Torg: too much is just the right amount

This week in my habit (I don’t want to overestimate my future attention span by calling it a “series”) of reading classical RPGs, I’ll be turning my attention to a game near and dear to my heart for its sheer earnest ridiculousness. Presenting Torg: Roleplaying the Possibility Wars, published back in 1990. Quite possibly the most 90s game of them all, it featured things like ninjas fighting dinosaurs on air ships hovering above the Nile. Possibly to rescue a captive wizard. With his spells uploaded in a cybernetic implant. It’s glorious.

So, when we first open the box, we find the now-familiar holy trinity of a Rule Book, a World Book and an Adventure Book. Opening the former, we are told that this game will allow us to roleplay in the world of the much-renowned The Possibility Wars trilogy of novels…

Wait. Stop. What?

Yeah. There were novels that you were assumed to have read going into this. I don’t mean that they were an existing property that someone made a game for. I mean that someone actually decided that their game needed three complete novels just to introduce it. Like, you can’t just read the novels, because they stop just when the story is getting interesting, and you can’t just play the game without reading the novels, because they explain a ton of the background for the current situation that the games only go over in a cursory manner.

I guess it’s oddly comforting to know that my generation wasn’t the first one to think that spreading a story over multiple forms of media was a good idea…

Getting hold of those novels, by the way, used to be impossible because, surprise – they weren’t exactly leaping off the shelves, so they’d gone out of print in a big way. But, lately they have resurfaced online, so I’ve finally read them. They’re called, in order, The Storm Knights, The Dark Realm and The Nightmare Dream (yes, really).

So let’s take a step back…

THE POSSIBILITY WARS

The books concern the invasion of Earth (later called “Core Earth” for convenience) by six alternate realities, or “cosms.” Each cosm has its own “axioms” that determine what is and is not possible in them – in some, magicians casting spells is completely normal but any technology more advanced than a broadsword is pure fantasy, in others neither one works but there are gods who routinely grant miracles in return for prayers, in other still all three may exist in a mad kitchen sink. Some cosms have the misfortune of being ruled by a High Lord, a sentient being who has bonded with a piece of primordial evil called a Darkness Device and become the arbitrator of what is and isn’t possible in that cosm. They are uniformly not nice people, because Darkness Devices are sentient and malevolent and refuse to bond with nice people.

High Lords are greedy for something called “possibility energy” that they can extract from other cosms by invading them and gradually converting their axioms to their own. As these acts of metaphysical imperialism progresses, causing one geographical region after another to make a genre switch, possibility energy is released and absorbed by the High Lord through his Darkness Device.

Of the six invaders, the two that get much screen time in the books is Baruk Kaah, High Lord of the Living Land, and the Gaunt Man, High Lord of Orrorsh. The Living Land is a sort of lost-world setting where humans never evolved and humanoid dinosaurs called Edeinos rule the Earth. Technology and magic are both “impossible” in the Living Land, but it has a ridiculously high spiritual axiom that makes the land literally… well… living and responsive to the prayers of those who live in harmony with it. Orrorsh is technically a world of Victorian horror, but it’s actually more like a particularly edgelordy brand of D&D – think dark jungles, bizarre monsters that want to eat you, and a scheming necromancer behind every bush. Which has poisoned thorns that dissolve your flesh if you get pricked by them. You get the idea.

Baruk Kaah starts spreading the Living Land over North America, and we get some nicely flavourful scenes where the heroes are trying to survive, zombie-apocalypse-style, in a world where technology no longer works and people keep Lord of the Flies-ing into neo-savages at the slightest provocation. Orrorsh turns up in Indonesia. Meanwhile, a cliched 1930s supervillain named Doctor Mobius appears in Egypt and declare a new Nile Empire, Britain becomes linked with a high fantasy world called Aysle, France falls under the sway of evil Catholics (because again, it was the 90s so Catholics were considered almost per definition evil… okay, so admittedly one of the protagonists is a Core Earth Catholic priest, so I guess it’s not quite as bad as all that, but still…) from a theocratic Dark Age world and Japan becomes a high-tech cyberpunk dystopia but no one notices because the writers kind of assumed that Japan was already a high-tech cyberpunk dystopia. Again again, it was the 90s.

The heroes are a bunch of random survivors who turn out to be Storm Knights, a sort of special people who can maintain their personal axioms even where another reality holds sway – so essentially, a Storm Knight from Earth can still shoot dinosaurs in the Living Land because when the Living Land says that crude dead objects have no power, the Storm Knight can just say, “sez you!” and start blasting. They come together and blunder through a few different cosms, mostly the Living Land and Orrorsh with a bit of the Nile Empire and Aysle towards the end. Along the way, they find an Eternity Shard, a special cultural artifact infused with possibility energy that make for potent weapons against the High Lords.

There are three major developments from the novels. Firstly, the Gaunt Man becomes trapped in a “possibility storm” in his Indonesian lair, and it’ll take him 30-odd supplements to finally free himself. His treacherous second-in-command takes over and issues orders in his name, but he can’t find the Gaunt Man’s Darkness Device, so he’s not a High Lord yet. In Aysle, likewise, the High Lord Uthorion gets ousted from the body of the cosm’s rightful ruler that he’s been possessing for the last few centuries, so now that nice lady is technically the High Lord and a civil war breaks out between the two of them. Catholic strawman Pope Jean Malraux, finally, gets his personal axiom scrambled with that of a cyberpunk cosm called Kadandra, so now he’s the Cyberpope and France pivots from having been shunted back into the middle ages to being shunted into a dark future full of circuitry-engraved crucifixes and an Inquisition that can sentence you to simulated purgatory.

Yes, that all sounds ridiculously messy and over-complicated. Because it is. Welcome to Torg.

As for the quality of the books? Ehhhhh. They’re… not good. They’re of about the same quality as a lot of fiction pieces in roleplaying books, except here they go on for hundreds of pages. The descriptions are so-so, the characters behave only vaguely like human beings, and the understanding of narrative tension is limited at best. The way the villains are presented suffers especially from this, because we keep being told that they’re nightmarish monsters that we should tremble in fear of, but they still keep toppling over whenever a protagonist flicks them on the nose.

Also, I hate Ace Decker. He’s an obnoxious Gary Stue of the first order. See, he’s called “Ace” because he’s so incredibly good at everything! War hero, sports hero, charismatic politician, considerate lover, there is no end to his awesomeness! At one point, he manages to steal his brother’s girlfriend despite being in a coma at the time, because he’s just that incredibly sexy and fascinating. Also, his brother promptly turns evil out of mad jealousy, just in case we were tempted to sympathise with him. Aaarrrgggghhhh.

All that said, the books are definitely useful for setting the tone of the game and showing you what you’re meant to be dealing with – car chases, pulse-pounding infiltrations of enemy territory, exotic locations, and of course six different genres (seven if you count Core Earth as having the genre of “semi-realistic contemporary action movie”) all mixing together and being played to the hilt. The GM should probably read them, but not more than once.

THE RULEBOOK

All right, so now let’s get to the actual game!

The rulebook starts by introducing us to the system, and hoo boy, it’s a doozy of a system. See, the developers apparently decided that since they had a game where you could run into such a startling variety of things, what they needed as a system that could model absolutely freaking everything, from two kittens play-fighting to the Death Star blowing up a rebel planet. And they tried. By God, they tried!

The basic way they set about it was by having an logarithmic stat progression, where an increase of 5 points means that the value has been multiplied by ten. If your Strength is 8 and mine is 13, then I’m ten times as strong as you. This means that you can model a wide range of things without going into ridiculous numbers. A car still only has Toughness 20 or so compared to a person’s Toughness 8, even though something that would almost certainly mortally wound the person would cause a slight scratch to the car at most.

Die rolls are d20 roll-over, but you don’t just read the number you rolled and add it to your stat – no, each number on the die corresponds to a particular value that you have to look up, with a 1 being -12 and a 20 being +7. 10s explode, and so do 20s if you’re a Storm Knight who is trained in the action you’re attempting, so you always have a chance at succeeding at anything that is remotely physically possible even if it’s a tiny one (the highest stated difficulty, 25, is called “never tell me the odds!”). All of which is terribly complicated, but it does mean that most rolls are going to result in something close to the related stat – if you have a First Aid score of 12, then you can expect a result around 12 most of the time. It makes eyeballing your stats easier. Which is nice, though I feel like you could probably have managed something similar by using some kind of dice pool instead…

But that’s just the beginning! See, now that we have a generic system, we need to create specific cases for every freaking thing that can possibly happen! In particular, one thing that the writers were apparently very keen on was to avoid fights where everyone just kept repeatedly rolling to hit, so there’s a ton of ways to intimidate, distract, misdirect or trick your enemies, all of which have their own complicated subsystems. There are three different kinds of damage (shock, wounds and KO) that are tracked separately. There are mechanics for negotiation and getting into someone’s good graces, with possible risks for trying to push too hard. There are rules for how you can push yourself to the limits, and how far you can push depending on your stats and the maximum stats for your species, and what the consequences in fatigue will be. And and and and and and…

And we haven’t even gotten to the cards yet. See, Torg comes with a special deck of cards that are used in two ways. Firstly, a card is drawn for each round in combat to determine who goes first (it’s always all the good guys first or all the bad guys first) and also introduces some additional circumstances to that particular round – again, to keep two rounds from just being repetitions of each other. Secondly, cards are dealt to the players, and each card provides some special buff or ability when played. You can’t just play them because you have them, though, first you have to move them from your “hand” to your “pool.” You can move a card into your pool once per round, and you get new cards when you successfully perform an action in a round that’s the “favoured” action (which is determined by the initiative card). Once a card is in your pool, you can play it at any time, in any combination.

Are you whimpering on the floor yet?

I’ve never actually dared to run Torg, but I’ve tried some test fights on my own, and yeah – I will admit that it seems like it could kind of be fun once you got the hang of it. The cards give you more shiny buttons to press, and it is nice to have some added incentive to not just do the same thing every round but to mix things up and interject your attacks with witty insults and fancy footwork. But man, the sheer amount of complexity here…

Anyway, the final part of the basic rules (yes, these are still “basic”) is the use of possibilities. Storm Knights have those as a special resource pool, and they can spend them to resist injuries, roll an extra time for an action and add the results together, or ignore the axioms around you for a short while. Between possibilities, cards, exploding 20s and taking less damage from the same combat result, Storm Knights have a lot of advantages over “Ords,” or boring normal people. The idea seem to be that they’re action heroes; not superhuman per se, but events kind of conspire to give them openings and let them escape by the skin of their teeth.

There is one of those choose-your-own-adventure chapters that seems to have been in vogue around this time. You play as a mercenary flying a plane over the Living Land but having to make an emergency landing and make your way to safety. It’s nice enough, though I keep failing at it – they put in a time limit at one point, and I’m not sure if it’s meant to be impossible to overcome, because I never manage to get anywhere before it runs out…

Then we get an exhaustive account of just how possibility-physics work and what the logistics is of the High Lords’ invasion. See, a High Lord first has to send some agents into a cosm to place “stelae” that marks out boundaries between two areas that can have different axioms despite being in the same cosm. At this point, both the area contained within the stelae and the area outside of it will have the native cosm’s axioms, so no one will notice anything at first. But then, the High Lord creates a portal called a Maelstrom Bridge, which takes the form of some sort of physical path that drops down from the sky (Baruk Kaah’s, as described in the books, looks sort of like a giant tree or vine). That connects the area within the stelae to the invading cosm, and the axioms begin to fight. Since the area within the stelae is smaller, the axioms there lose, and the invading cosm inflicts its axioms – it becomes a “realm” of the invading cosm.

After that, what happens depends on the exact strategy of the High Lord, but he’ll always try to extend the stelae network and spread the realm further. To conquer successive areas he needs to flood them with people who accept his axioms, which he can do by just sending armies of his own people into them (which is what Baruk Kaah does), or by converting the natives to his way of thinking (which Jean Malraux tends to be big on). Ords who spend time in a realm all eventually disconnect from their home cosm and become denizens of the realm’s cosm. This has the side effect of releasing their possibility energy, allowing the High Lord’s Darkness Device to gobble it up. Having transformed once, they are now without possibility energy, so if they for any reason transform again – for instance, if the realm switches to a new set of axioms – they simply cease to exist.

This last part adds another wrinkle. Once an area has been taken by a High Lord, just uprooting the stelae so it switches back to its original axioms is problematic, since it will cause the death of a number of innocent people. The only way to avoid that is by a complicated procedure whereby a Storm Knight has to play a Glory card, something that can only be done when rolling a result of 60+ on a single die roll (something that is just vaguely possible with a combination of a favourable condition from an initiative card, playing a card that allows an extra roll, spending a possibility for an extra roll, and/or rolling a 20 on one of all those rolls. And remember, you need to have first drawn a Glory card and moved it to your pool for it even to be possible!). Having done that, they can spread tales of their heroic deeds, thus giving the people hope and letting them regain some possibility energy. All of which does give you an all-purpose reason to go adventuring, but it seems a little overblown and overly mechanical, especially since it’s so freaking hard to pull off. I mean, it’s not like yanking a stela is easy in itself, given that the High Lords tend to defend them with everything they’ve got…

We also get the first mention of gospogs, which are a sort of all-purpose shock troops that the Gaunt Man have invented and shared with his High Lord allies. Gospogs need to be planted on a field of corpses, and grow up to a sort of plant-zombies. A field can be planted more than once, and each time it yields a smaller harvest of more powerful gospogs. Gospogs of the first planting are all the same kind of Swamp Thing lookalikes, but later plantings take on unique appearances based on the cosm they grow in.

We finish up with chapters on magic and miracles. Those have a lot in common, in that they are both distinct powers that can be attempted, though spells have to be learned separately while holy people of a given religion tends to know all its associated miracles. Spells rely on one of four different magical abilities (conjuration, divination, apportation and transformation), while miracles depend on a single one (faith). Spells cause damage to the caster in proportion to how far beneath a particular target number he rolls (this target number is usually higher than the one to just succeed at the spell, so a casting will likely hurt a little even if you pull it off). Miracles, on the other hand, can be enhanced by the cooperation of other people who share the miracleworker’s religion.

All religions are true in Torg. That is, they are true in some cosm, somewhere, and the gods reach out across the cosmverse to aid their believers in other cosms, insofar as those cosms’ spiritual axioms allow it. Fair enough.

Core Earth has low magic and spiritual axioms, incidentally, but they’re not zero (whereas the Living Land has no magic at all, because there the idea that Man could impose his will on Nature in any way is ridiculous. Also, Nippon Tech – the Japanese cyberpunk cosm – has just enough to make some super-ninjitsu possible but no more, because there the idea that you can make anything happen just by willing it is ridiculous). Things like levitating marbles or speaking in tongues are possible there, just not things like teleportation or faith healing. Oh, and there is one character in the books who’s psychic (she’s part of a Soviet parapsychological institute), which I’m not sure where it fits in. Possibly it got covered in a later book, they certainly published enough of them. Anyway, suffice to say is that while Core Earth is presented as our world, it isn’t, not quite.

THE WORLDBOOK

The Worldbook starts with a description of the state of Core Earth. North America is obviously in a state of upheaval what with large swaths of it having turned into Jurassic Park. The leadership is also in some disarray, with the sitting President and Vice President both believed dead (there were some hints in the novels that they might be alive, but nothing came of it), and the guy who took over the Presidency after them being assassinated by a sinister cabal known as the Delphi Council. South America is mostly uninvolved.

South-east Asia has Orrorsh sitting smack in the middle of it, spewing out monsters. Australia is battening down the hatches to hold it off. Japan has turned into Nippon Tech and its shadowy High Lord is doing vaguely described sneaky things to conquer the world through economic manipulation. He does have the benefit that most people haven’t even realised that he’s invaded yet – at most, they’ve noticed that something called the Kanawa Corporation managed to come out of nowhere and capture a lot of market value oddly quickly.

Europe has had a number of shocking turnarounds, with Aysle under Uthorion overrunning Great Britain and Scandinavia (though Sweden managed to rebuff him – not sure if the writers were aware of just how much absolutely nothing we had as a national defense back then…) and then suddenly getting friendly under Pella Ardinay, and France first losing all technology later than the printing press and then rebounding all the to cybernetics and virtual reality. Germany has reunited (because remember, this was written before that, y’know, actually happened) and is the world’s most properous nation at present, and the Soviet Union is sort of ineffectual and in confusion despite being the only country to immediately repel its invader (of a seventh cosm called Tharkold). The Cyberpope has his eye on Spain and Italy, but he’s more interested in becoming seen as the “true” pope there than in physically invading.

Africa and the middle east has the Nile Empire under Doctor Mobius. He’s waging a fairly typical war of conquest, trying to expand in every direction at once. So far he’s on the advance, and a lot of people are worried at how close he’s getting to both Jerusalem and Mecca.

We also get a rundown of something called “the Still World.” See, it was a plot point in the novels that the Gaunt Man had created a machine that would drain the physical energy from the planet by stopping its rotation, which he would then absorb alongside all the possibility energy, and that would turn him into the Torg, which is a sort of super-High Lord (and yes, there are rules for what kind of abilities the Torg would have. No, it’s not meant to ever happen and the game would effectively be over if it did, but this is Torg so there will be rules!). Obviously he can’t do that right now, but the rotation-slower was never stopped, so the game helpfully provides rules for what happens if nothing is done about that. Spoiler: it results in the world ending within a few months and the whole game becoming unplayable. So no GM is ever going to allow that to happen, but this is Torg, so there will be rules!

Anyway, then we move on to individual realms. Orrorsh is a world where things are rather like nineteenth-century Europeans thought they were. That is to say, Europe is the sole bastion of civilisation in a world of darkness, savagery and black magic, which can be combated by stiff-upper-lipped gentlemen with bushy moustaches but can never be fully overcome. However, it’s actually like that because that’s how the Gaunt Man likes it, and he’s intentionally kept Europe relatively clear of the madness because he finds it useful to have some people around who hasn’t gotten too desensitised to a proper scare. In the leadup to the invasion, he tricked the Victorians (the alt-British empire who dominates Europe in Orrorsh) that they had inadvertantly let the monsters escape from their world into an innocent world of helpless heathens, and that therefore they, as men of honour, had no choice but to run over and White Man’s Burden the crap out them. Of course, the Gaunt Man’s monsters didn’t actually need the Victorians’ help crossing over to Core Earth, but since the Victorians were native to Orrorsh’s axioms, the moment they streamed into Core Earth they started flipping areas over to Orrorsh.

So yeah, south-east Asia has now lost 100 years of technology and is being conquered by a bunch of snooty, condescending white guys who honestly think they’re helping. While the nights have gotten filled with vampires, werewolves, serial killers and black magic. The Gaunt Man is a clever bastard… though of course, he can’t really benefit from it right now, since he’s stuck in that possibility storm for another thirty books or so.

The Living Land is spreading over the US and Canada. It’s covered in eternal warm mist and full of Edeinos. The Edeinos have a religion called Keta Kelles that center on the worship of the nature goddess Lanala. Worshippers of Keta Kelles are called Jakatts, and they strive to always live authentic lives, without anything artificial or anything that stands between them and the full experience. Danger and struggle is good, because it causes you to live intensely (dying isn’t good, per se, but it’s preferable to die than to live less than fully), whereas leisure and comfort are bad, because they mean you’re wasting your life.

… so basically, Jakatts have the same apparent philosophy as the White Wolf writing staff always espoused. But the refreshing thing is that while in World of Darkness games, the desirability of AUTHENTIC!!! struggle and pain was always treated as self-evident… here the whole thing is treated a lot more neutrally.

See, Keta Kelles isn’t portrayed as inherently bad, though Baruk Kaah’s crusade to convert everyone to it (for his own selfish purposes) is. There are heroic Jakatts who have turned against Baruk Kaah without turning against Keta Kelles. There are heroic humans who have converted to Keta Kelles and gone back to nature but who are fighting Baruk Kaah because he’s perverted Lanala’s way.

But the thing is, it’s not treated as inherently good, either. There are heroic ex-Jakatts who have abandoned Keta Kelles and gone over to Core Earth because hey, cars are cool! There are heroic humans who absolutely do not want to go back to nature and are fighting Baruk Kaah for that reason.

I don’t know, that always struck me as nice. Like, we can agree to disagree on indoor plumbing, just as long as we’re all on board with Baruk Kaah being a big fat jerk!

Anyway, in addition to edeinos, the Living Land also have stalengers (big flying jellyfish) and benthes (little squishy things that can attach themselves to other creatures and manipulate their feelings). Both are sentient beings from previous cosms conquered by Baruk Kaah who converted to Keta Kelles. It’s also full of freaky animals who are any variety of reptilian, insectoid and amoebal, for extra nasty surprises when taking a walk in the woods.

Aysle! It’s a high fantasy realm, though it’s a little less Arthurian romance and a little more Warhammer-only-cleaner, with flintlock pistols, academies of stuffy wizards, and noble houses scheming against each other. It has a wide variety of sentient races (“folk” in the game’s parlance) including humans, elves, dwarves, trolls, giants and… Vikings. Yeah, apparently those are considered a species of their own, and they’re also evil and still obey Uthorion. Pella Ardinay is the Lady of Light and the wise high queen of the realm, and is cooperating with the local governments in regards to getting rid of Uthorion, but some people are noticing that she doesn’t seem to be in much of a hurry to pick up and go home… Also, she’s technically the High Lord, meaning that she’s got a Darkness Device whispering in her ear. Basically, imagine if Galadriel had taken up the One Ring and now Sauron was scheming to get it back while it was slowly corrupting her – that seems to be the idea behind Aysle.

Marauding dragons are another thing that exists in the realm, and so are Cockney-speaking goblins who got transformed by the axiom wash and are now lurking in unused subway tunnels. Dwarves and giants are fighting street to street across Belfast. Trolls are running wild in the Scottish highlands. I got to admit, that does sound sort of fun.

The Cyberpapacy! This is the cosm that there’s the least information about in the novels – it didn’t actually exist in its final form until the last chapter, after all – and all in all, it’s a bit underwhelming. The idea is that it’s cyberpunk, but instead of evil corporations you have an evil church who sends cybernetic soldier-priests to persecute unbelievers. There’s a giant virtual space called the GodNet, which is full of secret church data for daring hackers to steal, guarded by virtual gargoyles and simulated warrior angels.There are also rules for cybernetics, most of which seem suspiciously close to the ones from Cyberpunk (which was published two years earlier), complete with retractable razor claws and chips that can give you basic fluency in skills that you are pristinely untrained in. Cyberware poses the risk of suffering “cyberpsychosis” that increases the more hardware you have installed, though you can lessen the risk by using a drug called Jaz.

There’s a French Resistance, because of course there is, and also an orthodox, technology-hating faction of the Cyberpope’s church who aren’t happy about how he’s pivoted from “technology is bad” to “give me AAAAAAAAALL the technology!” That’s about it, though, and it’ll be quite a few books before the cosm gets its dedicated book.

The Nile Empire… is a little hard to explain. It’s supposed to be the pulp cosm, but the problem with that is that the whole game is pretty pulpy as it is. It’s all two-fisted heroes fighting scheming villains at the top of speeding trains, probably over a map to an ancient temple in the middle of a dinosaur-infested jungle, so how do you add more pulp to that? Likewise, the book tries to make a big deal about how everyone in the Nile Empire is either Good or Evil with nothing in between, but, er… I can’t actually think of a single character anywhere in the books I’ve read so far that wasn’t very clearly either a hero or a villain. There are some characters who might be on the shady side of good or on the redeemable side of bad, at least if you squint a little, but they are few and far between.

A better way of putting it might be that the Nile Empire is a cosm where 1930s gee-wiz gadgets, mystical secrets of the ancient world, and all-around pseudo-scientific “just pretend it makes sense” handwaving are facts of life. It’s not quite a superhero cosm, because it never quite gets that garish or self-contained; it’s more like a proto-superhero setting, one where there is still some sort of connection between the fantasy and the reality. You might have a woman who can turn invisible, but she won’t also project indestructable force fields; she’ll fight by sneaking up on people and punching them. The technology can do amazing things, but it’s not otherworldly space-age artifacts covered in glittering circuitry but big, clunky contraptions with oil stains and grinding gears. Wizards don’t throw fireballs, they breed monstrous animals and cook up strange poisons. There is a slightly grubby, self-made look about it all.

Anyway, the epitome of this mish-mash is Doctor Mobius, who is a mad scientist who was originally an Egyptian Pharao’s treacherous brother who tried to become a god through usurping the divine office of the pharao before being killed and ultimately resurrected by the descendants of his followers through a magical ritual. Which is… even Torgier than all the rest of Torg, I must admit.

Nippon Tech is the other cyberpunk realm, the one with evil corporations and ninjas but without cybernetics and hackers. It’s a cosm of intrigue and corporate warfare where everyone is always stabbing someone in the back for vengeance or gain. In fact, it’s an actual cosmic law that a certain percentage of any group of people are always scheming to destroy it from within. It has slightly better technology than Core Earth, but no more than it can be disguised as being the cutting edge of development. The rich always get richer and the poor always get poorer, again by inescapable cosmic fiat. The combination of a very low magic axiom and a spiritual axiom that’s not high enough to compensate makes the cosm feel creepy and dead. I feel like the writers didn’t like Japan much – the sheer negativity here is kind of noticeable given the even-handedness that the Jakatts were portrayed with.

Martial arts make things a bit more interesting, though. They work by channeling chi which it turns out is just another word for possibility energy. Martial arts are special skills that gives you semi-magical abilities. To learn one, you need to overcome certain ritual tests and swear to certain restrictions. The one outlined is ninjitsu, because everything needs more ninjas.

The book is concluded with a series of character templates. See, the writers were for some reason not thrilled with the idea of people just making characters up, so instead you’re supposed to choose one of a bunch of templates and then just distribute some skill points. There is a grudging note of how you could make up your own templates, and how to do that, but clearly they consider it to be ill-advised.

And these templates are, in parts, kind of weirdly hyper-specific. As in, some of them are really just the protagonists from the novels with their names erased – I don’t think there are that many Ayslish knights who were killed by Uthorion but who vowed to return and were eventually reborn in a Core Earth body! Like, it feels like that was just that one particular character. And there is definitely only one character as disgustingly perfect as Ace Decker, oh yeah, I recognise you, you smug jerk! “The National Hero,” verily and forsooth…

I mean, it’s not a big deal, especially since it’s actually really easy to just create your own character from scratch, but… I almost wonder if the original intention was that you’d just play the protagonists (and possibly also that the game would only ever be an add-on to the books, which were to be the main event?) and they only made things more generic at the last minute.

THE ADVENTURE BOOK

The first half of the adventure book is general advice on GMing. Most of it is what you’d expect, but there’s also a lot of stringest insistence on making an interesting story – to cheat as much as you have to to make sure that the dramatic beats are kept. And, look, I’m not necessarily hostile to that, but… it just seems like a waste to have a super-complicated system and then just overrule it whenever it spits out results you don’t like. Like, if it’s all going to be used as a rough guideline anyway, why not just create something that’ll provide a rough guideline and trust the GM to adjust it as needed?

I also feel a little like the game is trying to be all things for all people. The kind of player who wants a stringent physics-engine that perfectly simulates the setting in every particular is not going to like a luck-based card game that can completely mess up the realism of it. The kind of person who wants to play a luck-based card game isn’t going to think it’s fun that some enemies can’t be beaten by any combination of skill and luck, because their Toughness is just too high for your weapon. And neither is going to be happy when the GM just steps in and overrules the outcome of the game to make a better story. I dunno. Maybe I’m wrong and it all makes a delicious combination that’s more than the sum of its part, but it just looks a bit like the writers got over-enthusiastic and threw in everything all at once… which, let’s face it, would fit in quite nicely with their design ethos as a whole!

Anyway, there are some handy pointers on how to handle the different genres of the cosms and how things are supposed to feel and work in each one. That’s all good.

Then follows a sample adventure called Before the Dawn. Remember that rotation-stopping machine that the Gaunt Man left behind? This is about doing something about it. So the players have to succeed, or you bought the game for nothing because the setting will be unplayable! No pressure or anything…

The adventure starts with the players driving through the Living Land to deliver emergency supplies to a human settlement when they run into a damsel in distress chased by a bunch of edeinos. Having rescued her, they find out that she’s a brilliant scientist’s beautiful daughter (she’s from the Nile Empire, where every brilliant scientist is required by law to have a beautiful daughter) and her father has been strong-armed by Doctor Mobius into building a digging machine that can traverse the planet’s crust. The evil doctor has now sent them with a bunch of minions to the Living Land to make some sort of exchange with the edeinos there.

The players proceed to free the scientist and can then meet with the edeinos themselves, exchanging Mobius’ weapons for what turns out to be a Fabergé egg. Or they can just fight the edeinos and steal it, though the edeinos have a pet dinosaur along that might stomp on them if they try. Either way, they follow what scant clues they are given and take the digger back to the Nile Empire, where they have to sneak into a military base and hijack a plane. After a dog fight against some Nile Empire aircraft, they fly the plane to a spot in the Pacific Ocean, where they find a sunken ship guarded by one of the Gaunt Man’s demons, who can however be bribed into leaving without a fight with the egg. In the ship is the machine, guarded by some animated pirate skeletons, and if they can put it into reverse it’ll get the world back to spinning properly again.

All in a day’s work.

Well, I again feel that there are a lot of points where the GM is expected to really force the players to go along with the plot because otherwise they won’t get to the other cool setpieces. But in fairness, a lot of those setpieces are really cool and flavourful, and at the end the players should have gotten a pretty good idea about how three different cosms work. Plus, I will grant you that for a game that started with an actual series of novels, Torg is so far showing no signs of the dreaded “the uber-NPCs do all the important stuff” syndrome. When the first adventure published is about averting the actual end of the world, it certainly puts the player characters front and centre – in the passenger seat, perhaps, but in the spotlight even so.

FINAL THOUGHTS

My constant snarking aside, I am extremely fond of Torg, in all its overdesigned glory. There is just such geeky, sincere love shining through every fussy, meticulous special case and detailed description of something that will never actually matter in the game. There’s a lot of stupid stuff in it, but it never feels lazy or phoned in. Someone cared an awful lot when writing this. It’s honestly kind of sad when you look at games from even ten years later on and see how listless and by-the-numbers they are in comparison.

One thing that does bother me a bit is that the situation never feels quite as dire as the text tries to make it out to be. The invasion is meant to be the literal end of the world unless heroes can somehow avert it, but none of the High Lords honestly feel that threatening – sure, most of them feel all but impossible to budge in their own realms, but none of them ever feel like they’re in much danger of spreading further. Two of them (Uthorion and the Gaunt Man) start out hobbled, two more (Jean Malraux and Kanawa) just sort of sit there twiddling their thumbs while trying to enact some sort of non-military strategem that doesn’t feel overly likely to work, and of the two who do have armies marching (Baruk Kaah and Doctor Mobius), they both seem to be militarily outmatched and unlikely to get much further now that they’ve lost the element of surprise.

The second edition did seem to try beefing up all of them, while also fixing some other problems, but it honestly leaves me cold. I think the best way to ignore the overarching strategic situation and look at it from a frog’s-eye perspective; millions of people have been displaced, everything is in chaos, enemy agents are scheming behind the scenes everywhere, and even if Core Earth will probably win in the end there’s still room for heroism. The Axis were at a disadvantage for most of World War Two, after all, but that hasn’t exactly prevent the writing of a thousand stories set within that conflict. It’d be nice if the books didn’t push the “we’re all doomed, really!” angle so hard, but… yeah.

Of course, I also have no idea if I could ever run this thing, because the hyper-complexity of the rules would seem to make it a nightmare whether I had players who were new to it (which would mean I’d have to advise them every step of the way, which would be burdensome) or players who were familiar with it (which would mean that they’d frequently know better than I would, which would be insufferable!). Still, it’s one of those games that keep calling to me. We’ll see.

Creating Zelda Zoom, the Klutz

Hello and welcome back to my character-creation marathon. This week we’re going to create a Klutz, a seemingly regular woman who happens to actually be a very small Giant (who still breaks things as easily as a normal-sized Giant, because the world is unfair like that). Now, I feel like my offerings so far have been a little pedestrian – a timid nerd Creep and a skeevy lawyer Jerkass is honestly playing it very close to type. The two-fisted occult investigator Hoarder was a little better, but still… let’s try to do something different with our Klutz than “well-meaning guy who keeps knocking things over.”

So here’s my idea: instead of being awkward and ungainly, this character actually breaks a lot of things by accident precisely because she’s always rushing around and indulging her need for speed. She loves fast cars, and she considers speed limits to be timid suggestions at best. Let’s call her Zelda Zoom.

Driving, in Monstrous Mishaps, is handled by an Ability called Joyriding. Joyriding is a Derived Ability – you don’t put points in it, you calculate it as the average of two other, Primary Abilities, in this case Fitness (for the reflexes and sheer ruggedness required to operate high-powered vehicles) and Nerdery (for knowing how an engine works). Thus, we’ll start Zelda off with Basic (4) Fitness and Basic (4) Nerdery so she can stay on the road at least some of the time.

Continuing with the theme of a woman who’d fit right into Mad Max, we’ll give her Limited (3) Camping, and of course she’ll need Limited (3) Grit to dare to push the pedal to the metal. We’ll round it out with Limited (2) Keenness to look where she’s going (when she remembers) and Limited (2) Paperpushing to fill out all those insurance forms.

I figure that Zelda was darting around on her tricycle as soon as she was old enough to stand, so we’ll give her Metabolism of a Hummingbird for childhood. In school, she was actually kind of popular as a tough biker chick (a Cool Kid), and these days she’s a mechanic (a Technical Type) to be close to the beautiful engines. That bumps her Nerdery and Fitness up to Basic (5) and her Schmoozing up to Limited (2). Finally, her Breed Abilities as a Klutz are Nerdery and Fitness, so they get further increased to Basic (6).

For Dooms, we’ll take Basic (4) Titan’s Prowess – Zelda will need the Made of Iron Basic power from that Doom to give herself some extra resilience for all those crashes. That means that she has Basic (4) Pretension, meaning a solid amount of respect from her fellow Monsters, but Limited (2) Respectability since the repair bills are really doing a number on her bank account.

For Values, we’ll give her Excellence (she does so love a good race!) and Innovation (you can’t know that this shortcut doesn’t work until you’ve tried it…). All in all, Zelda ends up looking like this:

ZELDA ZOOM

Breed: Klutz


Childhood: Metabolism of a Hummingbird
Adolescence: Cool Kid
Adulthood: Technical Type


Values: Excellence, Innovation


Primary Abilities: Minimal (1) Asskicking, Limited (3) Camping, Minimal (1) Dramatics, Basic (6) Fitness, Limited (3) Grit, Minimal (1) Hiding, Limited (2) Keenness, Minimal (1) Mindgames, Basic (6) Nerdery, Limited (2) Paperpushing, Limited (2) Schmoozing, Minimal (1) Weirdness


Derived Abilities: Minimal (1) Bullshitting, Basic (4) E-Skills, Minimal (1) Hocuspocus, Limited (3) Intrusion, Basic (6) Joyriding, Minimal (1) Lawyering, Basic (4) Quackery, Minimal (1) Rumours, Minimal (1) Trickery, Minimal (1) Understanding, Limited (3) Volume, Limited (3) X-Tremeness

Special Abilities: Limited (3) Maze, Basic (4) Monstrosity, Basic (4) Pretension, Limited (2) Respectability

Dooms: Basic (4) Titan’s Prowess

Pools: HP 8, GP 8, SP 7, BP 2, FP 4

For Zelda’s first Friend, we’ll create someone who’s equally invested in speed and vigour, though in her case it translates into a fanatical devotion to the local woman’s curling team. Call her Olive Oatley. We’ll give her the Sportsfan Stereotype, the Out to Get Me Problem (the fans of rival teams don’t appreciate her heckling) and the Crackpot Discord (… nor does much of anyone appreciate her sacrificing black hens on the curling court to ensure home team victory).

ZELDA’S FRIEND #1: OLIVE OATLEY

Zelda and Olive met on the curling team in high school and immediately hit it off. However, while Zelda likes the sport, for Olive it’s an all-consuming passion, and she’s in a state of holy war with anyone rooting for any team but the one she coaches. As many people whose happiness is tied up with something they have no reasonable way of controlling, Olive also holds to a startling number of private superstitions (that have little to nothing to do with the sort of magic that actually does exist in Monster World).


Stereotype: Sportsfan
Problem: Out to Get Me
Discord: Crackpot


Values: Excellence, Innovation, Justice


Primary Abilities: Basic (5) Asskicking, Limited (3) Camping, Minimal (1) Dramatics, Basic (4) Fitness, Minimal (1) Grit, Basic (4) Hiding, Minimal (1) Keenness, Minimal (1) Mindgames, Minimal (1) Nerdery, Limited (2 Paperpushing, Minimal (1) Schmoozing, Limited (3) Weirdness

Derived Abilities: Minimal (1) Bullshitting, Minimal (1) E-Skills, Limited (2) Hocuspocus, Limited (2) Intrusion, Limited (2) Joyriding, Minimal (1) Lawyering, Limited (2) Quackery, Minimal (1) Rumours, Limited (2) Trickery, Minimal (1) Understanding, Limited (2) Volume, Basic (4) X-Tremeness

Special Abilities: Basic (4) Respectability

Pools: HP 9, GP 1, SP 5, BP 4

For Zelda’s second Friend, let’s shake things up a little and make him a fellow Monsters… and for that matter, let’s make him Zelda’s love interest. Friends aren’t necessarily platonic, after all – they can be significant others or even family members, the important thing is that the character wants to stay on good terms with them and that that is sometimes difficult.

We’ll call Zelda’s fellah Gabe Gawdhelpme and make him a Pushover – that is to say, a Werewolf, but one with a tendency to be super-timid and over-eager to please. Let’s give him the Romantic Stereotype, and the Bullied Problem and the The Ball and Chain Discord to represent the troubles the happy couple are facing.

ZELDA’S FRIEND #2: GABE GAWDHELPME

Gabe is Zelda’s on-again, off-again boyfriend. The reason for their rocky path has less to do with Gabe’s personality, which is agreeable to a fault, than with his mother, Gladys Gawdhelpme, and her intense resistance to Gabe doing anything but taking care of her in her old age. Gabe, desperately eager to please both his mother and his girlfriend, keeps drifting out of Zelda’s orbit whenever his mother is especially demanding, only to come slinking back when he spots an opening.


Stereotype: Romantic
Problem: Bullied
Discord: The Ball and Chain

Breed: Pushover

Values: Community, Tradition, Justice


Primary Abilities: Minimal (1) Asskicking, Limited (2) Camping, Limited (3) Dramatics, Basic (4) Fitness, Minimal (1) Grit, Limited (3) Hiding, Limited (2) Keenness, Limited (3) Mindgames, Minimal (1) Nerdery, Limited (2) Paperpushing, Basic (6) Schmoozing, Minimal (1) Weirdness

Derived Abilities: Basic (4) Bullshitting, Minimal (1) E-Skills, Limited (2) Hocuspocus, Limited (2) Intrusion, Limited (2) Joyriding, Limited (2) Lawyering, Minimal (1) Quackery, Limited (2) Rumours, Limited (3) Trickery, Limited (2) Understanding, Limited (3) Volume, Limited (2) X-Tremeness

Special Abilities: Limited (3) Maze, Limited (3) Monstrosity, Limited (3) Pretension, Basic (4) Respectability

Dooms: Minimal (1) Ancient’s Wisdom, Minimal (1) Varg’s Ferocity, Minimal (1) Titan’s Prowess

Pools: HP 7, GP 1, SP 5, BP 4, FP 3

Since one of Zelda’s Friends is a Monster, let’s further break with standard practice and make her Rival a standard vanilla human. We haven’t used the Parasite Approach or the Familial Feud yet, so let’s go with those, and add the Good Times Redemption for some residual feelings of kinship.


ZELDA’S RIVAL: ZACHARY ZOOM

Zelda’s lazy good-for-nothing brother doesn’t hold any animosity for her, honestly. It’s just that her frequent car crashes and similar disasters is all that distracts their parents – of whom he is dependent for his standard of living – from his disasters. As such, he is all too happy to bring attention to whatever Zelda has done wrong this time, all to get himself another few months of respite.

Approach: Parasite
Feud: Familial
Redemption: Good Times


Values: Harmony, Egalitarianism


Primary Abilities: Minimal (1) Asskicking, Limited (2) Camping, Limited (2) Dramatics, Minimal (1) Fitness, Minimal (1) Grit, Limited (3) Hiding, Basic (4) Keenness, Basic (6) Mindgames, Minimal (1) Nerdery, Minimal (1) Paperpushing, Basic (4) Schmoozing, Minimal (1) Weirdness


Derived Abilities: Basic (5) Bullshitting, Minimal (1) E-Skills, Minimal (1) Hocuspocus, Limited (2) Intrusion, Minimal (1) Joyriding, Minimal (1) Lawyering, Minimal (1) Quackery, Limited (3) Rumours, Limited (2) Trickery, Basic (5) Understanding, Minimal (1) Volume, Minimal (1) X-Tremeness


Special Abilities: Basic (6) Respectability


Pools: HP 6, GP 1, SP 2, BP 6

Finally, for an Enemy, we won’t do anything fancy. Reversing Zelda’s stats gives us a characters who’s big on keeping her eyes on stuff (since Keenness is opposed to Fitness, one of Zelda’s strong suits), so let’s go with that and give our speed demon a stern, finger-wagging disapprover: a Muckraker, which is a sort of Slayer who’s a natural moral guardian and busybody.

ZELDA’S ENEMY: EDITH CLEBB

Senior citizen Edith lives down the street from Zelda and was Called as a Slayer after being woken up from her midday nap by screeching tires one time too many. Now she’s determined to warn the entire neighbourhood about how this maniac is endangering their children and pets. Which… is perfectly fair, to be honest. Hey, Slayers are the antagonists of the game, but that doesn’t mean they’re always wrong


Legend: Muckraker

Values: Egalitarianism, Community

Primary Abilities: Limited (2) Asskicking, Limited (2) Camping, Minimal (1) Dramatics, Limited (2) Fitness, Minimal (1) Grit, Minimal (1) Hiding, Minimal (1) Keenness, Limited (3) Mindgames, Minimal (1) Nerdery, Limited (3) Paperpushing, Minimal (1) Schmoozing, Basic (6) Weirdness

Derived Abilities: Limited (2) Bullshitting, Minimal (1) E-Skills, Limited (3) Hocuspocus, Minimal (1) Intrusion, Minimal (1) Joyriding, Limited (2) Lawyering, Minimal (1) Quackery, Limited (3) Rumours, Minimal (1) Trickery, Limited (2) Understanding, Minimal (1) Volume, Limited (2) X-Tremeness

Special Abilities: Basic (5) Calling, Basic (5) Respectability

Pools: HP 7, GP 1, SP 3, BP 5

So that’s it! We’re two thirds of the way through now, leaving only our Moocher (commonly known as a Vampire) and our Loudmouth (politely identified as a Harpy). We’ll do the latter next – I think I’m going to make him the world’s biggest, meanest nurse…

Paranoia: embracing the silly

Continuing our wallowing in nostalgia, this time we’re going back to 1984. In more than one way, as it happens – because we’re going to be looking at Paranoia!

Yes, Paranoia, to this day the world’s premier comedy roleplaying game! It’s got a special place in my heart, in fact, since lazily snarking at stuff is my default mode of commentary, and Paranoia is written entirely in that tone. In fact, I wouldn’t wonder if I didn’t semi-consciously imitate it for a lot of sections in Monstrous Mishaps. It’s honestly a bit odd that not more games lean into the ridiculousness that always seems to creep into roleplaying, no matter how straight-faced it tries to be; let’s face it, when you have half a dozen players who are barely paying attention to what the GM is saying and whose most immediately accessible mechanic is rolling attack, things are always going to be primed for farce.

The game came in a box, because again, we’re in The Before Times here, and games always came in a box with a few pamphlet-sized books in it. Possibly by the time the 90s rolled around, it was realised that the GM might need something heavy and sturdy to hit players over the head with if they got rowdy? But regardless, the books presented here are the Player’s Handbook, the Gamemaster’s Handbook, and the Adventure Handbook.

PLAYER’S HANDBOOK

Straight off the bat, we’re introduced to Alpha Complex, a massive underground bunker existing after some vaguely defined disaster, where a population of survivors endure under the guidance of a deranged Computer. People are no longer born, they are vat-grown in batches of six identical clones, and once they’re old enough to work they are assigned a colour-coded security clearance from INFRARED (black), through RED, ORANGE, YELLOW, GREEN, BLUE and INDIGO to ULTRAVIOLET (white). Any and all information is available only if you meet its security clearance, and knowing too much is treason. All equipment and vehicles, likewise, are painted in the colour of its minimal security clearance, and using (or wearing) something beyond your clearance is treason.

Treason abounds just generally. Some people have hidden mutations, which is treason (did the Computer say you could diverge from the regulated human genome?!). Some people are members of secret societies, which is treason. A nefarious force known as “the commies” is constantly scheming to overthrow the Computer, and lending them any sort of aid and comfort is definitely treason.

The Computer employs special agents called troubleshooters for odd jobs. Troubleshooters are sent at intractable problems and frequently get shot full of holes in the line of duty. Nonetheless, it’s a great honour to be a troubleshooter. The Computer says so, and disagreeing with the Computer is treason. The PCs, needless to say, are going to be troubleshooters. They are also going to be mutants and members of secret societies. This will make their lives very interesting, and probably quite short.

We’re given a brief example of play, which includes the players shooting a squirrel on the assumption that it’s an alien invader (knowledge of anything outside of Alpha Complex is treasonous, you see) and we’re informed of three ways that this game differs from those: firstly, it’s comedic, secondly, the other players are not on your side and in fact probably more dangerous to you than the NPCs, and thirdly, you have five “spare characters” in the form of your character’s clones that means that getting killed isn’t quite so much of a big deal.

Character creation involves rolling a bunch of stats, your Service Group (basically your day job – none of them are all that interesting), your mutation and secret society, and then putting some points into your skills. Stats are your basic ones: Strength, Resilience, Dexterity, Agility, Moxie (intelligence… but this being Paranoia, it’s more like low cunning) and Chutzpah (effectively charisma, but technically more like shamelessness). Skills have an interesting system whereby the first few points you put into them go into increasingly narrow categories before you reach the point where you have skills like “laser pistols” or “fishing.” That’s nicely realistic, in a way that is admittedly probably wasted on this game.

Speaking of fishing, a lot of these are outdoor-survival type skills, actually. I guess getting sent “Outside” and having to scramble to survive in an inhospitable environment without any training was intended as a frequent occurrence?

You make skill rolls by rolling under a percentage with a d100. You can also make straight stat roll, in which case you roll a number of d10s depending on the difficulty and try to roll under a target number. Seems like there was no need for two different mechanics there, but okay. Certain stats also give you bonuses or penalties to certain groups of skills.

Character can acquire five kinds of points over the course of play: skill points that they can invest in more skills, credits that they can use to buy stuff in the limited market economy of Alpha Complex (and in the more extensive black market), commendation points that lets them get closer to a higher security clearance, treason points that lets them get closer to getting put in front of a firing squad, and secret society points that lets them aspire to higher rank within their secret society. The player is not informed when they gain any of the last three kinds.

Before every mission, the players will be given their official orders from the Computer. Each player will also be given secret orders from their secret society, which will likely contradict the official orders. They will also be assigned their equipment. This equipment will often be experimental, faulty, or something entirely different from what it says on the box. Losing or damaging equipment is treason.

The players may be assigned robot helpers, in which case one of the players will be their operator and they won’t take orders from anyone else. The operator can assign an “heir” who’ll take over as operator in case of their demise. This will give the replacement even more reason to accidentally-on-purpose push them over a cliff. However, if the mission failed because the operator didn’t assign a replacement and then got killed, he will be guilty of treason (which doesn’t sound like a big deal given that he’s dead, but his next clone will get treason points for being related to such a vile saboteur!).

The Gamemaster’s Handbook is forbidden for players to read. This is not to say that they shouldn’t, but if they admit to having read it, or show signs of knowing what’s in it, their characters will get assigned treason points for it.

The book wraps with a choose-your-own-adventure segment. Heh. I miss those. Guess we won’t be seeing them ever again, now that video games have gotten able to do the same thing only better. Ah well. Anyway, here it’s a fun way to give a taste for how the game might run. Also, I totally managed to get brownie points from my secret society for killing a guy and also turn in my other teammate for killing him, so that was fun. I got a treason point for asking how my gun worked, though. Apparently that showed a suspicious interest into classified information.

GAMEMASTER’S HANDBOOK

In this book, we get something more like the real score. Turns out, Alpha Complex started out as one of many bunkers built to survive an asteroid impact, but the asteroid’s actual impact confused the Computer responsible for ensuring its safety and made it default to some very old legacy code. These antiquated data banks gave it the impression that it was under attack by “the commies,” whoever those were. It desperately tried to warn all the other Computers running all the other bunkers, but they soon started bickering among themselves and ended up certain that everyone had been co-opted by the commies but them. The result? A hundred different Alpha Complexes, run by a hundred different Computers, all considering themselves at war with each other and all certain that enemy infiltrators are everywhere.

The interesting part here is that there is explicitly more than one Alpha Complex, which I don’t remember as being the case from later books. I think the idea here is that you can blow up one of them and then set the next time in another one without skipping a beat, and that you can change whatever you like from one campaign to the next since it can be set in a similar-but-differing-in-detail complex next door. I think the game eventually decided that it didn’t really need an excuse to have no serious continuity, though.

Clones in Alpha Complex are kept asexual by a drug regimen, and indeed have no idea that sexual reproduction is even a thing – again, new citizens are grown in vats. In fact, everyone is just generally drugged to the gills all the time, all the better to keep them happy (or at least happy-looking enough not to be executed for being treasonably morose).

Living quarters range from barracks where INFRARED citizens live, to dorm rooms for RED to ORANGE citizens, to personal cubicles for YELLOW and then increasingly snazzy digs as a citizen climbs the ladder. The Computer has cameras everywhere (whether they work or not is another issue). Food is algae-based and served in communal cafeterias, with “real” food being available only to high-ranking citizens or through the black market. Personal possessions are limited for most citizens; you can carry all your worldly goods around with you without problem (so much like an adventurer, then).

ULTRAVIOLET citizens are known as High Programmers. They are allowed to actually edit the Computer’s code, so technically they could fix the whole mess if they wanted to… but of course they’re every bit as inept and deranged as everyone else in Alpha Complex, so most of their edits are in pursuit of their own selfish, short-term goals and only manage to create more and more contradictions and inefficiencies to make the Computer even crazier and more erratic.

Next up, stats and skills get detailed a bit more. I’ll note that social skills include such items as bootlicking, con, fast-talk and spurious logic (the latter of which is the only social skill that works on robots). There are also a lot of skills for repairing or modifying equipment (the latter is, of course, treason). You end up with a pretty good idea of what you’re going to be doing, I think.

I do feel that the rules are, again, kind of crunchy and nitpicky for a game that runs mostly on rule-of-funny. I think later editions streamlined things considerably – when your chance to succeed at most things is going to be, approximately, “a snowball’s in hell,” remembering whether to add a +5% to it seems like more trouble than it’s worth.

One skill that stands out is Communist Propaganda, which is kind of like a mental virus. See, if you successfully spout Communist Propaganda at someone, you have a chance to inflicting a few points in the same skill on him… so now he’s a traitor by definition and you can blackmail him. Of course, if it doesn’t “take” then he absolutely knows that you’re a traitor and he will probably turn you in to be executed. Fine times.

The combat section starts with the declaration that Paranoia combat is intentionally simple and streamlined for easier fun! Then it goes on for ten pages of modifiers and weapon types and cover and stun and… uff. Okay, what they mean with it being simpler seems to just be that the damage system is simplified. Rather than having to count hit points, you just note your current state of being. An attack can merely stun you, it can inflict a wound, it can incapacitate you, it can kill you, or it can vaporise you (the difference between the last two being, in the former case reccussitation might be possible. In the latter… not so much).

Different kinds of armour reduce the impact of different kinds of weapons by such-and-such amount. Of particular note is reflec armour, which protects against laser… but only if the armour is partly made from a colour that’s the same as the laser’s. Remember how lower-clearance citizens can’t wear anything of a colour above their own rating? Yeah, turns out that socio-economic boundaries determine how zappable you are.

There are instructions for what happens when you die and one of your backup clones get activated, which all seems a little overly complicated and involves redistributing some skill points and making other adjustments. All very realistic within the premise of the game, but… again again, it seems to halfway ruin the whole point of having clones in the first place, since it means you still have to do some of the work of creating a new character. Again something that I think later editions dropped.

If your treason points rise too high above your commendation points, the Computer will try to execute you! You can attempt to run away and flee from Alpha Complex, but of course even if you succeed that clone is out of the game for good. However, your next clone will get a nice boost to his secret society rank, since he’s related to a hero of the resistance who the Computer could not catch.

Paranoia has insanity rules. Okay, that’s a bit unexpected. They’re not especially well-defined, though; mostly, you have to roll when the GM thinks you’ve had a serious shock, but it can’t be every time you have a serious shock, so… just when the GM feels like maybe having you temporarily cuckoo, I guess? It’s temporary, though; the Computer may be nuts itself, but it’s apparently quite good at getting troubleshooters back into some kind of working order through liberal applications of psychopharmaca.

The mutations get listed… yeah, they weren’t listed in the player’s section except by name. What, you expect to know how your own mutations work? That’s the sort of thing only a commie mutant traitor would know! Take a treason point for even contemplating it! Anyway, mutations strike a balance of being decidedly unimpressive and with a lot of inconvenient caveats while at the same time being soooooort of useful with some creativity. Which tends to be how most RPG powers are, but here it’s presumably intentional. There are things like super-senses, pyrokinesis, mind-reading, the ability to eat and digest any sort of organic matter no matter how tough or toxic.

Secret societies! There are a bunch, and they’re set up to be at each other’s throats far more than they manage to be at the Computer’s. There are hyper-capitalists, machine worshipers, nature nuts (who have only the vaguest idea of what “nature” is, since they’ve never actually been Outside), mutant supremacists, and of course a few who just want to smash things up in interesting ways. Not all secret societies are even anti-Computer, per se – there is even one that worships it as a god. Membership in those is still treason since it’s unsanctioned, but you won’t get executed if you’re found out to be a member. Instead, your superiors will just file it away for if they ever feel like executing you for some unrelated reason and need an excuse. Stalin would be so proud.

There is a section of GMing advice, which is basically to do a lot of things that would make you a bad GM in other games. None of that “remember, you’re not the players’ enemy” here – you are absolutely supposed to be out to get the players and screw them over in every inventive way you can think of. In particular, you know how it’s usually best practice to set the players up and make sure they understand the situation, and interpret their actions in light of the fact that their characters are competent and non-suicidal? Yeah, we don’t do that here. The player characters are ignorant, frantic, drugged up, and the products of a dysfunctional society where everyone works at cross purpose. When they try to do anything the least bit complicated, you should demand specifics of their approach. And if they ask someone for help, then so sorry, but that information is not available at their security clearance.

Still, you are cautioned to not go too far with it. The players should usually have a chance to pull off some kind of win, just an exceedingly slim one.

It is suggested that inspiration from Paranoia scenarios can come from five genres: detective mysteries, spy thrillers, war stories, future sci-fi, and post-apocalyptic sci-fi. Hmm, okay. I suppose I can see what they mean, but coming up with scenarios for this game strikes me as the hardest part – there is only so many directions you can take a setting that’s mostly a bunch of guys in identical overalls running around a bunch of sterile steel tunnels. That said, the sheer amount of scenarios that have been published for the game suggests it is possible to stretch it pretty far, even if I understand that the writers got sort of desperate during the late second edition…

ADVENTURE HANDBOOK

The adventure handbook, finally, starts off with a long equipment section. This game really does love its freaky high-tech toys, even if it also loves to have them malfunction. There are a ton of weapons, vehicles and bots, and rules for how to include them in combat. Like in most games, it leaves me sort of cold.

Then follows the sample adventure, Destination: CBI Sector. In it, a bunch of pre-gen characters of RED clearance are sent to an abandoned part of Alpha Complex to retrieve a missing robot. Each one, of course, also has been fed some disturbing rumours (accurate and otherwise) about the others and have their own agendas from their secret societies. They are sent along with a powerful NPC who is fully intending to get them killed along the way so they can’t rat him out for not having any intention of going through with the mission.

The mission, even aside from that, is probably impossible. It involves dealing with a rogue High Programmer turned cyborg overlord who has fortified CBI Sector to the teeth. There will be killer robots every step of the way. The players are walking into a near-guaranteed TPK. So… again, pretty much par for the course, as introductionary adventures go, except here it’s probably intentional.

Still, while I appreciate the honesty in admitting that the players aren’t supposed to get very far… I do feel like running the game that way would be kind of unsatisfying for the GM? I mean, if the players don’t get to the end, you don’t get to show them the cool stuff you’ve prepared. Or, in this game, the funny slapstick stuff you’ve prepared. It means they’ll miss the joke. That seems like a shame.

Still, I guess that’s a nitpick. The only other comment I have is that the villain, Menlo, stands out for being actually competent and terrifying. I think he might have been the first and last Paranoia villain who was played straight – in every other product I’ve seen, the bad guys are as hapless and fundamentally screwed as the players.

FINAL THOUGHTS

Honestly? Paranoia is probably not my cup of tea, at the end of the day. I’m too soft-hearted to really try to hurt my players, and I’m just not interested enough in the sort of sci-fi that the game parodies – gear porn tends to bore me, and you can’t properly appreciate a parody of something you don’t like on at least some level. Likewise, while I appreciate that the game proves that you can take a fairly limited premise and make a lot out of it, I feel like I’d get bored with Alpha Complex pretty soon. I prefer a setting that’s not quite such a challenge to put some variety in.

Still, it’s certainly fun to read, and I do appreciate it in concept.

Creating Joachim Yapper, the Jerkass

Welcome back to my efforts to create pregens for the quickstart adventure of my upcoming game, Monstrous Mishaps! This week, we will be creating a Jerkass, also known as a Demon – a creature of the nethermost pit, or at least someone who has a major stick up his own nethers. We’ll call him Joachim Yapper.

Being a Demon, it seems natural to make Joachim a lawyer (demons frequently work as lawyers in fiction, I can’t imagine why). I imagine him as someone who is very ligation-happy and caters to a clientele to match. In other words, he’ll sue ya! He’ll take all yo money! He’ll sue ya! If ya even look at him funny!

Being a lawyer, Joachin of course needs Basic (4) Paperpushing (to know all the interesting legal loopholes) and Basic (4) Dramatics (to engage in courtroom theatrics in best Ally McBeal tradition). He’ll also need a strong will and at least some people skills to win arguments, so let’s give him Limited (3) Grit and Schmoozing. Finally, we’ll give him Limited (2) Mindgames to be a better liar, and Limited (2) Asskicking to defend himself against irate defendants. Being a Demon bumps his Paperpushing up to Basic (5) – they’re good at writing watertight contracts – and his Weirdness up to Limited (2).

I figure that Joachim learned at an early age that he could get most anything if he just yelled loudly enough, so he’s got the Tantrum Thrower childhood. In school that strategy didn’t work out so well but made him a Bully Victim, and of course these days he’s an lawyer, which counts as a sort of Bureaucrat. That puts his Dramatics up to Basic (5), his Hiding up to Limited (2), and his Paperpushing up to Basic (6).

Joachim is nothing if not hard-working, even if the things he’s working at are less than admirable, so he’s got the Value of Stoicism. He’s also mentally flexible and admire ambition, so he has Innovation. Finally, he’s actually devoted to the idea of people getting what’s coming to them – it’s just that his idea of what they’ve got coming to them depends mostly on whether they annoy him or not. He’s thus got the Justice Value.

Being a well-educated professional, however skeevy, he should probably have a decent amount of Respectability, and I don’t think he actually depends that much on magic – he works within the system, such as it is. Thus, we’ll just give him the bare minimum of Minimal (1) Devil’s Craft, which gives him Minimal (1) Pretension and Basic (5) Respectability.

Joachim’s final stats turn out as such:

JOACHIM YAPPER

Breed: Jerkass


Childhood: Tantrum Thrower
Adolescence: Bully Victim
Adulthood: Bureaucrat

Values: Stoicism, Innovation, Justice

Primary Abilities: Limited (2) Asskicking, Minimal (1) Camping, Basic (5) Dramatics, Minimal (1) Fitness, Limited (3) Grit, Limited (2) Hiding, Minimal (1) Keenness, Limited (2) Mindgames, Minimal (1) Nerdery, Basic (6) Paperpushing, Limited (3) Schmoozing, Limited (2) Weirdness

Derived Abilities: Limited (2) Bullshitting, Limited (2) E-Skills, Limited (3) Hocuspocus, Minimal (1) Intrusion, Minimal (1) Joyriding, Basic (5) Lawyering, Minimal (1) Quackery, Basic (4) Rumours, Limited (3) Trickery, Minimal (1) Understanding, Limited (3) Volume, Minimal (1) X-Tremeness

Special Abilities: Limited (3) Maze, Minimal (1) Monstrosity, Minimal (1) Pretension, Basic (5) Respectability

Dooms: Minimal (1) Devil’s Craft

Pools: HP 6, GP 8, SP 2, BP 5, FP 1

For Joachim’s first Friend, I feel like I want to create his complete opposite. So let’s maker her a nun, why not? I’ll give her the Stereotype of Goodie-Two-Shoes, the Problem of One Born Every Minute (the downside of seeing the good in everyone being that sometimes you see it even if it isn’t there…) and the Discord of Religion and Politics.

JOACHIM’S FRIEND #1: SISTER AGNETA

A nun at the local convent, Sister Agneta has seized upon Joachim and determined to save his sinful soul, much to the annoyance of Joachim, who likes his sinful soul the way it is. However, he can’t entirely deny that it’s a strange and not-unpleasant sensation to have someone think well of him, even if Sister Agneta tends to think well of anyone and everyone, including convicted axe murderers. Joachim spends surprising effort on the twin tasks of not disappointing Agneta too much, and keeping her from being taken in by someone who’s an even more unscrupulous bastard than he is.


Stereotype: Goodie-Two-Shoes
Problem: One Born Every Minute
Discord: Religion and Politics

Values: Harmony, Egalitarianism, Justice

Primary Abilities: Minimal (1) Asskicking, Limited (3) Camping, Minimal (1) Dramatics, Minimal (1) Fitness, Limited (2) Grit, Limited (3) Hiding, Limited (3) Keenness, Minimal (1) Mindgames, Limited (3) Nerdery, Limited (3) Paperpushing, Basic (4) Schmoozing, Limited (2) Weirdness

Derived Abilities: Limited (2) Bullshitting, Limited (2) E-Skills, Minimal (1) Hocuspocus, Limited (3) Intrusion, Limited (2) Joyriding, Limited (2) Lawyering, Limited (3) Quackery, Limited (2) Rumours, Limited (2) Trickery, Limited (2) Understanding, Minimal (1) Volume, Minimal (1) X-Tremeness

Special Abilities: Limited (3) Respectability

Pools: HP 6, GP 1, SP 2, BP 3

For the second Friend, let’s go to the other extreme and create someone who’s so skuzzy that even Joachim feels the need to reign him in sometimes. We’ll go all out with the Stereotype of Cynic, the Problem of Despised, and the Discord of Unwholesome Habits.

JOACHIM’S FRIEND #2: HERB BITTERMAN

One of Joachim’s frequent clients, Herb has long since given up on being the least bit respectable or liked, which makes him one of the few people who’ll hang out with Joachim voluntarily. Even so, Herb’s determination to commit every misdemeanour and petty felony in the book can conflict with Joachim’s admittedly-self-serving sense of justice. Still, it does mean that he keeps being in the market for a cheap public defender.


Stereotype: Cynic
Problem: Despised
Discord: Unwholesome Habits


Values: Egalitarianism, Utilitarianism


Primary Abilities: Basic (4) Asskicking, Limited (3) Camping, Minimal (1) Dramatics, Minimal (1) Fitness, Minimal (1) Grit, Basic (4) Hiding, Basic (4) Keenness, Limited (3) Mindgames, Limited (3) Nerdery, Minimal (1) Paperpushing, Minimal (1) Schmoozing, Minimal (1) Weirdness


Derived Abilities: Limited (2) Bullshitting, Limited (2) E-Skills, Minimal (1) Hocuspocus, Limited (3) Intrusion, Limited (2) Joyriding, Minimal (1) Lawyering, Limited (3) Quackery, Limited (2) Rumours, Limited (2) Trickery, Limited (2) Understanding, Minimal (1) Volume, Limited (2) X-Tremeness


Special Abilities: Minimal (1) Respectability


Pools: HP 7, GP 1, SP 2, BP 1

For a Rival, let’s create a competing attorney who’s the opposite of Joachim’s free-wheeling approach to the law, someone who’s so dry that he crackles when he turns around too quickly. We’ll give him the Approach of Spoilsport, the Feud of Professional, and the Redemption of Professionalism (though it’s less than obvious that Joachim himself sees that as any sort of redeeming feature!).

JOACHIM’S RIVAL: BONEFATIUS HARRIS

Joachim’s greatest professional adversary, Bonefatius works for the rival law firm of DeSieve, Connive, Bamm-Boozle & Harris. Frequently hired by the more upscale people who Joachim’s clients hire him to sue, he has made it his life’s mission to tangle Joachim up in as many obscure bylaws and precedents as possible – whatever it takes to slow down his antics.

Approach: Spoilsport
Feud: Professional
Redemption: Professionalism

Breed: Grouch

Values: Stoicism


Primary Abilities: Minimal (1) Asskicking, Minimal (1) Camping, Minimal (1) Dramatics, Minimal (1) Fitness, Basic (5) Grit, Limited (3) Hiding, Basic (5) Keenness, Minimal (1) Mindgames, Limited (2) Nerdery, Basic (6) Paperpushing, Minimal (1) Schmoozing, Limited (2) Weirdness


Derived Abilities: Minimal (1) Bullshitting, Limited (3) E-Skills, Minimal (1) Hocuspocus, Limited (2) Intrusion, Minimal (1) Joyriding, Limited (3) Lawyering, Minimal (1) Quackery, Limited (3) Rumours, Limited (2) Trickery, Limited (3) Understanding, Minimal (1) Volume, Minimal (1) X-Tremeness


Special Abilities: Limited (3) Maze, Limited (3) Monstrosity, Limited (3) Pretension, Limited (3) Respectability


Dooms: Minimal (1) Ancient’s Wisdom, Minimal (1) Devil’s Craft, Minimal (1) Wyrm’s Discernment


Pools: HP 6, GP 2, SP 2, BP 3, FP 3

And finally, as usual we turn Joachim’s stats inside-out to get our Enemy. Given Joachim’s leanings, I think the only proper Legend for his arch-enemy is that of Lout – a Conan Barbarian wannabe who despises the civilised trappings that Joachim is shamelessly exploiting.

JOACHIM’S ENEMY: SIEGWARD TROUT

A few years ago, Joachim sued local gentleman-about-town Siegward for scowling at his dinner, thus causing untold anguish to the cook. The shameless display of jury manipulation and disregard for the spirit of the law so infuriated Siegward that he was Called as a Slayer and has since then devoted himself to bringing down Joachim’s evil empire (or at least his struggling one-man law firm). Distrusting all that is legal or bureaucratic, he lives alone in his crumbling house and has been known to fly into a rage at the sight of people bearing papers, which has not made him popular with the mailman.


Legend: Lout


Values: Harmony, Tradition, Utilitarianism


Primary Abilities: Limited (3) Asskicking, Minimal (1) Camping, Limited (2) Dramatics, Minimal (1) Fitness, Limited (2) Grit, Basic (5) Hiding, Minimal (1) Keenness, Limited (3) Mindgames, Minimal (1) Nerdery, Minimal (1) Paperpushing, Limited (2) Schmoozing, Minimal (1) Weirdness


Derived Abilities: Limited (2) Bullshitting, Minimal (1) E-Skills, Minimal (1) Hocuspocus, Limited (3) Intrusion, Minimal (1) Joyriding, Minimal (1) Lawyering, Minimal (1) Quackery, Limited (2) Rumours, Limited (3) Trickery, Limited (2) Understanding, Minimal (1) Volume, Limited (2) X-Tremeness


Special Abilities: Basic (4) Calling, Basic (6) Respectability


Pools: HP 6 (+4 from Calling), GP 1, SP 2 (+4 from Calling), BP 6

So, that brings us midway through our character-creation marathon. I should probably start thinking about how the remaining characters can fill out holes in the roster. So far, we’ve got a timid geek, an over-zealous occult investigator, and a fiendish lawyer. Next time, we’ll be creating the Klutz, the character who’ll normally serve the role of the big guy of the group. Let’s see if we can think of something interesting for them…

Hot take on the Suethulhu Files

For some reason I took to rereading The Suethulhu Files this week. Much like The Binder of Shame, it’s the sort of trainwreck that just endlessly amuses the geeky mind. But I have to admit that the years have changed my view on it a bit over the years. These days, I’d describe it like this:

It’s the story of how the worst kind of GM runs a game for the worst kind of player in the worst kind of setting, and how it drives both of them crazy.

Now, the first and the last part of that is simply the text as written. The GM (referred to as “Marty”) does just about every single thing that GMs ought not to but that most GMs invariably end up doing when first starting out. He not only railroads, but railroads ineptly, creating scenarios that are ridiculously fragile and kept together solely by GM fiat. He takes everything personally and uses his control over the world to stomp down on anyone he doesn’t like. He is firmly opposed to the players actually doing stuff, seeing their role as just fawning over the majestic awesomeness of his settings and his NPCs. And he thinks he’s much, much smarter than he actually is.

And the setting… well, it’s CthulhuTech, which may just be the gold standard for games that learned all the wrong things from the World of Darkness. It’s really no wonder that Marty took to it, because it seems to have been created by a whole bunch of Martys. The whole thing is a constant, breathless gushing about the omnipotence of clandestine organisations, with the players existing to be tiny cogs in the machine, at best. A lot of people consider it to be depressing, because the players can’t save anyone. I consider it to be boring, because it’s so abundantly clear that the players don’t have to save anyone – the writers aren’t going to let their pet NPCs fail, so the world will be saved without the players’ involvement. Proper dark fantasy games call on you to be a hero, because if you don’t do it, no one else will. In CthulhuTech, your best bet is really to hunker down somewhere and wait for the Ashcroft Foundation to fix everything.

So that much I’m on board with, but honestly now… the narrator (“ZeRoller”) is no prize either. In fact, he seems like the sort of player who’d make my grey hairs multiply. He nitpicks. He scoffs. He demands to short-circuit the GM’s scenarios through what he considers super-clever solutions, and treats it as an outrage when he can’t. He behaves, all in all, as every bit as much of a control freak as Marty – it’s just that while Marty is a lazy, self-satisfied control freak, ZeRoller is a neurotic, overzealous one. Neither sounds like they’d be much fun.

Now, I think that ZeRoller would probably defend himself here, and claim that he’s not normally like that, but Marty’s smug insistence that his shoddy worldbuilding is the work of GENIUS!!! just drove him up the wall and made him want to disprove it. And I can absolutely believe that! Marty no doubt brought out the worst in him… but I wonder if he didn’t bring out the worst in Marty, too. If I ran a game for someone and they kept trying to break the setting by invoking bits of science that I simply had no clue about (and that they might not understand as well as they thought – ZeRoller admits himself in a few places that he was actually mistaken about something he argued for), I’d start itching to take them down a peg. That’s no excuse for Marty, of course, because just because you’re tempted to abuse your position it doesn’t mean you should, but yeah… I may not condone, but I sympathise.

In particular, ZeRoller keeps claiming that what drove him into those apparently endless arguments about the finer points of chemistry and physics with Marty was that Marty just wouldn’t back down and admit that ZeRoller’s ideas would work, but that it’d be a lot more convenient for the game if he just pretended not to have thought of it. And again, that would definitely have been the mature way to do it.

But.

But if some odious know-it-all was all up in my face and insisting that there was obviously a way to break a setting I’d poured my heart and soul into crafting… I’d need to swallow my pride pretty hard to agree with him. It’d feel like… “yes, it’s true, you’re much smarter than me, but please take pity on my poor, feeble intellect and treat me with kid gloves!”

I mean… I’m forty-five years old, and the idea still sets my teeth on edge. Marty was still in college at the time, presumably absolutely bubbling with youthful testosterone. I’m… not really surprised that his reaction was more like, “oh yeah? Bring it on, bro! Do your worst! My man-brain can beat your man-brain with one hemisphere behind its back!” Again, it’s not what a wiser man would have done, but… yeah.

All the same, like I said, it’s absolutely worth going back and reading more than ones. We can all use the reminder to not be like Marty. And ZeRoller… well, at least he’s entertaining, I have to give him that much!

Cyberpunk 2013

I’ve been too listless to finish another character this week, so let’s take another nostalgic dive into the past instead. This time, let’s look at another grand old game, Mike Pondsmith’s Cyberpunk from back in 1988. For one that was never in the big leagues, it’s actually doing pretty well for itself even today – there’s been a big-budget video game that seems to be pretty well-liked (once they fixed all the bugs, at least) and an anime Netflix show. It ain’t Shadowrun, but that’s the price you pay for taking yourself halfway seriously when your target audience are all about making a complete mockery of everything.

Here’s how old this game is: it came in a box.

In the box are three slender little volumes: one for rules, one for settings, and one for combat rules, though all three are honestly spread sort of haphazardly through all three books.

RULES: VIEW FROM THE EDGE

The rules book, View From the Edge, starts out with a cursory description of the setting (see what I mean?) and what it means to be a cyberpunk. Basically, it’s the distant future of 2013 and technology has taken such a huge leap that most people can’t keep up – cybernetics, human/machine interfaces, artificial tissues and orbital stations are commonplace, and that has made most people so overwhelmed that they just sit back and let governments and corporations (insofar as there is a difference anymore) have their way with them. But not you, for you are a cyberpunk! You embrace the metal! You charge full thrust into the future! And you’re probably going to die horribly in a futile bid to make your mark on an uncaring world, but by golly you’ll look awesome doing it!

So that’s basically the mission statement here. Look cool, stand up and be counted, and never ever play it safe. Heh. That might just be the exact opposite to my personal way of life, but okay, I can dig it in theory.

We’re also given the nine basic character classes right away: rockers, solos (who are assassins or mercenaries), netrunners (hackers), techies, medias (journalists), cops, corporates, fixers (wheelers and dealers) and nomads (your rootless bikers roaming the land). The presentation of them all felt a little confusing to me the first time I read it, since they all seem framed to be idealistic crusaders of one sort or another, while the game seems to be more about an amoral quest for getting more money. But, knowing a little more of the genre now, I think I get it – you’re supposed to have some ideals that you want to chase, but you also have to keep yourself fed, and you’re meant to be angsty and tormented about the conflict between the two. I think in a modern game that would have been better explained, but this was ’88 and the unspoken assumption was still that you were going to get most of your narrative direction from fiction.

Having chosen your class, you then roll for how many character points you get and distribute them over your nine main stats: Intelligence, Reflexes, Cool, Technical Ability, Luck, Attractiveness, Movement Allowance, Body Type and Empathy. You also get skills, but those are gained through a quirky lifepath system where you choose and roll for various parts of your upbringing and background, and get to pick up some skills depending on what you end up with – for instance, if you grew up on the street, served a stint in the military, got a formal education, and so on. You also roll for a special incident for every year of your adult life, which can result in you gaining enemies, connections, extra money, heartbreaks, and such things.

I like it in theory – you can see how it’s meant to set up a checkered past with lost loves, friends in unexpected places, simmering resentments, and all the sort of things that a cyberpunk character definitely ought to have. I do feel it’s a little barebones, though. It kind of assumes you’re really familiar with the setting, so that you can come up with characters and situations in it on the fly. Great if you’re very into the genre or if you’ve played the game before, but a bit harder if you’re me and you’ve read maybe one or two William Gibson books and watched Johnny Mnemonic and that’s about it.

Then, of course, there’s the main event: cybernetics! You’ve got a bunch of gear you can bolt onto your feeble human form. Cybernetic eyes for seeing into the infrafred spectrum, reflexes boosters that pump up your all-important REF stat, chipware that lets you gain the basics of a skill you don’t naturally have, interface plugs that lets you become one with your gun or your car… You’re limited partly by your starting funds (which you can double by selling your soul to a crime syndicate, corporation, or the army!), partly by the fact that each piece of cyberware adds to a tally that permanently reduces your EMP stat, with EMP 0 resulting in “cyberpsychosis” and needing to make a new character. Which does, funnily enough, make EMP something you need lots of if you want to play a stone-cold cyborg – not because you’ll be using it, but because the amount of cyberware you can handle is capped by how high it started out.

I do feel a little like cyberware is underpowered, both compared to how powerful it tends to be in fiction, and how much the game is meant to center on it. Is it really worth crippling your stats for a +2 to some very specific rolls? But then, I guess I’m probably just not being cyberpunk enough. Form over function, attitude is everything, live on the edge – you’re supposed to rip out parts of your living brain just so that you can take phone calls in your head, because that’s how you show that you’re a complete badass who don’t give a shit, man!

Next up are rules for running around the Net. You basically have a program that interprets the stuff you run into when hacking a database or whatever, so that you see it as a fantasy dungeon, a Noir city, or a glowy Tron-style virtual universe. You go in carrying a selection of programs that you can throw out like spells to do things like smash through a door or defeat defensive software. You’re limited to five programs, but you can cheat by loading a bunch of them into a “demon” which counts as a single program but gradually deteriorates every time you use it. Pretty cool and flavourful, though I don’t know if it’d work well as a mini-game – a lot of the rules feel like you just roll repeatedly to pass an obstacle until you succeed. But I guess you could probably spice it up with enemy netrunners and the likes.

Also, the text notes breathlessly that a haul from a netrunning operation might consist of… an entire Megabyte of data!!!! Which, considering that my folder of roleplaying PDFs has reached 85 Gigabytes from my obsessive hoarding is… a little bit funny, I feel.

Last part of the rules are about medicine. Most notably, a sensible professional will sign up for a Trauma Team subscription! That means that whenever you flatline, a flying ambulance shows up and scoops you up to try to revive you, if necessary gunning down whomever caused you to flatline in the first place. That’s… kind of awesome. There are also some notes on street drugs, but it’s kind of anemic given how much drug use is part of the genre – I think they were worried about moral guardians if they seemed to promote it.

SETTING: WELCOME TO NIGHT CITY

The world book, Welcome to Night City, starts out with a timeline, which is… honestly so forgettable that I have trouble even grasping enough of it to describe here. But basically, there have been a couple of South American wars with cybernetically enhanced super-soldiers, Europe is back on top of the world and America is in the crapper (mua ha! Mua ha! I smirk over my over-priced cappuccino!), the Middle East is a radioactive wasteland and most cars run on alcoholic fuels created from genetically engineered super-crops, there are lunar colonies and space stations, and corporations have their own militaries who sometimes go to war against each other.

Funnily enough, every part of the world that isn’t the US seems to be doing pretty well – as near as I can tell, the writers felt like it made the future more depressing if all us other riffraff were thriving while the Land of the Free collapsed… The Soviet Union has made a comeback, Europe is going strong, Africa and South America are getting their act together, Japan and China are coming into their own. Of course, those places are presumably also run by ruthless megacorporations, so it ain’t that rosy, but still.

In America, though, cities are divided into the corporate-controlled business areas and suburbs, which have a private police force and things are relatively quiet, and the Combat Zones, where poor people live, violent crime is omnipresent, and everything is generally kind of crap. Outside the cities are mostly a lot of ghost towns and corporate-run farmland, and nomadic caravans are traveling around trying to scratch out a living by means fair and foul.

Laws have gotten a lot more rough-and-tumble. The cops can and will gun you down. On the other hand, you can gun down anyone who tries to mess with you. Lots of gunning down going on. Old-fashioned drugs are illegal, but genetically engineered crop failures have mostly destroyed the production of them anyway, and the sort of designer drugs that corporations sell are, conveniently, not considered “drugs” drugs and therefore legal. Prisons are overcrowded and prisoners are mostly crammed into cryo-tanks for the duration of their sentence, meaning that they spend all that time semi-conscious and having nightmares. Okay, that’s genuinely sort of horrifying.

Vehicles are stil mostly regular cars, but short-distance flying cars exist, mostly as emergency vehicles. Trains run on “maglev” tracks, hovering on a cushion of magnetic force to remove friction.

Communications is where the game shows its age. The fax machine is still state of the art, and people read newspapers by having the pages they are interested in faxed to their home or to a public outlet (futuristic!). Cell phones exist but are of course giant bricks with antennas at the end.

Game Master advice! Cyberpunk is meant to have a ton of grim ambience, so make sure that it features a lot of garbage-strew back streets, bodies in the gutter, deranged down-and-outs, and brutal firefights. Also, it’s always raining. Always. Or at the bare minimum, it should look like it’s about to.

Of course, the rich don’t live like that – they dwell in disgusting opulence, with armed guards standing ready to throw out anyone who they don’t want to look at anymore. Play up the contrast.

Furthermore, morality should be shady. Sworn enemies might get thrown together. Getting anywhere requires cutting some corners and compromising your values. This is the part that I think could have used a little more squaring with the assumption in the rules book that players will be heroic crusaders against the evil corporate tyrants, but okay, I think I get it. There are bad guys, but in order to have a chance to get at them, you’re going to have to give up a lot of that moral high ground. Everyone gets a little muddy just from wading through the muck.

The book acknowledges the problem with the classes, which is that they don’t really fit naturally together – a cop on the edge, a nomadic biker, a corporate sell-out and a rebellious rock star aren’t just going to naturally form an adventuring party. It suggests a few combinations that might work, but basically, you need to center the team on one kind of scene, then play fast-and-loose with the classes that don’t really fit into it so they do. E.g., if the team is a police squad, then the “fixer” might be the shadier sort of cop who’s in bed with half the criminals he’s supposed to be stopping. Since your class doesn’t actually influence which skills you can take (all it really gets you is one particular special skill), that works out fairly well.

There’s a map of Night City, which is the default setting for the game. A lot of landmarks are written out, but the only ones who get any sort of description are the seedy bars. That possibly tells you something about where the focus of the game is meant to be…

There is a short story to demonstrate the setting, called Never Fade Away, which concerns a Rocker (Johnny Silverhand, who is effectively the face of the franchise) whose Netrunner girlfriend gets kidnapped by a corporation so she can build a brain-frying Net program for them. So he recruits a crusading Media, his Solo ex-girlfriend and her Nomad partner to launch a rescue, but in the end all they manage to accomplish is sabotage the Netrunner’s own plan to free herself so that she ends up with her brain uploaded in the Net and no way to return to her body. It offers some helpful stats for the various characters, with the implication that you can run this as a sample adventure. I guess it’s flavourful enough. Oh, and they apparently really liked the picture of a cyborg girl in lingerie, because they reused the same one to mark the start of the next chapter.

There’s a chapter on how corporations work, most of which is pretty unexciting stuff about corporate structure and what the different positions mean. That’s… probably something you need to know if you’re running a game in a world where corporate executes are effectively royalty, yes, but it’s not really sexy. Anyway, the corporations can do pretty much whatever they want now, the governments have given up on controlling them. Also, they have private armies, and ninjas. Because it’s 1988, and conventional wisdom is that Everything Needs More Ninjas.

There’s a looooong list of major corporations and their exact military assets. Again, good to know, definitely would be using this as setting detail, but none of it really stands out.

The book closes with a random sprinkling of flavour – information on a couple of different bands (all of which are POLITICAL!!!, because again, it’s 1988 and being angry about stuff is considered edgy and rebellious. As opposed to today, when it’s just considered mandatory… Sigh. I make myself sad), a couple of different nomad caravans (the Crazy Quilts are disgruntled combat vets, who came back from the wars to find nothing waiting for them; the Huskers are farmers who have been driven off their land by corporations), a couple of different street gangs (the Blood Razors are mad, bad and crazy and big on cybernetic claws; the Iron Sights are patsies for the Arasaka Corporation). There is also a deranged cult who go around killing cyborgs. Finally, there are some kind of funny reports from a Trauma Team operative, which includes things like resuscitating a client, charging him for it, have him violently object to the price tag, needing to take him down in self-defense, resuscitating him from said take-down, and adding the extra cost to his bill. Heh!

COMBAT: FRIDAY NIGHT FIREFIGHT

The combat book is called Friday Night Firefight. The rules are apparently modified from a game called Mekton which seems to be about giant robots punching each other. Sounds kind of cool, but I hadn’t heard of it before – I guess it didn’t stand the test of time as well.

It starts out with telling us that this system is super-gritty and deadly! Try to be a hero, and you’ll get stuck with a Trauma Team bill. I feel like there is a bit of tension between a high-lethality system and the expected playstyle of never playing it safe because that’s not the cyberpunk way… I mean, I get that what they mean is that you should take insane risks even though you might die, because you’re a complete badass who don’t give a shit, man, but I think players would probably get less committed to that ethos after losing a character or three.

Anyway, combat is played in rounds, every round has four phases, and you get to act in between one or four of them depending on how high your REF is (four actions require you to have near-maximum REF and also to have a cybernetic reflex booster). When you shoot at someone, you roll REF+weapon skill and the target rolls REF+Athletics, and if you roll higher you hit and roll damage. The shooter gets a bonus for the accuracy of the gun and for spending extra actions aiming, the target gets a bonus for range (which ranges are relevant depends on the gun as well), and for things like being in cover or in motion. Hit and you roll damage depending on the range and caliber of bullets, adding the amount by which you exceeded the defender’s roll. From that, you subtract armour, and then you compare what’s left to a table that depends on your Body Type, and it determines whether you scored a Flesh Wound (which effectively does nothing), a Serious Wound (which might cramp your style), a Critical Wound (which is going to hurt), a Mortal Wound (puts you down and you’re dying) or an Instantly Mortal Wound (puts you down and you’re dead, dead, dead). Each type worse than Flesh Wound gradually worsens to the next level if left unattended for a certain amount of time, so you’ll want to get some first aid. Also, if you take a wound worse than a Flesh Wound when you already have a wound worse than a Flesh Wound, the wounds add up to one that’s worse than both.

Okay, that’s… going to take a lot of flipping back and forth. Also, is this actually as lethal as all that? I feel like if you’re wearing body armour, you’re going to be wading through handgun fire without a care in the world and it’ll take a high-caliber rifle to put you down. Not sure if that is realistic or not, but it does mean that in certain situations the system becomes irrelevant – it will just consistently spit out the same result. Also, certain characters are going to be impossible to hit for certain other characters, even at point blank range, since the sum of your dodge bonus can easily rise so high that a poor marksman can’t hit even with the best possible result.

Automatic weapons have their own rules variation, and they are terrifying. Like, hefty penalty to dodge, one hit per point that the attack roll exceeds the dodge roll terrifying. Once those come into play, things have indeed taken a turn for the gory… though again, a high-level Solo can probably dance right through a machine gun burst from a raw recruit.

Healing, finally, takes time. The advanced medical technology of the futuristic year of 2013, which has fancy tricks like cloned transplant organs and spray-on skin, does speed things up a little, though you’re still looking at weeks of convalescence.

SO, WHAT DO I THINK?

Well… I must admit myself a bit charmed. It’s all very rough, very much a game in the early tradition of “scribble down our personal notes all willy-nilly, then package it as a game.” But it’s got a raw appeal to it, precisely because it feels like something that’s meant to work rather than look pretty (even if I suspect that there are some things that don’t work especially well). As near as I can tell from my admittedly shallow knowledge of cyberpunk, it does present the genre fairly effectively, with its ever-shaky balance between raging against the machine and wanting to join with it, between wanting to be superhuman and fearing to become inhuman.

I don’t know. I do plan to keep reading, though. I’ve just had to take a break before the first published supplement, because it was a conversion to Walter Jon Williams’ Hardwired setting. So now I have to read that 520-page novel so I can properly understand that 98-page roleplaying supplement. Yes, sometimes I do think I’m a bit weird.

Vampire: the Masquerade first edition – this is where the madness started

Having recently embarked on a quest to read every single book for every single tabletop roleplaying game that has ever interested me even one little bit, it was of course inevitable that Vampire: the Masquerade would be one of the first ones. It’s the first and most defining World of Darkness game, and I’m of course a huge World of Darkness nerd. I mean, not to blow your mind, or anything, but I am.

Thing is, though, that Vampire was always the one WoD game I could never work up any enthusiasm for. I used to hate Werewolf: the Apocalypse with a fiery burning passion, but it at least made me feel something (and I ultimately made my peace with it – look, you can work around the stupid parts and focus on the nice, wholesome ripping-mutants-to-shreds action!). Vampire just felt like a waste of space. I read a few books, if only to mine for antagonist ideas for the other games I ran, but I never took to it.

Now, having read the very first few books of the very first edition, I have to say… okay! I finally see what all the fuss was about!

For those who don’t know (and one of my friends recently told me that her DM was unaware that there were other roleplaying games than D&D until she informed him otherwise, so I guess some people actually don’t know), Vampire: the Masquerade is a game first published in the 90s where you play… well… a vampire. Who has to hide his true vampiric nature from the world. Like in a masquerade. Again, not to blow your mind or anything.

Anyway, it was huge. Like, it was so huge that for a time, it didn’t just compete with D&D, it was bigger than D&D – a feat that no other roleplaying game has even come close to rivalling before or since. It has been mimicked and analysed and argued over with a meticulous zeal that only artsy nerds can equal. There was a well-regarded video game. There was an ill-regarded TV show. Even today, it’s not quite dead, just sort of… in torpor. Much of modern game design can trace a descent to Vampire, if only by being created by people who were so annoyed by Vampire‘s many flaws that they resolved to create something better.

Vampires, in this game, are humans who have had their blood drained by another vampire and fed some of it back, causing them to rise from the grave. The first vampire was supposedly the Biblical Caine, though he’s not around anymore so no one is exactly sure. Each generation of vampires (with Caine being the single member of the first generation, and most vampires created in the modern night being somewhere between the eighth and the thirteenth) are a little weaker than the one before, with the only way to increase your effective generation to kill by feeding another vampire with lower generation than you. They lack most traditional weaknesses, except for sunlight, which does indeed cause them to spontaneously combust.

There are thirteen clans, each with its own set of special vampire powers (called Disciplines), and each being a sort of cross between a type of movie vampire and a type of high school Goth. The Brujah are rebellious bikers with strong political opinions, the Ventrue are snooty aristocrats who aren’t very good at moving with the times, the Toreador (yes, really – did I mention that a lot of things about this game are goofy as hell, despite taking themselves 110% seriously?) are pretentious arteests, the Nosferatu are creepy deformed monsters who lurk in the sewers, the Gangrel are feral shapeshifters who lurk in the woods… Everyone has their own shtick and look down their noses on everyone else.

Drinking a vampire’s blood on three separate nights, even if you’re a vampire yourself, makes you “blood bound” – effectively, you fall head over heels in love and will do anything for them. Humans who drink vampire blood without first being drained of their own become “ghouls,” which means they stop aging and get some minor Disciplines for as long as they still have vampire blood in their system. Needless to say, vampires tend to keep blood bound ghouls as servants and bodyguards.

The vampires of a city are usually ruled over by a vampire called a “Prince,” along with a bunch of elder vampires called “the Primogen.” The Prince and the Primogen enforce, first and foremost, three rules: a vampire may not kill another vampire except by the Prince’s permission, a vampire may not create another vampire except by the Prince’s permission, and a vampire may not reveal the existence of vampires to the humans under any circumstances whatsoever.

That’s about the basics, that have stayed more or less constant throughout all the editions of the game (we are up to the fifth, with the first three being during the WoD’s prime in the 90s and early 00s and the last two being a latter-day nostalgic revival). So what’s different here that made me change my opinion on the whole game?

Well… for a start, it’s pretty.

That’s really a huge thing. What put me off Vampire for the longest time was how drearily, unrelentingly ugly it was. In all the books I read, vampires were portrayed as, effectively, icky walking corpses who went around doing crappy things while serving no purpose. Every line in every book was filled with a sort of snide, smirking disgust. Everything was crap, especially you, and shame on you if you tried to make anything at all enjoyable. My constant reaction was, “… why would I want to play this thing that is intend on making me feel bad?”

First edition, though? First edition is different. Not in any one particular detail, mind. Vampires are still skeevy and self-indulgent. They still leave corpses behind. They still lie and cheat and fight vicious feuds for exceedingly petty reasons. They do all those things.

But damn, they look awesome doing them!

It’s all in the presentation. Third edition and onwards all seemed to hate their subject matter. First edition clearly loves it. The betrayals, the obsessions, the degeneracy, the hatred and the pride, the failures and the humiliations… all are described in glowing, operating terms. This is a game of beautiful damnation, of reveling in your romantic guilt. Blood isn’t just some sordid crack metaphor, it’s every forbidden pleasure, every carnal desire made red and glistening and deliciously lurid. You shouldn’t have it, you’re bad for wanting it… but it would taste sooooo goooooood!

I guess part of the reason why Vampire always rubbed me the wrong way was that it remained the only game about playing amoral characters in a set of games that, as time went on and the gleeful grimdark of the 90s shifted closer and closer to the sanctimonious outrage of the aughts, became more and more about moralising. It’s weird, given that Vampire always remained the flagship game, but it was kind of left behind in terms of tone. Every other game gave you a cause to fight for, bad guys who you should feel great about gunning down because they were bad. Vampire only made sense as part of a setting where no one was innocent and the closest thing to “goodness” was accepting your dark side enough to keep it in check. When the vampires explicitly existed in a world that ran on objective and tangible Good and Evil, they no longer looked like dashing Byronic antiheroes straddling the divide between sublime virtue and sordid vice. They just looked like lackluster posers, too dull and emotionally stunted to bother choosing a side.

I think, on the whole, that the exact incurious self-righteousness that I complained about at length in my Aberrant readthrough (not a World of Darkness product, but made by the same people) was, as it were, the stake through Vampire‘s heart. No one actually wanted to keep making the sort of “I’m a bad, bad man, I hate myself, I should be dead, and ohhhhh! – isn’t that just so romantic?!” game that it was originally (and explicitly; another thing to love about this version is, it actually states what it’s trying to convey instead of having “hidden themes” that you’re supposed to unravel on your own) designed to be, but it was still the most popular one. So they kept shoveling out books for it, and filling them all with finger-wagging about how we should in no way sympathise with the vampires because they were bad, unlike werewolves/mages/hunters/demons (yes, even the freaking demons from hell were holier than thou at that point!) who were good and fighting for a righteous cause just like you should be doing, why are you not out there saving the whales?!

Yeah… let’s just say I liked how they started out a lot better than how they ended up. Not to lie, here: back in the late 90s, I was absolutely one of the people who were sick of grimdark and clamouring for morally uplifting messages. It’s just that having since learned the fruits of self-righteous people running rampant, I have gotten nostalgic for some honest amorality.

But, let’s try to back up a bit and give you something resembling an actual readthrough rather than my fanboy gushing and ranting…

THE ACTUAL READTHROUGH

The book starts out with a letter from a vampire to a human he had previously victimised, in which he claims to try to make up for his actions by revealing the truth about vampires, their nature and their society. Also, the vampire is not-so-subtly implied to be the actual Count Dracula and the human Mina Harker. Which is, er… a choice.

But, aside from the blatant use of public domain characters that don’t really fit very well with the game, I actually love the opening. It sets the tone, presenting the narrator as someone who is monstrous enough to have done terrible things but still human enough to want to somehow make up for them… and it also has a disturbing undertone to it that lends it some extra delicacy. After all, the good count has clearly been watching Mina from afar, brooding on his sins and wallowing in guilt, and having the passionate regard of a self-confessed monster who is prone to unplanned crimes of passion is… perhaps not entirely comfortable.

That’s very much the game, the way it started out – the romance, the tragedy, and the subtle (subtle, please note!) post-modern deconstruction of them both. In contrast, the introduction to the third edition was narrated by what I can only describe as a smirking douchebag actively trying to be a shit to the woman he was talking to. It… made for a less compelling argument for continuing to read.

After that, we get a brief description of vampires (from a more clinical, out-of-character perceptive) and of the fairly straightforward rules. In brief, you roll a pool of between 1 and 10 d10s and each die that equals or exceeds a difficulty between 2 and 10 is a success. Each 1 you roll cancels out a success. If you roll more 1s than successes, you botch and something bad happens. For a simple action, you just roll, and if you get 1 success you muddle through but more successes might give you some kind of perks or bennies. For an extended action, you need a particular number of successes, but you can keep rolling until you’ve acquired them, at the cost of spending more time and risking a botch. For a contested action, you and another character both roll, and whomever gets more successes win. Not an amazing system, some improvements do suggest themselves, but simple and solid enough. Stay tuned to hear how they proceeded to mess it up (yes, sadly that happens already later in this same book!).

We also get the first few of a series of… well, call them old-fashioned cartoons, I guess, that runs through the book, each one consisting of a picture along with a few lines of narration. Put together, they tell the story of a vampire named Shelzza who lived in some ancient (Sumerian?) city and formed a mutual blood bond with the vampire who ruled it, allowing them to be in something resembling “love” to each other. To summarise, he was killed by a peasant uprising, she slept through the ages and woke up in modern times where she got it into her head that a random dude was her king reborn. She stalked him and turned him into a vampire, which he was horrified by, and he eventually killed her and thus became human again.

That’s a thing in this edition, by the way. It’s called Rebirth, and it can be achieved in a couple of different (and all rather unreliable) ways. Killing your sire soon after your own embrace is indeed one of them. Add it to the list of things I’m sorry they dropped in later editions; for one thing, if vampirism was actually theoretically curable (albeit not with any certainty, and never without considerable difficulty), it’d give Hunters of the Redeemer Creed something to actually do. Oh well.

Anyway, I really love that story and how it sets the tone. Shelzza is a monster, and not entirely sane – the story makes both things very clear. But you still get to see it from her perspective, and you feel sorry for her when she dies. Likewise, her relationship to her king is explicitly artificial and a bit disturbing, but that doesn’t make it inherently worthless. Vampires live outside of nature, they get nothing without breaking some kind of rule, without brute-force something that should be organic. But they can still value the things they have and cry out in anguish when they lose them, and that gives them agency and dramatic weight.

The book continues with character creation, which is about what I’m used to – you have nine basic Attributes, a bunch more Abilities, and you assign dots to them so that you have between 0 and 5 in each one. To that, you can add Backgrounds, which are a sort of catch-all for traits that are more conditions you live under than inherent aptitudes – for instance, Resources determine how wealthy you are, and Generation determines, well, what generation you are.

Clans and Disciplines are about what I’ve already briefly covered, except that here, there is some blessed simplicity – only seven clans are detailed, and only ten Disciplines. I love that, most of the extra Disciplines that got added over time were crap anyway. Also, Thaumaturgy (blood magic, basically) looks actually useful instead of being the boring point-sink that it’s been in every later edition I’ve seen.

Also, the clans are more comfortably stereotypical, without the later editions’ frantic insistances that “vampire are all, like, individuals, man!” Case in point, Nosferatu don’t all have unique deformities, they’re all pale and bald with pointy ears and fangs, deal with it. I mean, okay, I get why they drifted away from that over time, it probably would get a bit samey eventually, but… it’s a lot easier to just come up with a character in a hurry when you have solid archetypes to draw on.

Also, with vampires not being inherently worthless and subhuman, some of the clans work a lot better. Like, the Brujah being idealistic crusaders never made any sense in light of later editions’ presentation of vampires as completely and inherently selfish and despicable. Here, because the explicit premise is that everyone is culpable and that that doesn’t completely invalidate their virtues, the Brujah don’t look like hypocrites for claiming to want a better political system. Sure, they’re probably a bit self-serving about it, but everyone is a bit self-serving about everything, and to some extent they really do want justice and equality and all that good stuff, just as long as they get to snack on people a little on the side. Hey, it’s better than someone who doesn’t want justice and equality and still wants to snack on people, you know?

Special vampire rules! Vampires can keep a certain amount of magical mojo in their bodies at the time, called Blood Points, which are replenished by drinking blood, natch. Blood Points can be used to speed-heal injuries, though it’s still a little too slow for you to use it in a fight – it’s more something you use to restore yourself to full health after the fight has ended. Also, you can give yourself bonuses to physical actions for the duration of a scene (about 20 minutes) by spending Blood Points. Notably, it does not seem like you have to stop and concentrate to do that – you can only spend 1 Blood Point per turn, but it seems like you can do it and perform an action too. Which means that if a vampire starts with a full belly, he’ll get progressively more dangerous the longer a fight goes on. That’s kind of cool, and different from how I remember it working in later editions (where you basically had to know a fight was coming so you could hulk out in advance). Also, you have to spend a Blood Point to wake up every night, so the clock is always ticking – faster if you do a lot of crazy action stunts, slower if you restrict yourself to mere human ability, but it never stops, ever.

Vampires are subject to frenzies, where they go nuts in one way or another. When they feed while very hungry (that is, while having very few Blood Points currently in their system), they have to roll to avoid a Madness Frenzy where they basically try to guzzle every last drop of blood they can get to (which is not good news for whomever they were already feeding on). When they’re in some way bullied or humiliated, or a companion is threatened, they have to roll to avoid a Rage Frenzy, where they try to kill everything in sight. When exposed to fire or sunlight, or otherwise in severe danger, they have to roll to avoid a Terror Frenzy, where they can just run and hide until it wears off. Either way, the GM takes control of the character for the duration.

In lieu of rolling to avoid the frenzy, a vampire can decide to “ride the wave.” If she does, then she does go into a frenzy but she retains some control – she can spend Willpower points (which is the other kind of personal currency characters in this game have) to ignore the frenzy for one turn per point. Which isn’t much, but at least you can avoid doing something completely unforgivable. However, you still have to roleplay the frenzy, and if the GM thinks you’re not doing so, he’ll just dock you Willpower points for them. If you run out of Willpower points, he takes over your characters as in a regular frenzy.

If you try to resist a frenzy and botch the roll, you gain a Derangement which is sort of like a mental illness except usually based on a pop-culture-based misapprehension of how that particular illness actually works. That’s a bit of a problem in other games, where the same Derangements are used to reflect actual mental illnesses… but here, I feel like it’s a lot more okay, since hey, they’re not regular mental illnesses, they’re ways that the vampire mind breaks down under stress, and who’s to say how vampire minds work? Anyway, Derangements work under the same principle as riding the wave – you have to roleplay them, and every time the GM thinks you’re failing to do so, you lose a Willpower point, and once you have no more Willpower points the GM takes over your character.

This… is actually pretty good. This looks actually playable, in ways that the version in third or fourth edition never really did (fifth edition has a brand new one that I think is a lot better, but I think I prefer this one even over that one). It really brings forth the themes of the game more elegantly – you need to decide how much compromise to make with your feral impulses, because they are always stronger than you and if you try to complete repress them you’ll lose and they’ll run wild. It all does rely on there being a workable Willpower economy, with well-defined ways of regaining Willpower, which I think is not really the case in this or any other edition, so that’s a shame. Still, it seems like a wonderfully solid system.

Humanity is another special vampire stat, which measures how much morality you’ve managed to hold on to. If you do something like kill or steal, you have to roll to feel bad. No, really, that sounds like the kind of joke you’d make about this game, but it’s literally a thing. If you fail the roll, then you feel great about your hideous crime. And that’s a problem, because it means that another little piece of your conscience has died, and thus your Humanity goes down. Humanity function as a cap for some of your rolls, like empathy-based ones and any that you make during daylight hours, so the lower your Humanity, the more you become a heartless monster who is effectively a lifeless corpse when the sun is in the sky. Avoiding that is effectively the goal of the game.

Golconda is a sort of vampire nirvana that can be reached at the end of a long and complicated road. It isn’t the same as Rebirth (though they may be related, with them being the two alternate outcomes of a similar process), you remain a vampire who need to drink blood to survive, but you start requiring a lot fewer Blood Points to keep yourself going, meaning that you have a lot more ability to hold out for ethical feeding opportunities. You also don’t frenzy, ever. It basically means that you have made peace with your inner darkness, and in doing so, learned to control it. Which is probably why Golconda is rarely mentioned at all in later editions, which as mentioned got a lot more absolutist in their morality. Sigh.

After that, we get more general rules, and this is where the system starts showing signs of becoming the miserable mess that is the Storyteller System as we know it. See, the system as given back in the earlier chapter was fine, more or less what you needed for a game that’s more about ambience and feel than about rigid physics simulations. But the problem is… the White Wolf writers got enthusiastic.

That’s the best way I can put it, honestly. There is a section that gushes about how much fun they think it is to turn every situation into a unique minigame with its own distinct rules. And the thought never seems to have occurred to them that if you do that, then you end up with a gazillion unique minigames that are going to have to be balanced against each other and which, having been used once, are going to have to be memorised so that things work the same way next time. No, they just threw themselves into it with merry abandon, and we have the next several hundred books full of bad mechanics to show for it. At the end of this road, folks, lies Exalted and entire shelf meters of broken Charms, because White Wolf could not and by God would not accept that anything those uncool math geeks could do, they couldn’t do better.

Oh well.

Having all that said, though, I’ll come out and say that I actually think the combat rules are better in this edition than in any that followed, precisely because they were kept relatively simple. If two people fight in melee, that’s a contested roll, and whichever wins deals damage to the other. If someone shoots at something, that’s a simple roll, and one success is enough to hit and deal damage. Cover provides a hefty difficulty bump to shooting, so when bullets start flying you want to throw yourself behind something. And when someone gets hit, that may just be the end of the fight right there, because injury is very punishing in Storyteller. Which works to the game’s advantage here, where it’s pretty clear that combat is supposed to be rare and risky and with stakes, but not so well in… well, any game from Werewolf onward, where Fighting The Bad Guys is expected to be a pretty constant occurrence.

Also, there is no bashing damage here, only aggravating (from fire, sunlight, vampire fangs, and other extra-nasty sources) and normal (from everything else). Vampires can “soak” normal damage, which means that they roll Stamina against a difficulty derived from the damage source and each success cancels out a success on the damage roll. Humans can’t soak at all, and vampires can’t soak aggravating, but damage is rolled against a difficulty derived from the target’s Stamina, so a super-tough character is still going to be able to power through a wound better than a sickly one. That’s a little more complicated than what they replaced it with, but I think I like it better.

There is a helpful example of play where a prose narrative is side by side with a description of the mechanics being used to determine outcomes. That’s kind of cool. The story is about some Anarchs attending a rabble-rousing meeting, but a guy named Sheriff who works for the Prince comes to break it up and everyone ends up fleeing from a building on fire. To clarify, he’s not “the sheriff,” as per later editions – he’s just this one guy who’s called Sheriff, because he struts around talking with a Southern drawl and claiming to be the law. Heh. I guess he got retconned into being an entire institution later…

Next up is the settings chapter, where we get more detail on vampire society… which is rather less cluttered than it will be in later editions. For one thing, there isn’t a gazillion different court positions that will outnumber the total number of vampires in most cities – there’s just the Prince, who rules with the help of whatever cronies he’s got handy. The Primogen are a thing, but they aren’t a fixed council consisting of the top vampire of each clan in the city here, they’re just the most powerful elders, the people the Prince need the support of to rule effectively. It feels a lot more organic and natural.

The main conflict is between the elders on one hand and the Anarchs on the other – the latter being, effectively, young vampires (or neonates) who don’t like the elders. The book is a little vague on whether all neonates are per definition Anarchs – I don’t think they are, I’m pretty sure that there is meant to be such a thing as neonates who are bootlicking sycophants for the elders, but the book doesn’t quite say.

The Camarilla is the overarching vampire organisation that… doesn’t do terribly much except sit there and be stuffy and entrenched. There is a competing organisation called the Sabbat, but it’s this vague thing that’s out there somewhere and most of what you hear about it is probably lies. Still, it’s supposed to be the opposite of the Camarilla, all hellfire and reveling in being monsters. I guess the Anarchs are meant to be the happy medium between the two, which players are meant to sympathise with? Also, there’s the Inconnu, who seek Golconda, but we don’t find out much more about than than that.

Elders are usually a couple of centuries old, and are the movers and shakers in the vampire world. Vampires who are a thousand years or more are called Methuselah and tend to disappear from vampire society, partly out of paranoia and partly because a lot of them can’t digest human blood anymore and need to feed off other vampires. Which is kind of cool. While you’re on the hunt, something else might be hunting you.

The Jyhad is… a little better explained than I’ve seen it elsewhere, but still not great. In some places, it’s said to just be the natural animosity between vampires of different ages – neonates know they can only be as powerful as the elders by killing and eating them, Methusaleh can can only survive by killing and eating other vampires, and the elders are trying to maintain their power and long-term survival in the face of the other two. So basically, everyone is scared of either starving or ending up on the dinner table, and scheming wildly to try to avoid either fate. Other times, there are vague hints that the Jyhad is something deeper that’s really a proxy war between a bunch of of ancient, third-generation uber-vampires (the Antediluvians) who are in hiding somewhere, but precisely how they supposedly control everything without ever being noticed isn’t exactly clear.

Speaking of generations, the first (Caine) through third (Antediluvians) are largely mythical. The fourth and fifth generation are mostly Methuselah and stalking the night for succulent vampire blood. The sixth and seventh tend to be the elders and are the ones whose wrath the players will need to avoid. The eighth through thirteenth are on roughly the level of players and are peers who they might get into scraps with without it being immediately suicidal.

Also, I have to laugh with great sadness at the mention that the ancient, terrifying Methuselah might have as much as… fifteen dots of Disciplines! Ahhhhh, more innocent days, before the power creep set in. I’m sorry to report that it didn’t last long, by the time of Chicago By Night the unbeatable godmode NPCs were already a thing.

Other antagonists include ghosts, lupines and magi, later to be known as wraiths, werewolves and mages. “Lupines,” notably, are just as OP as they will be later, but only at night – in the daytime, they’re effectively human. Not that that’s a tremendous comfort to vampires, admittedly. Among human menaces are the Inquisition, the regular cops, and the Arcanum, which is this nebbish bunch of scholars who research the occult. Yeah, I’ve never quite understood what the Arcanum was meant to be used for, though I guess they are a little more of a problem in a game where you can get killed for letting anyone discover that you’re a vampire…

GM advice! There’s a lot of it, and much of it is… er… kind of pretentious and overblown, to be honest. Look, I think I might once have met a roleplaying group whose campaign had a “theme,” but they were weirdly super-into it even by my standards, and that’s saying some… Still, there are some useful stuff here, like suggestions for how to stage a campaign since it’s hard to make a standard “adventuring party” out of vampires. Having them run a street gang together, be exiles from another city, or be the Prince’s team of troubleshooters are all suggestions offered.

Also, I alluded to this before, but… the book actually tells you what things are meant to represent, which I feel is uncommonly helpful of it. Like, a vampire’s eternal life (which in practice is just life-until-something-kills-you) is meant to represent our instinctive clinging to a survival that is ultimately impossible. The vampire’s need for blood represents the fact that we, as living beings, must consume other life to sustain ourselves – and how, just like how a vampire can live off of rats and freely donated blood, we can theoretically choose to minimise our impact on the environment, but that doing so is so thankless and inconvenient that most of us don’t bother (just to be clear, I am very much one of the people who don’t bother! I’m just saying, the metaphor is sound). And so on.

The book wraps up with a starting setting of sorts, in the form of the city of Gary, Indiana. It’s described as being, essentially, a dismal place of rusting, abandoned factories, crippling poverty and a rapidly fleeing populace, ruled over by a Prince (Modius) whose chance for the big times was lost decades ago and is now just going through the motions. It’s all got a nice Life is Strange vibe to it, of shaking your head at the hopelessness but also secretly relishing the romantic squalor. There are a bunch of other NPCs statted up, including some allies and rivals for Modius, a couple of vampire hunters (regular no-powered ones, since Hunter: the Reckoning is still a decade away!), and some sundry hangers-on. There’s also a short scenario where the players attend a party in Modius’ decaying mansion and get sent as his envoys to the rival Prince of Chicago. To be continued in Ashes to Ashes.

All in all? I kind of love it. Oh, there are some dumb stuff, and some things that could have been better explained, and certainly the book could have been a lot better organised, but the vibe, man. The vibe. This is everything I loved about the WoD, only distilled and without years upon years of the writers getting too big for their britches.

So okay, fine. I’m jumping on the bandwagon, some thirty-five years after it left the station and probably twenty or so since everyone else got off of it. I admit it. Vampires are cool, too.

Creating Winnie Wurmstein, the Hoarder

Hello and welcome back to my series of creating pregen characters for the Monstrous Mishaps quickstart (soon at an online store near you! Assuming I can get my ass in gear, at least). Last week, we saw the genesis of mild-mannered dork Klaus Kleinmann. This time, we’re on to the Hoarder. Let’s call her Winnie Wurmstein.

Being a Hoarder (which is to say, a Dragon in human form), Winnie has to be obsessed with collecting ever more of something. I’ll say that her fascination is with artifacts related to Hauntings – not necessarily Haunted artifacts, but things that once belonged to someone who later came back as a ghost, or who was involved in mysterious goings-on of some sort. Things like that will be hard to get hold of while also being pretty much entirely useless – perfect for a Hoarder’s obsession!

Since Klaus was such a meek and unadventurous character, I want to make Winnie a lot more active and gung-ho. She’s also going to need to know a lot about ghost stories and urban legends for her hoarding. As such, I’ll start with giving her Basic (4) Asskicking and Basic (4) Weirdness, making her a sort of two-fisted occult investigator. Being cheerfully loud and perfectly able to stand up for herself, I’ll also give her Limited (3) Dramatics and Limited (3) Grit. Finally, she’s pretty active and prone to running around, and also used to doing research and going over records, so she gets Limited (2) Fitness and Limited (2) Paperpushing.

For her lifepath, I decide that Winnie was pretty over-enthusiastic even as a child (Metabolism of a Humming Bird), made a big production of things in school (Drama Club) and now runs a largely unsuccessful business dealing in occult curios (unsuccessful because obviously she can’t bear to part with her better finds…). That raises her Dramatics and Fitness to Basic (4) and her Weirdness to Basic (5). Her Breed Abilities are Keenness and Asskicking, so raise the former to Limited (2) and the latter to Basic (5).

Winnie can use the Basic power for Wyrm’s Discernment (Nose for Gold – it allows you to pinpoint which object in your vicinity is most useful to you) in her “treasure”-hunting, so let’s give her Basic (4) Wyrm’s Discernment. I could give her another point in one of her Secondary Dooms, but that’d tank her Respectability completely (the starting value is calculated from how much of a Monster you start out as – the freakier you are, the less conventionally successful you will be) and she is supposed to run a business, albeit a small business, so let’s leave it there.

Thus, she starts with Limited (3) Maze, Basic (4) Monstrosity, Basic (4) Pretension, Limited (2) Respectability. From that and her other Abilities, we can calculate her Pools as follows: Health Points 9, Grit Points 8, Stamina Points 8, Budget Points 2, Favour Points 4.

Again trying to make her different from Klaus, I’ll give her the Values of Excellence and Individualism. Winnie is competitive and runs her own race.

All in all, Winnie turns out like this:

WINNIE WURMSTEIN

Breed: Hoarder

Childhood: Metabolism of a Hummingbird
Adolescence: Drama Club
Adulthood: Woo-Woo Artist

Values: Excellence, Individualism

Primary Abilities: Basic (5) Asskicking, Minimal (1) Camping, Basic (4) Dramatics, Limited (3) Fitness, Limited (3) Grit, Minimal (1) Hiding, Limited (2) Keenness, Minimal (1) Mindgames, Minimal (1) Nerdery, Limited (2) Paperpushing, Minimal (1) Schmoozing, Basic (5) Weirdness

Derived Abilities: Minimal (1) Bullshitting, Limited (2) E-Skills, Basic (4) Hocuspocus, Minimal (1) Intrusion, Limited (2) Joyriding, Limited (3) Lawyering, Minimal (1) Quackery, Minimal (1) Rumours, Limited (2) Trickery, Minimal (1) Understanding, Limited (3) Volume, Basic (4) X-Tremeness

Special Abilities: Limited (3) Maze, Basic (5) Monstrosity, Basic (4) Pretension, Limited (2) Respectability

Dooms: Basic (4) Wyrm’s Discernment

Pools: HP 9, GP 8, SP 8, BP 2, FP 4

That just leaves us Winnie’s Relationships. First, to offset her love of the strange, let’s give her a Friend with the Stereotype of Bookworm and the Discord of Skeptic – he doesn’t believe in any of this supernatural nonsense, and never mind that Winnie lives in a fiery cave with a bunch of other freaks, those are clearly just special effects and frankly he’s hurt that she’d insult his intelligence with such clear fraud! But just to shake things up, we’ll give him the Problem of Occult Lightning Rod. He might not believe in magic, but magic is very attached to him and he keeps being under curses and influences that he refuses to acknowledge.

WINNIE’S FRIEND #1: JOE GRIBBELS

Winnie and Joe met when his more open-minded wife dragged him to Winnie’s store to cure a curse that gave him his own trailing rain cloud (“such a lot of fuss! It’s like she never saw a perfectly natural localised metrological phenomenon before!”). Oddly enough, he and Winnie actually hit it off, especially since he provides a steady supply of arcane mysteries for her to acquire relics of.

Stereotype: Bookworm
Problem: Occult Lightning Rod
Discord: Sceptic

Values: Excellence, Tradition

Primary Abilities: Minimal (1) Asskicking, Minimal (1) Camping, Minimal (1) Dramatics, Minimal (1) Fitness, Limited (3) Grit, Minimal (1) Hiding, Basic (5) Keenness, Minimal (1) Mindgames, Basic (5) Nerdery, Limited (2) Paperpushing, Minimal (1) Schmoozing, Basic (5) Weirdness

Derived Abilities: Minimal (1) Bullshitting, Basic (4) E-Skills, Limited (3) Hocuspocus, Limited (3) Intrusion, Limited (3) Joyriding, Minimal (1) Lawyering, Limited (3) Quackery, Minimal (1) Rumours, Minimal (1) Trickery, Limited (3) Understanding, Minimal (1) Volume, Minimal (1) X-Tremeness

Special Abilities: Basic (4) Respectability

Pools: HP 6, GP 2, SP 2, BP 4

For Winnie’s second Friend, let’s create her a partner for her occult curios store. We give her the Stereotype of Party Animal, the Problem of Not Right in the Head, and the Discord of Flake, to make her as unreliable for poor Winnie as possible – but she still has to somehow coax her back to work, since the business is shaky enough as it is.

WINNIE’S FRIEND #2: LISA LUDLOCK

Lisa is Winnie’s business partner, and together they run the Awesome Artifacts & Righteous Relics store. Lisa has the eccentricity of considering herself to be in contact with her grandmother, Greta Ludlock, who dispenses sage advice. Usually the advice is that Lisa is working too hard and should go do something fun for a change, which tends to leave the already-struggling store unmanned at inconvenient hours.

Stereotype: Party Animal
Problem: Not Right in The Head
Discord: Flake

Values: Individualism

Primary Abilities: Minimal (1) Asskicking, Minimal (1) Camping, Basic (5) Dramatics, Limited (2) Fitness, Limited (3) Grit, Limited (3) Hiding, Minimal (1) Keenness, Limited (2) Mindgames, Minimal (1) Nerdery, Minimal (1) Paperpushing, Limited (3) Schmoozing, Basic (4) Weirdness

Derived Abilities: Limited (2) Bullshitting, Limited (2) E-Skills, Basic (4) Hocuspocus, Limited (2) Intrusion, Minimal (1) Joyriding, Limited (3) Lawyering, Minimal (1) Quackery, Minimal (1) Rumours, Basic (4) Trickery, Minimal (1) Understanding, Limited (3) Volume, Minimal (1) X-Tremeness

Special Abilities: Basic (4) Respectability

Pools: HP 6, GP 2, SP 3, BP 4

For Winnie’s Rival, let’s give her a boring stick in the mud to contrast her own blithe spirit. We’ll give him the approach of Spoilsport and the Feud of Professional, and say that he’s an anal-retentive inspector who keeps trying to shut down her store for its various regulatory breaches. His Redemption can be Independence, further emphasising that he prefers things as simple and drab as possible. We’ll make him a Monster, specifically an Outcast, to give him some more (anti-) personality.

WINNIE’S RIVAL: COLIN FRUMP

Colin works as a health and safety inspector for City Hall, and has made it his life’s mission to shut down Awesome Artifacts & Righteous Relics for its owners’ blatant disregard for all that is good and bureaucratic. While not the most fearsome of adversaries, his sheer plodding persistence can be disturbingly effective.

Approach: Spoilsport
Feud: Professional
Redemption: Independence


Breed: Outsider


Values: Stoicism, Excellence


Primary Abilities: Minimal (1) Asskicking, Basic (5) Camping, Minimal (1) Dramatics, Minimal (1) Fitness, Basic (4) Grit, Minimal (1) Hiding, Basic (6) Keenness, Minimal (1) Mindgames, Limited (3) Nerdery, Basic (4) Paperpushing, Minimal (1) Schmoozing, Minimal (1) Weirdness

Derived Abilities: Minimal (1) Bullshitting, Limited (3) E-Skills, Minimal (1) Hocuspocus, Limited (2) Intrusion, Limited (2) Joyriding, Limited (2) Lawyering, Basic (4) Quackery, Limited (2) Rumours, Minimal (1) Trickery, Limited (3) Understanding, Minimal (1) Volume, Minimal (1) X-Tremeness

Dooms: Minimal (1) Fae’s Trickery, Minimal (1) Pariah’s Desolation, Minimal (1) Varg’s Ferocity

Special Abilities: Limited (3) Maze, Limited (3) Monstrosity, Limited (3) Pretension, Limited (3) Respectability

Pools: HP 6, GP 2, SP 2, BP 3, FP 3

Finally, Winnie needs an Enemy, and being a Dragon, what better Enemy than a Damsel? Damsels, for those who are curious, are a special type of Monster-Slayer who don’t do much actual slaying but just sort of exist to tempt Monsters into victimising them, thereby providing justification for more go-getting Slayers. Think Bella Swan, only with Edward as the target for her endless whining rather than the one thing in the world she actually likes.

Turning Winnie’s stats inside-out in the same way we did with Klaus last week, we get:

WINNIE’S ENEMY: HOLGER MINX

Holger and Winnie dated for a couple of years when they were younger, but eventually broke up due to a multitude of incompatabilities. Holger took the breakup so badly that he was Called as a Slayer on the spot, and ever since then he’s taken to hanging around and moaning eloquently about how horribly Winnie treated him, turning any soft-hearted people within hearing range against her in response.

Legend: Complainer

Values: Egalitarianism, Community

Primary Abilities: Minimal (1) Asskicking, Limited (2) Camping, Minimal (1) Dramatics, Minimal (1) Fitness, Minimal (1) Grit, Basic (4) Hiding, Limited (3) Keenness, Limited (3) Mindgames, Basic (5) Nerdery, Minimal (1) Paperpushing, Minimal (1) Schmoozing, Minimal (1) Weirdness

Derived Abilities: Limited (2) Bullshitting, Limited (3) E-Skills, Minimal (1) Hocuspocus, Basic (4) Intrusion, Limited (3) Joyriding, Minimal (1) Lawyering, Limited (3) Quackery, Limited (2) Rumours, Limited (2) Trickery, Limited (3) Understanding, Minimal (1) Volume, Minimal (1) X-Tremeness

Special Abilities: Limited (3) Calling, Basic (7) Respectability

Pools: HP 6, GP 1 (+3 from Calling), SP 2, BP 7

And that’s it! That’s the second of our six pregens finished. Join me next week, as we descend into the flaming nether regions of Hell, and stat up a Demon.