Monday, March 13, 2023

Pulp Fantasy Library: The Black Abbot of Puthuum

Many adjectives could be ascribed to the pulp fantasies of Clark Ashton Smith, but "heroic" is generally not among them. Yet, for all of its intimations of hidden horror and ancient secrets (to paraphrase H.P. Lovecraft's own assessment of the story), I cannot help but feel that "The Black Abbot of Puthuum" is a rare example of a largely heroic tale within Smith's canon. First published in the March 1936 issue of Weird Tales, the yarn belongs to the Zothique cycle, which chronicles the people and events of the last inhabited continent of Earth sometime in the distant future. As I've noted before, Zothique is one of my favorite imaginary settings, so it's always a pleasure to return to it in the Pulp Fantasy Lilbrary series.

The tale begins simply enough. A pair of mercenaries, Zobal the archer and Cushara the pike-bearer, are traveling as the bodyguards of Simban, the chief eunuch of King Hoaraph's harem. Together, they are making "a tedious journey through the tract known as Izdrel" in order to acquire "a young maiden of celestial beauty" rumored to dwell among the herders of the area. Zobal and Cushara, we are told,

had poured many a libation to their friendship in the sanguine liquors of Yoros and the blood of the kingdom's enemies. In that long and lusty amity, broken only by such passing quarrels as concerned the division of a wine-skin or the apportioning of a wench, they had served amid the soldiery of King Hoaraph for a strenuous decade. Savage warfare and wild, fantastic hazard had been their lot. The renown of their valor had drawn upon them, ultimately, the honor of Hoaraph's attention, and he had assigned them for duty among the picked warriors that guarded his palace in Faraad. And sometimes the twain were sent together on such missions as required no common hardihood and no disputable fealty to the king.

Perhaps it is the use of "the twain" above, but this introduction to Zobal and Cushara reminded me a little of Fritz Leiber's Fafhrd and the Gray Mouser, at least with regards to their friendship in arms. In any case, the trio make their way to the tribe of herders without any trouble. There, Simban sets about his business on behalf of the king.

Cushara and Zobal, on their part, were instantly smitten by the charms of the maiden, whose name was Rubalsa. She was slender and of queenly height, and her skin was pale as the petals of white poppies; and the undulant blackness of her heavy hair was full of sullen copper gleamings beneath the sun. While Simban haggled shrilly with the cronelike grandmother, the warriors eyed Rubalsa with circumspect ardor and addressed to her such gallantries as they deemed discreet within hearing of the eunuch.

Again, something about this passage brought to mind Leiber's heroes, but perhaps I am seeing something that's not really there. Regardless, Simban is successful in his endeavor and, having acquired Rubalsa, he and his two guards begin the journey back to the kingdom of Yoros. Their journey is interrupted by

a peculiar pitch-black darkness had covered a great portion of the sky and hills, obliterating them wholly. This darkness, which seemed due neither to cloud nor sandstorm, extended itself in a crescent on either hand, and came swiftly toward the travelers. In the course of a minute or less, it had blotted the pathway before and behind them like a black mist; and the two arcs of shadow, racing northward, had flowed together, immuring the party in a circle. The darkness then became stationary, its walls no more than a hundred feet away on every side. Sheer, impenetrable, it surrounded the wayfarers, leaving above them a clear space from which the sun still glared down, remote and small and discolored, as if seen from the bottom of a deep pit.

Zobal and Cushara believe the darkness to be "devilry" and fear the "pestilential mist." Nevertheless, they press forward, hoping that they might somehow outrun it or, if necessary, pass through it. Within the magical gloom, they hear "a horrible multitudinous clamor as of drums, trumpets, cymbals, jangling armor, jarring voices, and mailed feet that tramped to and fro on the stony ground with a mighty clangor" and they believe themselves beset by an enemy army. 

As "the terrain grew rougher and steeper" and twilight was soon upon them, the trio sees a cloaked figure approaching them, bearing a lit lantern, In the distance, behind the figure, they also see "a square dark mass ... [that] was evidently a large buildng with many windows." The figure soon reveals himself to be a large, dark-skinned man "garbed in the voluminous robe of saffron such as was worn by certain monkish orders, and crowned with the two-horned purple hat of an abbot." Seeing their surprise, the man introduces himself.

"I am Ujuk, abbot of the monastery of Puthuum," he said, in a thick voice of such extraordinary volume that it appeared almost to issue from the earth under his feet. "Methinks the night has overtaken you far from the route of travelers. I bid you welcome to our hospitality."

Ujuk then leads them back to his monastery, where he offers them food and drink – but partakes of neither himself. Though Zobal and Cushara assume that this is simply because the abbot has already eaten, they are also wary, all the more so when he seems to know who they are and what they are about.

"How far have we gone astray from the route to Faraad?" asked Simban.

"I do not consider that you have gone astray," rumbled Ujuk in his subterranean voice, "for your coming to Puthuum is most timely. We have few guests here, and we are loth to part with those who honor our hospitality."

"King Hoaraph will be impatient for our return with the girl," Simban quavered. "We must depart early tomorrow."

"Tomorrow is another matter," said Ujuk, in a tone half unctuous, half sinister. "Perhaps, by then, you will have forgotten this deplorable haste."

Upon hearing this, the two warriors become even more suspicious and choose not to partake of "the powerful ale of Puthuum," which both Simban and Rubalsa had drunk and which had quickly made them drowsy. Ujuk then offers them all beds in which to spend the night before bidding them good night and leaving them alone. 

As Smith baldly telegraphs, things are not right in the monastery and the abbot and his fellow monks do not have the best interest of these four travelers at heart when they offered them their hospitality. This is precisely the point when "The Black Abbot of Puthuum" takes a turn that differs from that of most CAS tales. Normally, one would expect a bleak, perhaps darkly humorous, ending; that is, after all, Smith's stock and trade. In this case, though, what we get in something that is genuinely heroic, as the two comrades in arms, Zobal the archer and Cushara the pike-bearer, work together to defeat the evil within the monastery, as well as to protect Rubalsa not merely from the terrors of the monastery but also her fate as another odalisque in King Hoaraph's harem. This is a fun pulp fantasy very much in the spirit of Leiber and is well worth a read.

Thursday, March 9, 2023

"Look, It's supposed to be a fantasy game, innit?"

Zhu Bajiee recently pointed me toward a television program called Tucker's Luck, which was broadcast on BBC Two between 1983 and 1985. At the beginning of the episode below (from December 3, 1985), there is a brief scene in which several of the character play what is obviously Dungeons & Dragons, complete with the AD&D Dungeon Masters Screen (Tramp's art is unmistakable). (Also of note is that the referee is played by Charley Boorman, son of John Boorman)
In general, the popular media has – and continues to be – terrible at portraying roleplaying games. There are a lot of reasons why this is the case, though the biggest reason is probably that, to outsiders, the whole endeavor appears boring, hence the perceived need to spice up the proceedings with lots of props that very few gamers actually use in real life. What's fascinating in the case of the episode above is that D&D plays only a very small role (no pun intended) in its overall plot and it's presented fairly accurately (albeit simply). I can't help but wonder why it is was included in the episode at all.

Friday, March 3, 2023

Bronze Anniversary

A constant theme of this blog since I returned to it in 2020 is the need for long campaigns. One of the reasons I've become so fixated on this particular point is my experience refereeing my House of Worms Empire of the Petal Throne campaign, which celebrates its eighth anniversary today. When I posted a call for players on Google+ all those years ago, I had no idea that it would last as long as it has. Nevertheless, I did hope that it might endure, since I do not begin any campaign lightly and indeed have come to be repulsed by the idea of "one shots" and "mini campaigns."

One of the most common topics of the emails I receive from readers concerns the "secret" of the longevity of the House of Worms. I struggle with answering this question, because I'm not sure there is a secret to the campaign's success. However, if pressed, I usually point to three "ingredients" that I genuinely believe have played a big role in keeping the dice rolling each week. The first – and most important in my opinion – are the players. I have seven regular players, each of whom brings something different to our virtual table, thereby helping to make it greater than the sum of its individual parts. One player is a mapmaker extraordinaire, another a wily schemer, and yet another a bold adventurer. I could go on, but my point is quite simple: the House of Worms campaign would be nothing without its players. Their imagination, creativity, skill, and dedication have ensured that we continue to have a lot of fun exploring Tékumel together.

Speaking of dedication, that's the second ingredient. This one is easy to overlook, because it seems so basic as to barely be worthy of comment. Yet, I can't stress enough how vital it is that we all show up each week. While there have been plenty of weeks over the years when we haven't played for one reason or another, we strive to play every week that we have sufficient players to do so (in general, I prefer we have five out of seven players, though we've sometimes played with fewer). The cumulative effect of this is momentum. Each session builds upon the one before it. As weeks become months and months years, the campaign acquires a mass that ensures that it keeps growing and changing – and entertaining us.

That brings us to the third ingredient: change. When the House of Worms began, the player characters were all 1st-level nobodies in the city of Sokátis, bossed around by their elders to do errands for their clan. Now, they are the Imperial-sanctioned rulers of a colonial outpost of Tsolyánu in a far-away land, making momentous decisions for themselves and indeed Tékumel itself. At each step in the characters' journey, the campaign has shifted and changed – from delving in the underworld to wilderness exploration to colonial governance to the present, when the PCs contend with gods and wrestle with the deeper mysteries of the setting. Though there is a strong thread of continuity between March 2015 and March 2023, there is also a great deal of change, which has kept things fresh for both myself and the players.

None of these ingredients alone would suffice to keep the campaign going after eight years. Together they combine in ways that continue to surprise and delight both myself and the players, which is what any good RPG campaign should do. I make no predictions on how long House of Worms will continue. A couple of times in the past I briefly thought the campaign was running low of "fuel" and might finally end, but I was mistaken in this. At the moment, events have shifted toward some new problems and a new phase of the campaign seems to have begun. This has once again injected more energy into our sessions and I don't see an obvious end in sight – but who knows? After eight years, the campaign has a life of its own and it will do what it wishes. I'm simply grateful to be along for the ride, however long it lasts. 

Thursday, March 2, 2023

Fantasy Comes Alive

In my post about issue #67 of White Dwarf, I noted that editor Ian Livingstone boasts about the gains the UK hobby industry had made by the mid-1980s. I also noted that there's quite a bit of truth in what he says. In evidence, there's this advertisement, which appears on the back cover of the issue.

The history of licensed Dungeons & Dragons miniatures is a vast topic in and of itself and one someone with more knowledge than myself really ought to write. Nevertheless, I think the brief eighteen-month period, starting in 1985, when Games Workshop's subsidiary, Citadel Miniatures, held the official D&D miniatures license is an episode well worth examining. 

Citadel acquired the licensed immediately after the disastrous two-year period during which TSR made a go at making its own minis. I owned a couple of the TSR boxed sets – one for AD&D and another for Star Frontiers – and can attest to their poor quality. Perhaps they were better received elsewhere, but, among my circle of friends, I think I was the only one who ever bought them and, after a few desultory attempts to paint some of them, they went back in my closet, never to be looked at, let alone used. 

It's a testament to the rising power of Games Workshop – and Warhammer Fantasy Battle – that TSR would turn to Citadel to manufacture its miniatures in the aftermath of their own failure in the minis market. From what I gather, these figures were quite good and were notable for, among other things, introducing three-stage player character sculpts, one each for the low, mid, and high levels. Unfortunately, I don't think I ever saw them outside of advertisements; the brief lifespan of the line probably didn't help.

If you owned or made use of the Citadel D&D miniatures, I'd love to read about your memories and impressions of them,

Wednesday, March 1, 2023

Retrospective: Danger at Dunwater

Released in 1982, Danger at Dunwater is the sequel to The Sinister Secret of Saltmarsh and the middle adventure in the trilogy of U-series modules. Indeed, action picks up almost immediately after the events of its predecessor, which makes it quite easy to use at the table. Equally significant is that the module encourages and rewards thoughtful play, just as Saltmarsh did. Writer Dave J. Browne (with assistance from Don Turnbull) is to be commended for having penned another module that is quite unlike anything else being produced for AD&D at the time. The praise that this series of modules has thus received over the years is, in my opinion, quite well deserved.

Danger at Dunwater hinges on some curious clues discovered during the course of the previous adventure. While tangling with the smugglers besetting the town of Saltmarsh, the player characters discover evidence that, in addition to their other illicit activities, the smugglers were selling arms and armor to lizard men. The characters even uncover a map that indicates the location of the lizard men's settlement. Once Saltmarsh's ruling council learns of this information, they become alarmed, assuming that the lizard men, whose settlement is located at the nearby Dunwater River, are preparing to march against them. Alarmed, they ask the PCs to investigate the truth of this and, if necessary, deal with the looming threat to Saltmarsh.

What then follows is a short trek through the marshland in and around the Dunwater, where a few low-level threats lurk, such as giant snakes and bullywugs. However, the bulk of the adventure takes place within the lizard men's fortress. There, the characters encounter a lot of lizard men, who are quite prepared to defend their lair. Among them, the characters also find females and children, in keeping with the generally naturalistic tone of the U-series modules. Of course, this fact might also prick the consciences of all but the most bloodthirsty adventurers – and it is, in fact, supposed to do so. 

The central "trick" of Danger at Dunwater is portraying the lizard men not as monsters but as intelligent beings with whom the player characters might parley and from whom they might learn something. If they undertake this course of action, the PCs soon realize that the situation is not as the people of Saltmarsh fear. Yes, the lizard men are arming themselves in preparation for war, but it is not a war against the people of the village. The only reason the lizard men are now occupying this fortress is because they have been driven out of their original home by the evil sahuagin. Now, the lizard men are forming an alliance with other coastal and sea-dwelling races to launch an attack against the sahuagin and reclaim their homes.

This is certainly an unexpected turn of events, or so I recall finding it in 1982. At its start, Danger at Dunwater looks to be yet another low-level module where the characters are tasked with eliminating the encroachment of human lands by monstrous humanoids, as in The Keep on the Borderlands. In reality, it's something quite different, as a conversation with the lizard man chief and his aged advisor soon makes clear. The lizard men originally did not believe humans would be much use in their fight against the sahuagin. After seeing their effectiveness in battle firsthand, perhaps an alliance with them as well might be in order, thereby setting up the action of the third module in the series. Before that can happen, though, the characters must turn over any treasure they took from the lizard men and pay weregild for any lizard men they slew before realizing the truth. How's that for unexpected?

Like The Sinister Secret of Saltmarsh, Danger at Dunwater is a module that turns many Dungeons & Dragons adventure assumptions on their heads. The result can be satisfying, but, even more so than its predecessor, the success of this adventure depends on how quickly the characters recognize that things are not at all what they seem. It's also possible that some players might feel cheated by having the metaphorical rug pulled out from under them, not to mention the loss of treasure (and money) to assure a positive outcome for Saltmarsh. I think that's certainly fair, though it's been my experience that most players enjoy being surprised and Danger at Dunwater offers that in spades.

Tuesday, February 28, 2023

White Dwarf: Issue #67

Issue #67 of White Dwarf (July 1985) is one I remember very well, largely for a single article with which I became quite enamored after having read it at the time (more on that soon). Featuring a cover by Mark Bromley, this issue is also fixed in my memory because it was the last issue I received by subscription. I still continued to read the magazine for some time after this, but I never again had a subscription to it. Precisely why I ended my subscription I can't recall; it may have been simple laziness on my part. 

Ian Livingstone's editorial notes that, "after nearly ten years of running a poor second to the USA in the creation of fantasy games ... Britain is quickly catching up." Though intended as a boast – and a bit of self-promotional for Games Workshop's products – there's a great deal of truth in this. By the mid-1980s, the industry leader, TSR, felt like a spent force, even to a fanboy such as I. No other American company ever achieved the same level of success or reach until the '90s, leaving an opening for a new top dog. Warhammer, still on the rise at the time, would soon become the juggernaut it remains today. 

The issue's articles begin with the cleverly named "Haunters of the Dark" by Graeme Davis. Over the course of three densely-packed pages, Davis offers up rules and ideas for handling ghosts in Call of Cthulhu. This is the article that made the issue for me in my youth, as I was much impressed not only with the content of the article itself but the possibilities it opened up. In my teen years, CoC was my go-to game for horror. While the game provided some support for non-Mythos adversaries, that was never the focus of the game. This article was a step toward correcting that and I adored it. 

"Open Box" opens with a very fair but largely negative review of Pacesetter's Star Ace (5 out of 10), a science fiction game whose mix of ideas never managed to gel. Also reviewed is Monster Coliseum for the Avalon Hill edition of RuneQuest, which fares only slightly better (6 out of 10). Finally, there are reviews for three Dragonlance modules: Dragons of Flame (7 out of 10), Dragons of Hope (8 out of 10), and Dragons of Desolation (9 out of 10). In retrospect, it's quite fascinating to be reminded of just how well received Dragonlance was at the time. While the reviews here are not wholly without criticisms, the overall tone is positive. Though I remain convinced that, on balance, Dragonlance was a net negative for the development of D&D, there really was a hunger at the time for what the Hickman Revolution was offering.

Dave Langford's "Critical Mass" laments the pace at which fantasy and science fiction books are being published – and his own inability to keep pace with reviewing them. Consequently, he decides not even to try, focusing instead on longer reviews of fewer books than one lots of rapid fire bullet point reviews of everything that comes across his desk. Even so, Langford still manages to review slightly more than a half-dozen books in this month's column, which is nothing to sneeze at. The standout is his review of Brian Aldiss's Helliconia Summer, the final book in what Langford calls "an impressive trilogy." I couldn't agree more.

"Loam Wolves" by Barry Atkins is a fun little article that introduces "barbarian" magic to replace standard battle magic in RuneQuest. As its title suggests, the magic takes the form of runes drawn with moist earth upon the body of a barbarian, imbuing him with certain powers for a duration of time. While not mind-blowing by any means, it's a solid, flavorful article of the sort I generally like. "Peking Duck" by Phil Masters is a superhero brawl set in and around a Chinese restaurant, the Fo Yen Wok. Statted for both Champions and Golden Heroes, the article is also notable for the appearance of yet more terrible graphic design choices by the White Dwarf staff. Behold!

"Worldly Wiles" by Anna Price discusses "social customs in Traveller." It's a fairly innocuous examination of how to flesh out the societies and cultures of new worlds by reference to history and science fiction literature – nothing special. "A Murder at Flaxton" by Michael Heaton, meanwhile, is much more interesting. It's a low-level AD&D scenario set in a seaside town beset by smugglers and slavers, filled with lots of hidden secrets and memorable NPCs. Though the situation presented in the scenario is far from innovative, Heaton handles it well. I think it could serve as an enjoyable kick-off of a new campaign.

"Parlour Game" by Stephen Dudley is a terrific article on a topic I loathe: spiders. The article provides lots of information about the hunting practices of spiders, as well as their use of webs to achieve similar goals. Obviously, not every referee will care about this sort of thing, but, in an adventure that heavily features eight-legged baddies, the additional detail might well be useful. "The Vivimancer" by Steve Palmer introduces a strange new "monster," a bodhisattva-like being returned to the land of the living after death to aid "goodly characters in their struggle against evil." The vivimancer is a powerful healer and foe of undead, demons, and devils. As presented, I suppose it'd be useful as an ally to the PCs rather than as a front-line combatant, which I don't mind (too much).

"The Magic Frame" by Joe Dever and Gary Chalk discusses the ins and outs of photographing miniatures. Specifically, the article talks about the best kinds of cameras and equipment for doing so, which is a topic I'd never really considered before. "Traveling Light" describes a collection of special magical and mundane backpacks, like messenger packs, which teleport items from one backpack to another to which it is connected. I appreciate minor magical items of this sort. The issue also includes further installments of "Thrud the Barbarian," "Gobbledigook," and "The Travellers," as usual. The last one is noteworthy this month, because it not only concludes a long-running storyline, it also does so by recourse to a random dice roll à la 76 Patrons.

As I said at the beginning of this post, this is an issue I remember well. The issues that follow are hazier in my memory, so it will be fascinating to re-read them. I wonder how much of their content will seem genuinely new to me and how much I'll begin to recall once I've had the chance to peruse them again. 

Monday, February 27, 2023

The Long Haul

I ended my recent review of The Spinward Extents for the Mongoose edition of Traveller by noting that reading the book "left me wanting to start a campaign in this region of space" and I meant that. Over the past few days, I've felt a powerful lust for doing just this. It's a feeling I haven't felt in a while, in large part, I imagine, because I'm already refereeing two ongoing campaigns: House of Worms for Empire of the Petal Throne and Barrett's Raiders for Twilight: 2000. Though I don't post about them all that often, they're both going strong and I don't anticipate either one of them ending anytime soon. 

It's been general experience that having an ongoing, regularly-played – preferably weekly – campaign is a surefire inoculation against the ravages of "gamer attention deficit disorder."  For as long as I've been involved in the hobby, gamer ADD has been a great scourge, one that's only become more insidious as the number of roleplaying games available has increased. In my youth, there were only so many RPGs and thus the temptation to abandon one and pick up another was not as great as today. The present age, though, is blessed (or cursed, depending on your point of view) with a surfeit of RPGs about every conceivable subject matter, thereby increasing the temptation to take up with one of them, despite already playing another.

I've mentioned this desire to start up a Traveller campaign to others and they've been little help in steeling my resolve against it. "Go for it," they say, "you've got the time to referee another campaign, don't you?" Others tell me, "Traveller is your favorite RPG. Why wouldn't you want to start up a campaign? It'll be fun." This is all true. I do love Traveller and I do have the time. Despite this, my will is unyielding, my resistance remains strong and for a very simple reason: I initiate every campaign with the expectation that it will last for years. If I don't feel confident that I can achieve that, I don't see much point in refereeing.

I am very committed to long campaigns. Certainly, not all of my campaigns have succeeded in lasting multiple years and indeed many of them have not lasted even a single year. Yet, that remains my ideal, the thing I hope for every time I decide to invite people to join me in playing a RPG. Anything less than that feels frivolous and simply not worth my time. I'm of an age where I have no interest in flitting like a butterfly from one game to the next. I want to put a campaign properly through its paces, exploring every inch of it with my players and, in my opinion, that can only be done by devoting years to the endeavor. Anything less holds little appeal to me.

Refereeing a long campaign lasting years isn't something one can do casually. It demands not just time but dedication on the part of both the referee and the players. This is, in my experience, not always easy, especially at this present moment in history when distractions abound and compete for our attention. The perseverance required to stick with a single RPG and play it loyally sometimes seems to be in short supply. This is why I considered myself particularly blessed in having not one but two groups of players who show up week after week to play in my campaigns (though there is, to be fair, considerable overlap between the two groups). 

So, for the time being, refereeing a Traveller campaign will have to wait – and that's fine.

Pulp Fantasy Gallery: Hiero's Journey

Since this will likely be the last Pulp Fantasy Gallery post for a while, I thought I'd change things up a bit and go for something a little different this week. Sterling Lanier's 1973 novel, Hiero's Journey, is a work of post-apocalyptic science fantasy of which I am very fond. It also enjoys the unique distinction of being mentioned by name in both Gary Gygax's Appendix N and Tom Wham and Timothy Jones's foreword to the first edition of Gamma World. 

While I'll have a lot more to say about Gamma World over the course of the next week or so, right now I want to focus only on the cover illustrations to Hiero's Journey. Here's the original one, from a hardcover published by Chilton with artwork by Jack Freas. The cover would be re-used for a 1975 hardcover from Sidgwick & Jackson.

The following year, Bantam released a paperback edition as part of its "Frederik Pohl Selection" series. The cover artist is unknown.
1976 saw the arrival of yet another paperback, this time from Panther, with art by Gino D'Achille. This is the first cover that clearly depicts something from the novel. Note, too, the cover blurb invoking The Lord of the Rings, which, by this time, had become the gold standard for the broader "fantasy" genre.
Del Rey/Ballantine's 1983 edition is the one I owned as a kid. The cover is especially memorable to me, thanks to the artwork of Darrell K. Sweet. This cover would be re-used several times over the course of the next decade.
Thanks to the Science Fiction Book Club, the novel gets a new cover by Kevin Johnson in 1984.
A new Panther edition appeared in 1985, with yet another cover by Gino D'Achille, making him the only artist to illustrate the novel twice. Interestingly, his second cover looks to be a variation on the scene depicted on the 1976 edition.

Saturday, February 25, 2023

Battleground

Though I am fairly certain I'd seen this before – indeed I had to check the archive of this blog to be sure I'd not posted on it long ago – a close friend of mine recently pointed me toward this series of videos that present episodes from the 1978 UK television program, Battleground. Each episode focuses on a different battle, such as the Battle of Edgehill from the English Civil War, the Battle of Waterloo from the Napoleonic Wars, or the Battle of Gettysburg from the US Civil War, and then shows a tabletop miniatures version of that battle as played out by two opponents.

The episodes are weirdly engrossing, particularly to someone such as myself, whose direct experience of miniatures wargaming is very limited. They all include a historical overview of the battle in question by the show's presenter, Ed Woodward, followed by the wargame proper. Though the quality of the posted videos is not high, you can nevertheless appreciate how much work went into the terrain and the miniatures used in them. Frankly, watching videos like this makes me wish I had the time, space, and money to devote myself to the hobby, because it looks like a lot of fun.

Anyway, take a look at Woodward's introduction to the series. It's short, very charming, and gives a good sense of the general tenor of the entire series. If you like it, you can then watch whole episodes, using the link above.

Friday, February 24, 2023

REVIEW: The Spinward Extents

When it comes to Traveller, my preference these days is for what has come to be called "classic" Traveller – GDW's game of science fiction adventure in the far future as published between the years 1977 and 1986. This is the period during which I first became acquainted with the game, so my preference is at least partly born out of nostalgia for those heady days of my youth. At the same time, I also have a genuine philosophical preference for the earliest iteration of Traveller, as I think it's the most elegant and easy-to-use of all editions of the game. Like OD&D, which preceded it by only three years, I find classic Traveller a great foundation on which to build freewheeling and enjoyable SF RPG campaigns.

Because classic Traveller is no longer in print – though you can purchase PDFs (and some POD books) of its entire run through DriveThruRPG – it's not necessarily the best choice for enticing newcomers to take a look at the game. Fortunately, Mongoose Publishing has been producing a new, very playable edition of Traveller since 2008. Though it's not my preferred version, I nevertheless enjoy it and am, in fact, currently playing in a campaign that uses its rules. Currently in its second, revised edition, Mongoose Traveller (as it is sometimes known) is probably the best edition and most accessible version of the game since classic, thanks in no small part to its continued support in the form of supplements and adventures.

One of its most recent supplements is The Spinward Extents, a massive, 368-page hardcover book devoted to describing the disputed border region between the Third Imperium, the Zhodani Consulate, the Aslan Hierate and the Vargr. Given my avowed love of frontiers, this is like catnip to me. The fact that the tome also updates and expands upon the old Paranoia Press sectors, the Beyond and the Vanguard Reaches, only added to its appeal. The Paranoia Press sectors long had a reputation among Traveller fans for being a bit wilder and woollier than the more sober and even staid tone of GDW's own pre-generated sectors. I was thus intensely curious to see what Mongoose had decided to do with them, hoping that they might find a way to keep the reckless inventiveness of the original material while squaring it better with the overall tenor of the Third Imperium setting.

I am very pleased to say that my hopes were largely fulfilled. Though not without flaws, The Spinward Extents is a fine supplement, providing the referee everything he needs in order to run many adventures and indeed entire campaigns in the Beyond and Vanguard Reaches sectors. Before discussing the meat of the book itself, I'd like to write briefly about its physical qualities. As I already noted, the book is big, perhaps a little too big in my opinion. The book's size makes it a little unwieldy as a reference book, particularly given that its index cursory and its table of contents non-existent. This makes finding specific information within its nearly-400 pages difficult at times, though not impossibly so.

The Spinward Extents is full-color throughout, in very stark contrast to the restrained, mostly black and white interiors of classic Traveller materials. That said, the layout is clean and legible. Illustrations of varying quality abound, most of them depicting sophonts, planetscapes, and new starships. Each of these starships also gets deckplans, which are generally serviceable, though rarely as attractive as those of GDW's heyday. The same is true of the sector and subsector maps, which are much "busier" than I'd prefer. Speaking of which, the book also includes two poster-sized maps of the Beyond and the Vanguard Reaches. Despite my qualms about the esthetics of their presentation, they do a very good job of providing a macro-view of the region's sectors.

As one might expect, the book is divided roughly into two parts, with each half devoted to one sector. Each half uses a similar format, starting with a brief introduction, followed by a historical timeline of important events, and then descriptions of the major interstellar states within the sector. One of the main attractions of a region of space like this is its political diversity (and instability) compared to the sclerotic Imperium. Many government descriptions also include starship designs unique to their forces, along with game stats and the aforementioned illustrations and deckplans. Non-governmental organizations (and their starships and special equipment) also receive descriptions, as do non-human sophonts. 

Each of the sectors' sixteen subsectors gets several pages devoted to it, starting with an overview and a listing of its Universal World Profiles, the string of letters and numbers that describe a star system's primary inhabited body (planet or asteroid belt). Between three and six worlds are singled out for additional detail, in order to give some sense of the flavor of each subsector. In some cases, a world description might include additional game-related material, like a mapped location, an animal native to it, or yet more unique starships – there are a lot of new starships in this book. The material in the subsector write-ups forms the bulk of The Spinward Extents and is quite varied, giving players and referees alike plenty of ideas for characters and scenarios. All in all, it's reasonably well done.

As I said earlier in this review, my hopes for The Spinward Extents were largely fulfilled and that's no mean feat. I am a diehard Traveller fan of long standing, who knows the Third Imperium setting like the back of my hand. I am thus the proverbial tough audience for products like this and my complaints are mostly quibbles about esthetic choices. Reading this book left me wanting to start a campaign in this region of space, since it offered me plenty of little seeds that I could easily imagine flowering into exciting science fiction adventures. Even more, I found myself interested in Mongoose's other supplements, something I never expected to happen. In the end, I suppose that's the highest recommendation of all.