The Alexandrian

Review: The Strange Supplements

February 11th, 2018

THE STRANGE BESTIARY

The Strange Bestiary - Monte Cook GamesThe Strange Bestiary is 160 pages, packed almost cover-to-cover with a fantabulous array of creatures drawn from across the rich breadth of recursions found in the Shoals of Earth. While there are a few familiar faces (a handful of Lovecraftian beasties and a selection of fan favorite dinosaurs), for the most part it is a scintillating display of creative imagination.

This selection is lightly rounded out with some general advice on creature design for The Strange and a little over a half dozen specific NPC characters (like Sasha the Blade and Doctor Ceratops).

Bestiaries in all of their varied forms are, of course, a long-term staple of the roleplaying industry. After several decades of perusing them, I’ve come to the conclusion that their quality can generally be measured by looking at three metrics: Basic Utility, Art, and Scenario Ideas.

Basic Utility refers to the bestiary’s ability to fully stock a typical campaign. This category is particularly important for games in which statting up bad guys is a time consuming task. In those systems, I need a resource that will cover the basic staples. A lot of games – particularly modern and science fiction games – completely pratfall in this category, frequently failing to provide any basic utility. (A notable exception to this is Eclipse Phase, which provides the absolutely essential NPC File supplement.)

The Strange Bestiary – like the core rulebook before it – kind of flirts with this a little bit, but in offering less than a half dozen such options it’s really not trying all that hard. BUT this is largely irrelevant, because the simplicity of the Cypher System would make the exercise largely pointless: Statting up an NPC basically consists of assigning them a single number. You don’t need a supplement to do that for you.

Art should be fairly self-explanatory. The more exotic and unique the creatures described in a bestiary, the more vital I consider truly excellent art to be. As I described in “On the Importance of Art in Bestiaries”, the difference between a fantastic creature that immediately captures your imagination and one which you never give a second thought to often has more to do with the art which accompanies it than the text which describes it or the stats which define it. Furthermore, I find the ability to use high quality art as a handout at the table to be something that really enhances a session.

Like everything else Monte Cook Games has produced, The Strange Bestiary features generally fantastic art. Flipping through the book, you’re just constantly captivated by evocative, beautiful, memorable art that will make you immediately want to feature it in your campaign.

The Strange Bestiary - Pixellated ArtHowever, I am going to ding the PDF version of the book pretty severely here. I am uncertain how to explain what can only be frankly described as Monte Cook Games’ complete incompetence when it comes to producing the PDF versions of their books, but like virtually every other MCG PDF I own, the artwork in The Strange Bestiary is pixelated to the point of becoming completely unusable. In many cases, it is nothing more than an ugly smear across the page. (In the core rulebook for The Strange, this problem was so bad that maps literally became illegible.) You can see one of the less terrible examples by clicking the image to the right and viewing it at “full” size.

I’m not sure why MCG is systemically incapable of producing acceptable PDFs of their books. They certainly charge enough for them that there’s no excuse for their shoddy quality. It’s a very significant embarrassment for an otherwise sterling company.

Scenario Ideas. One of my fondest memories is sitting down with the 2nd Edition Monstrous Manual for AD&D and reading through it cover-to-cover while taking copious notes for how each of its copious entries could be incorporated into my campaign world.

Above all other concerns, I believe the measure of quality for a bestiary lies in the ideas it inspires within its reader. And by this measure The Strange Bestiary is an exemplary volume: By the time I had finished perusing its contents, I had generated more than two dozen scenario ideas; enough to fuel months of gaming and probably more than one campaign.

A really fine book and one which I would heartily recommend for any GM getting ready to translate their way into the Strange.

Style: 4 (2 for PDF)
Substance: 4 (3 for PDF)

Author: Bruce R. Cordell, Monte Cook, and Robert J. Schwalb
Publisher: Monte Cook Games
Print Cost: $39.99
PDF Cost: $14.99
Page Count: 160

ENCYCLOPEDIA OF IMPOSSIBLE THINGS

Encyclopedia of Impossible Things - Monte Cook GamesThe Encyclopedia of Impossible Things is an equipment handbook for The Strange: In addition to adding hundreds of new cyphers, it also introduces the concept of “artifacts” to the game.

First, the new Cyphers. Taking up a wide swath of the book, these are probably the primary utility of the book and, if you’re running a campaign of The Strange, almost certainly make the book worth purchasing entirely in their own right.

There’s a reason the Cypher System is named after these one-use items (which create a constant, semi-random churn of a group’s capacities and, thus, continuously sparks the game with a fresh feed of creative and unexpected play), and increasing their variety by more than six-fold is a huge asset for any game. (I’ll also note that, as far as I can tell, the crossover with the Technology Compendium for Numenera is extremely minimal, so that buying both books also represents a good value.)

My one critique of the new cyphers is that a significant minority of them are just game mechanics that are left floating around without any comprehensible connection to the game world. For example:

INFILTRATOR

Earth: Thin black gloves

Ardeyn: Amulet

Ruk: Spine graft

Effect: The user has an asset on lying, sneaking, lockpicking, falling, and resisting torture for twenty-four hours.

I get that these are basically the equivalent of skill boost magic items from D&D, but in D&D the form and function of the item tend to be obviously connected: Gauntlets of ogre strength give you a boost to Strength because they push, pull, and punch. How do thin black gloves help you lie?

This is a particularly egregious example because the grab-bag of purely mechanical effects seems fairy arbitrary. Lying, sneaking, lockpicking… yes, those are all things which would help someone infiltrate. Resisting torture, though? Seems like that’s what happens when you’ve already failed your infiltration. And having an asset on “falling” is weird since it doesn’t really sync up with the core rule mechanics for falling damage. Maybe they were thinking of HALO insertions or base-jumping?

This is a fairly minor critique, however. Although there are a significant number of such items, they’re surrounded by a multitude of more interesting cyphers. And even with these items the GM shouldn’t struggle too much to tweak them or provide forms which make their utility more interesting in-character.

Which brings us to the second major component of the Encyclopedia: Artifacts.

Encyclopedia of Impossible Things - Monte Cook GamesIn Numenera, artifacts and cyphers were basically two sides of the same coin: Both were remnants of ancient technology inexplicable to modern understandings of the world. The only distinction was that cyphers were one-shot items and artifacts could be used multiple times before they would stop working (as randomly determined by a depletion roll).

The core rulebook of The Strange didn’t really include artifacts in this sense. Cyphers were manifestations of the Strange itself (possibly bugs, possibly backdoor features originally accessible via the alien equivalent of cheat codes or sysop privileges, possibly some remnant of forgotten network functionality), but it used the term “artifact” to mean “powerful items featuring ‘impossible’ functions that are native to a particular recursion”. So magic items on Ardeyn, crazy bio-science tech on Ruk, and so forth. The nature of these items weren’t intrinsically linked, except insofar as they were all generally modeled using the depletion roll mechanic. On Earth it included stuff like perpetual motion engines and inapposite harnesses.

But the concept was always kind of muddy, because the term “artifact” was ALSO defined to just mean “anything that’s difficult to obtain in that particular recursion”. So on Earth, for example, a pistol is equipment but a rocket-propelled grenade launcher is an artifact.

This muddiness in the core rulebook didn’t really matter because it didn’t list that many artifacts. But in the Encyclopedia the ill-defined nature of artifacts, in my opinion, bloomed into a full-blown problem. Partly this is because the utility of an “artifact” is thoroughly confused — you end up with powerful technology/magic and rare items and items that can translate like cyphers all muddled up into one big grab-bag. But also because the larger multitude of “artifacts” leads the designers to try to hang other mechanics off the term “artifacts”… except the term doesn’t actually mean anything, right?

For example:

DUPE

A physical duplicate of the user, or a touched creature or object, appears next to the user. […] If a duplicate of an artifact is created, the original may become depleted… Likewise, if a cypher is duplicated, the original may dissipate.

So the Dupe can duplicate a shotgun (which isn’t an artifact), but it probably can’t duplicate a rocket-propelled grenade launcher (because it is an “artifact”). And this sort of thing gets even weirder because the Encyclopedia deepens the muddle by realizing that technology which is rare (and therefore an “artifact”) in one recursion may be really common in another recursion (and would therefore not be an “artifact” there). So in some recursions you can’t dupe a shotgun, because they’re unusually rare/powerful there and are therefore considered an “artifact”.

It’s kind of a confusing mess. And a largely unnecessary one.

Personally, the artifacts in my Strange campaign follow the same basic paradigm as in Numenera: They’re based on the same principles as cyphers except they can be used multiple times. (Which, in The Strange, means that they’re manifestations of the Strange itself.)

There’s also other equipment which happens to use the depletion roll mechanic. (Magic wands, for example. Or strange creations of mad science on a superhero recursion.) In many recursions, there’s also technology/magic that can duplicate the function of any number of cyphers… but they’re not actually cyphers. (Just like your Earth-made pistol, they can’t translate and they can function oddly if taken through an inapposite gate.)

If you basically do the same thing, then the seventy or so pages of “Artifacts” in the Encyclopedia can be a really great resources, albeit with a somewhat chaotic arrangement.

The Encyclopedia is rounded out with a half dozen pages describing the creation of personal recursions. Basically you expend a cypher 2 and XP and you create a little pocket dimension for yourself. The concept is interesting, but, much like the rules for genesis quests and creating recursions in the core rulebook, I feel that it’s an idea which really demands more care and attention than it has so far been given in any of the published resources.

Style: 4
Substance: 3

Author: Bruce R. Cordell
Publisher: Monte Cook Games
Print Cost: $39.99
PDF Cost: $14.99
Page Count: 160

Encyclopedia of Impossible Things - Monte Cook Games

IN THE SHADOW OF THE SPIRE

Session 8A: Waking in Chains

In which unfortunate bargains are made in caverns deep beneath the city, and our intrepid heroes learn not to look a gift mobster in the mouth…

This session begins with the PCs waking up in chains after a disastrous battle.

There are several ways I could have handled this particular moment:

  • I could have had all the characters wake up simultaneously.
  • I could have arbitrarily chosen the order in which they would wake up.
  • I could use some sort of mechanical resolution to determine how they would wake up.
  • I could have had one of the character(s) get woken up by the bad guys.
  • I could have the character(s) wake up by themselves.

Seems like a relatively simple crux — and I don’t want to suggest that I spent a lot of time staring at my navel on this one — but the ways in which you resolve moments like this can have a surprisingly large impact as the consequences of that moment ripple out.

FettersFirst things first: I felt it was more interesting for the PCs wake up on their own. Why? Well, if they wake up on their own they have an opportunity to take actions (or choose not to take actions) which would no longer be available to them once the bad guys engaged with them. Conversely, anything interesting that might happen from the point where the bad guys wake them up would probably end up happening even if they did wake up first.

When in doubt, go for the option with a larger number of potentially interesting outcomes. (Particularly if you’re not giving anything up to do it.)

Beyond that, I decided to turn to fictional cleromancy: I made a mechanical ruling and let it determine the order in which the PCs would wake up. (In this case, margin of success on a Listen check with a relatively low DC. As the characters woke up, they were then allowed to make Bluff checks to keep the bad guys from realizing they were awake.)

Couldn’t I — as the GM — have made a better decision myself?

Different, certainly. But better? Probably not. If I had arbitrarily decided for myself, I’d probably have chosen Tee to wake up first (since she would be the best positioned to stealthily slip her bonds). That would have potentially given a big, splashy scene. But when the cleromancy selected Dominic, the scene instead gave a quiet opportunity to spotlight a character who often just “went along with the group”. And although the choice to patiently wait and see what would happen might seem like a “non-choice”, it was actually very revealing of Dominic’s personal character (both to the table as a whole and, I think, to Dominic’s player).

Which is why I encourage GMs to trust the fictional cleromancy.

It’s important, of course, to properly set the stakes for any mechanical resolution and to make sure that you (and the rest of the table) will be satisfied with the possible outcomes. There’s no reason to let the mechanics drive you into a wall.

But, in my experience, games are much, much better when you set them free and see where they’ll take you. They’ll surprise and amaze you and create moments you never could have imagined happening in a thousand years.

You can see a couple other examples of this general sort of thing in the current campaign journal. First, resolving Agnarr’s Sense Motive check to notice that his friends had been brainwashed on a graduated scale led to his hilarious attempt to conspire with Elestra.

Second, in the back half of this session, Agnarr attempts to locate a stray dog to make his own… and abysmally fails his Animal Handling check. (Resulting in me describing him giving the dog iron rations, which the dog did not like at all.)

Why not just Default to Yes and let him have the dog? Gut instinct more than anything else. Getting the dog seemed important to the character, and I felt it would be more appreciated if it had to be worked for. It paid off: Failing to attract stray dogs became a running joke for several sessions, and when Agnarr finally did find his dog, the moment was more meaningful for the path that had been walked to get there.

All of this is an art, not a science.

LEARNING FROM FAILURE

Something else to note in this session, particularly in the wake of the near-TPK in the previous session, is how the group adjusted their tactics for underwater fights. Most notably, they made a point of making sure that they stuck together even when disparate results on Swim checks would have driven them apart. And you can see the payoff as they mopped up a whole sequence of combat encounters.

They learned from their mistakes and they learned from their failure.

There’s a branch of GMing philosophy which is basically terrified of the PCs failing at something. And I don’t just mean avoiding TPKs: They can never lose any fight. Every quest must be a success. No clue can ever be missed. No mystery can ever remain unsolved. No personal goal can be frustrated.

There are a couple of major problems with this philosophy.

First, you are eliminating a huge swath of the human experience (and drama!) from your games. Go watch a movie. Read a book. Reflect on how often the main characters are thwarted; suffer setbacks; get stymied. Look at how those failures are used to raise the stakes, drive the story forward, and frame new scenes — scenes that can’t exist if failure isn’t an option.

Second, when you never allow someone to make a mistake, they never learn that they’re doing something wrong.

If you spend any amount of time in RPG discussion groups, you’ll perennially come across GMs complaining that, for example, their players always rush headlong into every fight even when they’re clearly outnumbered and outgunned.

Do you ever let them lose those fights?

Of course not!

Well… I’ve spotted your problem.

Here the group had a problem with underwater combat. They suffered horrendous consequences. And then they fixed the problem.

This is a general theme you’ll see throughout these campaign journals: Not only characters (and their players) refining their strategic and tactical choices, but also figuring how to approach problems from new angles and with alternative solutions when their first options don’t work.

Failure is, in my experience, the root of creativity.

 

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 8A: WAKING IN CHAINS

October 7th, 2007
The 24th Day of Amseyl in the 790th Year of the Seyrunian Dynasty

Dominic woke to the cold taste of iron on his wrists. His hands had been chained above his head. He could hear people moving around him – the sounds echoed oddly. There was cold stone under him and against his back. He could feel that his wounds had been bound, but there was little strength in his limbs and it seemed as if every muscle and bone ached.

Dominic surreptitiously opened his eyes and looked around, trying not to attract attention to the fact that he had woken up. He saw that his companions had been chained up next to him (although it seemed as if Ranthir remained free). They were all in a damp cave of some sort, half of which appeared to be an underground lake. One of the serpentine creatures was just coming out of the Ptolus - Malkeen Balacazarwater, hauling a wooden crate to join a stack of similar crates. Several human workers were breaking the crates open and inspected small packages inside. He also saw a large adrak (a lizardman) with its back criss-crossed with scars and dozens of bells tied to him in a variety of ways. There were also several exits from the room: Two by way of water, a dry tunnel in one direction, and an iron door set into the wall in the other.

A man and woman were standing nearby, perhaps ten or fifteen feet away. The man was wearing robes of blue and white, with a hood that loosely covered his brown hair. He had handsome features made all the more striking by the star-burst tattoo emblazoned over his right eye. He was saying: “I didn’t want to interfere with it. When I looked at what it was doing… Well, the black tendrils were beautifully woven. I wasn’t sure what it was doing, so I left it and came back up to meet you. I thought for sure that you’d have some insight into it, Gattara. You have such a gift for such things.”

The obese woman next to him giggled, trying too hard to be attractive. “Flattery will win you everything.” She wore make-up an inch deep and gaudy Ptolus - Gattara Vladaamjewelry galore. Intricate curls of thick, red hair fell down across a bloated face of mascara and blush.

The man spoke again: “Hmm… But now she seems to have escaped. Which rather complicates things.”

The woman answered: “I’m sure it’s nothing that can’t be overcome.”

Agnarr groggily awoke just in time to hear the last of this exchange. Like Dominic he did his best to feign sleep, and it seemed to succeed (although Dominic realized his friend had awakened as well).

It made little difference, though, because the man said: “Na’haras, wake them up.”
Read more »

Chicago Daily Tribune - Front Page Headline

Based on a request from one of my Patreon patrons, we’ll be kicking off a new irregular series here at the Alexandrian where I offer up templates for some of the props. Interest in these seems to have grown as a result of the 300+ props included in the Alexandrian Remix of the Eternal Lies campaign.

This props template is based on Chicago Daily Tribune articles from 1900-1940. It was originally researched developed because one of the PCs was a reporter for the paper. The template allowed me to create era-appropriate versions of the stories he wrote for the paper.

The template package includes:

  • Several raw images of actual pages from the Chicago Daily Tribune to provide historical context.
  • The fonts necessary to match the Tribune’s style.
  • A Word document giving examples of several different article formats.
  • A PDF file to show what the Word document should look like (to make sure the fonts are correctly installed on your machine).

Chicago Daily Tribune - Article SampleNote that a number of other papers used very similar designs, including the New-York Tribune and The Waco News-Tribune. So you can easily use these templates for articles from any number of sources (including fictional ones).

ADVANCED TIPS

  • Purchase actual newsprint to print on. This will generally work best with an inkjet printer. Some printers may have difficulty feeding the thin newsprint, but I’ve found success by feeding the newsprint one sheet at a time.
  • Trim the paper down to the dimensions of the article.
  • If it’s an article which someone in the game setting has been preserving (found among their papers, for example), you might consider pasting the article onto white paper or cardstock. (An example of this is given among the original samples.)
  • For added verisimilitude, you can also print content on the opposite side of the paper. Advertisements are generally the easiest way of doing this, and a selection of such ads has been included in the template package.

Everything is included in the zip file linked below.

PROPS TEMPLATE – ZIP FILE

IN THE SHADOW OF THE SPIRE

Interlude: Visions on the Edge of the Void

In which lost memories return as the party lingers on the edge of oblivion…

Snape's Flashback

As I mentioned in the last installment of Running the Campaign, the near-TPK in Session 7 led to the lengthy break which resulted in the campaign’s Retcon.

When the campaign started back up, I decided to kick things off with the visions described in this installment of the campaign journal. If I recall correctly, I e-mailed these visions to the players a few days before the session to gin up anticipation. I also printed out individual copies so that the players could review them at the beginning of the session, with the joint-but-separate cliffhanger at the end of each vision leading directly to the first moment of Session 8.

In addition to simply getting people excited about playing again, I also wanted to make an experience which had ended up being unexpectedly traumatic and significant to the group in the real world an equally significant milestone for the characters, and I hoped that these visions would help drive home how close to real and meaningful death the PCs had come.

The actual visions themselves, however, were not created for this particular moment. They had been designed before the campaign ever began.

PURPOSE OF THE FLASHBACKS

The campaign began with the PCs experiencing a period of “lost time”. I took extra efforts to make sure that the players really felt this missing gap in their lives, because the things which had happened to them during that time were really significant.

The next step was to make sure that this missing time continued to be significant to them throughout the campaign, so that it wouldn’t just fade into “something that happened awhile back and isn’t really significant any more”. One way of doing this, as I’ve described previously, was to create a meta-scenario featuring a mix of investigating the past and also consequences from the past coming back into the oblivious lives of the PCs.

The other way I decided to keep the “lost time” as a pervasive factor throughout the campaign was through the use of flashback visions: Glimpses that the PCs would have into their lost memories. These visions were carefully excerpted from the “secret history” I had prepared regarding the period of lost time, and would hopefully also tie-in with the various meta-scenarios revolving around that lost time. (The idea was to create synergy between multiple tracks running persistently throughout and behind the other adventures of the PCs.)

FLASHBACKS IN PRACTICE

The triggers for these flashbacks were intentionally designed flexibly. (And most flashbacks had multiple triggers.) They generally weren’t things like, “During Adventure #5 when X happens, the PCs receive this vision.” Instead it was, “If something kind of like this happens, it’ll probably cause the PC to flashback to this moment.”

I also never hesitated to use a flashback — or create a new flashback! — if something that felt dramatically appropriate happened which I hadn’t anticipated. By and large, that’s what happened here: There were some flashbacks that had “near death” as a trigger; others that felt thematically appropriate. (I was also trying to strengthen the relationship Elestra and Dominic had before the lost time, since I had identified that this had not really been as deeply invested in by the players as the Agnarr-Tee relationship had been because the Elestra-Dominic prelude didn’t actually happen at the game table. It still didn’t really take. Things that happen at the game table are just more “real” than things that are only written down in character backgrounds.)

You’ll also note that the flashback visions are static. I’ve talked in the past about using playable flashbacks, but in this case I didn’t want the players to feel authorship of them or the ownership which would come with it. I wanted them to be alienated from these experiences; for these experiences to feel as if they had “happened to somebody else” even while they knew that it was, in fact, something that had happened to them.

This would not remain invariably true as the campaign progressed, although there were some unique twists which accompanied their first opportunities to “live” these memories. That, however, is a tale for another time.

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