Patrick’s launched his latest Kickstarter, Queen Mabs Palace. In a real plot twist, the book isn’t a D&D module, but a novel. I suppose novels were the first adventures. I’m reading Patrick’s last book now, Gackling Moon, which is a gazeteer for the Wodlands, a weird fantasy setting. It reminds me the Wanderer’s Journal from Dark Sun: pure vibes. There is some gaming material in the book, but it feels there is maybe just enough to still call it a gaming book and not have people moan too much. In many ways it’s the setting book version of Fire on the Velvet Horizon. I should say more here, but just wanted to point out that Queen Mabs Palace feels like the natural follow up to a book like Gackling Moon, perhaps.
Work was mind numbingly busy, and then I hopped on a plane to the East Coast. I saw people posting about the Ennies and realized those assholes hosted their awards before I announced the winners of the Ramanan Sivaranjan Awards for Excellence in Gaming. What’s up with that?
This is the 10th year for the Ramanan Sivaranjan Awards for Excellence in Gaming. While these awards improve like a good scotch, the Ennies continue to be … well, the Ennies. There is nothing wrong with being the Teen Choice Awards of the RPG industry, of course. Someone’s got to do it! I just want something different. Maybe you do too.
As always, there is only one rule when it comes to these awards: the books in contention must have arrived at my doorstep, or digitally in my inbox, during 2023. As I noted last year:
… while Trophy, which arrived at my home in January, should clinch some awards at the Ennies this year, it will need to wait till next year to fight for its spot as The Ramanan Sivaranjan Award for Excellence in Gaming winner. If I had backed it digitally, I’d have included it for contention this year. Simple, right?
In the business, we call this foreshadowing. I hope you enjoy my picks.
Best Gaming Supplement: Hull Breach , brought to life by Ian Yusem.
Hull Breach is a fantastic anthology of material for Mothership: adventures, monsters, advice, etc. With its fanciful layout and polish, its closest analog might be the popular zine, Knock, from The Merry Mushmen. Hull Breach goes a little further in its approach to anthology. Ian has tried to tie various articles together to suggest their use for campaign play. Everything is neatly indexed and cross referenced. You can see he wanted this to be the companion to Mothership 1e: unfurl the mission accomplished banner.
Best Necromunda RPG: Gangs of Titan City by Nick Spence, Ben Brown, and Zachary Cox.
Gangs of Titan City is the Necromunda RPG no one was asking for, but clearly should exist. Like Zach’s other works it is an odd amalgam of RPG ideas. You can see the influence of powered by the apocalypse games and the OSR to produce something new. This game feels so weird and niche I would love to see it find a wider audience. There is a strong emphasis on tools for the GM to use to make a session of gaming go. Some of that story game influence, I suppose. The only thing this book is missing is advice on playing with your Necromunda minis. A real missed opportunity. Finally, Dai Sugars did the layout so you know this book is hot and good.
The Ramanan Sivaranjan Excellence in Gaming Best God Damn Books of 2023: Trophy Gold by Jesse Ross.
I have already enumerated the ways I think Trophy Gold is amazing. Everything I picked up during the rest of 2023 was really in a battle to unseat this champion of a game. It was all my friends and I would chat about when it came to RPGs for a good while. Jesse Ross has made something compelling with Trophy Gold. The game really manages to be this impressive amalgam of OSR and Story Gaming. It doesn’t feel like it should work, but does! The book itself is beautiful. The Gauntlet, aka Jason Cordova, did an amazing job turning the small digital zines that were Trophy from the Gauntlet Codex into something special. The three Trophy Books: Dark, Gold and Loom are some of the nicest RPG books I own. Jesse did the art and layout as well as the writing: the triple threat! 1
Honourable Mentions
Keeping this list of shout outs short this year was a challenge: there was a lot I loved, and a few games here were real contenders for awards. Much love to Brindlewood Bay by Jason Cordova, Sword Weirdos by Casey Garske, The Doomed by Chris McDowall, The Black Sword Hack by Alexandre ‘Kobayashi’ Jeannette, CY_BORG by Christian Sahlén and Johan Nohr, NooFutra by Scrap Princess, Barkeep on the Borderlands by Prismatic Wasteland, and Warped Beyond Recognition by Quadra. I am annoyed at myself for not having played Brindlewood Bay yet: what did I even do with my time off? Be better than me, check this game out, and give it a go!
My name appears in the credits of Trophy Gold, I ended up writing a small part of one of the adventures featured later in the book. I also made what is probably as close as the game will get to an official character generator. You’ll have to believe me when I say this isn’t an obama giving himself the nobel peace prize moment. This win is all Jesse! ↩
I enjoyed this post from Ty over on Mindstorm, where he takes Jason Cordova’s Paint the Scene idea and tries to jam it into OSR gaming. Collaborative Worldbuilding: Glimpses is all about sharing elements of world building with your players. Mindstorm puts out consistently good blog posts: well worth adding to your RSS feed.
My copy of the Mothership Starter set arrived on the weekend. I love it. The box is dense, packed with all sorts of good stuff. What I was excited about was the new adventure, Another Bug Hunt. This will be the first adventure people new to Mothership will encounter. It’s quite possible this will be the first adventure someone new to gaming may run, period. The Mothership Kickstarter was wildly successful: I have to believe there are a non-trivial number of people for whom Mothership will be their first RPG. I assume the brainiacs at Mothership HQ realized how important this module would be, because there is a lot of talent tied up in its creation. It’s amazing to read such a fully realized introductory adventure.
Another Bug Hunt is split into four scenarios, the first a classic of the genre: players find themselves exploring an “abandoned” base, trying to piece together what happened to its MIA staff. The base is a small complex, a 10 room “dungeon”. There are two entrances to the base, the one around back leading straight to the big-bad monster. I love that you could start the adventure stumbling upon the encounter that feels like the end. This is the OSR nonsense I am here for.
Advice for running this adventure, and running games in general, is scattered throughout Another Bug Hunt. The adventure pairs well with the (wonderful) Warden’s Guide. A short prologue to the scenarios has the players make a fear save. The adventure explains the purpose of the save, when to make them, and how you might give players bonuses on the roll based on what they say their character is doing to cope with what is going on. This is an important part of Mothership, so it makes sense to have it be the players first interaction with the game. The fist scenario contains the most advice, and feels the most introductory. A lot of effort has gone it trying to highlight the invisibile assumptions of OSR play. (Of course, being seeped in this stuff, perhaps i’m not the best person to comment on whether they’ve succeeded or not.)
The next scenario in Another Bug Hunt involves working with three factions, each with their own plan for how to best deal with what is happening on the planet. One group wants to get the fuck out here—why wouldn’t you? The next wants to retrieve all the research they have done on the weird alien monsters they’ve encountered. The last wants to save their friends and make sure they have power to weather an incoming dangerous storm. There are three missions to tackle, but a twist after the first one will make the subsequent missions far trickier to deal with. Each also provides important information or benefits, so it will all play out differently depending on the choices players make. It’s a nice dynamic set up.
The third scenario in Another Bug Hunt is when the characters in the movie say the name of the movie. The players explore an alien mothership, in search of more of the missing crew and a better understanding of what’s happening on this world. This is a very deadly dungeon. Or could be, if players are incautious or overly bold. The third scenario reminded me of Gradient Descent, with complex rooms that are more alien. It provides a nice contrast to the first dungeon.
The adventure ends with players trying to get off the planet. Players earlier choices will factor into how easy or hard escape will be. This is another scenario that feels it’s a classic of this genre: escaping hordes of aliens. This scenario is very open ended. There is a timeline, some rough rules for how things will play out, but what the players do could be all over the place.
Another Bug Hunt looks to be another fantastic adventure from the Mothership crew. I am hoping I will be able to run it soon. I am very curious to see how it plays. Each adventure has advice for running it as a one shot, though they seem best suited to be run as a single campaign. Running through this zine will probably take several sessions. That feels like a good way to kick off your new career as a Mothership Warden.
Some friends were discussing how one might approach making RPGs play a bit more like skirmish war games. From my perspective, playing with minis and measuring distances are the only ingredients you need in order to change how a game feels. A good wargame will make the choices you make around positioning matter.
It’s often the case when playing D&D using “theatre of the mind” that characters simply move from monster to monster, fire their ranged weapons from anywhere to anywhere, etc. It’s hard to keep track of where everyone is, what the complex state of the game world looks like. To mitigate this I will sometimes sketch on paper (or on the screen) when playing to help players better understand their circumstances, what they can and can’t do. I am just as likely to simply eat the messy abstraction: it makes combat play much faster. When I was playing 4th Edition D&D a single combat might be the bulk of a gaming session!
Approaching running a skirmish style RPG by looking directly at indie narrative skirmish wargames might be interesting and fruitful as well. Games to checkout include: Forbiden Psalms (based on Mork Borg) and it’s many variations, Brawl Arcane 28, A Song of Blades and Heroes, and Sword Weirdoes. These games feel like they could form the basis for playing an RPG in and of themselves.
I recently attended a Horus Heresy tournament organized by local gaming group Hogtown 40K. This was a full day of gaming, the most warhammer I have played in quite some time. (My last epic adventure in Warhammer was playing a never ending game of 40K in Lexington, with my friend’s husband before their wedding.) I have been painting my Horus Heresy: Age of Darkness boxed set in slow motion since it was released, so playing in this tournament felt like a nice conclusion to that hobby project.
For those unfamiliar, the Horus Heresy is the galactic civil war that sets up many of the important elements of the 40K setting as we know it: a probably dead emperor of mankind on a golden throne, chaos space marines, demons, etc. The Horus Heresy takes place 10,000 years before the time period of 40K. The game Horus Heresy: Age of Darkness is essentially Games Workshops’ take on Napoleonics. There is an emphasis on treating the game like any other historical, except the history of this game is 100% made up. People will paint armies appropriate for particular time periods of the war. They will make sure their colour schemes are consistent and correct.1 Compared to larger Warhammer 40,000 scene, there is a greater emphasis on the narrative side of the game.
Horus Heresy: Age of Darkness feels like a modern take on retro rulesets. If you played Warhammer 40K prior to its 8th edition, Horus Heresy will feel familiar. You’ll see universal special rules, vehicle facing, blast templates, etc. There are lots of niche rules, which makes for a very flavourful game, but also one that is a bit tricky to keep entirely in your head. You will need at least two (giant) rulebooks to play, with rules for your units spread between both. The game would have felt impossible to play if I didn’t create my army list on New Recruit, which collects all the rules for your units together in one place.
Most of Games Workshop’s games share a lot of DNA, and this game is no exception. You use d6s throughout. You roll to hit, then to wound, then make armour saves. Like all GW games, you often roll a fuck-ton of dice to accomplish very little. There are lots of small differences between Horus Heresy and modern 40K. Armour Piercing isn’t a modifier, you either ignore armour saves or you don’t. When a unit loses a combat, there is a chance they will rout and just be cut down by the opposing side. Similarly a unit that is routing can be killed outright by any unit that manages to charge into it. These changes will lead to faster game play: you just lift models. Some changes slow the game down, but make for fun situations. Melee combat happens in initiative order, like Mordheim: you might be able to kill a few dudes carrying massive thunder hammers before they 100% blow you up. Like most Games Workshop games, Horus Heresy’s turn structure is “I go, you go”. They have introduced a pool of reactions you can make during each phase of the opposing players turn, making the games feel a bit more dynamic, and ensuring both players are engaged throughout each turn. You might shoot back when shot, fire overwatch when being charged, etc. The number of reactions you can make is small and intuitive. It’s a nice addition to the game.
The format for the tournament was cute: each player made a list of 1250 points, a little under half of what is recommended for a full game of Horus Heresy (3000 points); players were paired up and played as a team against their opponents. I was encouraged to sign up for the tournament, even though I had never played a game of Horus Heresy before, because the format of the tournament lends itself to teaching and learning the game. My first partner was someone with a lot of experience playing the game.2 That ended up being the case in subsequent games as well.3 Games that would have been a slog to get through if I was playing alone flew by with ease.
I honestly had no good reason to pick up the Age of Darkness boxed set, but i’m glad I did. Getting into Heresy has been a fun hobby project these last months and years. Getting ready for this tournament, painting my last few minies, was particularly fun. I always find it motivating painting for an event or game, trying to get a unit done under the wire. Up next is getting my Sons of Horus army up to 3000 points.
One thing Games Workshop does well is make sure the lore of their setting allows for maximal creativity when it comes to the hobby of building and painting miniatures. In Horus Heresy, if your Ultramarines are a platoon that turned to Chaos and have black helmets because you like black, that would work. There is space in the setting for this sort of deviation. The scene around the Horus Heresy seems to value people taking the time to think through what they are making, and putting care into their hobby activities. ↩
I’m enjoying the latest iteration of Warhammer 40,000. With the release of its 10th Edition, the designers created a smaller scale game mode they dubbed Combat Patrol. The armies you play are all built from the models in the start collecting boxes they sell. There is no list building. The units (sometimes) have simpler rules than the corresponding unit in the full game. Most armies only have 5 or so units in their list. This all comes together to produce a game that is simple to play. I’ve played many games of Combat Patrol at this point. If you are trying to learn the game, I can’t recommend this format enough: it’s really well done.
What if you want some variety? Warhammer 40K is a game that’s designed with bigger games in mind, so simply making smaller lists can lead to weird situations. Play on Tabletop, a Canadian Warhammer YouTube Channel, has been running a tournament where they pit 500 point lists against one another. To try and avoid some unfortunate pairings have added a small set of additional restrictions when building lists for these 500 point games:
You must have at least one character.
You cannot include any epic heroes.
The maximum toughness of any unit is 9.
You must have two units with the infantry keyword, excluding characters.
They are playing a tournament, and the additional caveat for their games is the winner keeps playing their list till they are beaten. This feels like another, more organic, approach to balance. Challengers will know what they are facing, and try and build a list with that in mind. They also need to keep in mind their list will be frozen in amber if they win.
I’m a big fan of smaller scale games of 40K. I’m curious what other attempts at playing 40K in sub-1000 point lists might look like.