Showing posts with label colonial. Show all posts
Showing posts with label colonial. Show all posts

Thursday, February 21, 2019

[Review] Times That Fry Men's Souls



Times That Fry Men's Souls is a campaign setting written by Seann McAnally / Nerd Glows On. The weird historical setting lends it to LotFP, but all stats are presented in a neutral OSR style. The cover says it all: Colonial America + a probability of tentacles... I like it though how the GM can control the amount of supernatural they introduce: the book has many options for "mundane" games, concentrating on drama, espionage, Revolutionary war drama, political intrigue, and frontier exploration; but if needed, a rather hefty dose of the weird/ghastly/supernatural can be injected into this historical world.

Let's see what's inside the book! You get ~130 pages of content, with a single-column layout. There is an "old-timey" feel due to the fonts and well-curated public domain illustrations and collages. Luckily, the historical fonts don't hinder readability.



A short introduction summarizes what you get: a hexcrawl, monsters, hooks, short adventures. The author says that what you don't get is background info about life in Colonial America. This is not necessarily true: in the appendices there are 15 pages of tables with useful info (names, random background tidbits, random NPCs, locations, meals...). Also, there is a reading list in the end, so you can use those recommendations to supplement world-building. The Colonial Gothic RPG has most things covered. If you run or play "Times That Fry...", I think it's necessary to brush up a bit on your knowledge of the period, at least in general terms, to know who the factions are, what are they fighting for.

Also, bonus points for including music recommendations - this list is short (only three entries), but effective, especially the doom folk of The Widow's Ride. I love compiling playlists for the games I run, so I appreciate this part! Off the bat, I'd add Crow Tongue to this list!

An 80-strong hex crawl makes up the bulk of the book. There are two maps: a full-color at the back cover for the players, and a "control map" inside for the GM. The map is a piece of real historical cartography - great for immersion - but when in grayscale, I think it lacks contrast (the white hex grid blends with parts of the map). And sometimes it's hard to discern whether a marking on the map actually corresponds with the hex description. It's still usable, though. And you can easily extract the map from the pdf, and adjust brightness/contrast in any photo editor.

Crawl-procedures are presented next: travel speed, conditions, weather effects (by season).

The territory is densely populated with story hooks, factions, encounters. Luckily, there is a single-page overview of the various storylines, so the GM can easily see to which hexes each narrative strain is tied.
There are also several categories of interest, e.g. lists of all hexes containing treasure, all hexes containing supernatural encounters, or all locations with military activity.
Such summaries are very important for hexcrawls. Of course, you have to test this in actual play to see just how well Seann managed to organize it, but it looks solid and useful. Perhaps it'd be beneficial to also highlight the "trigger hexes" for the storylines? An overview of these storylines and their importance for the campaign (and the consequences!) would help a lot, too. You have some page-turning to do going back and forth between hexes to learn the whole plot.

Next: hex descriptions!

The layout is great here: one hex = one page.

Each hex has two or three things. It is not stated explicitly, but from what I understood, the first thing is something that's visible right away when entering the hex (or maybe even visible/heard from a neighbouring hex). The subsequent things are harder to discern, and are only encountered when the players spend some time exploring the hex.
The first thing is usually an encounter with people or wildlife. The encounters are quite varied, and also very interactive. Many of them "trigger" the story threads mentioned above. Some are shorter, e.g. a young doctor who asks to be escorted from one hex to the other. But there are also complex stories, arching over 4-5 distant hexes.
Hexes also contain places of interest, natural or man-built, abandoned or populated, loot, items, etc.
One hex occupying one page REALLY helps. Descriptions are terse, and easy to skim (although some highlighting would be beneficial). Stats for NPCs and creatures are summarized at the end of each entry.

The hex contents are VERY GOOD. They perfectly evoke the historical period, provide enough details, and, most importantly, hooks and things to interact with.
It's interesting to see how the author deals with hex 307 - The City of New York... Understandably, there is only so much you can fit in a single page. So there is no detailed description, but you still get two small locations, and, of course, the hook for one of the most convoluted story threads in the campaign.

In keeping with the setting's "adjustable weirdness level", these hexes only contain mundane hooks and happenings.

However, in the next section, there are ten weird tales of the supernatural that the Referee can drop on their players.

Each weird tale is presented on two pages. They are not tied to exact hexes, but there is a general recommendation on where to locate them (e.g. "close to a river"). There are no maps or mini-dungeons, though, so if a "cave" is mentioned, the Referee has to make their own.

The tales ( = short adventures, probably a session each?) are mostly dealings with a group of local populace followed by an encounter with a weird and possibly highly lethal entity. They have this distinct Call of Cthulhu feel, which is great, but the formula is a bit repetitive (arrive to hex, learn about weird stuff from disgruntled local folks, run away or deal with said weird stuff). Two tales stand out, however, which provide a different approach: one is a surreal party in an urban setting (good thing to put in that underutilized New York!); the other tale is triggered when one or more party members die.

The book closes with several tables and appendices, which I've mentioned before.

Highlights: evocative historical setting with an adjustable weirdness level, good layout and art, dense hexcrawl (there are no "empty" spaces!), plenty of hooks and stories for the players to interact with. It can be played both as a straightforward historical game, or a weird investigative horror that truly tries & fries your soul!

Overall, I really like Times That Fry Men's Souls! I definitely want to run it eventually. If you want a historically grounded campaign, with plentiful weird opportunities, you should get it too. Great for OSR systems (and especially LotFP), but certainly usable with Colonial Gothic or Call of Cthulhu too.



Wednesday, July 18, 2018

[LotFP] Extended laboratories for research


This post is a collection of things a high-level wealthy Magic-User can use to stock her laboratory and library. This is mostly for flavor, extending and fleshing out the abstract approach of the Lamentations of the Flame Princess rulebook (p. 80-83). With a distinct early modern science feel.

Cabinet of curiosities

No laboratory can be complete without a nice collection of curiosities! 

Strange creatures
Creatures preserved as skeletons or taxidermic mounts can be added to the cabinet of curiosities. The preparation of such objects requires special knowledge and skill. For taxidermy, the corpse must be relatively fresh (1d6 days after death). For skeletal mounts, most of the bones must be present.
Where to find: Collected personally or purchased from adventurers.
Price & value: Depends on the type and hit dice of the creature.

Type
Price & value / hit dice
Common
50sp
Exotic
100sp
Supernatural
250sp

Samples
Minerals, gems, jewels, crystals, stones, metals and ores, various substances (resins, oils, liquids, etc.); and also seashells, corals; butterflies, insects.
Where to find: Collected personally or purchased.
Price & value: If the value is not evident, set it as 1d10 x 10sp.

Medical oddities
Specimen displaying signs of illnesses, pathologies, malformations. Usually preserved in fluids, displayed in glass jars.
Where to find: Purchased from medical facilities, collectors, unfortunate parents...
Price & value: Depends on the rarity and state of preservation: 2d10 x 25sp.

Exotica
Curios and various objects from faraway lands. Masks, costumes, jewelry, paintings, drawings, dolls, puppets, idols, art pieces, musical instruments, anything.
Where to find: Collected personally or purchased from merchants, travelers, agents. Good connections with trading companies can give the opportunity of first picks from any haul…
Price & value: Calculated based on the distance the object had to travel to get to the collector. Add 1d10 x 10% on top of that for agents’ fees (only added to the buying price, not the value).

Distance & complications
Price & value
For every 100 miles over 500
50sp
Transportation included both land & sea
+100sp
The original owners of the object would kill to get it back
+100sp

Laboratory equipment

A well-equipped laboratory must include a wide range of vessels, both simple and complex, which can be used for sublimation, distillation and other processes. Including, but not limited to:
  • alembic – two vessels connected by a tube, used for distilling chemicals
  • aludel – clay subliming pot, made up of two parts
  • athanor – a special furnace that provides uniform and constant heat
  • crucible – a small vessel or container that can withstand high temperatures
  • “Moor’s head” still – distillation apparatus, with an extra vessel for cooling water
  • mortar – for grinding up various substances     
  • retort – spherical vessel with a long neck, protruding downwards
Where to find: Most of the equipment is available for purchase only in major cities. Some pieces are produced on special orders.
Price & value: Any amount of money can be invested into this sinkhole…

Extended and specialized laboratory spaces

These rooms are counted towards the value of the laboratory as usual, but might give situational advantages (a bonus on the Magic save, etc. – Referee’s discretion).
Additional space is a one-time extra, counted over the base space requirement of a 10 feet square / 1000sp value.


Additional space required
Price & value
Anatomical theatre
50 feet square
>3000sp
Animal kennels
none
100-500sp
Botanical garden
20 feet square
500-1000sp
Ä Hothouse, greenhouse, orangery, conservatory
20 feet square
>1000sp
Observatory
50 feet square (tower or top floor)
>5000sp

Special implements

Additional space required
Price & value
Calculating devices
none
>2000sp
Printing press
10 feet square
>1000sp



Saturday, January 21, 2017

Betrayer

There is this tendency, that I tend to play video games mostly during times when I'm SWAMPED with tons of IRL stuff and work... They are a great way to relax and to procrastinate. To write tabletop RPG-related stuff or to play, you need to be able to concentrate more; while computer games can be played for full effect even when tired.

Lately, I've been playing a game called Betrayer.

It's a first-person action/RPG hybrid, set in 17th century Colonial Virginia...


The whole game is presented in grayscale, with red accents. It seems kinda gimmicky, but it really adds to the whole atmosphere. There is an option to colorize the graphics, but I prefer the original b&w world (you can tune the dark & light balance, contrast, so it's not as heavy on the eyes as you would expect).

You fight using period weapons: bows, crossbows, pistols and muskets - these last two deal high damage, but reload times are very long, a nice realistic touch. Usually you only get to fire each gun once per combat...


You slowly work your way through the game world, fighting possessed Spaniards and flaming Savage Braves (this game is 'colonial' in many ways...), investigate clues scattered around the map, try to learn what kind of evil possesses the land. Sometimes you have to enter into the shadow worlds, a dark parallel dimension, which allows you to interact with the flipside of this horrorshow. In this mode, you can cleanse objects and chat with the spirits of the deceased.

Quite an engaging game, overall, so I really recommend it.