Roleplaying Games


At the suggestion of Runeslinger over at Casting Shadows, who knows my fondness for the Victorian period, I got myself a copy of Triple Ace‘s Leagues of Adventure RPG (in pdf…I cannot speak to any printed version in this review.)

The book is well laid out, with mostly greyscale art, but a few color plates here and there by Chris Kuhlmann. the art quality is decent in comparison to most small game houses, and light years better than most of the old school art from the 1980s, but was a bit cartoony to my eye. The pages are double column with good font sizing and an ornate outer page bit of art.

The book is 246 pages, and uses the Ubitquity engine from Exile Games (the same as Hollow Earth Expedition.) the character archetypes, skills and traits, etc. have been updated for the Victorian speculative fiction of the setting. This isn’t the Shadowrun-in-Victorian-times of Victoriana or fantasy/”steampunk” (hate hate HATE term!) of Castle Falkenstein — Leagues of Adventure‘s pedigree is from Space: 1889. The basic rules mechanics are the same as HEX, the invention rules for Victorian superscience ripped from Secrets of the Surface World. If you knew enough about the period and had a copy of the original Space: 1889 book, you could have cobbled together something similar with a bit of work.

That said, this is a solid corebook for those who don’t know the other Victorian sci-fi games and want a rules set that is easy to learn, run, and does not veer too far from the actual history of the world of the 1800s. Bolting Space: 1889 or Victoriana or Falkenstein setting material onto LoA would be easy enough.

The writing is by Paul “Wiggy” Wade-Williams and is clear, well edited, and captures the flavor of the period. (I do wish gamers who dive into game production would steer clear of the gamer handle in their author attribution, but that’s me.) The equipment is period specific, well-done, and I suspect was the inestimable Colin Chapman, who has done sterling work with equipment write-ups and period factoids for the Hollow Earth Expedition bulletin boards. Daniel Potter — who has done layout work and editing for fan work we did on the Decipher Star Trek RPG is also involved in the production of the book.

For more information and review on the system mechanics, search the site for the Hollow Earth Expedition reviews. (The Ubiquity system was one I’d considered for my next Victorian period game, so a lot of the heavy lifting for the conversion from the 1930s to 1890s is done for me.)

Overall, the book is beautifully produced and the pdf has the appropriate chapter heading bookmarks to allow quick acquisition of rules, etc. (Although after the amazing job Margaret Weiss did with hyperlinking throughout the Marvel Heroic RPG, I find this admittedly good bookmarking lacking. But that’s me.) The writing is solid, the art good, and the editing near flawless. I think the world gazetteer for the book is on part with Hollow Earth Expedition and the addition of enemy and heroic “leagues” that you could join or fight helps set the stage for adventuring in the late 1800s.

Style: 4 out of 5. Substance 4 out of 5. It’s a better buy than the Savage Worlds Space: 1889 RPG, and I like it better than Victoriana (which I’ve written extensively for.)

The game prep did indeed lead to a fantastic session last night. The characters — Jack McMahon and Hannibal Drake have been tracking a lost Illuminati “treasure” they got a lead on through a journal sent by Jack’s uncle, now deceased, in London. They had been working with a Special Brank officer that was murdered by an Ariel Smythe — the lover of dead Uncle Mike, who claimed he was a British Union of Fascist agent. They were able to decipher some of the notes from teh journal and ascertain that the treasure was “safe in the house of the President.” Indicators led to Stratford Hall, the former seat of the Lee family. Violence and adventure ensued — see the older game report posts for more — but Ariel is kidnapped by German agents.

In the end of the previous session, the amateur historian and secretary of the society preserving the house pointed out that while Richard Hall was president of the Congressional Congress at the time, the president in the 1784 note that led them there, penned by Benjamin Franklin, held another hint to the location…Ben Franklin, following his stint as ambassador to France, was President of Pennsylvania!

With this information in hand, they raced back to Washington to link up with their private detective ally, Tom Steele, who was questioning other masonic brothers about the situation…until their tire blew out (was shot out) and their Chevy truck spun off the road, upside down, into a frozen pond!

The game started crisply: they both had 4N from the cold water, and within a few turns, Jack was in trouble with a series of bad rolls we interpreted as shock and Jack’s muscles seizing from the cold. They surface to a hail of gunfire from the shoreline, and returning fire is difficult from swimming in heavy clothing, darkness, the cold, and ammo going faulty from the water. Jack’s borrowed Luger is particularly having trouble, but Hannibal’s new S&W M1917 in .455 Webley is having a few failures, too.

They barely get to shore, to find Ariel has knocked out one of her captors — she looks to have been roughed up — and they escape in the Nazi’s Packard 120 (which had a heater!) In Washington, they find out the masons have explored the Franklin option — his house in Franklin Court is gone and there’s nothing in Independence Hall. Ariel slips off to help Jack recover by getting him a warm bath and is not there, once the Secret service turn up.

The characters are taken to 1600 Pennsylvania Avenue for a meeting with the president (a 32 Grand Master of the Order of DeMolay) and Joe Kennedy, among others. The president will make sure the charges in Manhattan and the ones in Maryland from their fight on the train go away…but they are now on Uncle Sam’s dime: find the treasure before the Nazis. While going over their evidence with the Brain Trust, they realize there is one house of Franklin’s still standing: 36 Craven Street in London, right in the shadow of Charing Cross Station! They also find out the Special Branch cop was on the up and up…but not Ariel. She is working with the Germans.

Ariel knows it, too. When they get back to the hotel, she drugs Jack to find out what he knows, but a judicious use of style points meant jack simply passes out under questioning. Ariel and the Nazis abscond. There’s not a moment to loose. While Steele heads to Philadelphia to check out the leads there (the player is going to absent for a while), Jack and Drake get hold of a Lockheed Electra and an army major pilot and do something only a dozen or so people have: a transatlantic flight from Nova Scotia to Ireland, then on to London. Lucky tests get them there with little effort.

In London, they find out 36 Craven is now an apartment…they can’t gain access easily. they hit the record office and ascertain that there is one spot, centered in a pentagram-like area of sewers, access tunnels, and flood water sluices, located between the Black and Red Lines of the Underground, that has been untouched by the continuous improvements of the area since the Embankment…

That night, they get in through an access door in the Charing Cross station and find a massive “well cap” — part of the flood drainage system that was built in 1775, if the bricks are to be believed. After some work, they get a secret door to open into the interior, which sounds like it had lower pressur than outside.

And that’s when a bunch of East-Ender sounding men led by a gent with a posh accent turn up.

Overall, play was fast, a little less action heavy, and the presidential cameo went over very well. I’m looking forward to the final episode of the adventure next week.

D’ja ever get that feeling, when putting together an adventure, that you’ve nailed it? That the evening is going to be a blast just by looking at your game prep notes?

That was me today working on the next two installments of the Hollow Earth Expedition campaign — in which the heroes are after a lost Illuminati treasure “in the House of the President.” It’s got excellent action sequences, a big cameo by an important couple of historical figures, and a harrowing exploit involving transatlantic flight — not yet commercialized outside of airships and still very very dangerous.

I can tell they’re going to be a blast.

That’s when all the research and planning is worth it.

Last night saw another episode of our Hollow Earth Expedition campaign. The characters have been searching for the lost Illuminati treasure that they have previously discovered had been entrusted to American Freemasons by members of the Areopagus, the governing body of the Illuminati prior to their disbanding by the various German countries in 1776. In a letter dated 1784 between Benjamin Franklin, then the outgoing ambassador to France, and Baron Krigge, Franklin confides that the treasure is “safe in the house of the President.”

Having done their research, they concluded this was the President of the Congressional Congress, Richard Lee of Virginia. They were interrupted by German agents — the first we’d seen them as they’d been using mobsters to do their dirty work in the other sessions — and in the fray they kidnaped a woman that had claimed to be the “friend” of character Jack MacMahon’s now-dead uncle (and man that sent them the journal that started the adventure).

Last night saw the crew skip Manhattan, despite having a grand jury appearance for “assault with a deadly weapon” and “attempted murder” hanging over their head (meaning they are now fugitives who have absconded across state lines…if they don’t get home in time.) They took the Pennsy Railroad’s Afternoon Congressional to Washington DC, and from there were driving a car they’d bought to Stratford Hall, home of Richard Lee and later Robert E Lee. However, more mooks boarded the train in Philadelphia and began surveilling them. The characters decided on a confrontation that led to a fight on the platforms between the train cars and the accidental breech of the hydraulic lines controlling the brakes.

They manage to find that the mooks were reporting to the Nazi agents already on the train (meaning the girl has talked, either willingly or under duress.) The fight that ensued involved a chase and fight on the top of the icy, wildly racing train, and a firefight in the baggage car of the train, before the bad guys cut the connection between the engine and the rest of the train. Now the characters have to flee before there’s any chance they are connected to two new dead bodies on the train.

Following this, they managed to gain transport from Baltimore, where the train had stopped to Washington in a cab. they then had to buy a car, cash, so they could get out to Stratford Hall. They were able to make contact with the Robert E Lee Memorial Society that owns the place and set a meeting with the president of the group. there they find out that no treasure was present, but one of the amateur historians of the group points out that there were more than one “president” in the United States at the time. One of those was Benjamin Franklin…in 1785, the president of Pennsylvania!

They left to pursue this lead, only to be intercepted by the Nazis, who caused them to crash their car into an icy pond… Cliffhanger!

The adventure ran quickly and smoothly, and I was glad that the red herring of the Lee home was followed. Next, they will have to race to Philadelphia and try to find the treasure. There’s a few problems that they will be running into…not the least being the Franklin home no longer exists.

Here’s a great article from FoxNews on the “Hump Airmen” — the guys that flew the “Skyway to Hell”  or “The Hump” — the route from Burma to Western China over the Himalayas to supply the Nationalists with supplies against the Japanese prior to and during World War II. These are the guys the Flying Tigers were often trying to protect.

It’s great pulp material that I was thinking of using for my China-oriented Hollow Earth Expedition…who knows? Maybe some of those planes found themselves somewhere else entirely…Shangri-la? The Inner World..?

From one of our readers, KJ, comes a James Bond RPG write-up for a few old friends from the 1980s:

THOMAS SULLIVAN MAGNUM IV

Thomas Sullivan Magnum IV was born August 8, 1945. Both his father and grandfather were naval officers and he was born in Detroit, but raised in the region of Tidewater, Virginia. In high school, his football team won a Virginia State football championship. Some members of his family, including his mother, still reside there. His father was a naval aiator killed in Korea. He attended the US Naval Academy in Annapolis and served until 1979 when he resigned his commission at the rank of lieutenant. He was a Vietnam veterean who married a Vietnamese-French woman and has one child, Lily, by her. He was also a POW during the war. He served in Naval Intelligence and with the SEALs.

He resided in Hawaii during the 1980s, living on the estate of Robin Masters, a famed author and playboy whom he assisted early in his career as a private investigator and took over “security” for the estate. He was later returned to duty with the Navy with the rank of commander.

STR: 8   DEX: 8   WIL: 9   PER: 9   INT: 10

HTHD: A   SPD: 2   STA: 28 hr   RUN/SWIM: 25 min   CARRY: 101-150

SKILLS: Charisma 6/15, Diving 7/15, Driving 7/15, Evasion 6/14, Fire Combat 3/11, Hand-to-Hand Combat 3/11, Local Customs 7/17, Lockpicking/Safecracking 10/18, Sixth Sense 1/10, Stealth 4/13

ABILITIES: Photography, First Aid, (Languages — Vietnamese, French)

FIELDS OF EXPERIENCE: American Football, Law, Military Science, Tennis

WEAKNESSES: Close Personal Ties

HT: 6’4″   WT: 205 lbs   AGE: 35 (at show start)   Appearance: Striking   Fame: 44

WEAPON: Colt Officer’s 1911A1 in 9mm

VEHICLE: Ferrari 308GTSi (Robin Master’s)

and…

JONATHAN QUAYLE HIGGINS

STR: 5   DEX; 7   WIL; 9   PER: 6   INT: 13

HTHD: A   SPD: 1   STA: 28 hrs   RUN/SWIM: 25 min   CARRY: 60-100

SKILLS: Charisma 5/14, Fire Combat 7/13, Hand-to-Hand Combat 5/10, Riding 2/9

FIELDS OF EXPERIENCE: Boardgames, Botany, Economics/Business, Fine Arts, International Law, Law, Medicine/Physiology, Military Science, POlitical Science, Rare Collectibles, Tennis

WEAKNESSES:

HT: 5’7″   WT: 165 LBS   AGE: 61, APPEARANCE: Normal, FAME: 103

WEAPON: Webley MK VI .455 9see Q Manual, this site.)

[Editorial Note: I pulled the background on Magnum from the notoriously unreliable Wikipedia, and it’s been a while since I’ve seen the show — I remembered him being a Naval Int guy, but not a SEAL; I suspect a later addition to the show’s canon. I think the stats adequately reflect the characters based on what I remember, but if Magnum had been a SEAL, he’s a bit lightweight.

Thanks again to KJ for his write up! I may have to write up a pair of cops from Miami from the same period of TV.

And, as always, the characters and material from Magnum PI are the property of Glen Larson Productions, Belisarius Productions, and Universal Television — no infringement is intended, nor profit rendered from this; it’s an homage…]

We had our first game session up in Santa Fe this weekend (also a good excuse to bust out the Triumph and ride the 65 miles) where, for once, I’m not the GM. This time would be Marvel Heroic Roleplaying, set in our “Liberty City” universe I “piloted” a few weeks back.

Our GM hadn’t run in a while, but he was able to handle the mechanics fairly deftly. This was fairly impressive, considering I thought the mechanics of the game were a bit overly complex at times — not the core mechanic, mind you, of putting together a dice pool based on the affiliation, distinction, possible power, and specialty for the NPC, or a simple “doom pool” of dice — but all the bits and bobs you can do with opportunities, etc. i think it takes a few sittings to really get the feel for the mechanics, but they do enhance play, as we’ll see.

Being a player is much easier, I found, although the other player was new to the system and was still a bit fuzzy on what he could do by the end of the session. The characters were my “Dark Mercy“, an Irish terrorist turning over a new leaf after finding the “Torc of Morrigan” (based on an old Shadowrun character.) The other was “El Gato” — a former barrio bruiser that was involved in some kind of high-science accident that turned him into a 3′ tall cat-man who is involved in the Superhuman Martial Arts League (SMA), where he is a popular minor fighter, whose style is more to confound and trip up his opponents, rather than using brute force.

We wound up in a New Orleans-esque suburb of Liberty City (why not!?!) where El Gato was staying while waiting for a fight and my character was hiding out and waiting bar at the hotel while trying to figure out what she was going to do with her life. During a blues concert, the hotel is invaded by what look to be a couple dozen zombies (the GM’s a big zombie fan…)

My character clears the bar by using her Chiappa Rhino, fired into the ceiling (and deafening the ultra-sensitive ears of El Gato.) Once the room has no innocents in the way, the pair go to work. First, my character laid hand on el Gato to heal the mental stress from the gunshot. He then decides to throw a fire extinguisher at the bad guys. I suggest we do this as a support action, as my character, seeing this, will blast the canister. After showing him how to put together the dice pool, he does a somersault over the bar and whips the extinguisher successfully, I asked if I could use that die, if I succeeded (and I did) to create an asset — an ABC powder cloud that would help protect us from being seen by the critters.

That put down about a quarter of the opposition. With no one to see what we’re about (my character is trying not to be spotted out as a super, which would draw the wrong attention from the LCPD), I once again touch EL Gato, “blessing” him with an effect die of d10…he’s got an extra d10 for the rest of the scene. this allows him to do a spectacular series of jumps and attacks. One thing I noticed is the system does tend to make you explain what you’re doing, so you can put together the right dice pool.

At this point, my character lights up her “Goddess of War” power set, uses a Sorcery Adept test and managed to get a d10 effect die — I’m created armor and a sword (one of her SFX.) El Gato’s style is to work with others, so I have him push a bunch of them to me. He does a test, using the maitre’d‘s podium, kicking it into the baddies, and providing me with a d6 temporary asset to add to my attack. A few more rounds went this way, but soon all the creatures were down.

The fight is fairly short by game standards, took about an hour to resolve. Once done, we had to investigate what had happened and found out a few zombies we had missed has stolen two artifacts from the hotel owner, a lady well connected in the neighborhood. Apparently, she had the whiskey bottle that killed Robert Jonhson, and the cane from another blues man, whose name is escaping me — both rumored to have made a deal with the devil to play the blues so well. If someone can get four of these artifacts together, they can allegedly summon up the devil. We get a name and possible location of someone who would know more…in the swamp outside town.

We were warned, however, to look out for the “Skunk Ape” (which led to a long, humorous bout of patter.)

That’s where we ended for the session. I truly enjoyed playing Marvel — maybe moreso than running it. It also showed the system is open enough to handle a wide array of style, from the police procedural wrapped in a superhero world that I ran, to the comic-horror adventure we played this weekend.

Furious pulp action at last night’s game session: The last episode of this “volume” Hannibal Drake and the Illuminati Treasure saw the heroes finding out Jack McMahon’s uncle had sent them a journal of his friend Lord Inversnaid to protect it from the Ahnenerbe, which had killed both Inversnaid and Uncle Mike in London. Mobsters from the 116th Street Crew of “Tirgger Mike” Coppola had trashed Jack’s apartment and shortly after they were contacts by private dick (that just never gets old) Tom Steele who is working with fellow Mason Deputy Inspector Nigel Moore of the Special Branch. We had left off with them recovering the book from the post office around the corner and mobsters attacking them from both directions.

The fight is immediate this session — a Ford Model C with four baddie, and a Chevy with another four block them at 86th and Central Park West. The fight included Jack doing a tackle though the open suicide doors in the back seat, knocking the mobsters for a loop. He shot up the Ford with a Chicago Typewriter taken from one mook. Tom Steele knocked a guy out with his Colt Detective, and Hannibla Drake dodged fisticuffs only to get clipped by a delivery truck on Central Park. Moore recovered the book and dashed for their escape into the subway.

On the subway platform, they see Moore get pushed into the path of an oncoming train by a female assailant who captured the book and manages to escape. Drake and McMahon get pinched by the cops, but Steele slips away, hits a street surgeon for the bullet wound he took to his leg, and locates the bird, who he heard ordering the mobsters around in an English accent, at the Waldorf-Astoria. He recovers the others after they are released on bail pending their grand jury hearing for assault with a deadly weapon, etc.

At the Waldorf, they surprise the girl and recover the book. they find out she is Ariel Smythe — friend to Uncle Mike (it’s implied a GOOD friend) whom she was assisting with his dealing in Spain (he was selling guns to Franco’s forces.) She is also a friend of the Inversnaid family and wanted to get the man who killed them — Moore — and return the book to the lord’s son. She is able to convince them enough that they don’t just plug her, but drag her along to the library at Columbia to research the book.

The notes relate that Baron Krigge of the Areopagus — the ruling committee of the Bavarina Illuminati — resolved to hide their treasure with their American Freemason cousins before the Hanovarian police shut them down. Letters between Krigge and Benjamin Franklin, then ambassador to France, show that the treasure was secured in the “House of the President”…but what president? They find out that the letter, dated 1784 from Philadelphia, suggests that it must have been the house of then-President of the Congressional Congress, Richard Lee — ancestor of Robert E Lee. Federal Hall is out; it was demolished for a customs house, then renamed Federal Hall as a museum. Could it be Stratford House in Virginia?

they are interrupted by Germans, who knock Jack out and capture Ariel. A shootout in the library after hours ensues and they escape with the girl. The heroes hide out in Hoboken at Hannibal’s mother’s house, then catch the Afternoon Congressional to Washington DC. Unbeknownst to them, the Nazis are along for the ride…

The big questions: Is Ariel everything she says she is? Was Moore the bad guy? How did the Nazis know to head to Washington (Ariel, of course, whether willingly or no…) What they don’t know — it’s a massive red herring. There were other presidents in the US at the time…including the President of Pennsylvania, about to take his position in 1785 after his tenure as ambassador of France.

But they’ll find this out next time.

Mark Meredith has an excellent fan site for the new MHR game here. There’s datafiles for heroes and villains, modular gear profiles and milestones for groups. It’s a must-stop for Marvel players.

After about a year, I’ve finally got the gaming group back to playing Hollow Earth Expedition. This time, the intrepid adventurers are returning home to New York CIty after their China adventures to sell the artifacts they’ve collected. We also introduced Tom Steele, private dick — a surprisingly fun character. He’s a former NYPD detective who is dying from emphysema (and doesn’t know, yet.)

The game started out with Steele doing a job for Ciro Terranova, the disgraced “Artichoke King” who is looking for juice to get back in charge of the 116th Street Crew that is now run by “Trigger Mike” Coppola for Luciano. He’s been hired to take pics of a city councilman engaging in the usual nasty sex-for-hire thing Steele deals with. Except the councilman is Trigger Mike’s guy. He is confronted by a couple of goons from the Mason Tenders 47 union, here to teach him a lesson, and it led to one of my dream fights — and didn’t disappoint!

Steele decides to crash through the one-way mirror above the councilman’s bed to avoid the 10lb. sledges that bad guys are wielding and manages to get a hold of one. That’s right, the scene I’ve wanted in an RPG since seeing Street of Fire all those years ago finally happened: sledgehammer fight! Steele has a bit of trouble due to his emphysema, but he managed to fight these guys down a set of stairs and into an alley before winning. It was fast, dangerous, and fun!

Then we cut to the arrival of Dr. Hannibal Drake and Jack MacMahon in NYC. There was some character stuff with Drake’s grad advisor/mentor, they drop off the mellified men they found, and stop by Jack’s apartment on Upper Park West…to find it being tossed by goons. There’s another great fight using the environment (something I liked seeing in Haywire [see today’s quick review]) with heavy glass ashtrays being used as bludgeoning weapons, Tiffany floot lamps, art deco metal naked lady table sculptures…it was funny and magnificent. We were off to a great start.

Steele gets hired by a limey, a Special Branch guy and fellow Mason. He needs help finding a journal of research from a murdered Scottihs lord, that Jack’s uncle Mike (also murdered for it) sent to the States. The British flatfoot knows it went to Jack. They link up with the other two characters right after the fight. The journal would have been mailed to his PO box nearby. They arrange to meet and retrieve it the next morning.

The English cop doesn’t know the full story, just that it has something to do with a missing Illuminati treasure from 1776 that was hidden in the United States. Drake is hooked! Jack is too; his uncle was murdered! Steele is a Mason and this involves the Brotherhood, so he’s in…

We ended there. Let the ride begin!

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