the kind of game that opens itself
up to some fairly dark themes, and you devote a fair amount
WS: You first had the idea for DIE back in 2016, 5E was only a of space to discussing safety tools and ideas like 'Bleed'. Are
year or two old at that point, did you imagine that just a few modern RPGs almost becoming the games that evangelicals
years later people would be filling arenas with people were freaking out about back in the 80s?
watching them play D&D and how much the RPG scene
would change? KG: Let's hope so.

KG: I think that was on the horizon then. Actual Play culture Really, there's two fears there - one is just people are afraid of
was demystifying RPGs to millions. By definition, if one of art which is powerful and the other is that games were literally
them gets popular enough, they'll be filling ever bigger spaces. satanic.
For me, once you've made the leap to "Hey - people actually
want to watch people play a game" the jump to them filling an For the latter, Laycock's Dangerous Games about the 1980s
arena is significantly smaller. For me, since the start of DIE, it's moral panic notes that at least one reason why evangelicals
changed, but only in the "this band is now bigger" way. felt threatened by D&D was that it was stepping on some of its
turf - the magic circle of religion, etc.
But I'm also aware the timing of DIE feels very right. If I
planned it, it couldn't have been better. There are certainly are That's an interesting idea. DIE, in both comic and games, has a
times I think of all my characters in the comic being lot of fun with just embracing the tropes that were used to
manipulated by a being outside time and space to fulfill an persecute the form. Since we've won, we can play with the
eldritch ludic purpose and it gets a bit too close to home. Diablolic Dungeonmaster. We can tease out the idea of
something awful and Lovecraftian about the dice themselves.
WS: DIE’s a very modern Indie RPG and does a great job of There's a wicked shiver there.
talking new player's through it all, at the same time its
themes really reward you if you've ever spent a fair amount in For the former, fuck anyone who is afraid of the power of art.
front, or behind, a GM's screen. What kind of response have
you'd had from the older, let’s say more trad, RPG crowd?
I WOULDN'T BE
KG: It's been pretty good - I think folks who have a negative
response to anything in DIE would have been pushed away AN ADVENTURER.
from the concept alone, right?
I WOULD BE RATIONS.
That said, I'm not even sure about older gamers - younger folk
who came in from the D&D explosion of the last decade are
working in a trad framework as well. I was definitely aware WS: Something I've enjoyed with DIE has been revisiting
that for some people it would be the first time they played a versions of the games we played in as teenagers, just with 30
game like DIE. My fear was always that folks who didn't know years of horrifying hindsight added. If you were Jumaji'ed into
modern indie RPG stuff would think that I made all this up. a game you played in the past which, if any, do you think
you'd have the best chance of surviving?
It's one reason why the Gameography was so important, and
the side-bars where i try and nod towards where our KG: Probably any of the campaigns which just fizzled out
approaches germinated form. I always liked artists who point would have the best chance of surviving. If the game just

38 Wyrd Science | Volume 1, Issue 5


enters limbo before we all die, maybe I can survive? Really, I Itch.io. I've got a three-set of Tolkien Trophy Dark incursions I
have no survival skills. I wouldn't be an adventurer. I would be want to finish at some point, for example.
rations.
WS: Whilst DIE gives you everything you need to create your
WS: I also particularly like how the bestiary deconstructs own worlds, adventures and campaigns -and a lot of what
familiar fantasy creatures, what's your favourite 'Truth'? makes it sing is drawing upon the players’ own experiences-
you are working on some new books for the game, what can
KG: Thank you. This is one of the things I'm most proud of you tell us about them?
which developed from RRD - it grew from an insight Grant
[Howitt] had, and became these micro-essays of ways of KG: DIE is absolutely an encouragement to enable your
thinking. To grab one of mine I particularly like... creativity. It would have been a lot easier to do just a big list of
everything in DIE, but that would be missing the point. If it's
A theme in fantasy is creatures that once existed and have not aggressively yours, it's not really DIE.
been lost from our world. Giants are unique in that it is literally
true: we have all met giants. We are born, and surrounded by So we've got various things planned - DIE Scenarios are a
beings of petrifying stature. Slowly, as the years go by, they series of adventures, each is elaborating on approaches to the
diminish. Giants remind us that once, there were people who game. Each plays perfectly out the box, but is also a worked
were bigger and more powerful than we are. They made us example you can pick apart for parts. "Oh, I get it - I can do it
feel safe. Or scared. like this!" I'm doing a scenario in each, and getting a chance to
really dig down on ideas.
That said, "the Minotaurs as abandoned children who are fed
other abandoned children" and "Orcs as whatever your The one in the first - BIZARRE LOVE TRIANGLES - is me doing
audience thinks is reasonable to kill" seemed particularly on a Hex Crawl and is showing how you can actually do pre-
point. generated encounters in DIE, while still allowing a lot of player
customisation. The one in the second should be LOVE IS A
WS: Despite publishing some of the most acclaimed creator BATTLEFIELD, which should be my attempt at a Duet DIE
owned comics of the past few years you've continued to work game with just one player and a GM, assuming I can get it
on Marvel’s X-Men. Now you're an acclaimed RPG writer too working.
are there any game settings that you'd love to, officially, leave
your mark on? We also have something bigger planned, and I need to start
digging there. We show some of the possibilities of Regions in
KG: Hah. Well, this is a bit of a secret, but I'm kind of a big ol' the main book, but there's a lot more to do there.
nerd. Honestly, a fun thing has been since
I've started doing this I've had a few WS: Finally, you've published a 20 issue
folks reach out to me to write small comic and several hundred page RPG all
things for their games. about games and why we play them, so
presumably having given it some thought
I've just finished a small thing for you can finally answer the question
Starcrossed, for example, which is a that’s plagued rulebooks for decades,
game I love from a designer I adore. what is an RPG?
There's a few more of them to come,
hopefully - I did a creepy NPC for KG: I have learned an RPG is too big if
Zach's Inevitable recently, The it is over 200,000 words and, if so,
Chevalier of the Sands. There was a one should press the delete key until
couple of conversations at GenCon it's under 100,000.
which may lead somewhere too.
DIE - THE ROLEPLAYING GAME
I don't really have designs on anyone is out now, published by
else - I'm much more about people Rowan Rook & Decard
coming to me. I'm as likely to write rowanrookanddecard.com
something and just release it on my

Wyrd Science | Volume 1, Issue 5 39


STANDEES

IN

THE

40 Wyrd Science | Volume 1, Issue 5


WAY
OF
TABLETOP GAMES HAVE OFTEN USED FICTIONAL DYSTOPIAS TO,
OVERTLY OR OTHERWISE, CRITIQUE OUR OWN WORLD. BUT WHAT
HAPPENS WHEN WE DITCH THOSE FANTASY AND SCIENCE-FICTION
ANALOGUES FOR THE REAL THING?

DAN THUROT SPEAKS TO THE DESIGNERS OF THREE GAMES THAT


HAVEN’T SHIED AWAY FROM PUTTING HISTORICAL EVENTS FRONT AND
CENTRE, CONFRONTING HEAD ON ISSUES OF RACE, GENDER AND
SEXUALITY THAT CONTINUE TO RESONATE TODAY.

OPPOSITE- CHRISTOPHER STREET LIBERATION DAY MARCH, NEW YORK, 1972

LEONARD FINK / THE LGBT COMMUNITY CENTER NATIONAL HISTORY ARCHIVE

CONTROL Wyrd Science | Volume 1, Issue 5 41


Y
ou’ve heard the refrain before: ‘Why does everything board games about the American Civil War. Nearly all of them focus
need to be all political? It’s a game! It’s supposed to be on operational deployments, orders of battle, the brother-against-
fun! Keep your politics out of games.’ brother conflict that still looms large in the American psyche.

Well I’m here to say that we need more politics in games. Holland went another route: rather than preoccupying itself with
formations of blue and grey uniforms, her game highlights the
If that quirks your eyebrows, I get it. ‘Politics in games’ conjures a years leading up to the Civil War and the practice of slavery itself.
particular image, one that’s dour and—dare I say it—rankles of Neither did Holland truck in ambiguity; in her game, players either
‘edutainment.’ It’s a natural response. Now that my kids are old embody Justice or Oppression, factional titles that leave little up
enough to visit the library every week, they’ve become expert to interpretation. Although she worked to ensure that slavery
detectors of any book that’s trying to educate them on weightier couldn’t be mistaken for anything other than evil, the thesis of This
matters than sharing, coping with emotions, or how the Dragon Guilty Land isn’t anything as obvious as ‘slavery is bad.’ Rather, it’s
Prince of Wrenly will save his kingdom this week. Some part of our that moderation in politics is tantamount to joining the side of
brain clamps down the instant it believes it’s being preached to. Oppression.

To get a better sense for why politics belong in games, I spoke to In This Guilty Land both sides of the debate are determined to
three designers who’ve become known for their politically-laden swing a certain number of votes to their side of the legislative
productions. These designers hail from different backgrounds, aisle. Justice, naturally, intends to abolish slavery. It’s a Sisyphean
genders, careers and lived experiences, but their commonalities task, requiring its player to shore up voting blocs, change hearts
are striking. They’ve all created celebrated commercial titles, have and minds, and harden sentiments into political action. Even in a
deep feelings about the value of play, and believe tabletop games vacuum such a process would be difficult, but Justice is dogged at
can aspire to be more than fluffy children’s books for grownups. every step by Oppression. This player maintains the status quo by
legalizing fugitive slave acts, launching campaigns of violence and
voter suppression, and—this is the crucial part—keeping the

★★★ nation’s moderates from voting the other way.

As a rhetorical statement, it’s a sobering one. Because slavery is


already the law of the land, the Oppression player doesn’t need to

A
mabel Holland is a trans woman with well over fifty legislate. All they need to do is prevent Justice from gaining
board games under her hat. Her designs are far-ranging, enough traction to abolish the practice. This means that the
touching on train games both simple and complex tokens on the board that represent the middle ground, the
(Northern Pacific, Irish Gauge, The Soo Line, Trans-Siberian undecided voters of the United States, are effectively votes for the
Railroad), the historical (Supply Lines of the American Revolution, continuation of slavery. Without directly confronting the player,
Nicaea, Westphalia, Endurance), and the whimsical (Eyelet, Watch This Guilty Land asks one of the toughest questions ever put to
Out! That’s a Dracula!), as well as many, many more than would be cardboard: In what ways do we, today, permit oppression by not
responsible to list here. Holland is famously open about her standing for justice?
transition, including the scrutiny her sexual identity receives from
strangers. In a time when transgender identities are subject to As someone whose mere existence has been politicized, Holland
debate and legislation, it would be fair to say that her entire has plenty to say about the need for games to make such
personhood has been politicized. statements. It’s impossible to keep politics out of games, she
argues, ‘Because politics touches everything. Politics defines our
But Holland is no stranger to roiling waters. Long before her cultural norms and assumptions, and art—games included—either
transition, she made waves with a design that seemed brash, even reflect or challenge those assumptions, and either do so
offensive. In 2018, This Guilty Land announced its intentions on its obliviously or thoughtfully. Simply talking about the realities of my
very cover. The central image is that of a man named Gordon, existence—as a queer woman, as a trans woman—makes the
more commonly known as ‘Whipped Peter,’ his back horribly conversation “political.”’
scarred by the lashings he received as a slave.
In her estimation, to say that politics shouldn’t be in games is to
This photograph first appeared in a July 1863 issue of Harper’s adopt a position not unlike This Guilty Land’s moderates, where
Weekly, putting the brutality of slavery on display and inspiring refusing to take a side always means siding with Oppression. ‘One
free Blacks to enlist in the Union Army. There are thousands of thing I tried to be very clear with in This Guilty Land was that it

42 Wyrd Science | Volume 1, Issue 5


“THE SIMPLE FACT IS
THAT SLAVERY WAS
AND IS A MORAL EVIL
ON WHICH THERE
COULD NEVER BE
ANY COMPROMISE”

Wyrd Science | Volume 1, Issue 5 43


wouldn’t give both sides equal footing,’ Holland says. ‘There’s a ‘I’m a queer trans woman living in 2023 and my community is
false idea of balance in our culture that sees objectivity as giving being legislated out of existence, and the people passing those
equal time and weight to both abhorrent ideas and to those that laws are willfully lying. Don’t tell me they don’t know better; they
oppose them. The simple fact is that slavery was and is a moral do. They’ve been told over and over again what the science is, and
evil on which there could never be any compromise. they just don’t listen. Meanwhile, people try to play up both sides
of a debate that doesn’t exist, or call for compromises when there
‘I don’t give any credence to the idea that people didn’t know can be none.’
slavery was wrong, because people did. Some folks were
dedicating their lives to end this thing, and it’s not like they failed
to convince others—it’s that those others didn’t care. Either that’s a
willful choice, or it’s being afraid to rock the boat, or it’s calling for
★★★
T
civility and compromise and centrism and moderation. They’re he impact of This Guilty Land has already been felt on
villains or they’re cowards, and they choose to be those things.’ tabletop games. Perhaps its most direct descendant is last
year’s Stonewall Uprising, a design by Taylor Shuss that
For Holland, this point is uniquely expressed via the language of portrays thirty years in the fight for LGBTQ+ civil rights.
play. ‘It’s about illustrating systems, both in terms of the creaky
machinery of government, and also how civility culture and Stonewall Uprising is very nearly a mainstream game. Somewhat
centrism—which is fundamentally a kind of conservatism, because infamously, This Guilty Land was tangled and complicated, pitting
like conservatism it abhors change and upheaval, no matter how players against the legislative system of the United States as much
necessary—works against progress.’ as against the opponent sitting across from them. This was a
deliberate choice, highlighting how the same safeguards that
This is also why Holland deemed it necessary to ask players to not prevent laws from being passed offhandedly can also impede the
only embody Justice, but also Oppression. ‘It’s through the battle for equal civil rights. Despite being inspired by Holland’s
interaction [of factions] that these games communicate their game, Shuss settled on a well-worn core system: deck-building.
meaning. This Guilty Land isn’t interested in the facile terror of
“Here, play this bad person, do this bad thing, now feel bad, why There are two sides to Stonewall Uprising, Pride and The Man, both
did you do that bad thing?” I don’t think in playing one side or the with their own goals, but on a turn-by-turn basis they function
other that you learn anything specific about that side. But by according to familiar principles. Cards are purchased from a
playing one side against another, the two of you observing these market, drawn at random into your hand, and eventually shuffled
systems, that’s how you get something out of it. To foreground this together again when your draw pile runs out. Anyone who’s played
observation, I tried to put a lot of distance between you and the Donald X. Vaccarino’s Dominion or its hundreds of offshoots will
roles you inhabit—making them abstract forces instead of specific find Stonewall Uprising intuitive.
historical entities.’
But while Shuss felt it was important for his game to be accessible
She’s also quick to caution prospective designers that tackling thorny to a wide audience, he’s also keenly aware that its politics might
historical topics is fraught. catch some by surprise. ‘It felt important that players knew what
kind of game they were stepping into when they held the box,’ he
‘How do I design around these topics? Very carefully. There are so notes.
many ways to get it wrong. You have to doubt yourself, constantly,
on pretty much every aspect. You need to anticipate the questions ‘Stonewall Uprising is a game about queer history designed by a
people will ask about it, and the assumptions they might make. queer person. If that bothers you, feel free to play the other 99% of
Just as importantly, you need to answer those questions before games that exist. Setting expectations was an incredibly important
they’re asked. A year and a half before This Guilty Land came out, I piece of the puzzle for us. We wanted to let players understand
was talking about what the game was and what the game was not, that the game is very much supportive of queer civil rights, but
because I knew if I didn’t put that information out there, others unfortunately the path we took here in the United States was not a
would decide ahead of time what the game was, what the story terribly pleasant one, and still is not anywhere near perfect today,
was, and that would be disastrous.’ either. Showing off that level of seriousness is not an easy task
without making the entire game look like a dour pit of despair.’
The effort, however, is worthwhile, because the issue isn’t solely
academic. Holland draws a direct line from the moral weakness of Shuss is referring to his game’s portrayal of The Man, his own
permitting slavery to the issues under discussion today. analogue of the Opposition player from This Guilty Land. While

44 Wyrd Science | Volume 1, Issue 5


“STONEWALL UPRISING IS
M E A B OU T QU E E R HIS T ORY
A GA
N E D B Y A Q U E E R P E RS ON.
DESIG
IF THAT BOTHERS YOU,
F R E E TO P LAY T HE OT HER 99%
FEEL
OF GAMES THAT EXIST”

Pride’s cards are vibrant and joyful, even somewhat cartoonish, ‘I am aware of plenty of people that were put off by playing as The
The Man’s cards are bleak, with backgrounds crisscrossed by Man. That is definitely the number one piece of feedback I’ve
chain-link fences and shadowed illustrations full of angry faces. gotten about the game. But ignoring that aspect of the conflict
This prevents any misunderstanding—The Man is definitely the would be doing the game a disservice. While working on
antagonist of the game—but the differences between in-game Stonewall, I made it a point that whoever is playing as The Man
factions run more than ink-deep. Both sides also have their own should feel at minimum gross while they are taking in-game
victory conditions. The Man’s goal is all about imprisoning Pride’s actions. When you detain people, you tear them from Pride’s deck.
cards, physically removing their presence and abilities from the When you demoralize people to win, you do so at random. And
deck. Meanwhile, Pride is all about amassing and rolling handfuls whenever you buy cards in the ’80s, AIDS deaths go up. These are
of dice in an effort to hit a moving ‘Overton Window.’ In other all designed to make players feel a certain way. I think playing as
words, it’s Pride that gets to have all the fun. The Man is more difficult than playing as Pride since you have to
sit with the knowledge that what you are doing right now is
Where This Guilty Land drew criticism thanks to what some wrong. You are oppressing people and the way you progress
perceived as an ungenerous portrayal of the antebellum United toward victory is vile.’
States, concerns with Stonewall Uprising had more to do with
Shuss asking one player to control The Man. The final version of But why is it important for someone to inhabit such a difficult
the game includes an automa that can take that role off players’ role? Shuss goes on. ‘The fact that The Man is played by a living
hands, letting them play solo against an impersonal foe, but from breathing person makes their actions so much more tangible and
the beginning Shuss thought it important to let a thinking mind hurtful. That a real person would willingly choose to go to such
lead the charge against Pride. lengths to deny an entire group of people their pursuit of

Wyrd Science | Volume 1, Issue 5 45


“IT’S NOT ‘POLITICS’
BUT A CERTAIN KIND OF POLITICS

THAT ELICITS THIS REACTION”

T
happiness, and still think that what they are doing is just or moral, ory Brown exploded onto the design scene earlier this
is outright evil.’ Shuss also notes that in playtesting Stonewall year with Votes for Women, a lavishly produced and
Uprising, it was often those who played as The Man who emerged playtested game about the movement for women’s
with the strongest feelings over the injustices portrayed in the suffrage in the United States.
game. ‘It puts their behavior in stark contrast to Pride, and draws
clear lines around who and who is not on the side of justice and Placed next to This Guilty Land and even Stonewall Uprising, one
equality.’ might mistake it for an entirely different artifact altogether. Even
the quality of the box is noticeably improved. Where its predecessors
When it comes to politics in games, Shuss has seen his own find their roots in age-old wargames, with print-on-demand publishing
perspective develop over time. ‘For a time I had a similar opinion models and affordable components, Votes for Women heralds a more
[that politics don’t belong in games]. Eventually I realized that that glamorous approach.
couldn’t coexist with me wanting to see more people included in
the hobby I loved. Now I am of the mindset that all games are Inside the box one discovers not only a mounted board, but also
political, although often those politics are subtle and heaps of wooden and cardstock pieces in three dominant colors.
unintentional. These can still have some impact, so it is always These denote the alignment of the game’s factions: red for
worth thinking about your base assumptions when working on or Opposition, yellow and purple for Suffrage. Those two colors hint
playing a game.’ at the game’s political leanings. While Suffrage must struggle
against Opposition to spread the word, garner support in

★★★ Congress, and eventually vote to pass the 19th Amendment, they’re
also locked in a war of ideals with their own allies.

46 Wyrd Science | Volume 1, Issue 5


With a background in labor organizing, Brown is no stranger to Brown offers similar insights into the question of politics in games.
coalition-building—nor to the reality that working together to ‘Players have all kinds of preferences when it comes to games: dice
make change can mean adjusting to new voices, opinions, and or no dice, three-hour epics or speedy thirty-minute sessions,
even values. In Votes for Women, this materializes when solitaire or plays-up-to-eight. And people generally don’t say,
Opposition plays a card to drive a wedge in the Suffrage movement. “Keep dice out of games” or “Stick to making party games,” do
Where purple and yellow pieces were previously content to work they? Certain players seem to confuse their natural right to express
together, suddenly one side might abandon the cause. preference with a more authoritarian right to police certain
content. Because it’s not “politics” but a certain kind of politics
Brown doesn’t assign a specific value to either color, but she that elicits this reaction from a small group. I think the few but
doesn’t hesitate to name the cause for these ideological rifts. Yes, loud people who say “Keep politics out of games” are demanding
it’s racism. While most of the country’s women agree that they that we all shrink ourselves down to their very narrow, sad view of
want the vote, plenty of white women are afraid of their Black the world and of power, and doing that would make games way
counterparts gaining an equal voice. Votes for Women wends its less fun and interesting for the rest of us.’
way through both sexual and racial politics, never shying away
from the moral failings of the same movement it celebrates.
Despite this, it never once stops being eminently playable.

‘When I started designing Votes for Women, I knew that if a slightly


★★★
F
complex wargame about women’s history wasn’t engaging, people un. That’s what keeps springing to mind. Far from being
wouldn’t play it,’ Brown notes. ‘The game has some barriers to miserable experiences, every one of these games is better
overcome. Getting the history just right, the tension just right, the for the inclusion of politics. They’re sharper, more
look, the rulebook, the balance on the cards… these priorities all invigorating, more insightful.
had to line up to thread the proverbial needle. The game brings
people in with a soft hand and says, “Yay women’s rights!” and Whether it’s the moral clarity of This Guilty Land, the queer framing
then quietly yet consistently asks them to consider race and class of Stonewall Uprising, or the self-examination of Votes for Women,
in an unexpected but hopefully revelatory way.’ none of these supernal titles would exist without a healthy dose of
politics.
Taking on the role of Opposition is a big part of that process. As
Brown puts it, ‘Some miss out on a few important lessons by So: More of that, please.
never taking a chance to play Opposition. People have told me
that they never thought about the fact that some women opposed
suffrage, or what Prohibition had to do with suffrage, until playing This Guilty Land
the game.’ is available from Hollandspiele
hollandspiele.com
One way Votes for Women stands apart from its peers is in its
portrayal of Opposition. While they’re decidedly cast as the game’s
antagonist, Brown avoids taking too harsh a stance against the
individuals in the opposing camp. Her goal isn’t to equate both Stonewall Uprising
sides, but rather to emphasize and appeal to the humanity of is available from Catastrophe Games
those who opposed women’s suffrage—and hopefully enable catastrophegames.net
change today.

‘Ultimately, I hope people take what they’ve learned from my game


and consider support for and opposition to social movements Votes For Women
today. Because the baddies don’t always even question if they’re is available from Fort Circle Games
the baddies, right? Some in the opposition may in fact be fortcircle.com
persuadable. Winning hearts and minds requires meeting people
where they are, and I hope Votes for Women is, at the very least, as
respectful to where people who opposed suffrage were in their
own historical context as it is to the people who supported it.’

Wyrd Science | Volume 1, Issue 5 47


48 Wyrd Science | Volume 1, Issue 5
ROGUE
MEMORIES
Warhammer 40,000 may be the ur-text for spirit crushing sci-fi
dystopias but in the real world it has also inspired countless creative
projects. Few though have grabbed our attention like former Games
Workshop employee Tammy Nicholls’ range of Rogue Trader era
action figures. John Power Jr. caught up with the artist to find out
more.

All photos & models: Tammy Nicholls

I
t’s December in the late 1980s and all over the UK The days of Rick Priestley exhorting Warhammer players to get
children are pawing through that year’s Argos catalogue, busy with used yoghurt pots may be long gone but the game
impatiently flicking past endless pages of radio alarm continues to inspire endless waves of creativity from fanfic
clocks and home fitness machines to find the all important and art to all kinds of kitbashed chimeras. Tammy’s creations
toys’ section. There, amongst the plastic ranks of Masters of the though, with their attention to period detail and the nagging
Universe, Zoids and Transformers, a new range -that year’s possibility that they just might have actually existed, caught
hottest playground accessory- stands out, Nergal Snega’s our eye like nothing else. Curious to know the story behind
posable Warhammer 40,000 action figures. both them and their creator we went in search of answers...

Now, if you’re of a certain age and currently feeling a hint of Wyrd Science: For a good few years you worked as a graphic
discombobulation to go with the back pain, never fear, you’re designer for Games Workshop, so what’s your Warhammer
not having an episode rather you’ve just discovered the origin story?
strange hauntological world of artist, and former Games
Workshop employee, Tammy Nicholls. Tammy: My father is quite a sci-fi buff having grown up on
serials like Journey Into Space in the 1950s. He fed my sister
Tammy posted the first Warhammer 40,000 action figure she’d and I a diet of Nigel Kneale, Hammer Horror and Tolkien.
designed and sculpted to her tears_of_envy Instagram page
earlier this year, inspiring a mixture of delight and confusion. When I discovered Warhammer it made sense and I was
Since then she’s continued to expand both the range - instantly intrigued by the miniaturisation aspect of it. It wasn’t
recreating several iconic Rogue Trader era Space Marine long before I was confusing my parents with requests for
colourways, limited edition Games Day figurines and now things called ‘Chaos Renegades’.
Space Elves- and the fictional story behind the figures’
manufacturer, Nergal Snega, and their often ill fated employees. They were slightly worried.

Wyrd Science | Volume 1, Issue 5 49


“I LOVE THE AESTHETIC THEY PURSUED
FROM THE MID 80S INTO THE EARLY 90S
- IT WAS REBELLIOUS, TRANSGRESSIVE,
HUMOROUS, POLITICALLY SAVVY
AND PECULIARLY BRITISH”

50 Wyrd Science | Volume 1, Issue 5


3D printing removed a lot of the barriers for me, allows for
multiple copies and it’s now one of my favourite aspects of
my hobby since I started to learn about a year ago.

WS: So what led to this particular project?

T: I’m not going to lie - it wasn’t my idea! A friend came up


with it during a brainstorming session and I just ran with it. I
suppose the thing I’ve added is the ‘wrapper’ narrative of the
fictional production company which gives it a hauntological
aspect.

WS: Can you tell us a little about that narrative?

T: The fiction surrounding Nergal Snega arose from the


pragmatic need for a manufacturer’s logo, which feature so
prominently on backing cards. The logo then posed the
question, “Who were these people and how did they end up
making 40K figures?”

While there is a degree of Charlie Brooker to the fiction it does


the important task of building the sense of a misremembered
past - the hauntology I mentioned.

That aspect, particularly the way it relates to ideas by thinkers


like Mark Fisher and creators like A Year In The Country and
Hobbs Lane, is very important to me.

The figures get people’s attention, but the fiction surrounding


Nergal Snega makes people think about their own connection
to the era.

WS: Do you have a particular affinity with that era of 40K?


My fascination continued, particularly in the visual side, and in
about 2004 I met John Blanche. I ended up running his T: Yes. I’m actually Gen X’er and got into GW during the Rogue
personal website and working on his Femme Militant range Trader era so there is a genuine nostalgia for it. GW always
before I joined Games Workshop in 2012 as a graphic designer. stood out among its competition because of its consistently
high quality artwork.
WS: Alongside the action figures your Instagram page
showcases a lot of your kitbashed models, what is it about I love the aesthetic they pursued from the mid 80s into the
that part of the hobby that particularly attracts you? early 90s - it was rebellious, transgressive, humorous,
politically savvy and peculiarly British. It reflected the largely
T: I think the hobby presents a fascinating opportunity to Gen X nature of the company at the time.
create within a narrative framework. It’s quite unlike anything
else out there. There are guidelines, but a huge amount of WS: Now, obviously these figures could never be mass
sanctioned freedom. I suppose conversions are like LEGO produced...
MOCs or endorsed literary fanfic.
T: You’re right, GW owns the underlying IP so the project will
It’s the opportunity to create which drew me to kitbashing remain as a hobby endeavour and won’t be monetised in any
and the INQ28 scene in the 2010s. I have always been a frustrated way. Still I want to keep going, adding more sculpts and even
sculptor as I found the process messy and time consuming. larger vehicles one day.

Wyrd Science | Volume 1, Issue 5 51


No good toy
range should be
without its own
range of special,
mail order only
items such as the
much coveted
Space Marine
Jump Pack.

The ultimate dream is to recreate a page from a 1980s toy Sister of Purification), but they loved it so I want to do more of
catalogue showing a huge range which will send Oldhammer those, too. They allow me to explore the weird underbelly of
into fits of jealous rage! the hobby and the fictional rivalry between Snega and the
infringer JJC.
WS: Have you had any feedback from your former colleagues
there? Especially those you worked with in licensing? In time I’d also love to turn my attention to Warhammer
Fantasy Battle too, but that’s a way off.
T: Indeed I have - they love it. I heard one funny story where
someone in the GW studio told a colleague about new retro WS: Alongside all this you’ve worked for several other major
toys that are coming out, and he chuckled and had to explain game companies, been involved in several pervasive games
about this woman called ‘Tammy’ who used to work there… and experiential art projects and published your own comics
That scene lives in my head rent-free. and RPGs, so what’s next for you?

WS: You've recently started expanding the range, so what’s T: By the time readers see this I will have moved continents!
next and has the reaction to them changed your plans at all? I’m hoping my new life, new home and new job will lead to all
sorts of inspiration.
T: My ambition is to add all the things I loved as a child -
Imperial Guardsmen, Chaos Renegades, Orks, a Rhino - the list I’m really loving the action figure as a mode of expression and
goes on! Time is the issue. I have vague plans to create other non-GW ranges. Keeping
them hauntological is important to me, so they will inevitably
I was surprised how well everyone reacted to the first non- have ties to the 1970s and 1980s. I also want to explore
Space Marine. I suppose the Space Elf started to reveal my puppetry but I might need to buy a bigger 3D printer first.
vision of a complete range and got folks excited. I now get
requests from people asking to prioritise their favourite minis
which just about covers every figure GW ever released! Stay up to date with the latest
additions to the Nergal Snega range
Consequently my plans haven’t changed much. I wasn’t sure and follow Tammy on Instagram
how people would react to the first ‘bootleg’ I made (the Little instagram.com/tears_of_envy

52 Wyrd Science | Volume 1, Issue 5


Wyrd Science | Volume 1, Issue 5 53
54 Wyrd Science | Volume 1, Issue 5
TIME
TO DIE
40 years on from the cult film’s release Blade Runner finally
makes it to the tabletop with its own official roleplaying game.
Samantha Nelson tracks down Tomas Härenstam, the game’s
lead designer, to find out more.

Art (throughout): Martin Grip, courtesy of Free League

A
dapted from Philip K. Dick's Do Androids Dream of and Replicants are not your typical villains. That made the
Electric Sheep? Ridley Scott’s Blade Runner brought story something more than your typical sci-fi action story. I
the noir genre into the modern age. Released in 1982 think exploring questions like that is fascinating and when
the film’s depiction of a, then, near future Los Angeles -with its handled right and played in a group of very mature individuals,
crowded neon lit streets a stark contrast to its morally grey, RPGs can definitely do that.’
and perpetually rained upon, inhabitants- helped cement the
vibe that would dominate science fiction in the 1980s with the The result is an RPG that is less focused on heroic action and
rise of cyberpunk. more on creating the kind of atmosphere where those themes
can be explored. To that end Blade Runner’s core book
The original film has long been an inspiration for both provides several recommendations on making your sessions
roleplaying game players and designers alike and now, 40 more cinematic, from slowing down the pace of the game to
years on from its release, Sweden’s Free League Publishing has more theatrical tricks such as employing low lighting during a
finally brought it to our tabletops in an adaptation that is session, soundtracking your games with the likes of Vangelis
remarkably faithful to the tone of its source material. Indeed and, especially, making use of props and handouts.
for Tomas Härenstam, co-founder and CEO of Free League and
lead designer of Blade Runner: The Roleplaying Game, the most Importantly, of course, the rules must complement this too
important, and challenging, aspect of adapting Scott’s series and the game encourages players to engage with those moral
into a tabletop game was replicating that vibe, capturing the questions and experience their characters’ sense of isolation in
films’ themes of alienation and moral ambiguity. such an over-crowded, and over-stimulated, environment.

‘Blade Runner, and Blade Runner 2049, pose these difficult ‘That noir feeling doesn’t really work that well in very large
moral questions that intrigued me when I saw the films for the groups, so the game recommends maybe just a single player
first time,’ Härenstam said. ‘Deckard is not your typical hero and the game runner or a small team of two or three max,’

Wyrd Science | Volume 1, Issue 5 55


Härenstam said. ‘Contrary to most RPGs, it advocates splitting ‘You want to come away having been asked questions and put
the party at some points to cover more ground. That also helps in positions where the answer is not obvious, where you as a
to set that mood of the lone investigator that walks the streets.’ player have to think what the right thing to do here is given
the situation you are in,’ Härenstam said. ‘In the films, Blade
Along with eschewing the conventional RPG party dynamic, Runners often find themselves in positions where they don’t
Blade Runner also doesn’t assume the players are the good follow orders and they do something truer to their hearts and
guys. They’ll be playing members of the Los Angeles Police they actually come to see the world in a different way. I want
Department Rep Detect, or Blade Runner, unit. Like Harrison the characters, and to some extent the players themselves, to
Ford’s Rick Deckard or Ryan Gosling’s Officer K, their job is to experience that.’
hunt down Replicants, androids ‘virtually indistinguishable
from humans’m originally created to serve humanity but now To build Blade Runner: The Roleplaying Game’s setting
barred from Earth following a failed rebellion Härenstam plumbed all the available source material, drawing
not only on the movies but also the video games and the
One key feature of the game is how its advancement system animated short films that were released ahead of Blade
mechanises ethical dilemmas. Rather than earning experience Runner: 2049. And, after some debate, this led him to set the
points, characters can be rewarded with promotion points for game in 2039.
performing their duties well or lose them for acting against
their superiors. At the same time, they can earn humanity ‘Since it’s geographically fairly constrained, if we had been
points for acting with compassion. Specialties and gear are setting it in the exact same year as one of the films, we would
earned through status in the LAPD, but humanity can improve have been kind of boxed in and have to follow that very
skills, so a player will need to juggle both aspects of their closely.’ he said. ‘Setting it in between the two gave us a bit
character to unlock their full potential. The goal is to make more creative freedom and made it easier to draw from both
players feel immersed in the series’ morally gray world. films when designing the world.’

56 Wyrd Science | Volume 1, Issue 5


The Swedish designer has never been to Los Angeles, so he fans into this game even though they might not be very
tapped Genuine Entertainment’s Joe LeFavi to bring his familiar with tabletop roleplaying.’
hometown to life and work as the game’s lead setting writer.
That detail is important given that Blade Runner games will Play time is divided into shifts, with players choosing which
seldom leave the city. leads to pursue, and there are always multiple ways to learn
information and progress the plot, something that can often
‘That’s been an interesting challenge, especially compared to become an issue with games revolving around mysteries.
our Alien game where you have the entire universe to play
with,’ Härenstam said. ‘We want to keep the focus pretty ‘We want to avoid the classic pitfalls of investigation-type
heavily on Los Angeles because we feel that’s such an integral roleplaying where if you go to the wrong place, you get stuck
part of the whole franchise. You could potentially go outside, and have nowhere to go,’ Härenstam said. ‘Even if you do get
but then it wouldn’t quite feel like Blade Runner anymore.’ stuck, things will kind of happen themselves. There’s always
something driving the action forward.’
Blade Runner: The Roleplaying Game also draws on other noir
films and games like Sherlock Holmes: Consulting Detective Those multiple paths include options such as looking up files
with its strong focus on solving a core mystery. The game at the Rep-Detect Unit, hitting up your street assets for help
launched last year with the core rulebook and starter set or tailing a suspect. These often are directly linked to
containing Electric Dreams, a case file complete with an handouts. For instance, you can take a picture of a crime scene
abundance of handouts representing security footage, and then use the Esper machine at the precinct to zoom in
newspaper clippings and suspect profiles from the LAPD and discover new details that might then provide a fresh lead.
database that help bring the adventure to life.
After a certain number of shifts have passed, a Countdown
‘You get everything you need in one box,’ Härenstam said. ‘The event will occur which could be another crime being
way the cases are structured it’s fairly easy for even a new committed or an NPC showing up asking for help. Either way
game runner. We hope to draw Blade Runner or science fiction it provides plenty of ways to keep the game moving forward.

Wyrd Science | Volume 1, Issue 5 57


O
ne of the primary pieces of feedback that Härenstam ‘It’s a challenge because you have to make these case files
has received from players is that just what make the varied enough while you’re in the same city, but it’s also a fun
game’s starter set so useful, the abundance of handouts, challenge to use the same geographical locations in different
also make designing an adventure from scratch intimidating. ways and still make them feel fresh,’ Härenstam said. ‘Keeping
Whilst the core rulebook includes advice on creating your own that local focus in mind is great for campaign play because
case files, tips on how to structure an investigation, develop you learn the city. It works well with the noir feel that you
locations and NPCS, and several tables for generating ideas, it walk the streets as an investigator and you get to know the
would take a truly ambitious game master to replicate the streets.’
props that make playing Electric Dreams so immersive.
That initial feedback to the game also led Härenstam to
As a result, Free League will continue to do the work themselves, develop Replicant Rebellion, a more action-oriented
producing a series of connected case files that can be played supplement which sees players take on the role of replicants
as standalone adventures or as an ongoing campaign. Released on the run.
at the end of 2023, Fiery Angels will have players investigate an
attempted break-in at the Wallace Corporation Memory ‘Playing a Blade Runner felt like the natural starting point, but
Vaults, opening up new parts of Los Angeles to explore while there are lots of different characters in this universe that could
revisiting many of the locations featured in Electric Dreams be fun to play,’ Härenstam said. ‘[The rogue Replicant] Roy
from sleek corporate headquarters to shady bars. Batty is the real protagonist of the first film and I think it

58 Wyrd Science | Volume 1, Issue 5


makes sense to give the option to play the other side fully. play a human sympathizer. It also opens the game up to
Even though it changes the gameplay, I still think it’s going to different groups of PCs coming into conflict.
feel very much like Blade Runner.’
‘You could build a campaign where you have people on both
sides,’ Härenstam said. ‘Even if you’re playing Blade Runners,
“ROY BATTY IS THE REAL there are so many options for not doing what you’re supposed
to do and helping the other side that the player vs. player
PROTAGONIST OF THE FIRST FILM potential is already there. You could have two separate groups,
one Blade Runners and one the Replicant Rebellion side, run
AND I THINK IT MAKES SENSE TO side by side like a joint double campaign. That would require a
bit of work, so I’m not sure we’ll do that as an official product,
GIVE THE OPTION TO PLAY but it’s definitely something game runners can build.’

THE OTHER SIDE FULLY” Härenstam has designed some lighter games like the recently
released Dragonbane, a reimagining of the 1982 Swedish
classic fantasy TTRPG Drakar och Demoner that requires little
Available in 2024, this sourcebook will give you everything you prep time and, in Free League’s own words, leans towards
need to create a cell operating in the replicant underground, ‘mirth and mayhem’. But he’s mostly focused on darker
conducting operations that are a mix of corporate sabotage science fiction with titles like Alien - The Roleplaying Game,
and helping other replicants avoid detection. While the rules based on Blade Runner director Ridley Scott’s Alien films, and
for combat and chase scenes will stay the same, Replicant the post-apocalyptic Mutant: Year Zero.
Rebellion will feature new player character archetypes which
will largely be shadow versions of the various types of Blade ‘Some days you just want something light and easy and fun,
Runners such as enforcer or analyst. The book will also but other days you prefer to dig deeper into something a bit
provide a detailed history of the replicant underground and heavier,’ Härenstam said. ‘Sci-fi and fantasy are called
include half a dozen operations for characters to take on. escapism, and that’s true to a point, but for me they’ve always
been something more. They are a way to see our world
‘The operations that we are including in Replicant Rebellion through a different lens.’
are fairly short —- the idea is to have them designed as one-
shots so you can play them in a single night, but of course you Speculative fiction is also a way of processing shifting realities,
can tie them together into longer stories and campaigns,’ and one of the reasons that Blade Runner has remained so
Härenstam said. ‘We think the game will benefit from having influential 40 years after its release is how prophetic its vision
another mode that is a bit easier to improvise and that doesn’t of a ruined earth ravaged by hyper-capitalism proved to be.
require that much preparation.’
‘When watching Blade Runner in the ‘80s, this kind of climate
Replicant Rebellion will also be more conducive to larger change and artificial intelligence were purely fantastical, far
groups, with five to six players working together rather than away concepts,’ Härenstam said.
the cap of four placed on the core game. It will also rely less on
handouts and, with its emphasis on infiltrating and fighting ‘Now we’re not exactly there, but some days I feel like the
against corporations, have a more traditional cyberpunk feel. game is a bit too close to reality for my comfort. But the flip
side of that is that it makes these questions even more current
‘A Blade Runner is in such a morally complicated position but and important to deal with right now.’
being on the Replicant Rebellion side might be more
straightforward,’ Härenstam said. ‘It’s less grey and just feels
like doing good, but that definitely doesn’t mean there won’t Blade Runner - The Roleplaying Game
be any moral issues at stake.’ Core Rules and Starter Set are out now
published by Free League
Building rules for both sides also creates opportunities to freeleaguepublishing.com
develop new game dynamics. Most of the characters in a
Replicant Rebellion game are, naturally, expected to be
Replicants, but you will also have the option to potentially

Wyrd Science | Volume 1, Issue 5 59


60 Wyrd Science | Volume 1, Issue 5
Monsters, Aliens and Holes in the Ground - A Guide to Tabletop Roleplaying Games from D&D to Mothership
is the essential new book from Vintage RPG host Stu Horvath. Here he extracts five titles from the more than
300 the book features and that give us some insight into why the RPG industry developed the way it has.

Art opposite: Kyle Patterson (courtesy of The MIT Press).


Photos: Stu Horvath (except p.62 J.D. Orr)

W
hen we last spoke to Stu Horvath (WS3:8-11), the host Roleplaying Game, bonafide multi-edition classics like Call of
of the Vintage RPG podcast had just finished work on Cthulhu, or modern game changers such as 2010’s Apocalypse World.
his debut book, Monsters, Aliens and Holes in the Ground
- A Guide to Tabletop Roleplaying Games from D&D to Mothership. Delving into the stories behind both their creation and the
Fast forward to today and that book, a look at how roleplaying people involved, Horvath puts them in the wider context of
games have evolved over the past 50 years, is both out and one gaming history and demonstrates how these titles, especially
of the best books on the subject we’ve read for some time. many of the lesser known ones, helped steer roleplaying games
in new directions, shift attitudes within the industry and in some
With D&D’s fiftieth anniversary sure to inspire a deluge of books cases completely change what we thought an RPG could be.
focused on its convoluted and often troubled history, Monsters,
Aliens and Holes in the Ground is a timely reminder that important Complete with hundreds of photos of the games pulled from his
as it is, there’s always been more to RPGs than just Gygax’s get. An personal collection, alongside art from the likes of Kyle Paterson,
avid collector, with some several thousand games in his own Evelyn Moreau, Amanda Lee Franck and Nate Treme, Monsters,
library, and an obvious love for the subject, Horvath is well placed Aliens and Holes in the Ground is a visual feast as well as an
to guide us through the ups and downs of this curious pastime, essential history of RPGs. Endlessly entertaining and informative,
shining a light on the titles that have shaped its development. this is a book that is almost guaranteed to inspire its readers to
make a worrying number of late night eBay purchases.
Not that D&D doesn’t get a look in, indeed starting with 1974’s
original Dungeons & Dragons, its many editions, modules, With the book in stores now, we asked Horvath to once more sit
supplements and even colouring books feature prominently in judgement and whittle down its several hundred entries to
throughout the book. Importantly though Horvath treats each just five titles, one from each decade, that give us some insight
and every entry in the book with the same care and attention, into how we got from a basement in Wisconsin to where we are
whether they’re curiosities such as 1980’s Dallas: The Television today.

Wyrd Science | Volume 1, Issue 5 61


PALACE OF THE VAMPIRE QUEEN (1976)
Some RPG publishers made strange miscalculations about what
players were willing to spend money on. Fantasy Games
Unlimited believed for a while that RPGs should be “complete,”
with everything in one box or book and no supplemental
products. That meant that nearly all of FGU’s early games,
including Bunnies & Burrows, were single publications, and, with
the exception of B&B, most of them have faded into obscurity.

FGU’s allergy has a surprising bedfellow in TSR, the makers of


Dungeons & Dragons. Though Dave Arneson’s Blackmoor (1975)
contains “The Temple of the Frog,” the first RPG adventure ever
published, the overriding belief at TSR in the early days was
that players wanted to buy games, not adventures and
campaign worlds.

In retrospect, this is a baffling position, but it also explains a


lot of small mysteries in early TSR products, like why there is
so little detail on the worlds of Greyhawk and Blackmoor in
the books that bear their names—instead, they are almost
entirely rules expansions. Or why the first stand-alone PALACE OF THE VAMPIRE QUEEN
adventure module, Palace of the Vampire Queen, was WEE WARRIORS, 1977, FIFTH ED.
published by Wee Warriors and sold out of the back of the PETER AND JUDY KERESTAN
authors’ car, as if they were bootleggers. COVER BY MORNO (BRADLEY W. SCHENCK)
FROM THE COLLECTION OF TONY LEGATO | PHOTO BY D. J. ORR
There’s something kind of beautiful about Palace of the
Vampire Queen being the first standalone adventure module
because it feels similar to the sort of material most folks come
up with when designing their first adventure—by which I when five of their gang are in the dining room, stone dead and
mean it is bad in a specific, wonderful way, while also being drained of blood? Why do the werewolves look like ghouls
amazing: A Platonic ideal of a glorious mess. and not werewolves? Why does a vampire keep a garden
dedicated to garlic? Why do a balrog, a rust monster, a
Nothing makes sense. The only context is provided in a one- gelatinous cube, three carrion crawlers, four owlbears, and
page background that boils down to a couple of key facts, fifteen gnolls hang out here at all?
most of which were already established by the title: There is a
queen, she is a vampire, she lives in a palace, and she recently As with many novice dungeon designs, the palace seems to be
kidnapped a dwarven princess. There isn’t even a moody populated the way it is because it might be neat, or might be
description of the palace exterior. fun, or, in the case of the garlic garden, probably useful for the
players. In fact, this energy is baked into the very DNA of
The palace consists of five levels, each accompanied by a RPGs—the term “gonzo” is often used to describe this sort of
Game Master’s map, a blank map for players, and a chart listing over-the-top, nonsensical action when it pops up in Dungeon
the contents and inhabitants of rooms. Everything is static; the Crawl Classics (2012) and Troika! (2018), as though it is unusual;
occupants of rooms wait for the players to arrive in order to but Palace of the Vampire Queen (not to mention the natural
react. Several rooms have detailed descriptions of furniture impulses of many novice homebrewers) proves that
and other contents, implying that the rooms labeled “Empty” extremities of strangeness are really a baseline of the hobby.
are literally empty. There are a lot of empty rooms, and there is
an alarming number of normal cats just wandering around. For all of its tomfoolery, TSR agreed to distribute Palace of the
Vampire Queen and three other Wee Warriors publications.
The mix of monsters and other opponents is strange. Many of About a year later, TSR dropped distribution for all third-party
them hang out on the ceiling. Why do the bandits stick around products and were printing modules of their own soon after.

62 Wyrd Science | Volume 1, Issue 5


SHADOWRUN (1989)
Shadowrun is an interesting nexus of a game, a culmination of
many threads of RPG design from both the ’70s and ’80s. The
designers were old hands. Bob Charrette and Paul Hume had
designed Bushido and Aftermath! (1981), while Tom Dowd had
contributed to the second edition of the superhero game,
Villains and Vigilantes (1982). The result is both the first and
most restrained of the big cross-genre RPGs (Rifts and Torg
both came out in 1990).

Shadowrun expands on the look and tone of Cyberpunk and


lifts much of its jargon and core technological concepts
directly from William Gibson’s novel, Neuromancer (1985),
while also anticipating what Vampire: The Masquerade (1991)
would eventually do aesthetically.

Mechanically, Shadowrun and Vampire have a shared ancestor


in Ghostbusters, as both use the variant comparative dice pool
mechanic (instead of totaling all of the dice rolled, each
individual die is counted as a success or failure). Finally, it is
also one of the first RPGs to present a new system and distinct
visual presentation in one core book, complete with color SHADOWRUN
plates for character archetypes, a format that became a FASA CORPORATION, 1989
standard for many games in the ’90s. BOB CHARRETTE, PAUL HUME, AND TOM DOWD
COVER BY LARRY ELMORE
All of these various strands came together to make Shadowrun
one of the biggest and most enduring RPGs of all time, sparking
not just a massive line across seven editions, but also novels,
videogames, and one extremely unfortunate promotional video. Anti-capitalists will be pleased, though: While governments
fragmented, corporations consolidated power and are, in true
Tim Bradstreet (who would shortly go on to define the visual cyberpunk fashion, the primary villains of the setting. Players
stylings of Vampire: The Masquerade) and Jeff Laubenstein also take the roles of lowlifes and criminals—failed Mages, Street
deliver some stellar, street-level illustration work. Janet Shamans, Mercs, hackers, and gangsters. The titular
Aulisio comes on board for the second edition, providing deep shadowrun is a mission of corporate espionage during which
shadows through which to skulk, but it is Jim Nelson who a small team steals from or otherwise incinerates the interests
exemplifies Shadowrun’s overwrought urban look. Nearly all of of a megacorp (which inevitably reveals their involvement in
the art is complimentary, though, working together to create a some kind of labyrinthine conspiracy that threatens to
varied, gritty world; even Larry Elmore, whose work is destabilize the multiverse).
normally glistening, gets in on the grime.
For all of the pitfalls, Shadowrun is a game with a heart. The
Much of Shadowrun’s appeal comes from this worn-out world, a fantasy elements counter the coldness of the game’s science
near-future version of our own, in which a series of events fiction, encouraging characters to have beliefs and ideals.
caused massive unrest and political changes, culminating with Those convictions give stakes to everything in the game,
the return of magic and, with it, elves, orcs, trolls, and dragons. which, in turn, make the world come alive. Characters don’t
Of course, it being created in 1989, Shadowrun often embraces run covert ops on dangerous corporate interests in order to
ideas that ring troubling today—like using Native American maintain the status quo; they do so to change life for the
traditions as plot devices, or using stereotyped fantasy races better (a theme that Underground will pick up in a few years).
as an opportunity to interrogate real-world oppression, or It isn’t perfect, but after Cyberpunk, with its ’80s-style
even the fact that there is a character class called Street Samurai lionization of greed and self-centeredness, it’s a running jump
(though that term comes from slang in Gibson’s Neuromancer). in the right direction.

Wyrd Science | Volume 1, Issue 5 63


THE EXTRAORDINARY ADVENTURES
OF BARON MUNCHAUSEN (1998)
There is not much precedent for The Extraordinary Adventures
of Baron Munchausen. It came out of nowhere, seems
preposterous on its face, and winds up signaling a massive
paradigm shift.

The Baron was apparently a historical figure, a soldier known


for telling tall tales about his time fighting for the Russian
Empire against the Turks. These anecdotes inspired Rudolf
Erich Raspe to anonymously pen his own outrageous stories
attributed to a Baron Munchausen in 1785. Much to the real
Baron’s embarrassment, Raspe’s tales were of an entirely
different order of magnitude, with the fictional Baron flying on
a cannonball, traveling to the moon, and somehow using tree
branches to repair a horse cut in half.

The Baron narrates the tales himself, and, while his manner is
friendly, his tales are told with an objective tone. Everything
about his presentation is designed to feel plausible. It is only
because the events themselves are so categorically absurd THE EXTRAORDINARY ADVENTURES OF BARON MUNCHAUSEN
that they are clearly fabrications. And even then, the Baron HOGSHEAD PUBLISHING, 1998
often expresses surprise at the events he describes, which JAMES WALLIS
serves to make the reader unsure of the truth. Finally, later COVER ART BY GUSTAVE DORÉ
versions by Raspe have the Baron being most insistent that
everything he says is true, no matter how preposterous or
inconsistent. the storyteller to a duel (or three rounds of roshambo, for
those squeamish about violence); the winner takes all of the
Raspe’s Munchausen stories don’t actually recount wild coins.
adventures. They recount a man recounting; it’s a story about
telling stories (or, uncharitably, about a man lying through his Around it goes until everyone has had a chance to weave a
teeth), so the Baron Munchausen RPG is a game about telling tale (or has begged off, buying the group a round as
stories (or, players lying through their teeth). The rules punishment). At that point, every player takes the coins in
themselves amount to half-a-page. They dispense with most front of them and gives them to the storyteller they think told
of what is taken for granted in an RPG. the best story. The person with the most coins is the declared
the winner to the cheers of everyone at the table and uses
Play commences around a table at the tavern of the players’ their winnings to buy the next round.
choosing. Everyone has a coin for each player at the table. One
player asks the person to their right to tell a story and delivers Baron Munchausen represents a sea change. Hogshead
a prompt, such as, “So, Baron, tell us the story of the time you Publishing calls Munchausen, “a role-playing game in a New
fed the entire city of Luxembourg bacon from a single pig.” The Style.” It was true! Other New Style games followed. There are
storyteller then weaves a five-minute tale, heaping on as two satirical games, Puppetland/Power Kill (1999) and Violence,
much ridiculousness as possible, and finishes with a vow of both of which question assumptions RPGs make about
their truthfulness. Other players can complicate the story by violence. Puppetland (published in the same book as Power
offering a coin and a suggestion: “But Baron, wherever did you Kill), De Profundis, and the five mini-games contained in
find a frying pan the size of Versailles?” The storyteller can Pantheon (2000), all toyed with the ways RPGs handle
either accept the coin and add the embellishment or deny the narratives. Many of these ideas and conventions are taken
coin and insult the questioner. The questioner can then add further in the next decade by games like Sorcerer, Universalis,
another coin, take back their coin like a coward, or challenge and the broader indie/storygame movement.

64 Wyrd Science | Volume 1, Issue 5


DUNGEONS & DRAGONS book is an orgy of questionable taste masquerading as a
transgressive reaction to a decade of perceived self-
THIRD EDITION (2000) censorship. And because it was published by Wizards of the
Coast, it was an acceptable addition to the D&D canon. The
While, on some philosophical level, the Third Edition of following year, Valar Project’s Book of Erotic Fantasy (2003)
Dungeons & Dragons was marketed as a return to its roots, on introduced material involving sex into the d20 System,
a mechanical level, it was a complete overhaul. The idea was including conception, birth, and sexually transmitted
to create a totally unified system that used a 20-sided die to infections. Regardless of whether players want material like
resolve all conflicts. To the surprise of no one, the system was that in their game, it seems tame in comparison to the
a massive success. unhallowed excesses of Vile Darkness.

Prior to the release of Third Edition, Wizards of the Coast Since Wizards had published Vile Darkness, opening the door
released two licenses. The first was the Open Gaming License for mature content, the company’s swift reaction to the third-
(OGL), which supposedly made the mechanics of the Third party published Book of Erotic Fantasy was unexpected. When
Edition, as expressed in a system reference document, open the book was announced, Wizards revised the d20 license to
for commercial use by any publisher (this is a fib, the truth of include a standard of decency. This forced Valar Project to
which became clear during 2023’s D&D One’s OGL drop the d20 trademark, as well as all references to D&D, and
controversy). The second license was for the use of an official to publish the book under the OGL instead. Wizards of the
d20 System trademark, designed to signal that products Coast’s display of discretionary power made other publishers
developed under the OGL were all compatible. understandably nervous.

The reasoning behind this licensing scheme was purely The second problem was D&D 3.5 (2003), a comprehensive
economic. Core rulebooks retain their market value longer revision of the core D&D books that sought to address
over time, while profits from supplemental material diminish. complaints and correct numerous minor errors. The corrected
In releasing these licenses, Wizards of the Coast effectively edition was released at Gen Con, taking d20 System
outsourced the development of the expanded D&D line. Many publishers by surprise and rendering many forthcoming books
publishers jumped at the opportunity; Troll Lord Games, outdated before they even hit shelves.
Goodman Games, Green Ronin, and Mongoose all got their
start by producing sourcebooks and scenarios for Third The final issue was one of success. There was too much
Edition. Wizards also released the d20 Star Wars Roleplaying product flooding the market without enough quality control.
Game (2000) and d20 Modern (2002) to expand the d20 Many d20 books were obvious cash-ins. After a brief but
System into other genres. Hundreds of products hit the lucrative boom period, the d20 brand was rapidly devaluing in
market. In a short period of time, huge swaths of the RPG the opinion of players. By the end of 2003, the boom turned
industry had been converted into the d20 System industry. into a bust. Because so many publishers had committed to the
This was a precarious overcommitment. d20 System, the sudden collapse of the market caused a
massive drop in sales and sparked a disaster, devastating the
“HUGE SWATHS OF THE RPG industry. Many companies went out of business, and for a
moment, it looked like the whole industry might fall apart.
INDUSTRY HAD BEEN CONVERTED
★★★
INTO THE D20 SYSTEM INDUSTRY.
It survived, but just barely.
THIS WAS A PRECARIOUS
Many of the remaining publishers looked for alternatives.
OVERCOMMITMENT” Some dropped the d20 brand but stayed committed to the
underlying system, publishing under the OGL. Green Ronin’s
Blue Rose, which used their house version of d20, called
Three complications came together to topple d20’s True20, is one example. Others hacked or otherwise
supremacy. The first crept out of the Book of Vile Darkness experimented with d20, like Troll Lord Games’ Castles &
(2002), a mature audiences title that strove to imbue as much Crusades. Still, others looked back to earlier editions, creating
gross awfulness into D&D’s portrayal of evil as possible. The retroclones and kicking off the Old School Revival.

Wyrd Science | Volume 1, Issue 5 65


BOOK OF VILE DARKNESS
WIZARDS OF THE COAST, 2001
MONTE COOK
COVER BY HENRY HIGGINBOTHAM

AN ORGY OF QUESTIONABLE TASTE


MASQUERADING AS A TRANSGRESSIVE
REACTION TO A DECADE OF
PERCEIVED SELF-CENSORSHIP

66 Wyrd Science | Volume 1, Issue 5


MOTHERSHIP (2018)
What is a zine? Like so many other cultural classifications (punk,
OSR, pornography, the concept of “indie”), a zine is physically
easy to recognize, but its intrinsic traits are difficult to define.
Are zines made up of photocopied collages crudely stapled
together? Sure! Is “zine” another word for “chapbook?” Sure!
Are zines weird and countercultural? Probably! Do hippies and
comic artists and punks and riot grrls and Star Trek fans make
zines? Yes! And so do RPG designers and a lot of other people.

For my purposes, zines are short, stapled, digest-sized


booklets that are inexpensively produced in short runs, often,
but not always, by one person, often, but not always,
containing material that appeals to a niche or otherwise non-
commercially viable population. In other words, zines are
where to find the awesome weird shit.

A certain do-it-yourself, zinester aesthetic was baked into RPGs


from the start. Then, as now, zines give enthusiasts an inexpensive
way to participate in the larger hobby and to put their ideas MOTHERSHIP
into the world, where they are circulated among friends, sold TUESDAY KNIGHT GAMES, 2018
at conventions, stocked on the consignment shelves of local SEAN MCCOY
stores, given away, shared, and, sometimes, lost to time. COVER BY SEAN MCCOY

In recent years, access to high quality design software and


increasingly affordable full-color digital printing (and the Taking a curious page from videogame development,
rediscovery of the eccentric risograph process) helped steadily Mothership was in “alpha” for many years, meaning that the
advance the production value of zines. As attractive as they zine was still undergoing tweaks for a forthcoming definitive
have become (and they are often very, very pleasing to the eye edition in a more traditional printed form (ferried along by a
and hand), RPG zines have remained a bastion for the weird, massively successful Kickstarter campaign). The in-progress
the experimental, and the niche. RPGs have always offered a nature of the zine gives the game and its increasing number of
creative space, but as D&D brings more people into the hobby, official and third party supplements a sprawling, experimental
it simultaneously feels increasingly like homogenized output feel, with folks figuring out what works and what doesn’t on
from a monolithic corporation. Alternatively, the zine scene the fly. In some ways, it is reminiscent of the open playtesting
feels like the beating heart and soaring soul of the hobby— of Pathfinder and the Fifth Edition of D&D.
diverse, idiosyncratic, beautiful, and unrestrained.
And thanks to Mothership’s specificity of tone and an open
Sean McCoy’s science fiction horror RPG Mothership didn’t license, third party creators have had much success in
start this revolution, but something about it grabbed the contributing their own zines to the line. Along with Mörk Borg
attention in that “right time, right place” kind of way. It didn’t and Troika!, Mothership also boasts exciting and consistent
exactly bring people into the hobby like the Fighting Fantasy creator community. Together with the official Mothership
books or the HeroQuest board game did, but it offered a similar publications, they’re not only exploring a rich galaxy of terror,
kind of gateway that inspired a re-commitment from many they’re also laying out a whole new community-focused way
players whose interests were otherwise starting to drift. to create and play.
Mothership said to many of them that they could make game
zines (and postcard games, pamphlet games, and little games Monsters, Aliens, and Holes in the Ground
that fit onto business cards), too. The game showcased the is out now published by The MIT Press
potential of the zine format, and the emergence of Mothership find Stu Horvath online at linktr.ee/vintagerpg
coincides with a massive swell of momentum in indie RPGs
that has since grown exponentially. All extracts © 2023 MIT. Reprinted with permission

Wyrd Science | Volume 1, Issue 5 67


68 Wyrd Science | Volume 1, Issue 5
THE
NAKED
& THE
DREAD
John Power Jr. speaks to Chris McDowall about his new
apocalyptic skirmish game The Doomed

Art (throughout): Helge C. Balzer, courtesy of Osprey Games

‘I
t was the lockdown, the first lockdown in the UK in return to his roots and the wargames, like Warhammer and
2020. It was my birthday and somebody had sent me a Necromunda, that first caught his imagination as a ten year old
gift card and I thought, you know what, I’m stuck in this child setting him on the path to game design.
house, I need an indoor hobby. I’m going to buy myself two
different miniature kits and bash them together, buy a few McDowall may have, temporarily at least, swapped RPGs’
paints to paint them with and just do it for a bit of fun, not get theatre of the mind for the more physical world of miniatures
in too deep,’ Chris McDowall laughs. butThe Doomed still shares much of the same design
philosophy that underpinned Into The Odd and its follow-up
‘And then it was, I'm just gonna buy a little bit of terrain so Electric Bastionland. Much like they took those early editions
that I can pose them on it for a nice photo. And then I thought, of Dungeons & Dragons B/X and stripped them to the bone,
well maybe I'll try making a little ruleset that I could use with The Doomed is a similar exercise in mechanical minimalism.
them. And well, here we are three years later.’
Warbands come from one of four different factions, each with
Where we are exactly is late summer 2023 and Chris McDowall their own theme and from which you pick eight models, a
has just released The Doomed. A miniature agnostic wargame leader and their attendant retinue. Each model gets to operate
set on a dying, dystopian world, The Doomed sees rival independently of each other and can make three actions on
warbands exploring this ruined planet, fighting battles both their turn, actions that are normally limited to moving, fighting
amongst themselves and against the monstrous techno hand to hand, shooting or recovering if they’re currently
abominations that call this awful planet home. prone. Tape measures are out, with models able to move and
shoot as far as they can in a straight line and to further
Whilst McDowall is best known for games like Into The Odd, simplify things units have just the one stat, Quality, which
one of the more influential rules-lite RPGs to have emerged they must equal or roll over on a d6 when they want to do
from the OSR movement, The Doomed is something of a anything bar make their first move.

Wyrd Science | Volume 1, Issue 5 69


‘With The Doomed, what we ended up with was an attempt to ‘I'm not really into sports, but that’s probably something that
create as simple a rule set as possible, something that is very people who enjoy watching it get as well, waiting for those big
fast and easy to learn,’ McDowall explains. ‘Now I appreciate moments. That's what’s always stuck with me from when I
that's something that every wargame system says about itself, was learning to play wargames as a kid. I got loads of the rules
but I've tried to push it even further here and take it to the wrong but I still remember those unexpected moments I had
extreme. I’d been playing Kill Team a little bit and I thought, playing with friends and it’s those moments that come out of
well, this is okay, I like this, but I wonder how much more you the dice that appeals to me.’
can strip back. Another big inspiration for that was the One
Page Rules games. But even with those I thought, well, can you Helping create those moments the game includes 36 Conflicts,
go even further than that? Can you strip out things like designed to maximise the narrative potential. These range
ongoing conditions, stacking modifiers and measuring. from straight forward firefights, to missions where you must
Reduce units down to a single single number essentially, recover powerful relics or rescue survivors of a previous
without losing flavor or the differentiation between units?’ encounter, all with their own optional twists, specific rewards
and additional rules for playing them solo. Furthermore these
Reducing the rules to a skeletal frame wasn’t just an scenarios can be strung together to create a campaign, one
intellectual exercise though. By making the core structure of that may see your warband escape from this cursed planet, or
the game as simple as possible McDowall was able to then as likely see the planet pull itself apart at the seams.
add complex features back into the game where they could

W
create the kind of narrative drama that he wanted, a key here McDowall has also allowed himself to put
example of this being the Shock Table that units must roll on some extra heft into the rules is with The Horrors,
every time they’re wounded. the apex predators of The Doomed’s already
hellish world. These are creatures that, when not killing each
‘I wanted the game to have that sense of chaos, a little bit like other, players must hunt down and destroy to both complete
in Warhammer Fantasy Role-Play when you get these critical scenarios and upgrade their equipment. Taking down a Horror
hit results that cause all sorts of spiraling effects that can change though is rarely an easy task, and it is achieving that which
the face of the battle,’ he says. ‘So every time a unit gets wounded, gives the game so much of its unique flavour.
you roll on a shock table. That covers things like getting a
chance to crawl to cover before you go down or the unit that's ‘Each game can be focused on one of these Horrors, almost
been hit just panics and shoots at the nearest model. like a boss monster for the scenario, each of them breaks the
rules in their own way and behaves in a slightly differently,’
‘That can create all sorts of domino moments where an attack says McDowall. ‘I wanted the rest of the rules to be very simple
hits somebody and they go down but they get an attack so so that we could make the Horrors really weird and each one
they shoot another person who then crawls and moves and feels like you're playing a slightly different version of the game.’
that activates something else. In a game where the core
system was a little bit complicated that, for me, would be
overwhelming. I wanted the system to be super simple so you “I WANTED THE REST OF THE
could have those exciting dramatic moments, and have this
chaos unfolding on the battlefield.’ GAME TO BE VERY SIMPLE
For McDowall that element of chaos is a huge part of the SO THAT WE COULD MAKE
appeal, the way a roll of the dice and a table of weird results
can spark unexpected moments of joy and create stories at THE HORRORS REALLY WEIRD”
the table.

‘I think it's the idea of playing to find out what happens,’ he The Doomed includes 36 of these Horrors. Some like the
says, ‘Whilst I can't claim ownership of it, that’s actually a Abyssal Colossus, ‘a bio-mechanical monstrosity dredged
phrase that I use in this book, and it’s a phrase that's used a lot from the forgotten depths,’ come with attendant minions to
in RPGs. So you set up a battle and you bring your miniatures do their bloody work for them whilst others, such as the Flesh
and someone else brings theirs and you never know what the Titan, require no assistance in crushing all before them single
weird thing is that’s going to happen that at the end of this handedly. All though are unique in both their murderous
game we're all gonna laugh about and remember. abilities and the different tactics to put them back into the

70 Wyrd Science | Volume 1, Issue 5


cursed earth that spawned them. Generally this is achieved in McDowall suggests though that once you’ve got a few games
the game by destroying three Nexuses, points of geomantic under your belt you try to combine a Conflict with a Horror,
power that must be removed before the Horror itself can be where you might need to team up to take on the game’s
defeated but which all have their own game changing effects Horror before turning on each other to complete your other
too. The Horrors add another level to the game and it was their objectives. It adds an entirely new tactical layer to the game as
inclusion that made McDowall realise he was on to something you must decide how much to commit yourself to the attack,
with The Doomed. and hopefully get the reward for finishing off the Horror,
without leaving yourself to weakened to resist the inevitable
‘It did originally start as a more straightforward skirmish betrayal.
game,’ he explains. ‘But then I had some scenarios that included
these wandering monsters, a little bit like you get in Frostgrave. ‘When you have both a Horror and a Conflict, it gets into this
The more I played with them though they felt really fun to slightly weird scenario,’ he explains. ‘If we're playing together
have, and some of the bigger ones had a presence on the table we both want to kill the horror and we probably know that if
that really changed how the scenario felt. So that's when the we fight each other too much, the Horror is just going to pick
focus shifted to “well, what if the Horror was the scenario?” off the scraps from both of us. But we are also competing over
And that's the point where I thought that this is its own thing another objective. So it does create this weird gray area where
now, not just me doing my version of One Page Rules Firefights it’s both cooperative and competitive.’
or Kill Team.’
It’s easy to see how these kind of games can produce the kind
Whilst the Horrors can appear as part of the setup in some of of chaotic moments and emergent storytelling that McDowall
the standard Conflicts, they can all be played as standalone enjoys so much. On the other hand with some of the game’s
scenarios and their sheer power and brutality adds another looser rules, the element of unexpected events that may
dimension to The Doomed, the potential for rival warbands to, change the shape of any given battle, and the emphasis in the
temporarily at least, put aside their differences to try and take rulebook on players making judgement calls and coming to a
down a particularly dangerous foe together. shared consensus when things aren’t 100% clear, it’s not hard

Wyrd Science | Volume 1, Issue 5 71


PAINTING, CONVERSIONS AND PHOTOGRAPHY
BY ANA POLANŠĆAK | GARDENSOFHECATE.COM

COURTESY OF OSPREY GAMES

72 Wyrd Science | Volume 1, Issue 5


to imagine how many wargame players, used to more rigid
rulesets might react.

‘It's been interesting,’ McDowall says. ‘The people I've played


with who I know through RPGs, for them it doesn't seem like a
big deal at all. In an RPG, you're always having to come to a
consensus on something. There's a whole school of RPG
thought “rulings, not rules”, which is where at some point
there'll be something that isn't covered by the rules and the
GM will have to make a ruling about it.

‘With the people I played who came from a more wargaming


background, some really got to grips with it quickly but I have
a very, very good friend who is like the opposite of me and
when wargaming he's very competitive and he likes the rules
to be very thorough and for him it was completely different to
anything he played before, so I think I think for some people it
is going to be a bit of a shock.’

“I THINK I THINK FOR SOME


PEOPLE IT IS GOING TO
BE A BIT OF A SHOCK”

T
he Doomed also shares DNA with McDowall’s previous
RPGs is in its sparse approach to world building.
Instead of several hundred pages detailing the history
of the planet and how everyone and thing ended up there, The
Doomed doles out its setting in bite size pieces scattered
throughout the book. Enough to give you a sense of the place
but still open to numerous interpretations.

‘I always want the setting to serve the game,’ he says. ‘I don't


often go into a project thinking, “Oh, I've got this incredible
world that I need to bring to life through the medium of a
game,” rather “I want this game to have a setting and I want it
to be interesting and evocative and exciting.” But it needs to fit
the game, those settings always excite me more than when
you play a game and it feels like the designer also had a novel
in the back of their head. So with The Doomed, it is mostly
delivered through single lines of flavour text.

‘I very, very casually played Magic - The Gathering when I was


a teenager and what I used to love about that was I didn't
know anything about the world because I would go into my
local shop and they had these big buckets of common cards
for like a penny per card. I would just go through and pick out
the ones that looked cool, and they would just have the little
lines of flavour text. So I felt like I was piecing together this

Wyrd Science | Volume 1, Issue 5 73


setting through those and it didn't all fit together, but I engage appealing in that, keeping things slightly firmer with how a
with that much more than having a big paragraph of text. So session is structured.
that's what I've tried to do here, provide a little teaser and give
enough that it feels coherent but you also have to fill in the ‘Then one wargame that's really been inspiring me lately is
blanks yourself a bit.’ Five Parsecs from Home, it has a really strong element where
there's a load of tables you roll on first, you do a very quick
Just as The Doomed has inherited elements from McDowall’s battle and then there's a load of tables you roll on afterwards
previous games, the experience of immersing himself and it creates this story. I've always liked those kind of almost
wargames again has also fed back in to how he’s been looking procedurally generated stories that you can get from certain
at RPGs. ‘I think something that I've come back to, something games. So that's one of the things that I've really taken away
that I've always really enjoyed from wargames -like from wargames, how random tables can almost create the
Necromunda and Gorkamorka and if we're counting session for you. That's not new, there are lots of RPGs that do
something like Warhammer Quest- they all had this thing that but I think I think there's some wargames that are doing it
where the campaign was quite rigidly structured. You play a in a really good way at the minute.’
scenario and then there's a whole after-battle sequence where

H
you're in town, or you've got random events happening or aving scratched his wargame itch, for now at least,
your characters are leveling up, and you've got this kind of with The Doomed McDowall is heading back to the
sequence laid out. With roleplaying games, I've always shied world of RPGs with Mythic Bastionland. As the name
away from that kind of structure but I think there is something suggests this is a return to the world of Into The Odd and

74 Wyrd Science | Volume 1, Issue 5


Electric Bastionland, though where they saw you explore ‘the or just his general beliefs on the subject at hand. It’s packed
only city that matters’ in its industrial and modern eras, here full of useful insights and worth the price of admission alone.
you find yourself in its legendary past.
‘Sometimes I think games provide an example of play almost
‘It uses largely the same system as Into The Odd and Electric because they feel duty bound to and then they keep it very
Bastionland,’ McDowall says, ‘With those I didn't really get to focused on the rules,’ he explains. ‘What I really wanted to do
explore much of what you might think of as traditional fantasy was focus on situations that you don't often see. So a really
as it's a very modern setting. But I thought what would be obvious one is it's very rare to see a character die in an
their creation myth? So this game is set within that world, example of play.
which sounds fancy, but essentially means it's a medieval
setting and a game about knights going on quests. What I ‘Mythic Bastionland isn't a super lethal game, characters aren’t
really wanted to do with it is put the focus on traveling through dying left, right and centre but it will happen at some point
the wilderness, engaging with these myths but with a more and very few games equip the group to deal with that. Which
zoomed out scope of play. Pendragon was a huge influence is why you see all these stories about players whose character
obviously, but with a focus on a hex-crawl style of play.’ dies and the GM doesn't really know what to do. So they either
fudge it and say, “Oh, no, they're fine” or it causes an argument.
McDowall’s been developing Mythic Bastionland in public for
the past couple of years, an approach he’s taken for most of ‘So I wanted to have an example where a character that we
his career. ‘I think it's the only way that I know how to do it,’ know from the other examples of play, that you’re maybe a bit
he says. ‘When I started making games I wasn't doing it as a attached to, dies. And it explains what do we do now with this
living just as a bit of a hobby. So I was putting them on my blog character and this player, how does the group actually deal
and saying “I've been working on this, here’s the first version of with that? It's one thing to say in the rules, “oh, roll up a new
it” and I've never really stopped doing that. The good thing is character and get them in as quickly as possible” but it's
you get you get a wide variety of feedback. Some useful, some another to actually deal with that in practice.
less so, but you get to see how it's doing in the wild.
‘I always try to make it clear that this is just how I would do it.
‘Also people seem to quite like it, seeing behind the curtain. Some games will say, “Oh, it's all different for every group.” But
Even though it's going to end up as quite a nice looking hardback that's almost useless advice, because it's just saying work it
book, it starts with just a document you cobbled together and out. Then some games will be really dogmatic about it and say
they can see the steps that it takes to get to the end. Really it's “this is the way that this game needs to be run to work”. So I
the only way I know but it seems to work well for me.’ try to strike a middle ground and just say “this is how I do it.”
With my games having some common design ideas running
“PEOPLE SEEM TO through them I'm hoping by now people will know whether
they align with that or not.’
QUITE LIKE IT, SEEING
Looking at the success of Mythic Bastionland’s Kickstarter - as
BEHIND THE CURTAIN” we go to print it’s already raised around 1000% of its goal with
over 3 weeks to go- it seems that plenty of people do indeed
align with how McDowall does it.
Something else that Electric Bastionland was notable for is The
Oddendum. Rather than the usual assortment of ignorable rules Hopefully though it wont be too long before he is back
stuffed in an appendix ,The Oddendum was featured solid advice tinkering with miniatures and skirmish games again. RPGs
from McDowall explaining how he played the game, and grew out of wargames and despite going in different
providing some insight into his views on roleplaying in general. directions ever since there’s still a lot that designers from both
camps can stand to learn from each other. Though hopefully
In Mythic Bastionland that has become The Oddpocrypha, and in future we can try and do it without all the lockdowns.
provides some of the clearest examples of play we’ve seen in
an RPG. Each page features a brief script from a game, The Doomed is out now
illustrating a specific concept, from learning the rules to player available from Osprey Games
death, alongside a running commentary from McDowall ospreypublishing.com
pointing out what the referee and players did right, or wrong,

Wyrd Science | Volume 1, Issue 5 75


76 Wyrd Science | Volume 1, Issue 5
THE
CASSANDRA
A
COMPLEX
T
E
T
A
E
D
N
I
TI
N
ON CITI
G
ZEN

THIS AR
TICLE W OPER
G T H E
ITHOUT
PR
!

Nearly 40 years on from its original release, dystopian RPG


R TTAININ ACT OF
FIRST A LEARANCE IS AN
Paranoia is back with the Perfect Edition. Rob Wieland risks
U R I T Y C L P H A C OMPLEX!
SEC A life and limb to look at why this atypical game has endured
AGAINST
TREASON and why, disturbingly, it remains more relevant than ever.
STS YOU ST
R REQUE
R I E N D COMPUTE AT YOUR NEARER
F IN U
URSELF THAT YO
TURN YO TION BOOTH SO ULL REGRET
Paranoia illustrations by Nikita Vasylchuk, except p.79 by
TE R M I N A EI V E S F !
ONE REC ACCOUNT
Douglas Deri, courtesy of Mongoose Publishing
NEXT CL ATION TO THEIR
T
ACCREDI N!
PERATIO
F O R Y OUR COO
OU
THANK Y

O
kay, now we’ve got that out of the way, let’s talk about society, including the aforementioned Communists, who
Paranoia. Paranoia hits people hard. They love this aren’t so much socialist revolutionaries as cargo cultists,
game so much that many fans will immediately jump worshipping the pop culture detritus of the Soviet Union like
into the doublespeak used in the game without stopping to explain ushanka hats whilst adopting thick Russian accents.
it. Imagine mentioning you enjoyed the last season of Star
Trek: Strange New Worlds and suddenly everyone starts yelling This was a gonzo premise in 1984 when the first edition of
at you in Klingon. It’s authentic, weird and just a little terrifying. Paranoia, designed by Greg Costikyan, Dan Gelber, and Eric
So for those who aren’t familiar, let’s start with the basics. Goldberg, was released and most role-playing games were still
taking their first wobbly steps out of fantasy dungeons. By the
Paranoia is a satirical science-fiction role-playing game set in mid eighties though West End Games were challenging the
a place called Alpha Complex. Alpha Complex is, in theory, a notions of what an RPG could be with the likes of Ghostbusters,
utopia run by a machine known as Friend Computer. Alpha Star Wars, and indeed Paranoia, putting the focus more on
Complex is, in fact, so perfect that Friend Computer needs story-telling and genre simulation.
crack troops, so-called Troubleshooters, to root out its many
enemies - Communists, mutants and members of strange Paranoia’s creators certainly had ideas far beyond the gritty,
secret societies - who wish to end its enlightened rule. subterranean crawls of Dungeons & Dragons and reading that
first edition it’s not hard to picture Costikyan, Gelber and
The twist? Everyone in Alpha Complex, especially those Goldberg cracking jokes in the back of Professor Gygax’s class
Troubleshooters, are both mutants and members of a secret as he lectured everyone on the serious business of playing elves.

Wyrd Science | Volume 1, Issue 5 77


Paranoia flies in the face of so many of the rules, written and game…” the ad declared. “But it’s a REALLY funny joke.” I was sold.
unwritten, of RPGs. I still remember when I first cracked open I bought a copy before I ever played at a con. I returned my
the rulebook as a young nerd. Here, players were told to betray copy three times for missing pages, duplicate pages, falling-
each other at every opportunity and to advance their own out pages. They had some printing issues, I didn’t care. It was
agendas above all. GMs were expected to be petty and arbitrary, the funniest game I’d ever read, it was in on its own joke, and
hiding behind in-game bureaucracy and an out of game desire it made me desperate to play. D&D felt like running someone
to mess with their friends. Whilst missions were built to put else’s game; Paranoia felt like running MY game.’
characters into deathtrap after deathtrap often with a no-win
ending waiting for them after all that trouble. Characters died ‘I remember buying the original Acute Paranoia back in high
so often they were given half a dozen clones and would often school, in the mid to late 1980s, and ran Me and My Shadow,
run through all six within the confines of a single session. Mark IV,’ said WJ MacGuffin, lead designer of the new Paranoia:
Perfect Edition. ‘I fell in love with Paranoia on the spot! I can
My mind was blown. Could a game like this actually be fun? count on one hand the number of times I played instead of
Like many others I soon found out the answer to that was running a game, but it has always held a special place in my
both a resounding yes and so much more. heart. That means I'm both excited and intimidated to help
run the show these days.’
‘My first experience with Paranoia was running the 2nd Edition

H
box set as a freshman in High School,’ said Chris O'Neill, creator umour is one of the big reasons for Paranoia’s
of Mazes and Kobolds Ate My Baby. ‘I can clearly remember longevity. It reads funny, it plays funny. It connects to
gleefully killing Chef-Boy-RED over and over as the player kept some of the awful paradoxes in modern society that
saying innocuous, but obviously treasonous, things to the you can’t help but laugh at because the only other option
automated kiosk.’ would be to endlessly scream. That humour runs the gamut as
well, with different editions leaning into different styles, from
‘It’s 1998, or maybe 1997? I’m 14, or maybe 13?’ said Chant Evans, biting satire that makes everyone chuckle with a grim note in
freelance RPG writer and co-founder of Ex Stasis Games, ‘Our their laugh to the kind of cartoon slapstick violence that
RPG group is just back from the schools AD&D tournament at would make Bugs and Daffy applaud in admiration.
GenCon UK because we're the extreme type of nerds. Our
regular DM’s older brother offers, with a glint in his eye, to run Similarly, how the game has actually played has varied wildly
“something different” for a change of pace. Three hours later too, both inter- and infra- editions. Some missions suggest a
we’re all about four clones deep and every crack in our social through-line. Others were written as if the authors never
network has been driven wide open and some of them have expected anyone to survive the initial briefing. There was even
been cathartically purged. Some. This, I realize with my mind one, The Yellow Black Box Clearance Blues, written by
exploding like experimental classified equipment, is not D&D.’ legendary science fiction author John M. Ford, that suggested
tables could somehow manage a small Paranoia campaign.

“THREE HOURS LATER WE’RE Current license holder Mongoose’s 2004 edition Paranoia XP,
named as a joke about Microsoft Windows before they
ALL ABOUT FOUR CLONES DEEP received a polite request to stop or else, was the first attempt
to catergorise these facets into three distinct styles of play. On
AND EVERY CRACK IN OUR one end there was ‘Straight’, here the focus was on dark satire
and it tried to reign in the excess death that the game had
SOCIAL NETWORK HAS BEEN become known for. On the other extreme there was ‘Zap’
which turned both the cartoon violence and pop culture puns
DRIVEN WIDE OPEN” up to 10. Finally in the middle sat ‘Classic’, a style of play which
still tried to tell a coherent story but wasn’t afraid to let
Troubleshooters lose a few clones before things really got going.
‘Back before I had played any game other than AD&D,’ said
Kevin Kulp, lead designer of TimeWatch and Swords of the ‘Classic’ felt most like the tone of the first two editions,
Serpentine, ‘a very distinctive full page advertisement appeared ‘Straight’ was something of an experiment to see if Paranoia
in Dragon magazine. It was for Paranoia second edition and could actually be played as a campaign and ‘Zap’ emerged
showed the cover art by Jim Holloway. “Sure it’s a one joke from the game’s least popular, Fifth, edition, whose rushed

78 Wyrd Science | Volume 1, Issue 5


core book was published in 1995, just as West End Games were dawn upon them. Thankfully Paranoia is nothing if not full of
circling the drain of bankruptcy. such moments, especially with its unique combat system.

In my experience the best adventures for Paranoia tend to mix ‘Paranoia’s Dramatic Tactical Combat System was a revelation
all three play styles in a single story. The aforementioned Me and endlessly funny,’ said Kulp. ‘You weren’t more likely to
And My Shadow, Mark IV works well as an example. Here the succeed by being a tactical genius, you were more likely to
Troubleshooters are assigned to guard a giant warbot and succeed by being funny and dying as stylishly as possible.
each scene sees the game’s various factions try to put the Throwing a grenade was a lot more likely to fail than slipping a
squeeze on them. On the ‘Zap’ side, the players get their hands grenade down the back of someone’s jumpsuit. The revelation
on some walking mines straight out of a Wile E. Coyote ACME that you only “lose” if you’re boring drives endlessly funny, and
order. On the ‘Straight’ side there’s a scene where a higher poorly-thought-out, player choices. “We landed? I roll down
clearance character orders the players to move the warbot the window and breathe in the sweet, sweet air of the Moon!”
because it's blocking his favorite jogging route. Of course any and that makes the game a joy.’
attempts to order the warbot to move cause it to open fire
wiping everyone except itself out. Finally in the ‘Classic’ sense, The other way Paranoia stands out is how it handles player
there’s a scene that combines a simple premise with a character death, and again the game’s humour is key to this. In
devastating outcome. Something falls off the warbot, which many role-playing games, death is, more often than not, a
subsequently stops working, providing all the players a chance downer moment. All the time spent creating a character’s
to settle old scores and advance their secret society missions. narrative and, in many cases, the work that goes into building
them mechanically, down the tubes thanks to some bad luck.
Game masters live for these moments and the kind of faces For that reason many games include mechanics that can keep
players make when they are told the murderous warbot has a character alive just a little bit longer. Whether you’re talking
broken down. It makes all the other challenges of the role about death as a narrative choice or death saves, there are a
worth it just to see such clear feelings of ‘We Are Screwed’ lot of second chances in role-playing games. Paranoia, with its

Wyrd Science | Volume 1, Issue 5 79


vat grown clones waiting in the wings, offers every player at over again. Various editions have delved into how this actually
least six. works in the narrative but at the table it always comes down
to ‘Look, do you want to be in the next scene or not?’
‘There’s no part of Paranoia that’s not funny but the funniest is
unquestionably how sudden and unceremonious death ‘There's something liberating about Paranoia that encourages
becomes,’ said Evans. ‘Pure clownery. A game that gets you to folks to get creative and darkly humorous,’ said McGuffin. ‘Sure,
laugh at death is pretty damn clever.’ we try to pad our word counts with meh-level jokes, but the
real fun comes from watching players, in real time, exercise
This isn’t to say that death is meaningless in Paranoia, rather their creativity to get out of Catch-22s, Kobayashi Marus, and
every demise represents a time a player took a big, possibly other old references we barely understand.’
foolish, risk to advance the story or at least do something
entertaining. The investment of time, effort and emotion put ‘Paranoia is still one of the funniest games that I have ever
into other RPG characters often means players act with an played, and it manages to do that while also remaining fun to
abundance of caution. This was especially the case back when play, which I don't think was ever intended,’ said O’Neill. ‘For
Dungeon Masters were encouraged to play against rather than me the core problem, that you are Troubleshooters rooting
with players. That culture instilled many with a paranoid fear out mutants and communists - who are also secret mutants
that death was waiting behind every door, that any NPC could and communists - is the best part. Also, that everyone forgets
turn on them at any time and birthed the idea of the perfect that you are a mutant or a commie when you die - so that you
RPG character with no backstory, friends or family the get to do that all over again. The game play idea that you had
Dungeon Master could use against them. 6 lives was so "freeing" from a game perspective that it led to
the funniest of moments.’
Paranoia neatly subverts the RPG genre and encourages
players to abandon caution and engage in acts of foolhardy Comedy is one of the most difficult things to get right in an RPG.
bravado. Of course you’re going to die, it says, so don’t you Paranoia’s tone might shift depending upon the author and
want that death to be memorable? Go out in a blaze of the edition but beyond the slapstick deaths a universal theme
traitorous glory and you’ll be back in a few minutes to do it all is how it taps into absurd truths revealed from our real world.

80 Wyrd Science | Volume 1, Issue 5


I’ve found myself using catchphrases from the game, like ‘The
Computer is your friend’, around people who knew nothing
about RPGs and they’ve nodded along, innately understanding
exactly how technology can be dehumanizing or an excuse for
cruel and petty behavior.

It’s also a lot of fun to watch players act like utter bastards to
one another, and more so to see them get away with it. That’s
the power fantasy in the game. Instead of untold riches or super
powers, it’s the chance to be the one to wield the power of
bureaucracy for your own selfish good for once. Or, for the cost
of a measly clone’s life, stuff a grenade down a bureaucrat’s
throat and laugh heartily as it explodes. When people ask me
to suggest a movie that gets Paranoia’s tone right, the one I
most often suggest is not a sci-fi classic but Office Space.

‘Players are highly incentivized for ratting out, framing, and


setting up their fellow troubleshooters in the funniest ways
possible,’ said Kulp. ‘And they do this despite the certain
knowledge that it is going to backfire and end terribly for
them. No one cares. Trying to slip one in under the all-seeing
eye of Friend Computer at the same time you’re attempting to
frame everyone else for doing the same drives a fantastic
environment of “do but don’t get caught.” That message of
“recognize backstabbing!”, along with having to scramble madly
while being questioned in a Termination Booth, is a pretty
good training ground for far too much corporate culture.’

I
t might seem ridiculous to talk about the realities of LIKE ALL GREAT SCIENCE-FICTION,
Paranoia in our world, but that’s another key reason the
game has survived as long as it has. Those issues existed PARANOIA USES ITS FICTIONAL
when the game was first released and they still exist today.
The authors knew that papering over inequalities, greed, WORLD TO EXAMINE OUR OWN AND
power dynamics and other human frailties with technology
would never solve but only exacerbate those problems. SUGGEST THAT PERHAPS WE’RE
In Paranoia mutants represent the hidden threat that’s always THE ONES IN THE FUNHOUSE
ready to strike. Commies are the outsiders waiting to rush in
and tear down society. Whilst traitors are the collaborators,
those who will happily sell out their friends for power in any ‘Paranoia still resonates today because its surveillance state
new regime. All of them get used by merchants of fear to turned out to be real,’ said Kulp. ‘There really are cameras all
distract from their own sins using propaganda and lies. around you, some with facial and gait recognition software on
them. Class warfare between the haves and have-nots is even
Like all great science-fiction, Paranoia uses its fictional world more pronounced. People are often set upon each other
to examine our own and suggest that just perhaps we’re the infighting so that the real movers and shakers are ignored. The
ones in the funhouse, not the citizens of Alpha Complex. There only real difference is that the real world is nowhere near as
may be games with darker settings but there’s a relatability to funny as Alpha Complex.’
Paranoia that’s hard to beat. When I hear Friend Computer say
‘You are in error. No one is screaming. Thank you for your ‘Good dystopias always feel current,’ said Evans. ‘We’re always
cooperation,’ I feel a chilling resonance with the official, and scared of losing identity and agency. The feeling that we’re all
ongoing, response to the COVID-19 pandemic. disposable clones is, you know, pretty relatable when you’re

Wyrd Science | Volume 1, Issue 5 81


82 Wyrd Science | Volume 1, Issue 5
taking the fall for your boss’s latest mistake or getting fired and Games like Bully Pulpit’s Fiasco picked this idea up and ran
rehired on worse terms, or when your government’s telling with it beautifully, flawed characters with strong needs and
you a whole category of human beings is now persona non poor impulse control… but I first learned that lesson in Paranoia.’
grata. But Paranoia presents a shockingly impersonal world
and that plays on fears and stressors that are even more
“PARANOIA INFORMED MY DESIGNS
relevant now than when the game was first published.’

BY REMINDING ME THAT FAILURE


‘That's part of what makes Paranoia so great. It uses sarcasm
and satire for any number of topics.’ said McGuffin. ‘From little
WAS FUN IF YOU FRAME IT RIGHT”
jokes about being volunteered for mandatory bonus duty to
big jokes about the nature of obedience and even lines about
how the masses can be easily fooled by shiny objects. In other Games like Fiasco carry within them Paranoia’s DNA of players
words, the most subversive part of the game is its willingness primed to both fail and have fun while they do it. More recent
to mock life's bullshit across political and cultural spectrums. RPGs like Triangle Agency and The Company have likewise
If we can make fun of it and make folks laugh, then it works. adapted the hellish hallways of Alpha Complex for the
comparatively hellish cubicles of corporate life. It also inspired
‘Paranoia's setting is a dystopia that mandates its people call it designers to explore more niche ideas outside of the usual
a utopia. There's a ton of government control over what you fantasy epics and beat up old space freighter tales.
do, what you enjoy, who you spend time with, and so on.
Sadly, the modern era is seeing a rise in authoritarianism and ‘Paranoia had a direct influence on my most famous design,
government control over life, and that's what makes Paranoia Kobolds Ate My Baby!’ said O’Neill. ‘There are so many
so relevant to modern audiences. People see censorship, similarities - an uncaring overlord that sends you to your
nepotism, and extremism on the rise, so they enjoy playing a death, mechanics that force you to march gleefully to your
game where we make fun of such topics. By laughing at them, death, multiple characters to allow for character death.
we see these issues in a new light and can better understand Paranoia and KAMB are games where people WANT TO DIE
how to respond.’ while playing. The stories that people tell you about those
games are never that they won, just how they lose. Paranoia
‘I think that Paranoia potentially resonates even more today,’ was the first game, and is still one of the few, that finds its fun
said O’Neill. ‘With the rise of authoritarian and ultra right wing in the action of the game - not the completion of it.’
ideologies - we find ourselves in a time that needs this
particular commentary.’ ‘Paranoia also taught me the difference between simulation
and emulation,’ said Kulp, ‘and that games don’t need complex

B
eyond its humour, Paranoia broke the mold and systems to accomplish their goals. The stats in Paranoia’s first
subverted RPG tropes in many other ways. Notably it edition were more finicky than they needed to be. That was
was one of the first RPGs that leaned into the idea of even more true in 2e Paranoia. But simplify those and boil
fiction first gaming. There’s a theatricality to it few other them down to the basics, only keep the rules you NEED while
games possess, like everyone playing is in on a big gaming keeping the tone strong and consistent, and the game gets
secret. Despite the antagonistic setup, the players and the even better.’
Game Master are all in on the same gag. They are working
together to tell a story first rather than see how far a person Whilst Paranoia has encouraged little fidelity to its rules, it has
can move in six seconds or how many weapons they can notably gone through several different versions in its near 40
carry. It taught tables that with clear stakes and everyone year history. The last, 2017’s Red Clearance Edition, moved the
understanding the premise of a game, everyone can still have game to a boxed set approach making heavy use of equipment
fun even when betrayal, immolation or evisceration lurk cards and dice. Paranoia has always been a prop heavy game,
around every corner. second perhaps only to Call of Cthulhu in the quality of the
handouts for adventures. Is there any other game that could
‘Paranoia informed my designs by reminding me that failure get away with giving players forms to fill out before they can
was fun if you frame it right,’ said Kulp. ‘The goal doesn’t have terminate a particularly pesky clerk?
to be success, because for many games a goal of “be stylish
and exuberant and have fun whether you’re successful or not” Red Clearance Edition moved those props directly into play
turns out to be a lot more enjoyable for everyone at the table. and included innovations such as initiative cards that were

Wyrd Science | Volume 1, Issue 5 83


inspired by the classic bluffing game Coup. A player could Dungeons & Dragons, Paranoia makes it incredibly easy to use
claim any initiative on the card to go first but any other player older material with classic adventures like Send In The Clones
could call them out and make them reveal their card. If they rarely depended on specific mechanics or balanced white room
were lying they went last, if the player was telling the truth the combat in the first place and the new edition offer suggestions
person who called them out went last. And whoever ended up on how to bring back all the ideas from older editions and
going last might as well just bump off their current clone and build an Alpha Complex that’s unique for every table.
wait for the next one to arrive. Whilst Red Clearance Edition
was full of clever ideas like this I found that in play I rarely got It also seems like taking out the cards and strategy from the
to explore them. Players are too busy drawing lasers, pushing system makes the game a better candidate for the 800 ton
people off ledges and trying to achieve their secret society gorilla bot in the room; livestreaming. Whilst there have been a
missions to also play head games outside of the story. few one shots scattered out there on the web the game is
Mongoose seemed to agree which brings us to the game’s primed for a table of professionals to make a room full of
newly released Perfect Edition. viewers laugh at their hapless antics. So the new edition looks
poised to give many more people a chance to visit Alpha
‘There were two broad design goals,’ said McGuffin. ‘One. Revise Complex, even if only as visitors safely behind a glass screen.
the previous edition so it feels more like Paranoia and two, use
this new edition to celebrate the beloved game. The previous Despite being almost 40 years old, Paranoia remains both
Red Clearance Edition edition is still a great game! But it lost topical and fresh. Even as it makes adjustments for modern
some of that Paranoia new car smell, so my team was tasked stories, like an always-on device carried by Troubleshooters
in capturing that spirit once again. We also brought back rules to provide assistance and monitor everything, it lets us look at
and setting info from older editions as optional additions.’ the strange ways we’ve adapted to survive. It also keeps a
laugh close to the surface. Sometimes it’s a grim chuckle.
Paranoia Perfect Edition then goes back to the basics with a Other times it's a rueful guffaw. But often, it’s the only thing
simple dice system and quick character creation and is a keeping us from breaking down like Friend Computer.
perfect chance for those new to RPGs to see what the fuss is
all about while letting older players rediscover many of the Paranoia Perfect Edition is out now
things that made them fall in love with Paranoia many years published by Mongoose Publishing
ago. It certainly helps that even more so than a game like mongoosepublishing.com

84 Wyrd Science | Volume 1, Issue 5


Wyrd Science | Volume 1, Issue 5 85
HIT POINTS DIE
Writing: Kieron Gillen GAME
On the table this month: Art: Stephanie Hans
OF THE
MONTH
Publisher: Rowan Rook & Decard

GAME OF THE MONTH For as long as they’ve been


published roleplaying games have
DIE - RPG asked, and tried to answer the
question, “What is a roleplaying game?” 50
years on the answer remains as elusive as ever. I

ROLEPLAYING GAMES suspect there might have been a brief window of around
five minutes back in 1969 when a relatively decent
TROPHY GOLD/DARK/LOOM answer was possible but ever since it’s been open to

DRAGONBANE - CORE SET


endless, wild interpretation.

PENDRAGON - STARTER SET Flick through the following few pages and you’ll find
games that could have, for all intents and purposes,
ULTRAVIOLET GRASSLANDS been released in the mid 1970s and not raised an
BLACK SWORD HACK eyebrow. These sit against games where GMs and dice are
optional, where the focus is on disgusting bloody
LICHOMA violence or where bloodshed of any kind is verboten. We

FEATHERED ADVENTURES have games where the aim is to travel across strange
lands and ones where creating a land at the table is
BORDER RIDING the goal, solo games, journalling games, games that you
play to win and games where you can’t. Frankly, it’s a
PIRATE BORG mess, a wonderful one to be sure, but a mess nonetheless.
FORBIDDEN LANDS - BOOK OF BEASTS
Still, if one person -or game- might have a half decent
chance of resolving that question once and for all it

BOARD GAMES would be Kieron Gillen and DIE - The Roleplaying Game.
DIE might be Gillen’s debut game (leaving aside the
UNDAUNTED - BATTLE OF BRITAIN small matter of Come Dice With Me, a free to download
game based on the wonderfully anarchic Channel 4 dinner
VOTES FOR WOMEN
party show) but it feels like he’s been building up to
THUNDER ROAD: VENDETTA this for most of his life.

FEED THE KRAKEN As a journalist, and co-founder of the seminal video


games site Rock Paper Shotgun, Gillen is more responsible
than many for championing a new kind of games writing.
WARGAMES One that asked what playing a game actually means to

MAJESTIC 13
you, what the experience of playing it, of briefly
inhabiting its world on its terms feels like rather
than fussing over how many frames per second or dental

VIDEO GAMES
polygons its developers crammed into it.

WARHAMMER 40,000: BOLTGUN Not only that but his fiction, both work-for-hire gigs -
especially his run on Journey Into Mystery for Marvel-
and his own projects like Once & Future trade in the
power of stories, the power stories possess to transform
both ourselves and the world around us. If one of the

86 Wyrd Science | Volume 1, Issue 5


better, if inevitably partial, book and Gillen pretty much just says premise though remains the same,
definitions of a roleplaying game is go watch Critical Role. Which is beyond our world lies Die, a twenty
that of a story building engine then certainly a choice, but then that’s sided, sentient planet; an amoral
surely he’s well placed to define the because DIE is a lot less interested alien god that contains within it an
medium once and for all. in WHAT a roleplaying game is, than infinitude of other twenty sided
in WHY we play them. What is it about worlds, worlds of fantasy, power,
Finally, and most relevant here, these games of the imagination that imagination, wonder and horror.
alongside artist Stephanie Hans he holds us under their spell and can pull
recently gave us DIE, a comic about us back in years later, what is it that Oh yes, we should probably mention
a group of sadsack adults who as we get out of these experiences and that Die is also a very hungry god.
teenagers were transported into a importantly how can they change us?
fantasy game world and now, thanks To sate its hunger it must feed off
to the machinations of their old GM, But this is supposed to be a review those who make their way, willingly
are back, trapped in a world that of some kind so first of all let’s or not, to one of the many sub-
seems determined to give them try and at least answer what this universes within it, realities
everything they want, or just as one RPG in particular is. created from and moulded by the
happily see them die trying. imaginations and lives of gamers.
DIE - The Roleplaying Game is the Gamers who have somehow come into
So if the answer to our question is game of the comic, sort of. Really possession of a very special set of
anywhere there’s a pretty good chance it’s as much that as the reverse is dice and who now find themselves
it’ll be here. As it happens “What true. Both were conceived at the pulled into one of Die’s worlds and
Is An RPG?” does rear its head around same time, developed in tandem and gifted with wonderful, terrible
2 pages into DIE’s near 400 page rule- each fed into the other. The core powers, made into both heroes and

Wyrd Science | Volume 1, Issue 5 87


HIT POINTS : GAME OF THE MONTH

hostages. See, the thing is your


group can leave Die at any time,
just all of you, including whoever
brought you there, must want to. All
of you left alive that is. Think the
Dungeons & Dragons cartoon as directed
by David Lynch or Wes Craven’s
Jumanji and you should get the idea,
it’s not Dragonlance, put it that way.

But in many ways DIE is also a wolf


in sheep’s clothing. At least at
first you’ll, probably, find yourself
in some kind of fairly recognisable
fantasy world, characters have six
very familiar stats, there are
classes -of a sort- that all bear
some relation to those from The
World’s Most Popular Roleplaying
Game. Whilst things start to deviate
at this point the basic rules for
resolving actions -dice pools built
from your stats- should still be
familiar enough to anyone who has
played more than one game. It’s not
exactly rules-lite but close enough
that you should have a grip on things
by the end of your first session.

But what a first session that is, as


right from the start the game begins
to show its teeth. And oh what
beautifully weird teeth they are.
There’s the part where the players
create Personas, the normal day-to-
day versions of you that exist in
the “real world” of the game and
which you start the session off
playing in a kind of freeform
mini-Nordic LARP.

These personas are distinct


from the characters, or
Paragons, you become when
a magic ritual is,
literally, enacted at
the table and you find
yourself transported
to Die. The Paragons themselves are,
as we said, recognisable in a way.
Five are deconstructed, house of

88 Wyrd Science | Volume 1, Issue 5


HIT POINTS : GAME OF THE MONTH

mirror versions of familiar fantasy rolling stats or choosing equipment My mind immediately, and horrifically,
game classes. There’s the Dictator but by exploring who they are and flashed back to an old therapist who
for example, a kind of nightmare how has life treated them in the once invited me to a retreat where
bard, able to break minds at will intervening years. The scenario everyone present would take turns to
and strip agency from NPCs and provides questions to ask each other “be” each other’s parents. Truly a
players alike with the slip of a and together you’ll build up a sense harrowing DIE scenario if ever I saw
tongue, or the Fool, a supernaturally of what life was like at school, one.
lucky Leeroy Jenkins type, a tank what your games were like, what it
with all the power as long as they is that they are running from or to If you were to lean into the more
accept none of the responsibility. and what Die might have to offer emotional side of the game it could
them that the real world can’t. All be hard to sustain that kind of
Each Paragon is tied to a particular information for the GM as Master to intensity over a longer campaign.
polyhedral die and each has their use as both the bricks to build a For those with the mental fortitude
own almost game breaking abilities. world from and the bullets - though the possibility is there to
Some even get their own Plutchik allegorical, emotional or literal- do so, really explore the 20
emotion wheels to play with. There’s the players will soon be dodging. different regions of your Die, and
a lot going on under the hood. dig into how they relate to each
Its a strong yet still remarkably other and your past lives, both the
Oh and the sixth Paragon, that’s The easy to grasp concept, and one that players’ and Personas’.
Master and they’re reserved for the if you want it to can easily absorb
GM. You see the GM is a character in your own gaming and personal With all that in mind it is worth
DIE too and almost certainly the histories to powerful effect. All in saying that DIE features one of the
antagonist who, for whatever reason, all Reunited is probably the better sections of safety tools I’ve
got the gang back together, dragged platonic ideal of a DIE scenario and read. It runs through all of the
them kicking and screaming into Die is designed to play out over 2 or 3 most well know tools, such as the X-
and now stands between them and emotionally bruising sessions. Card and Lines and Veils, explains
home. See, we always knew that red in plain terms concepts like Bleed
robed weirdo was up to no good. Indeed Reunited is such a strong and offers plenty of useful advice.
idea that it’s easy to overlook how
In another callback to the Dungeons flexible DIE’s core concept can be, Indeed the book is full of great
& Dragons cartoon it’s also The which I suspect is why the book tips for GMs. Gillen’s an incredibly
Master who chooses which player gets includes five other scenarios tucked entertaining writer, one steeped in
which Paragon, and furthermore gets at the back rather than bundling games history, and the book is full
to treat the rules as more like - them in with a future supplement. of asides, commentary and ideas
let’s say- guidelines, able to cast These scenarios range from a group about the nature of RPGs. Combine
any spell they’ve thought up or even of bitter creatives coming back that with Stephanie Hans wonderful
just outright break the rules should together at a comic con to a video art, of which there’s a lot, and DIE
they need to, though the latter is game development team who, behind is just a great book for anyone with
not entirely without risk. schedule and running out of money, an interest in RPGs to pul off the
get tricked into taking part in the shelf and read through.
Whilst both DIE and Die contain an team building exercise from hell.
endless number of possible worlds So, after all that does DIE answer
you’ll almost certainly start by These scenarios range in tone from why we play games? Not directly, the
playing Reunited. This is the black comedy to high fantasy and reasons - escapism, fun, curiosity,
scenario that cleaves closest to the horror, often within each one. Whilst exploration of the self, catharsis,
comic with its teenage gamers, not quite as strong as Reunited they all of the above- will be as diverse
brought back together years later by do provide plenty of inspiration, and and personal to you as Die’s many
their GM for one last game. demonstrate how you don’t need to worlds are. It does though answer
tie scenarios just around RPG groups what this RPG is, and that is one of
At the start players take turns to getting back together and can base the most interesting and inventive
flesh out their Personas, not by them on many other experiences. out there today. [John Power Jr.]

Wyrd Science | Volume 1, Issue 5 89


HIT POINTS : ROLE-PLAYING GAMES

TROPHY GOLD/DARK/LOOM
Writing & Art: Jesse Ross | Publisher: The Gauntlet

Trophy Gold is an absolute mess of a most players like getting to know forums. Combat is an absolute train
game, and my favourite innovation in their characters in campaign play: wreck; not because the rules don’t
elfgame dungeon-crawling ever. A Enter Trophy Gold, an attempt to work, but rather because they’re
fork of Trophy Dark by Jesse Ross, solve this problem. Gold is quite just so poorly written I’ve had
they’re both beautiful, cloth-bound explicit in its intent to “blend… people familiar with Pathfinder 2 ask
tomes, released together alongside with the survive-by-your-wits me why Trophy Gold is so
Trophy Loom, a setting supplement mentality of old school fantasy complicated. The Risk Roll is still
for them both. games”. the most important roll, even though
it says it’s not, but the Hunt Roll
Trophy Dark focuses on the perspective Gold does this by adding new provides Hunt Tokens, which are
that if you put a group of people procedures. Burden (ongoing costs- necessary metacurrency for gaining
into the mythic underworld, they’d of-living) gold, horde, downtime and enough gold to survive. The Hunt
soon betray each other and meet advancement. The Hunt Roll drives Roll only provides new information
tragic ends. In Dark, it’s a forest gameplay now, whenever “you press and so disincentivises exploration
and your doom is inevitable. Your ever deeper in pursuit of a specific compared to Dark. Downtime relies on
character sheet in Dark is a list of and immediate goal”, you earn Hunt the new deadly currencies to
things that you can use to impact Tokens which you can exchange for function, and so disincentivises
the dice rolls that make up the gold or to achieve goals. There is a use.
game’s mechanics, things like new combat roll, but ruin and
skills, rituals and conditions, with betrayal rolls are gone. The Thematically, it’s trying to say
a death tracker called ruin attached directives are “Be curious, play to something about the endless cycle of
to them. win, play to lose”, which are more capitalism resulting in obsessive
interesting in the way they hold treasure-seeking, but the theme
The Risk Roll is the main mechanic tension, and capture traditional isn’t communicated in a way that is
in Dark, rolling a pool of dice to themes succinctly. Downtime is fun. Gold leans much more heavily on
find out what happens when you prompt-stuffed and cosy. The its directives than Dark does,
attempt something risky. “Say what bestiary records each unique because its procedures are all
you hope will happen, and ask the GM monster, giving you advantages when carrot and no stick. The tension
and the other players what could faced again. between ongoing fantasy campaign
possibly go wrong” is key: We’re play and the doomed horror of Dark
shared story-tellers. There are Do all these additions in Gold work is not one that is adequately
rolls for helping, contests, as a solution to the problem of resolved in the Gold ruleset.
suffering ruin and betraying your Dark’s doomed explorers? No, it’s a
fellow treasure-hunters. But the mess. But it’s a compelling mess, Incursions are what the Trophy games
more important rules in Dark than and much more compelling than Dark. call their adventure modules. Each
the procedural rules are the The bestiary ends up disregarded, location has a list of props,
directive rules (this distinction because you’re unlikely to encounter moments, and traps, and treasures
first made by Chris Chinn): “Embrace a monster twice. Worse, there is no that aren’t necessarily tied to
tragedy, don’t hold back, play to list of example monsters in the anything but the set’s theme, making
lose”. Dark expects these directives book, although the strong of heart each location cohesive, but driven
to guide the few procedures, not the can wade through said incursions to by the results of Hunt and Risk
other way around. find some. Rolls. Locations are organised by
flowchart, not spatially. This is
Dark is an interesting perspective The best source for information on damned elegant, and rules flex around
on dungeon-crawling, fun to use as a how to play should be the book set structure pleasingly. However,
one-shot of doomed adventurers, but itself, not discord and the Gauntlet this tight relationship between

90 Wyrd Science | Volume 1, Issue 5


HIT POINTS : ROLE-PLAYING GAMES

Hunt, Risk and Incursion makes me mean. Because of this, it’s hard to Would I recommend these three books?
reluctant to play adventures not recommend Loom in the context of the To various degrees. Gold belongs on
designed for Gold. I suspect Roots other books: It actually acts at my bookshelf, despite my clearly
of Old Kalduhr, taking up 100 pages, cross purposes to the core texts. mixed feelings about the ruleset.
is meant to prove you can run I’ll keep playing it for a long
something like Gold promises you The word count on some of Loom’s time, but there’s a version of
can, but the rules themselves don’t topics is so high it seems contrary Trophy Gold that handles the
evidence it well. to Trophy’s remit elsewhere, The tensions in a more elegant way.
quality of the writing in Loom is Trophy Dark is a game I’ll play as a
Both Dark and Gold are filled with excellent, although over-written and one-shot, occasionally. It’s much
pages of evocative, random tables therefore challenging at the table, better than Trophy Gold, but at
(you may randomly generate a with a few highlights in terms of something I don’t care to play
“beastbitten labourer seeking to usability (“Treasures”, “Monsters of regularly. Trophy Loom though is not
locate the jewel that haunt’s the Wood”, “Blasphemous Cults”). If something I’ll ever use, but your
Eriol’s dreams”). This is evocative, it leaned harder into being filled mileage may vary, depending on your
player-lead worldbuilding, and is a with things to drop directly into dedication to the world of Trophy
great strength of Dark and Gold. your incursions, building the world and your inclination to share
Trophy Loom then is filled with that way and less traditionally, I worldbuilding with your players.
explanations for what these things think it would be a better book. [Idle Cartulary]

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HIT POINTS : ROLE-PLAYING GAMES

DRAGONBANE - CORE SET


Game design: Tomas Härenstam | Art: Johan Egerkrans | Publisher: Free League

The latest title from Free League values; if your skill at “fishing” is a fight in a bar with a knife-
Publishing Dragonbane describes a 9, you need to roll 9 or lower. wielding goblin should feel somewhat
itself as a “mirth and mayhem” This also means that a critical dangerous.
roleplaying system. Set in a magical success - a “Dragon” - is rolling a
fantasy world, you play humans, 1, and a failure is rolling a 20 - a It’s probably clear already that I’m
dwarves and other mythical beings, “Demon”. Skill progression is neat really impressed with Dragonbane.
banding together to travel on and thematic - whenever you try It’s got just enough crunch to keep
adventurous escapades. anything, any Dragons or Demons most heavier-minded players happy,
rolled let you put a tick mark next whilst also being easy enough to run
Now, this probably all sounds a to that skill. At the end of the with little-to-no prep. I ran a ton
little bit familiar, right? session you can roll for each tick, of sessions with a 10 year old
aiming to roll over your current playing in the group, and she was
You see, Dragonbane has a surprising skill level. This means its much able to jump in without any issues
amount of historical baggage. It’s a easier to progress a level 4 skill at all. The designers have
new release for 2023, but is the than, say, one at level 17. unquestionably achieved their goal
direct descendent of the 1980s to make a fast, fluid and fun system
Swedish RPG Drakar och Demoner They’ve also repurposed the idea of - and they've done it well.
(literally Dragons & Demons), a game “pushing your roll” from Year Zero -
originally created as a response to if you fail an important check, you I particularly enjoy the skills
the rising interest in Dungeons & can re-roll the D20, but at the cost progression system in Dragonbane -
Dragons, but which used RuneQuest as of picking up a temporary condition it adds another burst of dopamine
a base for its system. such as “Exhausted” or “Scared”. when someone rolls a 1 or 20 at the
There are also “Heroic Skills”; table, and it encourages players to
So, where does this leave us with powerful abilities that use up a attempt things their character is a
Dragonbane? It’s a very interesting limited pool of Willpower Points. WP bit rubbish at. At the end of each
release, given that it manages to is also used to power magic, session, the GM is advised to ask
pull together a wide range of providing some balance to the common players five questions, ranging from
influences whilst clearly having a problem of overpowered magic users, “Did you participate in the game
strong style of its own. since Wizardy types don’t get a session?” to “Did you overcome an
Heroic Skill at all. obstacle without using force?”. A
Free League are probably most well yes earns them an extra tick,
known for their Year Zero system, Finally on the mechanics front, combat rewarding well-rounded play with
which usually uses a D6 dice pool is fast and lethal. Initiative order added skill progression.
and a skills list. You can feel that is chosen through doling out from a
DNA combining with the game’s deck of cards to each player - much The setting of Dragonbane is
RuneQuest ancestry here, as like Savage Worlds. Fight-focused intentionally very light touch. Part
Dragonbane also uses a skill based PCs can choose Heroic Skills that of that is that this is just the
system rather than levels and improve their chances with advantage, quick start set, after all - I’m
classes. Something that always feels but otherwise each PC can attack or sure more lore will follow. There’s
a little more realistic to me, as I defend with their action, though also the fact that many groups will
find it more natural to think in attack early and you risk leaving quickly form their own version of a
terms of “How good am I at x?”, rather yourself open for brutal reprisals… Tolkienesque folk-magical world, so
than “What level Paladin am I?”. I’ve had a PC knocked unconscious in leaving things unexplained allows
every single session we’ve played in narrative room. That’s not to say
Dragonbane uses a D20 system, but the introductory adventures - that it’s a completely blank slate;
unlike many others, you roll under probably appropriate, since picking the addition of some extra Kin is

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welcome: Dragonbane has the expected it. Each place has its own reason Alongside treasure cards, initiative
Halfling, Humans, Dwarves and Elves, for existing; it would take minimal cards, a grid based play mat -
but adds “Wolfkin” and “Mallards”. work to make each adventure completely although sadly no full-sized
Yup, that’ll be RuneQuest rearing standalone. My only criticism is adventure location maps - a double
its head again with the inclusion of each map needs a key to explain the set of custom dice and the booklets;
duck people. Someone play-acting a numbered locations. The areas are this core set also includes a lovely
grumpy, quacking, anthropomorphised listed, but over many following set of cardboard standees. The
bird-person is exactly what every pages, rather than on the map itself majority of the characters and
table needs. Well, some tables, anyway. for reference. monsters faced in the adventures are
present here, and its made me
The adventure booklet provides 11 There are even solo rules included - realise I’d actually rather play RPG
complete adventures that tie and The Reforged Shard - a solo with standees than more three-
together into a full campaign called adventure! This adds some solo-only dimensional models. These chunky and
The Secret of the Dragon Emperor. Heroic Abilities that appropriately colourful standees remind you that
I’d say that there’s enough material reduce the slightly punishing RPGs are theatre of the mind first
to keep a weekly gaming group going difficulty level of Dragonbane. The and foremost; they are a joy to
for most of a year - especially if oracle tables work well, and they’ve interact with.
they take as many needless diversions pulled off something very useable
as the herd of gorm that I’m usually here - I’d just have loved to see As, in fact, is the entirety of
responsible for herding. There are some solo-adventure maps printed in Dragonbane; I can’t think of a
maps, NPCS, hooks, random encounters, the booklet; I feel like soloing better game right now for
journeys, and an overall narrative benefits from visual support even adventuring fun at the table.
arc with multiple paths to tie into more than group play. [Chris Lowry]

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PENDRAGON - STARTER SET


Writing: Greg Stafford, David Larkins | Art: Fetisov, Marlot, Smylie, Dirim | Publisher: Chaosium

First released in 1985 the late Greg it? On the basis of this starter set specificity, feels both more
Stafford’s Pendragon is one of the I suspect the answer is yes. malleable and accessible.
jewels in the RPG crown. An epic
game of knightly quests and courtly Crack open the fairly weighty box and Whilst the setting is ostensibly a
passions, all set to a backdrop of you find three books. There’s the now grounded and historical post-Roman
Arthurian Britain, Pendragon sees traditional Choose Your Own Britain, that’s really a thin veneer
players contend with not just the Adventure style book to gently ease under which lays a more mythic land.
day-to-day business of besting you into things, a second containing Just as the likes of Geoffrey of
mythic beasts but also negotiating a more thorough run through of the Monmouth, Chretien de Troyes and Sir
the often contradictory obligations rules and setting, and finally The Thomas Mallory drew upon disparate
of a feudal, chivalric society and, Sword Campaign. The latter comprising sources, filtering them through their
with its campaigns measured in three linked adventures that put the own eras to assemble their Arthurian
decades, trying to build a glorious players in a front row seat to cycles, Stafford’s Matter of Britain
legacy that will last the ages. witness, and indeed assist in, the takes inspiration everywhere from
birth of Arthur’s legend. those medieval, and older, texts to
Heralding the arrival of the game’s the likes of T.H. White’s Once &
sixth edition is a new starter set, Alongside that there’s several Future King series, John Boorman’s
and I think it’s fair to say that appendices with extra rules for 1981 fantasy movie Excalibur and
Chaosium have some form with these tournaments, overland travel and the elements of the 20th century Neo-
things now. The starter set for Call like, a hefty stack of pre-generated pagan revival. As pseudo-historical
of Cthulhu’s 7th edition set the characters, Battle Cards featuring settings go this is one flexible
benchmark on its release and whilst specific enemies and encounters from enough to encompass all manner of
I ultimately bounced off RuneQuest‘s the campaign and a handful of dice. strange goings on and anachronisms.
recent box there was no doubting its Those aware of the historical
intrinsic quality. baggage Pendragon has when it comes If the setting then is easy enough
to female player characters will be to wrap your head around, what about
So what of Pendragon’s then, a game pleased to know the pre-gens include the system? On the whole things are
that for all the many plaudits heaped a good mix of male and female simple enough here too, what we’re
upon it down the years I have to admit characters, and the text repeatedly essentially dealing with is a
I’ve always admired from a safe makes it clear that gender is no straightforward d20, roll under a
distance. If Stafford’s other major barrier to being a knight. All in specific skill/characteristic/trait,
achievement, RuneQuest, had seemed a all it’s a solid bundle to be getting system. Skills and characteristics
little academic for my teenage tastes, on with and, it must be said, all will be familiar enough, the former
Pendragon felt even more like the rather nicely laid out. Extra points consisting of things like Hunting,
full tweed jacket with leather elbow awarded for the lovely medieval First Aid or Sword, whilst and the
patches, and by the time my own marginalia dotted around the books. latter’s Strength, Constitution etc
sartorial tastes had caught up with should be even more recognisable.
it I’d long packed away my dice. One of the stumbling blocks I
encountered with RuneQuest was what Having laboured through RuneQuest’s
But it’s not just my wardrobe that’s for many is that game’s main draw, combat system I was delighted to
changed in recent years, the RPG the world of Glorantha. Remarkable discover that fighting here is fast
scene is remarkably different from achievement of world building that if pretty brutal, which is fair
even when Pendragon’s last edition it is, coming late to the party felt enough. After all swords, whether
was released in 2005, so can this like joining a class just before the gifted by strange women lying in
new edition reintroduce itself to a exams with a lot of homework needed ponds or not, are dangerous things
new generation whilst retaining much to catch up. Pendragon’s world on and should feel like it and over the
of what its devoted fans love about the other hand, despite its course of several plays my poor

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squire Camarig repeatedly found these days might, at first, find it lustful, bawdy Knight and you may
himself dumped, unmourned and jarring to be goaded or even forced find yourself in a world of trouble
unremembered, in various ditches into acting in a certain way, when a visiting royal’s spouse
outside Londinium. especially when that way is how some starts showing you a bit of ankle.
medieval romance writer thought a Trouble, of course, equals
Traits and Passions though are where dark age Christian knight might act. opportunities for conflict, drama and
Pendragon’s real magic starts to But then again surely that’s the all the good stuff that we sit
reveal itself. Traits are 13 pairs whole point of playing a knight in around a table rolling dice for.
of oppositional values, such as Pendragon and not just some off the
Chaste and Lustful, whilst Passions shelf Paladin in whatever flavour of The adventures included are fun if a
are the four intense beliefs your D&D you happen to enjoy. little railroady, though that’s
knight holds, like Homage to your forgivable when they’re obviously
Lord or Love for Family. Together As much as they are about battling trying to introduce the game to new
these help both define what kind of dragons, giants and ghostly players, and they set you up nicely
knight you are and act as a guide, headsmen, the Arthurian stories are to expand your adventures when the
and in some circumstances a constraint, about people with outsized passions, new core rulebook arrives in the
upon how you behave. There are no trying, and often failing, to live coming months. I have to say, much
classes here, everyone plays a up to ideals they’ve set themselves. like my poor Camarig stumbling into
knight, so this is really where you Pendragon’s Traits and Passions are a Faerie circle, Pendragon’s Starter
start to differentiate your character. a great way of both inhabiting those Set has left me charmed and, tweed
characters and creating a narrative, patches or not, eager to get to
Those used to the kind of absolute especially as Traits are self- grips with a longer campaign and the
player agency that is much loved reinforcing. Lean into the role of a quest for glory. [John Power Jr.]

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ULTRAVIOLET GRASSLANDS (2E)


Writing & Art: Luka Rejec | Publisher: Exalted Funeral

Ultraviolet Grasslands and The Black The second edition though has fixed giving you options for further
City has been floating around in a all this. Gone are the hidden rules. exploration. Players become obsessed
few formats for a while. But now for Now it’s a single page to get your with the choices they’re making
the first time with this new edition, game up and running, and it’s one of because often, should they want to
it really feels like a game. the first sections of the book. The ‘advance’, they’re leaving behind
overt philosophy of the game now the chance to visit somewhere else.
Older editions of UVG were a lives inside the useful glossary.
curiosity. Not only because of the The inner cover now contains a UVG is a game of tourism and
game’s weirdness, its psychedelic beautiful – and possibly daunting at hardship. Beautiful places filled
Oregon Trail setting or its curious first glance – game flow diagram. But with biomechanical menaces, ancient
little mechanics – like the dedicated you’ll never be lost in the and lost behemoths, cat lords, poly-
carousing system. No. Instead, what grasslands again for reasons other bodied entities and porcelain masks
makes it curious is the way the text than your own poor planning and beckon you within the Moebius-like
was a coy conversation with itself. choices. artwork created by Rejec. It’s a
The author, the well loved OSR game of vast petrol-spill vistas, of
writer and artist Luka Rejec, seemed Plan you must. Or, alternatively, creeping through the bones of
to be hell bent on smuggling the perish. Procedure is at the heart of ancient beasts or stumbling across
game’s system away from readers of UVG 2E. This is a fantastical Oregon the occasional sad and hopeless
the book. Trail after all, and while you might immortal or ghost community which
not die of dysentery as you may in possesses the local tribe in a kind
In the previous softback version the classic video game of settlers’ of time-share-body deal.
it’s suggested that you should adapt struggles in crossing the final part
the adventure to a system of your of the uncolonised and pre-United The characters you meet are painted
choice but, if you really must, you States, you’re still going to run quickly, usually with an attitude
could use the included ‘SEACAT’ D20- into random and cruel misfortunes as and something they know. The places
style rules. These rules would later you travel. You might have sat on a are fantastical, and players accrue
be presented on page 126 in cactus, accidentally picked some experience simply by visiting them.
something like an art-house essay on totally poisonous flowers by mistake, The game is a series of postcards in
how to elide the actual moving parts or just be a bit under the weather. this way (and even includes some in
of a game. Additionally, there was a the back). Discoveries are made at
philosophical explanation of the Weather itself is a big feature as each location which can allow the
mind, body and soul which was you travel between sections of the players to find more depth in side-
somewhat intended to indicate which huge trail. You’ll always be told quests that, in truth, could have
stats are tied to what. In short, I when the sun rises, and whether you been their own settings entirely and
loved it. can see anything through the will often give players the chance
refracting light. It’s a detail that to pick up some extra, much needed,
And it was fascinating to read, a plays into the procedure of the loot.
true and genuine oddity. Even if it book, given some of these mostly
wasn’t particularly helpful during mundane snippets fit within a game See, UVG is not a dungeon crawl or a
play. I recommended it to every game which is partly about caravan traditional game of quests. Don’t
designer I met and the setting to management. Much of the game is expect to be slowly wading through
every GM who was as interested in spent scribbling on the long map, piles of goblins in search of
ideas as they were how many goblins which we recommend you print out and treasure. It’s all much more zoomed
are in the cupboard. It’s clever and spend some time sellotaping out than that. Everything is played,
inventive, but it took quite a lot together. It’s a beautifully stark more or less, in summary. Except for
of patience to actually play it with purple on white rendition of the those moments where a fight does
immediacy and confidence. trail you’re following, each point break out or a chase occurs. Even

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then, this isn’t a game of complex someone. It’s less about knowing you. But that’s not it, they’re
combat mechanics. what’s coming up as the referee, but scrabbling around looking for their
instead discovering what the players next meal or meal ticket. Your
Much of the creatures and peoples of want to find as they explore. You’re players are a bunch of Han Solos,
the game aren’t inherently hostile – a guide in that sense rather than not Luke Skywalkers. That guy
things getting violent is almost the player who sets off all the wouldn’t last long here at all.
entirely down to players’ greed or traps. You certainly can do that
need to poke everything with the too, but the game doesn’t demand it. There’s a question of whether I like
sharp end of whatever they’re Much of the hard work and joy of the UVG in its original form because of
holding. Equally, players who want game comes from trying not to its weird self-referential
to dig into everything will find engineer too much. Your players are conversation and playful language.
themselves running out of time and often trying to survive, and finding The latter is still there, but I
soon learn that it’s best to enjoy a few sackfuls of rare materials think knowing this game actually
the view and pick their moments to which will let them get into trouble wants to be run means the second
extract value from their trip. in the next town is more than enough edition is the version you’ll want
motivation. to own. All in all this is a better
Refereeing the game is a surprisingly game and worth a pilgrimage.
intimate experience for all of this. You might imagine players want to
It has the feel of ‘running’ a explore this gorgeous world because In fact it might just be the trip of a
Choose Your Own Adventure book with of the gorgeous book in front of lifetime. [Christopher John Eggett]

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BLACK SWORD HACK


Writing: Kobayashi | Art: Goran Gligoviç | Publisher: The Merry Mushmen

Black Sword Hack is a dark fantasy near the sorcerer’s body” and “born
version of the Black Hack, written in a secluded religious community”,
by Kobayashi with superb art by one of which is good, the other
Goran Gligovic. If you want a review dull, but both would have been
of the Black Hack, you can find it improved with specifics. The book
somewhere yourself, I’m sure. What does have specifics! The languages
the Black Sword Hack adds is strong are “Alashan, mired in corruption”
world-building in mechanical form, and “Jurka of the Iron Horde”.
which may well put this particular Monsters include “Children pumped
fantasy hack ahead of the pack if full of drugs with their eyes
you’re looking to pick one out from removed”, “Eaters of the Dead” and
the hordes of OSR retro-clones that “Hollow Monks” who suffer from too
you must hold off with a burning great mortification of the flesh.
torch whenever you wade into
DriveThruRPG. A major section of the book is
written to help you to create your
A chronological read through of own world, using random tables that
Black Sword Hack looks generic as would have been better fleshed out
hell until a third of the way and incorporated through the rest of
through. The “Doom Die”, a usage die the book. Black Sword Hack would
that you use to be heroic, until have benefited significantly by
you’re doomed, stands out as an spyglass”. Just for this section leaning into a specific version of
attempt to add theme, but which alone, I’d choose this over the this dark fantasy world. With some
feels clumsy in play given the Black Hack. commitment, the worst writing in the
severity of being doomed. The book would have been rendered good,
origins lists for character creation Two modules and a city cap the book and the best writing excellent.
stand out too, some of which are off. The modules are serviceable,
fantastic (“born covered in the but the city should have served as Black Sword Hack is a beautiful
blood of your own people after a the basis for the world-building book, well-thought out, designed by
failed invocation”). throughout the book. It’s evocative, creators with a love for the subject
flavourful, and fun. A repeating matter. It’s full of rules that
In the middle of the book, theme in the Black Sword Hack’s would be really exciting to
‘Vileness’ appears: Unique rules for writing is that an intermittent incorporate into a dark fantasy
pacts with demons, spirits, fae, reluctance to be specific in its game, and provides characters with a
chaos itself, twisted science and worldbuilding brings down a lot of sense of fighting with unknown powers
runic weapons and everything here is the writing. Nowhere is this in more to survive in a doomed and cruel
a banger. The text advises you not stark relief than the adventures and world. But it’s hamstrung by a
to use them all at once, but I city which are very specific and have reluctance to be specific, something
would. There’s neat writing here as excellent world-building. which renders a lot of its writing
well as simple but unique mechanics toothless.
for each vileness. Find your demon This problem comes up throughout the
“in the wedding ring of an undying book, in backgrounds, in origins, I’d definitely run it over the Black
king”, your ancestor asks that you even in the excellent Vileness Hack, and it’s a strong game in it’s
“free it from another alliance”, section. For example in the origins own right, but fails to live up to
“summon an invisible creature made table you’ll find entries such as the potential displayed within its
of anger”, or build a “Blood-tinted “born inside an invocation pentacle, own pages. [Idle Cartulary]

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LICHOMA
Writing: Strega Wolf van den Berg, Michael Mars | Art: Strega Wolf van den Berg | Publisher: Bogfolk

Lichoma picks up where MÖRK BORG starter adventure should, what is


left off – at least in its promise possible in the system. It’s a
of blood splattered adventure in a grotty search for missing fingers to
rotten world. While this game is reattach to what we could call a
less oozing apocalypse and more relic. It’s got a detective story
spurting artery, it’s got all of the bent to it, if all the characters in
hallmarks of a beautifully violent Poirot were Leatherface. Players hop
offering: hot art, a deadly system between locations and hope to find
and some cannibalism. their way to Elysium, possibly to
liberate the only successfully
Lichoma uses a six-suited deck of cards synthetically grown human. As meat
to represent a few things: the is what makes the world of Lichoma
player’s bodies, the factions at play go round she’s very much the golden
in The Wen and the actions players goose. It’s smart, it’s funny, and
can take. It all runs off a nifty it’s deftly sketched out in a way
system where a player creates their that simply demands pace from
character through a drawing of a hand everyone around the table.
– which can then be used to create a
bigger dice pool when the appropriate With all this talk of factions and
card makes sense. For example, if locations you might imagine the
you can make the Ally card (with its world hangs together tightly. Yet,
flavour text, “wolf in sheep’s the game. Once you lose a round with the setting has a very disconnected
clothing”) fit the scene for a sneaky a nasty enemy you’ll have to pick feel in play. You flash between
attack, the GM will likely allow it. something to lose (or take, usually scenes in a way that’s not exactly
horrifically described, damage to) – cinematic – unless you’re talking
Which brings us to the callously discarding the card to that faction’s Grindhouse. There’s little sense of
slaughtered meat of the experience – remaining deck. Equally, you can how the world connects. This is fine
that of a kind of bartering with the ‘salvage’ parts from bodies around as Lichoma isn’t about diving deep
GM. Players suggest how they can you to heal your characters once the into a world but more akin to seeing
enhance their dice pool with their current massacre has come to a lull. how far you can skim various body
cards and the GM decides if it works. parts from a corpse across a lake of
While this should be a natural feeling There’s something surprisingly blood. Player’s actions are almost
exchange there does come times when simulationist in the way the faction always desperate, and increasingly
it feels like players are naughty decks rise and fall. Defeat a high so are those of the forces they’re
children trying to sneak an extra value character from that group (in up against. There’s a sense that
ice cream. This aspect of the game game terms, a Cunt) and you get to everything is only just held
contains the natural tension of wanting take a card from that deck and add together and it’s exhilarating.
to play out a good story using the it to your faction’s. With this you Which is to say, when the rhythm of
elements of the character you’re can track how a faction begins to the game hits home, Lichoma is bloody
holding in your hand, and the desire wither as players whittle away at magic. [Christopher John Eggett]
to ‘win’. It’s a tiny and unexpected it. It’s one part of the game that
friction that disappears if everyone makes its world seem like it’s Editorial note: Walton Wood, a
relaxes – but it is there. living and breathing. contributor to Wyrd Science, is part
of the Bogfolk team behind Lichoma.
The cards, and the body parts they Pieces of Eden is the star of the
represent, are a kind of currency in show, illustrating, as any good

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FEATHERED ADVENTURES
Writing: Côme Martin | Art: momatoes, Alain Gruetter, Helkarava, François Maumont, Clément de Ruyter

Both rules-lite RPGs and anthro-


pomorphic animal adventures are ten
a penny these days, whether you want
to explore the world as a mighty
mouse, fearless frog or rascally
raccoon there’s plenty of options to
choose from. Few games though will
be quite as rules-lite as Côme
Martin’s Feathered Adventures or
indeed as charmingly anarchic.

Much like the recent, wonderful Dukk


Borg, Feathered Adventures takes its
cues from Saturday morning cartoons
like Duck Tales with the players a
brood of avian adventurers getting
into all sorts of pulp inspired
mischief. Where Dukk Borg made the
most of the wild juxtaposition
between its web footed cartoon
inspiration and its bloody roots as
a Mörk Borg hack though, Feathered Lucky, there’s no stats to worry progresses. All in all I’m tempted
Adventures firmly puts the PG in RPG, about and no dice to roll. The GM, to describe this as Free Quackspiel
as the game’s introduction exhorts or Cartoonist as the game has it, Roleplaying, in fact I just have
here there shall be no (non-comical) narrates a scene, players tell them done.
violence, sex, or general bad times. what they want to do and they decide
if it works or not. Unless players If that’s the rules pretty much
Depending on your point of view this are leaning into their character’s dealt with the remaining 130 or so
will be either tyrannically dictatorial defining traits, the Cartoonist is pages are filled with a vast amount
or a refreshing change, but if you advised to lean into partial of pre-generated material to get you
can get past your strange need to successes, especially when that might going, from fleshed out fowl such as
see waterfowl beaten to a bloody pulp introduce an element of slapstick. the Stingy But Good Hearted Jane Van
then what we have here is simply a der Quack to a selection of 24
rather lovely storytelling engine. Adventures are lightly sketched out different adventures that range from
If you want to ease the young or and progression is marked via a treasure hunts to birthday parties.
young at heart around you into RPGs, series of check boxes that you
or you just fancy taking a break simply tick off when certain things One last thing, Feathered Adventures
from grittier games, and frankly who happen, this might just be each is as charming to flick through as it
could blame you right now, then this player getting to have their moment is to play. Filled with gorgeous art,
could be just the ticket. in the spotlight or someone describing the book’s graphic designer, Nicolas
something fantastic. Once enough Folliot, has done a great job of
And when we said this game was boxes have been ticked the game moves capturing the game’s energy and the
rules-lite we meant it. Rather than onto the next scene or its conclusion. whole thing feels like the kind of
classes or anything like that giant sized comic, filled with games
players pick from a selection of Finally the role of Cartoonist and puzzles, you’d pick up on the
broad archetypes, such as Bad doesn’t need to be fixed either and first day of a long summer holiday.
Tempered but Selfless or Lazy but players can take turns as the game Lovely stuff. [John Power Jr.]

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BORDER RIDING
Writing: Jo Reid | Art: Eli Spencer | Graphic Design: Brian Tyrrell | Publisher: Stout Stoat

Maps are an intrinsic part of


fantasy. I suspect most of us have,
at some point in our lives, happily
wasted countless hours poring over
the end-papers of much loved books,
plotting the journeys of their
protagonists and imagining what
other adventures those sketched out
lands contain. And, of course, maps
have been even more central to RPGs
from their very inception. Crack
open that copy of Dungeons & Dragon’s
1st edition that you no doubt have on
your shelf and you won’t need to read
far before Gygax is commanding you
to go for the graph paper.

In recent years though more and more


games, including celebrated titles
like A Quiet Year, Delve and Beak
Feather + Bone, have all put map
making at the very heart of what
they are. The latest to do so is adaptation of the Battle of Helm’s the present to take turns narrating
Border Riding, the debut game from Deep, with added bagpipes. Everyone how the past has left its mark on
Glasgow based Jo Reid that draws upon should go, if just once. your town today. It’s a fascinating
her experiences growing up in the exploration of ritual and belonging
Scottish Borders, and specifically Anyway, Reid has synthesized all those and if you enjoy these kind of
participating in the region’s common experiences into what is a beautiful collaborative story building exercises
ridings. little game of map, history and ritual you’ll find a lot to love here.
making where, alone or in a small
Taking place in towns throughout the group, you collaborate to build both Finally whilst you can easily read
Scottish Borders, common ridings a community and, almost as importantly, the prompts off a PDF and the game
often see hundreds if not thousands a THEM, those who inhabit the edges is designed to be played using blank
gather, many returning home from all of the map and are very much not US. sheets of paper, special mention
around the world, to celebrate and must go to Border Riding’s physical
reinforce their communities through Each turn you’ll elect a Standard edition. Illustrated by Eli Spencer
the performance of sometimes Bearer who rolls on a table of and designed by Brian Tyrell it
centuries old rituals. These normally prompts and, with input from the other folds out like an Ordnance Survey
include marking out the boundaries players, interprets the result to map with its own pre-made landscape.
of the town on horseback, marching develop the story of your community, You don’t need to have read a tonne
around to the sound of drums, flutes the conflicts, triumphs and disasters of Marshal McLuhan books to appreciate
and pipes, sports competitions and that bind a people and place the medium and the message coming
consuming what, to outsiders, will together. As the turns pass and the together quite so well here. It
probably look like a lethal amount of decades roll by new maps are layered really is a beautiful looking object
alcohol. If you’ve never been to one on top of the old, the sediment of all in of itself and I would certainly
the best comparison I can think of history building up, until a century not be mad were it to inspire any
is probably Peter Jackson’s has passed and you fast forward to number of imitators. [John Power Jr.]

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HIT POINTS : ROLE-PLAYING GAMES

PIRATE BORG
Writing & Art: Luke Stratton | Publisher: Limothron

“ARRR!” is a deeply satisfying noise


to let out and one that a glimpse of
Pirate Borg’s blood splattered cover
will cause you to involuntarily
perform. Yes, as the name suggest
this is MÖRK BORG press-ganged into
a grog-swilling Dark Caribbean
setting with all the expected tropes
of sea-bound larceny, from hooks for
hands, to skull & crossbones tattoos
and gunpowder galore, present and
correct. Familiar territory then
that is aided by some thoughtful
additions to a simple and familiar
system.

The first new idea is the sheer


quantity of zombies in this game.
Undead-crewed ships are fairly well
established in the genre; but Pirate
Borg really leans into this. Especially
with the addition of Ash, a mix of convert this to character health you A glittering diamond ear-ring set in
psychedelic drug, prized black-market multiply everything by five, making a masterfully tattooed earlobe;
commodity and unpredictable magical that 100 hit points and d40 damage. Pirate Borg ends with one of the
relic made from revenant remains. It means ship vs ship is simple and most fully featured modules I’ve
Addicts soon become sunken, shambling fast, but you can easily do the ever read. Entitled The Curse of
remnants of their former selves, and maths to fire an entire broadside at Skeleton Point, it’s less of an
a tumultuous effects table means an unlucky player, or have them try adventure and more a fully-fledged
users stand to perhaps gain to sink a fleet armed with just a sandbox.
permanent strength, or have a limb machete. The book includes plenty of
rot away to be replaced by a ghostly example boats from barely survivable Inside are locations, with locations
alternate at sunset. Ash is a great rafts to mighty galleons with their within those locations. There are
cause of chaos, intrinsic motivation carved figureheads on the prow. twisted together story threads,
and plot development - all of which multiple dungeons and enticing
is great stuff to have in any RPG’s The entire book is stuffed with characters. Have you ever read
toolkit. ideas, tables and a whole set of through an introductory adventure
setting-specific character types and with NINE maps? Inexperienced GMs
Secondly, pirates are nothing NPCs. If anything there might might find it daunting, but I’d
without piracy, nor ships without actually be a little too much encourage you to read it and imagine
swashbuckling and Pirate Borg material here. Every page is just what your players might get up
introduces ship-to-ship combat illustrated, not quite at Johan to within its storied, briny depths.
rules. They’re pretty elegant too; Nohr’s level, but there’s certainly
simple and satisfying. One feature I some lovely art, and a deep No doubt about it, Pirate Borg will
particularly enjoy is that they use turquoise and decayed brown provide you with everything you need
a scaled damage/hit points system: A aesthetic runs through the book. to play for years - or until you
ship might have 20 hit points, and a Holding it in your hands is a fun abandon it all for a life of lily-
cannon might do d8 damage; to experience; every page is a treat. livered landlubbery. [Chris Lowry]

102 Wyrd Science | Volume 1, Issue 5


HIT POINTS : ROLE-PLAYING GAMES

FORBIDDEN LANDS - BOOK OF BEASTS


Writing: Andreas Marklund | Art: Henrik Rosenborg | Publisher: Free League

With their ever growing slate of


games, which now includes a good
handful of fantasy titles, it would
be easy for Free League’s Forbidden
Lands to slip through the cracks.
But, whilst it might not have the
fresh off the showroom floor feel of
Dragonbane or the star power of The
One Ring, this gritty “sandbox
survival” RPG is a gem, albeit one
whose lustre has perhaps been dulled
somewhat by a thick coating of mud
and blood. Whilst on the surface it
trades in what could be considered
fairly generic fantasy tropes
Forbidden Lands’ darker tone, focus
on strong-hold building, exploration
and making sense of a land which for
decades has been shrouded in a
deadly blood mist, all provide
plenty of reasons for giving it a go twisted variations on well known away from one of these encounters
over any other classic fantasy game. staples such as the Twisted Ents, victorious, each entry also includes
rage fueled nature spirits corrupted what might be made from that
Anyway, five years on from its by the land’s demonic corruption, or particular creatures remains, this
original release Forbidden Lands Greater Golems, animated stone is a survival game after all.
finally gets itself a standalone prisons crafted for the spirits of
Monster Manual, or in this case Book Dwarven traitors, but importantly Alongside the book’s beasts there’s
of Beasts, to accompany the existing all come with a whole slew of extra also a whole section of novel GM
Gamemaster’s Guide and Player’s material to make encountering them tools including new rules for traps,
Handbook. Not that the game hasn’t more than just a punch up but magic items and journeys, and 36 new
been short of monsters to throw at notable events in their own right. random encounters to use when players
your players with everything from are exploring the game’s hexmap.
Sea Serpents to shambling undead The Giant Spider’s entry, for These range from stumbling across a
statted up in various books, but the example, clocks in at an impressive birthing manticore to mystical
Book of Beasts ups the ante somewhat. 8 pages. Alongside stats for the encounters with fiery shrubs and are
creature in several different states a great accompaniment to those in
Within its faux leather covers you’ll of development, you get evocative the Gamemaster’s Guide. Finally the
find 28 brand new terrors, flavour text, snippets of lore those book also includes, for the first time,
beautifully illustrated by Henrik unlucky to encounter one may have a simple but effective system for
Rosenborg, to hurl at your players. heard before, a healthy selection of solo, or cooperative GM-less play.
These range from the familiar, such random, and actually interesting,
as trolls of various persuasions, to encounters that could be fleshed out We do love a good bestiary here at
the much lesser spotted and deeply into a session’s worth of play and, Wyrd Science, and it’s fair to say
unnerving creatures like the Tupilaq, this being Forbidden Lands, all the we’ve been spoilt in recent years
a sorcerous assassin crafted from specific and relatively horrible, but Forbidden Lands’ Book of Beasts
the remains of dead creatures and unique special attacks the creature is right up there with the best of
taken from Inuit lore. Others are can make. Should the player’s walk them. [John Power Jr.]

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HIT POINTS : BOARD GAMES

UNDAUNTED: BATTLE OF BRITAIN


Game Design: David Thompson, Trevor Benjamin | Art: Roland MacDonald | Publisher: Osprey Games

Over the course of three acclaimed September of that year when, unable means overshooting your target,
wargames David Thompson and Trevor to secure their objectives, the flying face first into a barrage
Benjamin’s Undaunted series has Germans switched tactics and The balloon or placing your unit
taken us from the beaches of Blitz began. directly in another plane’s crosshairs.
Normandy to North Africa’s deserts
and onto the frozen meat grinder Much like previous Undaunted games Even if you do choose a maneuver
that was Stalingrad. With the news the start of each scenario sees both over combat your options are, as it
that the series will be reaching for players dealt cards matching the happens, still pretty limited.
the stars next year with sci-fi units under their command, normally There’s no barrel rolls or loop-the-
spinoff Undaunted 2200: Callisto, just one for each plane, alongside a loops to pull off here, rather
Thompson and Benjamin return, for number of communications cards to stately arcs as you wheel your prop-
perhaps one last time, to World War create a deck. The rest of your driven planes through the skies.
II for Undaunted Battle of Britain. cards are then placed ‘in supply’. Because of this movement, or more
Unit cards serve a dual function, accurately positioning, actually
A much slimmed down affair after the you need to play one to activate the becomes all the more important as
epic Stalingrad, Battle of Britain corresponding plane, but they also you must think ahead and try to
sees the series take to the skies represent how much damage you can anticipate your opponent’s tactics
for the first time as we play through take. As and when a plane does take to cut them off, line up the perfect
the fateful aerial campaign that saw a hit you’ll need to discard the shot or, if you’re the Luftwaffe,
the Royal Air Force and Luftwaffe corresponding card. If you none are plot the perfect bombing run. Make a
duel for supremacy over the Channel. available, not including those still mistake and it might be a good
Still, despite leaving terra firma in supply, then for that plane at couple of turns before you can get
behind gameplay here remains, on the least the war is over. Communication that plane back in the fight or worse
whole, much the same as in previous cards meanwhile can be used to you might find yourself a sitting
entries. If it ain’t broke don’t fix perform a number of special actions, duck. Further complicating matters
it is generally pretty sound advice from replaying cards you’ve already all your planes in the same unit
and Battle of Britain retains the used that turn to delving into your need to remain in close proximity to
core deck building system that supply to add new cards to your each other or you risk filling up
powered previous titles, with just a deck. your hand with otherwise useless
couple of minor changes made to Discord cards.
emulate war amongst the clouds. At the start of each turn, once
chocks are literally away, both As for when the bullets do start
The new game features 11 scenarios, players draw four cards from their flying your planes are, to start off,
that range from straight up dogfights deck and promptly sacrifice one, with fairly fragile things. So a key
to bombing runs. Each scenario the highest value card determining early decision is whether to press
dictates the map, units available to who gets the initiative. Then on quickly and secure some
each side and their specific whenever a unit’s card is played you positional advantage or use your
objectives which, generally must make some combination of a move comms card to Bolster your units,
speaking, involve the RAF seeking to alongside either a maneuver or pulling more cards out of supply and
neutralise a certain number of attack. Importantly, these being into your deck to provide your
German planes, and the Luftwaffe planes for whom forward motion is planes with just a little more
attempting to blow up stuff up. generally accepted as being pretty protection.
important, if a unit is activated it
All of these scenarios can be played must move at least one hex. So, if It’s honestly all very simple,
individually or strung together to you do take a shot that means you elegant and after your first few
create a complete campaign that must carry on in the direction you turns pretty intuitive. Even if you’ve
takes you from May 1940 through to were already facing, even if that never played any other games in the

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HIT POINTS : BOARD GAMES

series, you should be able to wrap It has to be said that after both Undaunted Battle of Britain is still
your heads around it pretty quickly, the literal and emotional weight of a fantastic little wargame and shows
leave the rulebook untouched and Stalingrad, Battle of Britain that 4 games in to the series it still
concentrate instead on the serious doesn’t pack quite the same punch. has some new tricks up its sleeve.
business of what’s happening on the The focus on planes rather than
map, rolling dice and, of course, individual soldiers tends to remove I should point out that of the two I
making triumphant jingoistic sounds some of the visceral impact when a have also found myself much more
as your Spitfire bursts through the unit is neutralised and, rightly or likely to pull Battle of Britain off
clouds right onto the tail of your almost certainly wrongly, popular the shelf for an impromptu game and
opponent’s slow moving Heinkel bomber. culture has imbued air combat with despite having played through both
an almost knightly grace compared to sides of the campaign will happily
Once you have the hang of it games the sheer grinding horror of urban replay the whole thing in the near
pass in a fairly breezy 45 minutes warfare. future.
or so and, bar a couple of
occasions, we found most of the Likewise the game’s much more Undaunted Battle of Britain may lack
scenarios to be fairly even handed straightforward scenarios and linear the epic size and scale of its
affairs with several spectacular campaign suffer somewhat in predecessor, but if this is to be
last minute reversals as distant, comparison to Stalingrad. Had the the series’ last visit to World War
incredibly hopeful potshots winged games been released in a different II then it’s fair to say that
enemy planes just as they were about order these would, of course, all be Thompson and Benjamin have stuck the
to deliver a devastating payload. moot points. Taken in isolation landing. [Eoin Ryan]

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HIT POINTS : BOARD GAMES

VOTES FOR WOMEN


Game Design: Tory Brown | Publisher: Fort Circle Games

Few tabletop games have elicited


quite such an outpouring of pissy
man-baby angst in 2023 as Tory Brown’s
debut title, Votes For Women. So
what could it be about this otherwise
solid, conventional even, looking
board game that has lured so many
dangers out of their basements and
into the comments sections of game
review sites? That is, sadly of
course, a rhetorical question.

In Votes For Women you are looking


to either ratify or reject the
Nineteenth Amendment to the United
States Constitution, if passed this
will, in theory, give women the
right to vote. To do this each side
must build support for their cause
both in Congress, where the working together in perfect synergy bombed entire continents with nary a
Amendment must first be passed, and as you try to build a consensus, concern but it has to be said that
in individual states, where its fate pile up your little cubes and win dropping, for example, the White
is ultimately decided. states over to your side. The game Supremacy And The Suffrage Movement
also effectively hammers home how card tends to hit differently. Votes
Over the course of six turns, each effecting change is often much For Women doesn’t shy away from the
side gets to deploy campaigners harder than standing in its way and, ugliness of history, but then why
across the country and play cards with the Suffragist’s cubes divided should it, why should games aspire
representing changes in societal between purple and yellow factions, to be nothing more than just banal
attitudes or historical events and models the difficulty of keeping entertainment. Why deny them the power
figures that will see support for and these fragile coalitions together. to hurt, to inform, or make us feel
against the amendment ebb and flow. sad or angry that we allow the best
By the end of turn six the Suffragist The game makes great use of history, films, literature, poetry and art?
side must have both sent the and Brown and Fort Circle Games have
Amendment to Congress and brought 36 done a great job here with how that’s But for all that Votes For Women is
states over to their cause, meanwhile presented with the playing pieces, still a fun, exciting and very tense
the Opposition needs just 13 state the game’s cards and the exemplary game. Will we break it out after the
holdouts to maintain the status quo. supplemental material, it really us turkey’s been demolished this
a lavish package. And whilst the game Christmas, probably not, but then
A game can espouse the most righteous is entirely focused on the US I’ve I’m equally unlikely to suggest a
of causes and still be an absolute personally long got used to living Twilight Imperium marathon either,
clunker but, irrespective of in their world, so learning about a especially when I could be drunkenly
everything else, Votes For Women is few more of their lesser known hurling rubber burritos at appalled
a very good game and it would be a bastards is not the hardest thing. nieces and nephews. For all other
disservice to Tory Brown if that occasions though Votes For Women
simple fact got lost in the noise. Talking of bastards some may have remains a remarkable debut and one
Indeed it is a great, and rare, qualms about playing The Opposition, that we will happily return to again
example of mechanics and theme in other games I’ve happily virus and again. [Eoin Ryan]

106 Wyrd Science | Volume 1, Issue 5


HIT POINTS : WARGAMES

MAJESTIC 13
Game Design: Adam Loper, Vince Venturella | Publisher: Snarling Badger Studios

Having delighted us with the Once it all kicks off things get
infernal battle-royale of messy pretty fast. Each model
Reign In Hell and it’s sci- gets to move and perform one
fi sequel, Space Station extra action per turn, such as
Zero, Adam Loper and Vince shoot, climb or aid their team
Venturella brings things mates. Shooting, for example, is
back to Earth for their a fairly simple matter. You
third miniature agnostic check line of sight, roll a d20
wargame, Majestic 13. Those and, with the addition of that
of you who, like us, spent model’s combat stat, try to
much of the 1990s WANTING TO equal or exceed the alien’s
BELIEVE will have already Defense stat. Should you
figured out we’re in alien succeed you deal whatever
infiltration territory here, damage their chosen weapon
and indeed Majestic 13 sees happens to do, and deduct that
you face off against an insidious from the alien’s, often, hefty total.
extraterrestrial empire, FORCE, who
seem hellbent on anally probing Creating your unit is simple enough. The alien’s actions are determined
their way to galactic domination. Each team member has 5 stats that by a simple but effective AI system
generally start at 2d6 + 5, you and each has their own range of fun
Thankfully the game’s titular super assign them to one of the 13 abilities and attacks with which to
secret organisation -a motley factions - each comes with special eviscerate you with. Adding to the
collection of soldiers, scientists, abilities or bonuses, allocate them a chaos are in-mission FUBAR events
machine gun toting priests and more- special skill from the list of which inject a random element, such
are here to put a stop to their Advantages and dole out some high as hapless civilians or the arrival
schemes or, just as likely, die powered weaponry and fancy of another alien. Survive all that
horribly trying. So yes, it’s equipment. Depending on your faction and in-between missions you can
essentially XCOM - the miniatures some of your team may have access to recover from injuries, clone new
skirmish game, which is no bad psionic abilities, it all pretty soldiers, develop your base, wrestle
thing, so please excuse me as I put simple but still enough to be able with bureaucracy to acquire new tech
Pretty Hate Machine on too loud and to create a unique interesting team. and then do it all again. Last long
go disappoint my parents to really enough and you’ll catch the attention
nail that 90s vibe. Each mission then sees your team, or of FORCE and must face off against
teams, tasked with taking down a one of a number of increasingly
Anyway, in Majestic 13 you command a particularly horrific alien that is nasty alien bosses, before finally
5 person team and, much like Space out and about, spreading its goo all surviving an out assault on the Earth.
Station Zero, the game is mainly over town. Generally speaking
geared towards solo or co-operative there’s just one intergalactic It’s fast, furious and honestly all
play. If you do just want to play it terror per team, so we’re looking at a lot of fun. It may lack the more
as a one off skirmish game that’s a super low model count game, played developed narrative campaign of
totally doable too, with two teams out on just a 3 foot by 3 foot map. Space Station Zero, but it’s still
facing off against each other in a That there’s just one alien another solid little skirmish game
‘training exercise’ but the real adversary per scenario should also to add to the shelf, especially if
meat of the game lies in its give you an idea of how nasty these you’ve been looking for an excuse to
campaigns where you must hunt down things are, and the game features 26 kitbash models of Mulder and Scully
and destroy a variety of disgusting different ichor dripping, spine tooled up with rocket launchers.
space bugs. ripping creatures to face off against. [Eoin Ryan]

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HIT POINTS : BOARD GAMES

THUNDER ROAD: VENDETTA


Game Design: Dave Chalker, Brett Myers | Art: Marie Bergeron, Garrett Kaida | Publisher: Restoration Games

‘80s games were often marketed with fun concepts such as “elegance”, glass and there are even more with
commercials featuring over-excited “balance” or “sophistication”. Its the additional content, so you need
kids losing their minds around the merciless- player elimination is never race the same stretch of nuked
table. Boxes would feature similar still a thing, but when you lose to interstate twice. Special weapon
scenarios, staged photographs mishaps, misjudgments, or cards and unique drivers add some
promising The Good Times. Mad Max maliciousness you’ll laugh and watch great effects. How about a deck of
in-all-but-name, Thunder Road, was your friends or family bash it out German-engineered custom parts to
one of these kinds of games. It was to a bitter end, whether that means soup up your post-apocalyptic fleet?
brilliant – a novel “switch-and- a last person standing finish or The add-ons are all either very good
link” mechanism using two road tiles someone managing to defy the odds or great, but none are essential.
captured the sense of an endless and cross the finish line at the end
post-apocalyptic highway. The game’s of the fifth track section. My son and his friend played this
relentless velocity and brutal car game over the summer. After the first
combat captured the tone for many Peel back the layer of chrome – game, they both said “this is the
would-be road warriors. But it was a friends, it is thick – and you’ll best game I’ve ever played”. That’s
simple game designed for mainstream find a lean mechanical chassis of a better “seal of approval” than one
audiences; accessible and immediate, assigning die rolls to activate your issued by a career board game
without any “hobby games” folderol. three cars. There are a couple of content creator. It is my favorite
result-triggered special actions, title of 2023 and it’s not a close
The risk when publishers try to such as repairing a vehicle or race. I’ve decided to ignore most of
modernize designs is overcorrecting sending a Gyrocopter to take a the chaff this industry churns out,
assumed obsolescence. I always worry potshot. Hilarious rules for ramming but this is one I’ve been excited to
that the point of a game like involving two special dice interact play and play repeatedly. I feel
Thunder Road, which is more Ramones with the size of the vehicles, like one of the kids on the backs of
than Rush, will be drowned by the resulting in cascading consequences. those boxes back in 1986 and as a
expectations of the modern hobbyist A Wings of War-like damage deck jaded AF 47-year-old hobby game
market. Thankfully with Thunder offers additional narrative when the player, it feels like Valhalla.
Road: Vendetta, Restoration Games car behind shoots you up or decides [Michael Barnes]
has proven once again to be the to take the “rubbin’ is
masters of making vintage game racin’” adage
experiences which whilst not seriously.
necessarily in line with modern
expectations, still feel contemporary The expansions
and current. offer tons of
options that add
Thunder Road is a smashy, thrashy detail like a Big
one-two-three-four game, but its Rig and a fleet of
hardly d-u-m-b. Everything that was motorcycles. The
smart about the original design two road tiles in
survives, everything added by the base game have
Restoration speaks to the spirit of been expanded to a
its ancestor. It is crafted with stack of double-
admiration and respect; it doesn’t sided boards with
feel like a postmortem “fix”. Its printed terrain
rules excite the player with features ranging
possibilities rather than restrictions. from ramps to toxic
Play is paramount to sometimes anti- goo and sheets of

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HIT POINTS : BOARD GAMES

FEED THE KRAKEN


Game Design: Maikel Cheney, Dr. Hans Joachim Höh, Tobias Immich | Publisher: Funtails

Ever since Blood On The Clocktower


hit the mainstream, hidden role games
have been on the ascendance. At one
point this year my “to review” pile
had four different group deception
games in it! Even so, Feed The Kraken
stands out amongst the crowd.

The premise of the game is ship


navigation; you are the crew of a
17th century vessel, sailing towards
one of three possible destinations;
Bluewater Bay, the home of noble
Sailors; Crimson Cove, a rascally
Pirate hideout; and the Kraken,
where a Cult waits to sacrifice the
ship to an aquatic monster. Each
player gets a blue token for Sailor, that Feed the Kraken stands out is players it’s still fun and runs at a
red for Pirate or yellow for Cult in placing your group’s ship on a very manageable play time of 45-60
member, with routes on the sea hexes map. It stands as a visible reminder minutes at any number. There’s a
matching these colours and - as with of which faction has the upper hand, range of Character Cards to
all hidden role games - you have no and puts each turn into the context differentiate players a little more
idea as to what faction your fellow of a wider arc of betrayal. Too many with one off bonuses, but most of
ship-mates belong to. hidden role experiences rely on these are only minimally useful; I
things being almost completely in don’t think the game would really be
Each turn a route card is chosen the mind, whether in Werewolf’s taps any different without them. The
that leads the ship towards one of on the shoulder or Coup’s face-down mutiny mechanic is also maybe a
the locations. There are three cards. Physical representation helps little too distributed to really get
players involved in choosing a card, to ground the experience (and the a proper handle on. This is by design;
and all other players can mutiny if arguments) in something tangible. everyone makes a blind vote with
they fancy a change of management. little wooden gun tokens, so you never
So mechanically it's quite simple, The high-end production quality is know how much everyone else is spending
except that in this genre the real worth a mention here - even the basic until it’s revealed. This is fun in
mechanic is actually in arguing version has a chunky ship which that it prevents tactical voting -
passionately that “OF COURSE provides a comforting solidity to each or allows it with the addition of
KATHERINE IS A PIRATE, JUST LOOK AT move you make. The cards are large lies - but it also can disassociate
HER HORRIBLE LYING FACE! DON’T YOU with a tasty linen finish. There’s even one from the action somewhat.
DARE MAKE HER NAVIGATOR!!!” a ridiculous, plastic-drenched
Kickstarter edition, though personally Overall though, Feed The Kraken
People, opinions and bare-faced lies I'd stick with the normal version. creates an opportunity to be
are the special sauce here and at thoroughly deceitful to your
this Feed The Kraken excels. As the Now, it’s not a perfect game. As is friends, provides an excuse to talk
Captain hand-picks their Navigator often the case with this type of game, in terrible pirate voices and with
and Lieutenant, and all take part in Feed The Kraken really shines at its tight running time pitches at
selecting the next route card, the higher player counts, ideally seven the perfect length to remain enticing
choices of who not to trust layer on or more, to give enough clout to without ever outstaying its welcome.
top of each other. The other way each faction, but even with five [Chris Lowry]

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HIT POINTS : VIDEO GAMES

WARHAMMER 40,000: BOLTGUN


Developer: Auroch Digital | Publisher: Focus Entertainment

Thanks to a renewed interest in the fights that you can’t leave until elites, and the heavy bolter is a
hobby and a slew of talented devs, you’ve killed a requisite number of deeply satisfying room-sweeper.
we’re rapidly shooting past the era heretics. There’s a few others I won’t spoil,
when just discovering a Warhammer but the real star of the show here
video game that didn’t make you want More key than Boltgun’s is your chainsword. It’s a sword
to pour Nuln Oil in your eyes was storytelling, though, is its tone. with chainsaw teeth you can rev mid-
exciting enough for a recommendation. Usually, you have to look at games carve, and it’s every bit as fun to
Strangely though, there’s still entirely about Orks to find decent use as that sounds.
shockingly few FPS’s for a setting examples of writers not taking 40K’s
that’s had more ink spilled about universe completely seriously. But Boltgun’s choice to focus on chaos
its firearms than many others have Boltgun seems to know how ridiculous cultists, chaos space marines, and
their entire mythoses. Space Marines are on principle, and two out of the four flavours of chaos
by framing its un-killable, daemon (Tzeentch and Nurgle), does
2021’s Necromunda: Hired Gun was an blueberry-armoured protaganist mean that enemy variety can feel a
enjoyable, if messy nu-Doom style through the superhuman lens of the bit lacking by the time you hit the
romp, and the more recent Darktide Doom Slayer, it absolutely wallows middle of its 9 hour campaign.
finds its otherwise atmospheric in excess at every opportunity. A
rendition of chaos-swarmed hive dedicated taunt key is permanently There’s a handful of different
cities held back by live service available, just in case any of these cultists, but they tend to blend
shenanigans. Boltgun rejects such heretics forget in whose name you’re into each other in mobs. There’s
gaudy complications on principle. purging them, and the sheer size and only so many ways Boltgun can remix
Here’s the pitch: You are a very heft of your three-fridges- and revitalise its relatively
large, very fast man with a very sellotaped-together power armour is limited roster throughout, and while
large, very loud gun, and there’s constantly reinforced by the pacing remains satisfying, this
nothing anyone else can do about it. excellent sound design. limited roster does become
It is pure chaotic catharsis in the noticeable a bit sooner than I would
way that all the best retro shooters Boltgun doesn’t just rest on the have liked. That said, the daemons
are. Oh, and it’s excellent. traditional Boomer Shooter laurels especially have a great deal of love
of having one speed (extremely fast) poured into their designs. Plague
Storytelling is deliberately light, and calling it a day. You’ve got toads hop and jiggle, Screamers
with comms from your Servo-skull and access to jumps, sprints, and stalk the skies, and each Pink
the odd cutscene to bookend boosts, with the option to combine Horror you dispatch sees two Blue
chapters. But Boltgun’s environments for some seriously satisfying Horrors taking their place. The
convey all they need to, maintaining mobility. Movement is exceptionally greater daemons, when they do show
the maximalist techno-gothic tight and fluid, and ends up as the up, are a bit more bullet spongey
grandeur that’s so key to the best defensive tool available to than exciting though.
setting, while still delivering the you, should your arsenal of
occasional labyrinthine warpscape to ridiculous weaponry fall short. Overall, this is the finest 40k FPS
get lost in, in a worthy tribute to Chances are it won’t, though. The on the market. Again, there’s only
both Tzeentchian madness and classic titular boltgun is a chunky, been a handful of them, but while
FPS level design. Progressing accurate mid-to-long range the fan in me hopes Boltgun doesn’t
through these spaces is familiar powerhouse, and you’ll soon find an take up the top spot for too long,
territory, usually involving grabbing absolute beast of a shotgun to cover it’s certainly going to take
coloured keys. Boltgun spices things those tight corridors. A searing something special to knock it off.
up with ‘Purges’, though: Huge arena plasma gun can make short work of [Nic Reuben]

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HIT POINTS: VIDEO GAMES

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APPENDIX M On paper, this universe is not one for me,
give me a utopia over a dystopia any day!
each new novel weaves more creativity,
characters and myths into the ever
Meanwhile every Warhammer novel is filled, expanding Warhammer tapestry. Seeing
cover to cover, with violent encounters, just how much care and passion these
innumerable battles, hopeless skirmishes, writers have for the setting, and how much
painful betrayals and bloodshed, all whilst they enjoy adding new layers to it, is both
the deeply icky weirdness of the Warp lies heartwarming and exciting.
waiting around every, probably non-
Euclidian, corner. Still, despite all this, there’s It’s an awful, terrible place the grimdark. I’ve
something about the world of Warhammer found myself hurling the latest book I’m
that compels me to keep coming back for reading across the room far away from me,
more! I’ve cried several times now when my heart
is broken by yet another betrayal or death
But really, how could I ever have hoped to (more often than you might expect!) and I
escape the gravity well of this setting, with moan and protest at poor Arbitor Ian and
its sheer size and scale? the authors about just how brutal the
setting is, but still I keep returning.
Looking for an escape from the suboptimal Warhammer is, after all, the most popular
reality of our own world, Mira Manga’s wargame in the world. It has been going, in There is, I suppose, some twisted comfort
thrown herself into the even more some form, since 1983 with countless to be had immersing ourselves in worlds as
grimdark universe of Warhammer 40k. spinoff card, board, video and roleplaying unutterably awful as Warhammer’s, if only
games, several hundred issues of the to be reminded that modern life could be
My descent Into The Grimdark: or How I legendary White Dwarf magazine and now worse.
Learned to Stop Worrying and Love the even has its own TV channel! Everything
Baneblade. about it, but the lore especially, is epic in I may be a utopian unicorn stumbling
scope and it practically counts for half the through the grimdark but I have found that
During lockdown my games club, Hackney UK economy. After three years of reading there is a place for me here. With the
Area Tabletop Enthusiasts, was feeling glum as many books as I possibly can I still feel support of other fans I have explored the
at not being able to gather around our like I’ve only just scraped the surface. There Sabbat Worlds with Gaunt’s Ghosts,
tables. As most of our members are is just so much to discover! travelled alongside Eisenhorn and Ravenor
Warhammer fans we were delighted when as they seek out heretics, blundered from
Black Library author Dan Abnett agreed to Since my conversion I’ve even made the failure to unlikely success with Ciaphas
jump online and discuss the first book of pilgrimage to Nottingham’s Warhammer Cain, dabbled with grumpy necrons and
his Eisenhorn trilogy with us. That book, World where, on a wet Wednesday night, other xenos and, in my most epic journey
Xenos, was to be my first experience of the the enthusiasm in Bugman’s Bar was still of all, finally begun the Horus Heresy series,
40k universe and I quickly found myself palpable as wannabe warlords faced off the fifty-something book saga of how this
caught in its clutches! across tables filled with fantastical terrain whole horrible setting came to be.
and merciless armies of tiny tyranids, orcs,
My pal Arbitor Ian invited me to come and tau and good old Space Marines. When the Now, when people ask me about my unlikely
chat Black Library books on his YouTube air is filled with the sound of rattling primer journey into the grimdark, I smile wryly and
channel and here I am, three years later cans and dice alike it’s hard not to feel like look out of an imaginary porthole at an
fully immersed in a universe that is defined you’re part of something special. imaginary star-field filled with the burning
by its eternal wars. A galaxy in literal flames, wrecks of improbably gothic spaceships.
all due to an absentee father leaving his Over the past three years I’ve also been ‘I was there,’ I say, ‘I was there, the day Dan
twenty sons locked in a ceaseless struggle lucky enough to interview many of the Abnett joined our book club. And I’m going
for dominance, destroying infinite planets authors and game designers behind the nowhere, at least not until The End and the
and civilizations along the way. universe too and heard first hand how Death Volume III is finally released.’

112 Wyrd Science | Volume 1, Issue 5


M DIOGO NOGUEIRA

Space Role
Dinosaur Plauying
Rangers Game
Wyrd Science | Volume 1, Issue 5 113
https://bit.ly/kosmosaurs
wyrdscience.online
114 Wyrd Science | Volume 1, Issue 5

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