Professional Documents
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WyrdScience Pages 1 5 0
WyrdScience Pages 1 5 0
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
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
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
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
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.’
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
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
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
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
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.
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
shop.2000ad.com
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worksofwhimsystudios.com
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.
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.
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.
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).
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.
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.
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”.
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.
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.
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.
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.
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
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
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.
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
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
IN
THE
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
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
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
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.
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.
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
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,’
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
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.
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.
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.
‘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.
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
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.
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
THIS AR
TICLE W OPER
G T H E
ITHOUT
PR
!
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.
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
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
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.
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
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
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
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.
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
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.]
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
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]
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
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]
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
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.]
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
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]
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]
LICHOMA
Writing: Strega Wolf van den Berg, Michael Mars | Art: Strega Wolf van den Berg | Publisher: Bogfolk
FEATHERED ADVENTURES
Writing: Côme Martin | Art: momatoes, Alain Gruetter, Helkarava, François Maumont, Clément de Ruyter
BORDER RIDING
Writing: Jo Reid | Art: Eli Spencer | Graphic Design: Brian Tyrrell | Publisher: Stout Stoat
PIRATE BORG
Writing & Art: Luke Stratton | Publisher: Limothron
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
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]
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]
‘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
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]
Space Role
Dinosaur Plauying
Rangers Game
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