While the bulk of campaigns and scenarios published for Call of Cthulhu are set during its Classic period of the 1920s – and to a lesser extent in the contemporary period of Cthulhu Now, the growing number of scenarios set outside of those two periods are indicative of both the malleability of the Mythos and the ability of authors to set it elsewhere and else when. The first scenario anthology to showcase the possibilities of both was Strange Aeons, a trilogy that explored the Mythos in Elizabethan London, Inquisition era Spain, and on a United Nations Moon base in the near future, but it has been followed by numerous MULA monographs doing the same thing, and now, it has a sequel. As its subtitle suggests, Strange Aeons II: Nine Forays into Unusual Times & Places ups the ante by three. With Chaosium’s newest anthology, the Keeper and his players get to experience the Mythos in the prehistoric past, the Far East, the Classical World, both the English and the American Civil Wars, plus the far future. And after all of that, everyone gets to go to Woodstock.
This is another anthology of one-shots then, but the theme connecting all of them is that they are all set in different eras. All can be played in about an evening or in one good session, perhaps two at the very most. Each one comes with not only six ready to play pre-generated investigators, but the rules to create more and an introduction to the setting itself. Thus with some effort upon the part of the Keeper, the players could continue playing within the setting described in any one of the scenarios given in Strange Aeons II, either with the pre-generated investigators or newly generated characters. The quality of the pre-generated investigators varies from scenario to scenario with the best having characters who are just slightly at odds with each other.
One issue with the collection is that few if any of the scenarios come with female investigators, but this is more a reflection upon the attitudes of the periods portrayed than those of the authors. The scenarios vary in structure between traditional linear affairs and more freeform affairs that provide a set up, various locations and events, and advice on how the scenario can be concluded. In general, the more linear scenarios will easier to run than those with more open structures. Another issue is some of the scenarios can involve massed combat and no rules are given to allow the Keeper to handle such a situation.
The nine scenarios in Strange Aeons II are not presented in chronological order, so while the last scenario is set in the 1950s, the first is actually set in Ancient China, not the prehistoric past. That first scenario is “Master Wu’s Marriage” by Alessandro Mana, in which the characters have been sent by Master Wu to escort his bride to his home. Nothing can go wrong of course, but when the party is forced to take shelter in an ancient monastery, people start disappearing. In tone, this has the feel of the film Alien, but with a hint of the Wuxia genre. It does not help that some of the skills necessary to complete the scenario are misspelled and misnamed – “natural philosophy” versus “philosophy” – but this gets the anthology off to an entertaining start.
This is followed by Christopher Smith Adair’s “Children of a Starry Heaven,” which is set in the Ancient Greek world and involves the characters being initiated into a Mystery Cult. Of course, there is much more to the cult’s mysteries than the mere esoteric, and there is something horribly inevitable about the final initiation rites. The initiates must brave the cult’s inner secrets ahead of time if they are to avoid these rites, but there is a danger that they will fail in this and bring the scenario to a hurried close. Apart from this, “Children of a Starry Heaven” is a good investigative scenario with an interesting background.
Cursed Be The City” by Davide Mana is described as “cavemen versus Cthulhu,” but this is something of a simplification. Yes, it does involve the players taking the roles of cavemen, but not against Cthulhu, but another Mythos entity. It drifts back into the very ancient past and into the future, and in doing asks the players to roleplay against their own knowledge as their tribesmen characters must first find their lost tribe and then bring their strange behaviour to a stop. “Cursed Be The City” nicely asks for some clever roleplaying upon the part of both the Keeper and his players and is probably the most challenging scenario in the book because of that.
With “To Hell Or Connaught,” Eckhard Huelshoff takes us to the Ireland of 1649, just after the end of the English Civil War and during Cromwell’s invasion. This pitches the Protestants against the Catholics, the English against the Irish, and Christianity against the old ways, and so is perhaps the most controversial scenario in the book. That it also frames a murder mystery against this backdrop and adds in legends of both Saint Patrick and “Little People” and it all feels as if the author has over egged the pudding. Likewise, the plotting of the scenario feels heavy handed and overall, “To Hell Or Connaught” is just a little too rich for my tastes.
Adam Crossingham’s “They Did Not Think It Too Many” is not set in Ancient Rome, but in the Roman province of Britannia with the players cast as Roman envoys negotiating the entry of a minor into the Empire. The talks do not go well though, as not everyone in the tribe wants join the Empire under the current king and the players could be allies with either side... This nicely portrays the clash of two cultures with not just the fate of the characters being at stake, but also the future of the Empire. Make the wrong choice and the Empire might adopt a terrible goddess... There are no character rules or campaign guidelines included with this scenario, so a Keeper will need to refer to Cthulhu Invictus. This is the one scenario that could be easily be worked into an existing campaign world.
In “The Iron-Banded Box,” Michael Dziesinski -- the author of Secrets of Japan – attempts to show what would have happened if Akira Kurosawa had directed an adaptation of a H.P. Lovecraft story. Despite being set in the Sengoku “warring states” Period, the scenario makes repeated reference to Secrets of Japan, which given that enough necessary information is included and that Secrets of Japan is really for Cthulhu Now, such references seem like advertising. Anyway, in “The Iron-Banded Box,” the players are ronin who come to the aid of a town threatened by more than gangsters... Since the release of Secrets of Japan, the concept of a Call of Cthulhu campaign set in Feudal Japan has remained a fascinating possibility, but the scenario does not live up to the opportunities that such a possibility suggest. More Chambara or “Samurai Cinema” an exploration of the Mythos, this is the least interesting scenario in the collection.
Despite its excellent title, “Three Days Of Peace, Music, And Tentacle Love,” Shannon M. Bell’s scenario does not have any tentacle love on offer, or indeed much in the way of the promised sex either. Set at the Woodstock Music Festival in 1969, it instead offers drugs, rock ‘n’ roll, and black magic with the players as Miskatonic University students trying to track down both a bad batch of drugs and a missing friend. Given as a framework with the characters free to roam the festival over the whole three days, their failure at Woodstock to prevent a very dangerous performance could derail history... Although the threat is in keeping with the setting, it never quite feels real or demands all that much of the players. Perhaps I am influenced by my lack of interest of Woodstock, but this is the scenario I would be least likely to run.
Set during the American Civil War, the characters are Union cavalrymen sent to round up deserters in “A Hard Road to Travel.” Gary Sumpter’s scenario takes the player characters into a blighted Arkansas valley where they must face a foe that has sadly been used in a similar fashion in other scenarios, most notably in the excellent monograph, Machine Tractor Station Kharkov-37.
The last scenario in the book is “Time After Time” by the collection’s editor, Brian M Sammons. It opens in splendid fashion, with the players as FBI agents in 1954 sent in to a seaside town to deal with a Communist plot, before everything takes a turn for the weird. It is a pity that the paranoid muscularity of the opening scenes had to be ditched for the turn to take effect, but the characters have plenty of potential still as they explore their strange new environment. This scenario also provides a potential framework for all nine scenarios.
Strange Aeons II is a decently presented book. It needs an edit here and there, but the layout is clean and unfussy. David Lee Ingersoll’s cover is eye catching as is some of the internal artwork, though some of it is a little too dark and inconsistent in terms of tone and feel. That said, a thumbnail portrait of each of the pre-generated investigators in all nine scenarios would have been both useful too. The cartography also suffers from being too dark in places, but is otherwise well done, the best of it having an architectural feel.
Of course, the scenarios given in this collection need not quite be standalone affairs. There are Mythos entities aplenty who could pitch the investigators through time in space, having them bounce from scenario to scenario. Indeed, one of the scenarios actually hints at such a possibility. If the collection has a theme beyond that of “the Mythos through time on Earth,” it is “Melee versus the Mythos,” since few of the scenarios include the use of firearms, and where they do, such firearms are not capable of automatic or even semi-automatic fire.
All right, so Strange Aeons II is yet another collection and I have said in the past that something with more meat and depth to its bones is wanted, but in truth the diverse nature and the short length of the scenarios in Strange Aeons II means that it is relatively easy for a Keeper to pick one its nine to run. Quality varies between the scenarios and some are probably too obvious in their plotting and choice of Mythos threat for Call of Cthulhu veterans, but the better adventures are at their best when in exploring a well realised historical period they make you want to play in that time again. Certainly, the scenarios “Master Wu’s Marriage,” Children of a Starry Heaven,” “Cursed Be The City,” “They Did Not Think It Too Many,” and the start of “Time After Time” make me want to do that. It would be interesting to see these periods portrayed developed into something more, or at revisited in a third volume.
Overall, the better scenarios in Strange Aeons II: Nine Forays into Unusual Times & Places far outweigh the less interesting ones making this a worthwhile addition to your Call of Cthulhu library.
Three by Three
500 Word Review Two
...and not a codpiece in sight
I have already opined that the focus for the Old School Renaissance is perhaps a little too tight, upon iterations of the Dungeons & Dragons of any when from 1974 to 1981 and on the relatively few genres that appeared in roleplaying during that period over the limitless possibilities that we have been available since. So what this means is that we have fantasy roleplaying in form of Goblinoid Games’ Labyrinth Lord and Swords & Wizardry from Mythmere Games, plus the many other variants of Dungeons & Dragons, whilst Science Fiction is covered by Grey Area Games’ X-plorers: The role playing adventures of Galactic Troubleshooters! and the forthcoming revised Starships & Spacemen from Goblinoid Games, leaving Mutant Future – also from Goblinoid Games, to do does the weird post-apocalyptic setting we remember from Metamorphosis Alpha and Gamma World – both from TSR. All right, so this is a generalisation, but it does leave an awfully large and diverse number of genres yet to be explored in the retro fashion of the Old School Renaissance.
So Backswords & Bucklers: Adventuring in Gloriana’s Britain from the amusingly named British publisher, Tied to a Kite, is something of a curiosity as far as the Old School Renaissance is concerned. Powered by the same rules as to be found in Swords & Wizardry: Whitebox – available to download from here – and as its subtitle suggests, Backswords & Bucklers is a game set in Elizabethan England that is slightly more fantastic than our own. Not fantastic enough that it trips off into the faerie realms and back again – at least not in Book One: Basic Rules, the first book to be published, which only hints at the dangers of dark magic, with supplements to come set to cover the alchemical, the sorcerous, and the demonological arts in actual detail.
So the first question in any RPG is, “What can I play?” Backswords & Bucklers offers three classes, the Fighting Man, the Scoundrel, and the Cunning Man or Wise Woman. The first of these can be anything from hired muscle to professional soldier, whilst the second is more of a rogue, making his living any way other than what others would call honest toil. The last of the three classes is a country bred cross between an apothecary and a private eye, able to heal with his knowledge of herbs and chirurgy, but also able to find things through dowsing. The effects of both herbalism and chirurgy will vary from one Cunning Man to another, as a player is free to select from various choices as he gains levels. Of course, let us not forget the dangers of playing a Wise Woman – “And how do you know she’s a witch?”
The sample character is Edmond Treves, a ne’er do well who resides in Southwark. By night he is an actor, part of the company at the Globe theatre, but by day, he does odd jobs for Sidney Moulson, a local smuggler. This is always in the company of a strong arm called Harry Pleasance. Of the two, Harry is the brighter, but likes to keep this fact hidden. So when the two are together, Harry never speaks, except to whisper his thoughts into Edmond’s ear.
Edmond Treves
1st Level Scoundrel
Strength: 10 Dexterity: 13 Constitution: 9
Intelligence: 12 Wisdom: 14 Charisma: 15
Defence Rating: 10 Saving Throw: 14 Hit Points: 3
Class Abilities: Information Gathering, Picking Locks, Moving Silently
Equipment: Cloak, Clothing (including boots and hat), Satchel, eating knife, dagger, lock picks, broadsword; 1 Shilling
Harry Pleasance
Most of the time, a character can carry out such abilities without problem, but where it does matter, the referee decides on the chances of success to be rolled on a six-sided die. Combat of course, uses the standard twenty-sided die, but is slightly more complex than that of most “Edition Zero” RPGs in that it takes into account the type of damage, especially when “downright” blows are inflicted, which happens when someone runs out of Hit Points. Armour reduces damage whilst shields make an opponent more difficult to hit. As written, most weapons do just one six-sided die’s worth of damage per hit, but whether that is a straight die’s worth per hit or a number of dice equal to the success roll is unclear. It is probably the former as the latter seems like an awful lot, but even then, just rolling one die for each weapon’s damage is uninteresting, and this only looks all the more odd given that missile weapons do damage equal to a single six-sided die per level of the bowman, the pistoleer, or the musketman. So as everyone gains levels, they become deadlier shots, but not deadlier swordsmen, except for the Fighting Man who gains extra attacks per turn as he gains levels.
The reason for this is that attacks by missile weapons are one time, skill based attacks, whereas a melee presents multiple opportunities to successfully strike an opponent and inflict damage. This is a reasonable enough argument I suppose, but if every weapon inflicts just one die’s worth of damage, it not only makes them all a bit flavourless, with the only reasons for a player to choose one weapon over another is cost and the type of damage it does for “Downright Blows,” which are inflicted when an opponent is reduced to zero Hit Points.
The other odd issue is how the classes gain Experience Points. The Fighting Man gains his by fighting others. He does not have to defeat his foe, but if he wins, a Fighting Man gains double the Experience Points. In contrast, the Scoundrel gains them by expending money at a rate of five Experience Points per Penny spent, and the Cunning Man for helping others. These are a means by which the rules encourage or enforce roleplaying within the setting.
The last issue with the classes is the lack of choice within them. The Cunning Man does not suffer from this to the same extent, but the differences between one Scoundrel and another or one Fighting Man and another will entirely be down to the players rather than any mechanical element built into the rules. To be fair, this is an issue with any “Edition Zero,” but it would have been nice to have some means to differentiate between characters of the same class. One means for example, might have been to make the game’s weaponry more individual and more flavoursome, and were I to run Backswords & Bucklers this is something that I might do.
The “Edition Zero” game has any number of clichés, one of which is having a party assemble at “ye humble olde tavern” for a drink and a rumour prior to the start of their next dungeon delve. Backswords & Bucklers cuts out the delve and instead of the “Dungeon Bash,” has the “Tavern Trawl.” Actually, the rules for “Tavern Trawling” are a means by which a referee can create a base of operations for the player characters and using that generate rumours and employment for them. To that end, Basic Rules: Book One comes with a sample tavern, The Duck & Drake complete with clientele and rumours. The given sample adventure, “The Unfortunate Spaniard,” is more of a thumbnail than a full adventure.
Aside from the issues already raised, Backswords & Bucklers as seen in Basic Rules: Book One, suffers from several problems. The first of these is that the book lacks background. It needs to have more historical information than it does, necessary because not everyone is going to be familiar with the late Tudor period. Second, there is no referee or campaign advice on running the game beyond particular situations, such as combat. One combined effect of both of these is to leave the referee wondering what sort of tone the game should have. Should the tone be the tragic farce of Blackadder II? The romantic comedy of Shakespeare in Love? Or the high drama of Elizabeth? It does not help that the lack of a spellcasting class in the game also means that the magic is barely touched upon beyond listing some sample magic items that might be the subject of possible jobs to be found in the “Tavern Trawling” tables.
Physically, Book One: Basic Rules for Backswords & Bucklers: Adventuring in Gloriana’s Britain is reasonably laid out with suitable public domain artwork used well to break up the text. A slight edit is needed in places, but this a readable and easily used little book.
Ultimately and as given in Book One: Basic Rules, the real issue with Backswords & Bucklers is that it is too basic and does not really have enough information – it needs more of the Gloriana. There are issues with the rules too, mostly in terms of balance, between the classes and in the combat mechanics. Nevertheless, all of these issues can be fixed and the game is playable as is, should you so desire, especially when coupled with a knowledge of the period. It might not be perfect, but Backswords & Bucklers: Adventuring in Gloriana’s Britain is certainly playable and it shows promise aplenty. If Tied to a Kite can deliver on that promise with future supplements, it will have given the Old School Renaissance a solid little addition.
From One Path To Many
Can I Dice With Madness?
The latest game from Steve Jackson Games is insanely silly, and that is the point. Cthulhu Dice – or rather Cthulhu “Die” because you only get the single die, but then how can “Cthulhu Die” since he is both alien and immortal – is a dice game in which the aim is to drive your fellow servants of Cthulhu completely mad. It is a game about losing Sanity, sometimes gaining Sanity, and when the tentacles are really on the line, summoning Great Cthulhu himself. This is really bad for everyone!
Naughty Boys Before D-Day
Equine Dreams Are Bad Dreams
Who'd Be A Merchant Banker?
The pink-backed Asset Cards make up the largest deck and can be played either as Asset Cards or as Action Cards, but not both. All are marked with a monetary value – again in millions – with some marked as being cash or gold, or shares in arms, oil, or reconstruction companies. Primarily, such Asset Cards are lent out as Debt on Workforce Cards, but they can also be kept in a player’s Bank – represented by his hand of cards, or stashed away in his personal fortune – the point of the game. If an Asset Card can be played as an Action Card, it has some extra text to indicate what it can do. For example, “Portfolio Shake-Up” allows a player to rearrange all of his Assets lent to his Workforce, “Hedgefund” lets a player bet his Assets to gain more, whilst “Government Investigation” lets you pat another player down looking for hidden Assets that have been stashed away.





