GHR: Animonde

Games Half Remembered is an occasional series about old games. Some of these games I have played, others I have merely admired, but all of them have stuck in my memory for one reason or another.  The rest of the series can be found here.

Animonde was first published in 1988 and was the second RPG to be created by the legendary French game designer Croc. Animonde was originally self-published in the form of an 88-page booklet, which was soon followed by a supplement describing the game world and a collection of pre-written adventures. An attempt was made in the mid-to-late 2000s to produce a second edition but this soon fell by the way-side.

While Croc’s first RPG (Bitume) was an enormously cynical and violent post-apocalyptic game that is best described as what if Fallout and Mad Max hooked up and had a really sarcastic Gitanes-smoking French kid, his second game demonstrated an aesthetic reversal so radical that its basic ideas have yet to be fully understood or processed. Even in an age where itch.io is bursting at the seams with soft, smol bean, queer-friendly indie games about finding love and found family, Animonde still has the power to surprise and delight.

Continue reading →

REVIEW: Stealing Cthulhu by Graham Walmsley

First published in 2011, Stealing Cthulhu is a guide that teaches you to produce Lovecraftian narratives by breaking down Lovecraft’s short stories and re-mixing the component parts. Written by Graham Walmsley author of well-received Call of Cthulhu-clone Cthulhu Dark as well as a number of books for Pelgrane Press’ Trail of Cthulhu and a book about how to improvise as a GM, Stealing Cthulhu is aimed quite squarely at the RPG market and therein lays both its utility and its limitations.

Continue reading →

REVIEW: Keeper Reflections – Call of Cthulhu Campaigning by Michael Fryda

The more time I spend reviewing RPGs and RPG-related products, the more I am convinced that roleplaying is primarily an oral culture.

The problem is not just that RPG texts tend to be quite poor at articulating how it is that specific games are supposed to be played, it’s also that most people’s first contact with a new game is to sit down at a table and go with the flow. This results in a degree of cultural conservatism that goes some way to explaining a lot of the backlash against both non-traditional indie RPGs and more recent attempts by RPG culture to address not only toxic power-dynamics but also the questionable politics of some RPG texts.

It’s not that people necessarily think that GMs should have more power than players or that marginalised people should pull themselves together and stop complaining, it’s more that people aren’t used to asking questions and once questions are asked, they lack a theoretical vocabulary with which to respond.

Chaosium’s Call of Cthulhu is a game with a remarkably conservative (some might even say stagnant) playing culture. Despite producing seven different editions in over forty years, Chaosium have never shown much interest in re-examining any of the game’s core concepts and any supplements the company produces for the game tend to be either re-editions of existing books or variations on existing themes. Tinker, tinker, but never fix.

While some might argue that the recent explosion in the number of Lovecraft-inspired investigative horror games is a reflection of the dubious ethics of previous Chaosium management teams, I suspect that some of it is simply down to the fact that while people love the idea of Call of Cthulhu, Chaosium’s Call of Cthulhu is starting to show its age and would benefit from a bit of a re-think.

One area in grave need of some fresh thinking is the question of what a Call of Cthulhu campaign is actually supposed to look like. Regardless of the edition, people know what a Dungeons & Dragons campaign is supposed to look like and the cycle that has you learning your character, acquiring XPs, and improving your character before going back to learning your character has proved remarkably robust. So… given that Call of Cthulhu is now over forty years old, what is a Call of Cthulhu campaign supposed to look like?

A while ago, I wrote a piece about what I called the ‘Standard Model’ of Call of Cthulhu and how Chaosium’s vision of a Call of Cthulhu campaign is for you to play a brilliantly simple scenario called “The Haunting” and then move on to these vast and hugely expensive globe-trotting meat-grinder campaigns that are difficult to run even for experienced GMs with devoted groups of players. For a long time, the only alternative to the Standard Model of Call of Cthulhu was to play self-contained stand-alone scenarios with pre-rolled player characters. A tacit acceptance that Call of Cthulhu is primarily a game you play as a special event or as part of a break from your regular campaign.

To their credit, Chaosium have been trying to address this problem by drifting away from their traditional ‘Rough guide to 1920s New York’ style of setting book and putting out a load of sourcebooks that present themselves as settings but are actually better understood as short campaigns with some additional setting and character-creation material.

The second you move beyond the adventures provided in the books, you run into the same question that Call of Cthulhu has always faced: What does a home-made Call of Cthulhu campaign actually look like?

Michael Fryda has published a handful of Call of Cthulhu adventures and runs the Youtube channel RPG Imaginings. He has also run a Call of Cthulhu campaign that lasted over fifty sessions and Keeper Reflections: Call of Cthulhu Campaigning is an attempt to explain how he did it by codifying and unpacking some of the lessons he learned and the changes he made. Though somewhat uneven and in need of some external editing, the lessons, advice, and ideas contained in this document are streets ahead of anything you will find in the seventh edition core rulebooks.

Continue reading →

REVIEW: Scream of the Mandrake

It is interesting to note that the overwhelming majority of Call of Cthulhu adventures tend to fall into one of two camps: Either they are vast sprawling campaigns that will take years to complete, or they are stand-alone adventures with settings so precise that it is all but impossible to fold them into any kind of on-going campaign.

This is because the nature of available Call of Cthulhu adventures is shaped by the market and the market is informed by the reasons for people buying Call of Cthulhu adventures in the first place. In truth, if you are in the market for Call of  Cthulhu adventures then you are either looking to pay top-dollar for a luxury product produced by Chaosium, or you are looking for a single-session adventure that you might be able to squeeze into a break between D&D campaigns.

While I have gone back-and-forth on their product a few times, I think it’s fair to say that Type40 are in the business of publishing terrible adventures with really good production values. If you buy a Type40 product, you will get some really good hand-outs, some pre-generated characters, a more-or-less evocative idea for a scenario, and very little else. Sure… there’s usually a basic plot and writer Allan Carey might come up with an interesting puzzle or set-piece but there’s usually no real plot and most ‘adventures’ amount to little more than an initial set up, a dramatic conclusion, and a few notes to help you guide your party from Step A to Step B. It’s shitty, it’s lazy, it’s grotesquely over-priced, and it’s utterly devoid of anything approaching creative ambition, but it is accessible and therein lays the rub.

Continue reading →

REVIEW: Vaesen – Mythic Britain and Ireland

Back in October 2022 I arrived late for a party. After falling out of a taxi with a bottle of vodka in hand, I ventured into the universal love fest that was the critical reaction to Free League’s Vaesen and announced ‘Eh… not for me’.

Vaesen is one of the most disappointing RPGs I have ever purchased… The problem was that I loved almost everything about it: I loved Johan Egerkrans’ quirky and humane artwork, I loved the production quality of the book itself, I loved the idea of a game set in 19th Century Scandinavia, I loved the elements of base-building that come from having you level-up the group’s headquarters alongside their characters, and I loved the idea of a game that was about industrialisation and the conflict between modernity and tradition.

While I loved all of these things, I loved the last of them the most and that is where I felt that Vaesen let me down. Just as Vampire the Masquerade was a combat-heavy urban fantasy supers game that presented itself as an introspective gothic story-telling RPG, Vaesen presents itself as a meditation on tradition, change, and the growing pangs of modernity but in reality it’s a game about travelling to the countryside in order to hunt and kill fairies.

Both games are examples of what people in video-games studies used to refer to as ‘Ludonarrative Dissonance’: That is to say that there is a tension between the narrative told through the game’s story and the narrative that is told through the actual gameplay.

The dissonance in Vampire the Masquerade was born of market forces: The intent may have been to produce a game about exploring transgressive desires and the limits of humanity but the punters wanted books with lists of magical powers and so the minor dissonance of the original rule-set slowly grew into an unceasing howl of discord between what the game professed to be about and what it actually was about. Vaesen’s problem is born not of market forces but of a failure to do the work required to produce a game that engages with its intended themes.

Vaesen’s problem is that it has a great set of themes but it has no system for dealing with the conflicts that arise from those themes. Vaesen’s story is all about trying to resolve the conflict between modernity and tradition but the only relevant rules for conflict-resolution are some hand-wavy stuff about rituals and a combat system. So while the game may profess to be about the growing pangs of modernity it is actually a game about Swedish people murdering fairies in order to make the world safe for commercial farming and strip-mining. Had the game included some rules for resolving conflicts through any means other than conflict then it might have been true to its bittersweet themes but instead the game is nothing more than a series of bug-hunts. This lack of thematically appropriate conflict-resolution rules could have been ameliorated with solid advice on adventure design and tonal control but the GMs advice and most commercially-published adventures all point to a game about Swedish people travelling the countryside, tracking down the local fairies, and murdering them in cold blood.

Vaesen is basically the ideological opposite of Werewolf the Apocalypse; it is Princess Mononoke written from the point of view of the humans who want to wipe-out the forest spirits in order to expand their mining and logging operations. It is a game about the mundane and the profitable waging genocidal war against the magical and the bizarre.

So why did I go out and buy a supplement? Well… turns out that I’m an absolute fool as The Mythic Britain & Ireland supplement for Vaesen is somehow even more slapdash and disappointing than the original game.

Continue reading →

Thoughts on Clerics, Hierarchy, and the Joys of ‘Levelling-up’

This morning I did something that I have not done for a long time: I disappeared down an internet rabbit-hole. I could not tell you how I got there, but I found myself reading the Wikipedia entry for Holy Orders in the Catholic Church.

What drew my attention is the fact that, from the third century right up until the second Vatican Council in the 1960s, the Catholic Church had an internal hierarchy that included both higher and lower holy orders.

The higher holy orders were pretty much what we think of today when we use the term ‘Holy orders’: they start with Sub-deacons, then it’s Deacons, Priests, then finally Bishops. This structure is then complicated by the fact that in addition to those four levels, you also have offices (like Cardinal or Archbishop) and titles like Monsignor that started out as offices before becoming terms of address and honorifics that are kind of the Papal equivalent of a knighthood. Paul VI apparently tried to get rid of papal orders entirely before settling on this weird compromise whereby you only get to be called a Monsignor if you’ve distinguished yourself as career bureaucrat who has served in either the Curia (the sinister motherfuckers who administer the Vatican) or the Vatican’s diplomatic corps. Similar to the way that the British royal family only gives the title ‘Royal Highness’ to members of the family who ‘work’ by opening supermarkets or appearing in public whilst wearing a crown for the purposes of opening a new Lidl or whatever it is those parasites call work.

While I will never not be amused and fascinated by the way that the Catholic church manifests institutional power, what really got me was this Wikipedia graphic of the different colours of hats and number of tassels associated with the different orders:

The comedian Denis Leary once had a bit about how Catholicism is a religion of hats. The closer you get to God; the larger the head-gear and, quite frankly, where is the fucking lie?

I then moved on to reading the page about minor orders and noticed something fun. There were originally four lower orders: Porters, Lectors, Exorcists, and Acolytes. The Porters were literally the bouncers at the church door while the lectors were the people responsible for reading aloud excerpts from the scriptures or the liturgy. Things get a little bit more interesting once you reach Exorcist as Exorcists were people who had made it to the third level and so were granted the power to expel demons. Level up from being an exorcist and you became an acolyte who not only lit the candles in the church but also administered the Eucharist to the faithful. In other words: Every time you go up a level, you get fancier clothes, you take on more responsibilities, and you gain more spiritual powers.

Is it just me, or does this sound exactly like a cleric in D&D?

Continue reading →

REVIEW: The Elfish Gene by Mark Barrowcliffe

Having immersed myself to the point of diminishing returns in the story of Gary Gygax and TSR, I have recently been enjoying thinking about the differences between US and UK RPG culture and how Britain reacted to the invention of RPGs.

My first attempt to investigate the question was somewhat frustrating as Livingstone and Jackson’s Dice Men turned out to be a desperately mundane business memoir by a very nice man who made some money selling table-top games only to then go on and make a whole lot more money making and selling video games. I don’t regret reading Dice Men, it was interesting in its own way but I realise if I am going to make any inroads into the history of the British RPG scene, I really need to look at histories written by obsessive nerds and those are precisely the words that spring to mind when I think of Mark Barrowcliffe’s rather charming memoir The Elfish Gene: Dungeons, Dragons, and Growing up Strange.

Continue reading →

Thoughts on Platforms, Monetisation and the D&D Community

So, last week news began to leak out about an investors’ conference call at which Hasbro CEO Chris Cocks and Wizards of the Coast CEO Cynthia Williams commented that while D&D is a popular brand with loads of fans and a ton of active engagement, “the brand is really under-monetised”.

This has apparently sent very online D&D nerds into a bit of a tizzy as people have started catastrophizing about what this judgement will mean for the new generation of D&D that is due to drop next year. For example, Williams added that while only 20% of D&D players run games, those that do account for the vast majority of D&D-related spending. People have taken this to mean that WOTC might be looking for ways to include player-facing micro-transactions in their online gaming platforms. The range of hypothetical player-facing products range from dice skins, improved character animations, and higher-powered character creation options all the way through to in-game buffs, magical items, and additional gold pieces that you can buy straight from the platform.

As someone who has minimal investment in the D&D5 ecosystem, I don’t really care but I think that people’s fears are genuine because the move that Hasbro is preparing to make has already been made a number of times.

Continue reading →

REVIEW: Dice Men – The Origin story of Games Workshop by Ian Livingstone with Steve Jackson

Games Workshop occupies a bit of a weird space in my relationship to gaming history: On the one hand, I have always really loved the art design of Games Workshop products and I remember loving the idea of Warhammer 40K and Space Marines long before I ever became aware of RPGs or even miniature-based games. Having grown up in Britain in the 1990s, it was not possible to be interested in this kind of stuff without encountering the vibes and visuals that radiated off of Games Workshop’s products. On the other hand, I became aware of RPGs a little too late to remember the days when Games Workshop were a presence in the RPG landscape and so, as far as I am concerned, Games Workshop is just that place on the high street that sells really well-designed but horrifically overpriced miniatures used in a series of really rather dull and uninteresting war-games.

Because of this slightly weird relationship with Games Workshop, I did not buy Dice Men: The Origin Story of Games Workshop out of a sense of nostalgia but rather out of a desire to learn a little bit more about the early days of the British RPG scene. It turns out that this was a bit of a mistake as while Livingstone does mention RPGs, it is merely as part of a list of products produced by a company that Livingstone happened to set up. Those expecting insights into the RPG industry or even social history are doomed to be disappointed as Dice Men reads less like a personal slice of geek history and more like a polite and really rather mundane business memoir written by a man who entered and exited the world of table-top games without much in the way of emotional attachment one way or the other. While this is a bit of a disappointment, it is also a refreshing change from the high-pitched melodrama that tends to echo through the pages of every published history of Dungeons & Dragons. This being said, the book is not without its own brand of quiet revelations.

Continue reading →

FR: My Experiences Ghost-Hunting

For Real is an occasional series about scary, horrific, and unsettling stuff that presents itself as non-fiction. This might include the paranormal as well as true crime and odd occurrences. The rest of the series can be found here.

Do I believe that, when our body dies, it is survived by some form of immaterial essence? No. Do I believe that the spirits of the dead persist on Earth in such a way that they periodically reveal themselves to the living? No.

And yet I believe in ghosts.

To my mind, ghosts are psychological phenomena born of intense emotion. In some cases, a ghost is a manifestation of emotional trauma. In other cases, a ghost is a passing re-connection with either a memory or an earlier emotional state. I believe that there are places that are haunted by the sheer weight of history and I believe that some of us are followed around by the fragments of trauma, longing, and loss. Ghosts can be summoned and spoken to. Ghosts can be so persistent that they require some form of exorcism to remove them from people’s lives. Ghosts can be seen when we baffle our perceptions with enough ambiguity that our minds step in to fill the blanks.

I have been going on ghost-hunts for about a decade now. I started out going on ghost-walks before paying to go on organised hunts and I now go on one every couple of years, usually when I can convince someone to go with me. I do this because I find ghost-hunts to be these endlessly fascinating collections of psychological phenomena that reveal a lot about not only the ambiguities of human perception but also about group-dynamics, and the eccentricities of post-religious spiritual experience. Oh… and if you’ll let it… ghost-hunting will also tell you a lot about how to run an RPG.

Continue reading →