Tuesday, 9 August 2016

Miniatures for First Nations/Native American Characters (Or Lack Thereof)

It was payday, and I regret nothing.

Flush with satisfaction at my earlier purchase of Cthulhu-suitable minis from Canadian company Pulp Figures, I splurged on pre-ordering sets of Huron and Iroquois warriors from Crucible Crush's Flint and Feather line. (Bob Murch is the sculptor for both.)

Needless to say, mine won't look as nice, what with my ham-handed painting.

 

I also ordered the Spirit Creatures set because, what the hell. The Stone Coat Giant looks awesome.

"You hear something?"
Because Flint & Feather is a skirmish wargame, the miniatures are specifically tailored to warbands. You'll note, therefore, that while there are a couple of minis that aren't entirely martial, most of them represent warriors, and they're all male.

I like wargames, but my main interest in these miniatures is for their use in role-playing games. (Though I might try Flint & Feather at some point; the playtest rules are available for free.) And I've often thought that a game setting inspired by the history and mythology of the Iroquoian peoples of the Great Lakes Region - especially the Five (later Six) nations of the Haudenosaunee (Iroquois) Confederacy, or their great rivals, the nations of the Wendat (Huron) Confederacy - could be pretty great. Difficult to do right, for sure, but with tons of potential.

(Note: "Iroquoian" refers to a group of related languages, which included those spoken by the Iroquois, the Huron, and others; where "Iroquois" refers to the Haudenosaunee specifically.)

So I went looking for miniatures for various First Nations (I'm Canadian so I tend to use "First Nations" to refer to the original cultures of North America), to see what was out there. And the selection is pretty limited.

I'm going to limit myself here to miniatures. One topic I'm not going to get into in depth - at least not in this post - is how one should approach crafting a role-playing game based on another culture. Suffice to say, especially with First Nations cultures - which Canada has an appalling history of attempting to eradicate - cultural sensitivity is a must. Witness the criticisms of J.K. Rowling's rather ham-handed use of "Native American" magic in Pottermore, for instance. If your setting will have mystical powers, it's not really appropriate to place traditional cultural beliefs under the rubric of "magic". One wonders, for instance, if Rowling - not to pick on J.K. - would have included transubstantiation in the Catholic faith as Hogwarts "magic".

"Transformus Sanguinus!" (Picture: dailymail.co.uk)

That said, as a secular humanist-type chap, I tend to view all religious beliefs as, effectively, magical thinking. But that, too, is a topic for 'nother time.

Further, there's a long history of stereotypes and overgeneralization, on the one hand (there were hundreds of distinct cultures in North America prior to contact with Europeans), and erasure or invisibility, where indigenous cultures just don't appear, on the other. Finding a middle ground can be tough. And, there are precious few role-playing games that deal with First Nations-inspired cultures as anything but a sideshow, or that have First Nations-inspired protagonists. Ehdrigohr is one, a recent FATE-based system where the human cultures are all based on various real-world First Nations cultures, including those beyond the Great Lakes or Great Plains. How We Came to Live Here is another though it is, interestingly enough, not currently available because Galileo Games is revising it with the assistance of cultural consultants. New Fire (which, as part of its Kickstarter campaign, did consult with linguistic and cultural experts) presents a fantasy empire and cosmology inspired by the Aztecs, with nary a Conquistador in sight. But these are exceptions.

Point is, it's really difficult to find a game with First Nations-style cultures that isn't set post-European contact - that is, games that are actually set in settings based upon First Nations cultures and myths.  Deadlands and other Old West games often have the option of playing a member of one of the Great Plains nations, of course, and you could certainly create, say, a party of Apache warriors in such a setting. But the bulk of material is about the settler cultures and technologies, and (as in Shadowrun) the power of the Plains First Nations in Deadlands arises in reaction to the settlers' encroachment.

Which, um, brings me back to miniatures.

Depending on the setting, you'll want at least the option of female characters - either PCs or NPCs - and, one assumes, female characters that go beyond traditional female roles, just as you see in many games based on other cultures, whether the "castles and knights and, fuck I dunno, Romans and Elves and laser guns and shit" of Dungeons & Dragons, the "Japan + the rest of Asia in a blender, hit 'puree'" of Legend of the Five Rings, or the pseudo-Old West of Deadlands. And you'll probably want a range of character roles, too, not just warriors.

When I went looking online for miniatures suitable for non-martial characters - especially female ones - in an Iroquois-inspired setting, or indeed any First Nations/Native American setting, I had a lot of trouble finding, well, much of anything.


(A quick note, just to reinforce: This isn't about Crucible Crush, whose Flint & Feather line is, as I noted above, perfectly suited to the role for which it was sculpted. I am talking more generally here. And, for that matter, Bob Murch notes that he is "uncontrollably sculpting Heroes, Warriors, Shaman, medicine women and whatever else strikes my fancy", so we might see some more non-martial minis in the future from CC. Which would be awesome.)

And in an RPG setting based on the Haudenosaunee or the Wendat, this is a real issue. Because while the nations within each confederacy had strict gender divisions, both were matrilineal (families and inheritance went through the mother) and women had significant political power, including the power to appoint (or depose) chiefs. And in an RPG setting, it's open to further relax those divisions. So we'll need some female minis too. I was surprised at just how few female First Nations minis - from anyone - there were. Never mind the general lack of minis for non-warrior characters.

Beyond gender and social role, there's not a real range of cultures available, either. First Nations minis are generally of two types: Haudenosaunee and/or Wendat warriors for the Seven Years War (what Americans tend to call the "French and Indian War"), or Great Plains cultures (especially the Apache) for "Old West" lines. Flint & Feather, being set pre-contact, is an exception. Another exception is the Aztecs, for whom there seem to be more options available (see e.g.this line from Outpost Wargame Services). Again, most of  these seem mostly aimed at either the wargame or diorama hobbyist - not RPGs. And good luck finding minis that are suitable for the nations of the West Coast, like the Haida or the Kwakwaka'wakw; or more southerly cultures like the Cherokee or Navajo.

 Reaper does have a couple of nice minis, for sure; though the use of "Native American" (rather than specifying a particular culture or nation) kind of makes my teeth itch. Very specific to the Great Plains, though, and only the Shaman mini really says "Player Character" to me.


"Native American Chieftan".  (Reaper miniatures)
"Female Indian Shaman".  (Reaper miniatures)
Now the limited selection can be easily explained: As I mentioned above, there just aren't that many games where First Nations cultures are in the spotlight, so there's not much call for a broad range of First Nations characters. And as far as wargames are concerned, the bulk of attention is either the Seven Years War or the Old West. And, to top it all off, any minis (at least non-warrior types) that are suitable for an RPG like Ehdrigohr probably wouldn't then be suitable for "historical" minis, further limiting their market. The female shaman from Reaper, for instance, would be fine for Deadlands; but it's certainly not "historically accurate".

I'm not criticizing miniatures companies here (nor the gaming community or industry, either). But it is notable that in miniatures as in Hollywood, the vast majority of First Nations people are either antagonists or, possibly, allies within the broader settler, post-European contact, context. They're not protagonists, and the setting isn't theirs - they just happen to exist within it.

But all of that said, I'm certainly looking forward to receiving my impulse buy well-thought-out and entirely justifiable purchases from Crucible Crush. Especially the Stone Coat Giant.

(And if anyone - and I'm not foolin' myself that this blog gets much traffic - happens to know of any mini lines that do have a broader range of characters available, do let me know!)

Tuesday, 12 July 2016

Pulp Figures Minis - Worth a Look for Call of Cthulhu GMs

I recently ordered some miniatures from Pulp Figures, a company I hadn't heard of prior to a Google search for "pulp era miniatures" while putting together a Call of Cthulhu 1920s campaign (see my previous post on 1921 Boston). I was pleasantly surprised to find a Canadian company (PF is based in Kelowna, BC) producing minis, and I'm very pleased with my purchase. I was pretty particular about the minis, as you'll see - and in retrospect, maybe too particular. But, oh well, maybe next payday I'll put in another order...

My perusal of PF's catalogue was, I admit, incomplete. I didn't bother much with the military lines, simply because my campaign is going to be pretty standard Cthulhu - 1921 Boston, urban characters, probably not wandering too far from home. But I'd be remiss if I didn't mention that PF has numerous lines including U.S. Adventurers, the French Foreign Legion, the British Empire...

The minis are not specifically for Cthulhu. They're specifically pulp minis, meaning that the "occult investigator" niche isn't really represented. They're maybe a bit more, er, rugged than you might expect for a default Lovecraftian group. But here are certainly sets within the "Weird Science", "Gangland Justice", and "Heroes and Personalities" series, or figures within those sets, that are perfectly good for Cthulhu gaming. And if your campaign is more rugged than the default, many of the minis would be great.

Not just archaelogists! RUGGED archaeologists!
 
That said, I didn't order the "Drawing Room Detectives" set because I'd originally thought it was too tied to the Agatha Christie genre, but in retrospect they would've been a worthwhile purchase as investigators.

DON'T. READ. THE. BOOK.


There are Hooded Minions, which I also didn't buy, because they seemed to be better suited to stories with two-fisted heroes like The Shadow. Again, perhaps I was being a bit too particular. Upon review they'd work fine.


 But the Cultists are perfect for Cthulhu. 



Hard-boiled P.I. confronts cultists. Tale as old as time.
You may have to pick and choose from wtihin full sets, though. The "guns for hire" set from the "Gangland Justice" series have some figures that would suit private investigators and other, tougher, investigators (the "P.I." in the above picture is from that set). 

"You lookin' at me? I don't see anyone else here."
 
And the other figures, even if not really suited for the typical Cthulhu party of PCs, would work fine as NPCs and antagonists. The News Hounds set (also from Gangland Justice) has some decent figures for Cthulhu.



"Dangerous Dames" from the "Heroes and Personalities" series has some good figs as well, though again, maybe a bit more rugged/adventurous than expected for "standard" Cthulhu.


Dangerous Dames vs. Female Cultists! FIGHT!


If you want to go full-on gonzo pulp, maybe advancing to the 1930s (say, a game of Achtung! Cthulhu) you've got cultists in gas masks, Nazis, mad scientists, killer robots .... (All from the "Weird Science" collection.)


Physically, the minis are pewter, and cleanly sculpted. They are mostly free of excess metal, though a few will require filing or trimming. The main down side I see with these miniatures is the size of the various bases. A number of the bases are quite small; if used in a tabletop rpg, maybe a bit too small. The bases aren't standardized, and the minis don't use a slotted plastic base either.  I think some of these minis will be a bit unsteady in the usual to-and-fro of a tabletop RPG session. I might try my hand at rebasing them at some point.  (You'll notice most of the figs in the catalogue pictures have been rebased, so that's probably the expectation.)

Overall, though, these are great minis. The quality of these minis is such that I hold out hope that at some point Pulp Figures will put out an Occult Investigators line specifically tailored for Cthulhuesque shenanigans. But for the moment, while PF might not fill all your Cthulhu needs, there's certainly a lot of good stuff here.

And right now, Pulp Figures is busy working on fantastic Huron/Iroquois sets, including some supernatural beings like the "Stone Coat Giant" and the "Great Horned Serpent".

What's the saying..."Mess with the snake, get the horns?"
Which ties in nicely with a future blog post. But anyway. Pulp Figures - worth a look.


Friday, 8 July 2016

History in Gaming: Boston in 1921 (Call of Cthulhu)


While I tend to prefer alternate history or historical fantasy to straight historical fiction, history is of course a fertile source of inspiration for gaming. And of course there are games like Call of Cthulhu, which by default is set in our world (albeit with Mi-go, extra-dimensional monstrosities, and books that drive people insane), and in which you can use real-world history basically as-is.


With my B/X D&D campaign on indefinite hiatus, and with a copy of Call of Cthulhu 7th Edition on my tablet, I'm thinking about a Cthulhu campaign set in Boston in 1921. Why Boston? No particular reason. I've just never set a game there before. And after perusing Wikipedia (which is still one of the greatest resources for GMs!) and the Intarweb for a few hours, I have to say, Boston in 1921 is a fantastic setting for occult shenanigans.

 "Shippin' up to Boston..."

In this post, I'm going to give a rundown on what I've cobbled together and a few thoughts on what I might do with it. My plan for the next post is to actually set out where the campaign's going to start. I've tentatively decided there will be three predominant Great Old Ones in Boston - Cthulhu (mostly worshipped in surrounding communities *cough Innsmouth cough cough* but also within Boston; Hastur, whose cult is mostly limited to a small group of artists and aesthetes; and Nyarlathotep, who has a few different, sometimes competing, cults within various groups and classes in the city.

Of course one needn't spend a lot of time on this. Really, most groups can run with a quick-and-dirty take on Boston. But I love learning about history, so why not put it all together?

In recent history, the Great War ended a mere three years ago, and the great Influenza Pandemic lasted into 1920. The Great Molasses Flood killed 21 people and injured 150 in 1919. The Russian Revolution was in 1917, leading to the first "Red Scare" in 1919. The President is Warren G. Harding, who will die in 1923, and the Vice-President (and soon-to-be President) is Calvin Coolidge, former Governor of Massachusetts whose career got a boost when he sent in the state militia to deal with the Boston Police Strike in 1919 (of which, more later).

(Issues 16/17 of The Unspeakable Oath has a period map of and information about Boston in the 1920s as well.)


Demographics, Racism, and Anti-Semitism


In 1920, Boston had around 750,000 people (compared to New York's 5,600,000). Almost one-third (31.9%) were of Irish descent, living predominantly in the city's South End, though the establishment was heavily white, anglo-saxon, and Protestant. The North End in 1921 would be heavily Italian

In the early 20th century about one-third of the North End's population was Jewish, but 1922, the North End's Jewish community had mostly dispersed to other neighbourhoods. The 1920's saw the rise of "numerus clausas" policies at leading universities and medical schools (setting a preference for "desirable" - i.e. native-born, white, and Protestant - students), primarily to limit Jewish students but also to limit or prevent Catholic and African-American student enrolment as well.


The African-American population was relatively small, being around 2.2% of Boston's population in 1920. But that decade also saw the "Harlem Renaissance", a cultural and artistic boom within the African-American community, in which Boston seems to have played a significant role. And, as an aside,Sgt. Horatio Homer, the Boston Police Department's first African-American police officer retired in 1919, after 40 years of service.


Check out that epic 'stache!
(Boston also seems to have escaped the race riots, where whites attacked African Americans, in the so-called "Red Summer" of 1919; not that there would be a lack of racism in the city. The Ku Klux Klan was set to make a resurgence in the early 1920's, and while Boston wasn't a hot spot for that particular brand of racist bullshit, there's some suggestion the KKK actually was more active in New England in the 1920's than some believed.)



Caveat: I've never been a big fan of using history as a straitjacket; I would much rather have players play the characters they want, and the group makes it work. Lovecraft's work, and the pulp genre generally, were often deeply racist, of course, but I'd much rather err on the side of gameability; and it's obvious, anyway, that 1921 Boston can allow for characters from a broad range of ethnicities and cultures. 
 
Nonetheless, the various different neighbourhoods and the ethnic and religious tensions of the day could certainly provide an ample source of conflict, or at least flavour, in the campaign (much like the CoC adventure Dead Man's Stomp).

Female Investigators

 The Nineteenth Amendment, allowing women to vote, was ratified on August 18, 1920. In a game set in the 1920's, that means female characters have had the right to vote for less than a decade. In Boston 1921, they'll have had the right to vote for less than a year!

The 1920's of course offers many archetypes for female investigators. In 1921, Amelia Earhart was taking flying lessons in California. (She'd later become famous for being the first female aviator to fly solo across the Atlantic, in 1932.) In 1926, Gertrude Ederle became the first woman to swim the English Channel. Jennie Irene Mix wrote about opera and classical music and became one of the few radio editors in 1924; years earlier, in 1907-08, Ina Eloise Young reported on sports - very rare for a female reporter - for a Colorado newspaper, the Trinidad Chronicle-News. There were many prominent female artists, actors, writers, and singers, such as Dorothy Parker, Bessie Smith, Zora Neale Hurston, and Georgia O'Keeffe.


In Boston, the Boston Police Department hired its first six female officers in 1921 - though no further female officers were hired until the 1940's, and female officers weren't given uniforms or guns until 1972. The six included Irene McAulliffe, an accomplished horsewoman who had already served as a mounted police officer in Weston in 1913, and as a police officer in Washington, D.C. If she doesn't scream "player character" to you, I don't know what to tell you...(McAulliffe, by the way, became a highly regarded officer but was abruptly assigned to switchboard duty in 1934 because, said her lieutenant, women were better at switchboard duties than men. Sheesh.)


Speaking of law enforcement - hoo boy, what a mess.


Prohibition

 Prohibition was enacted by 18th Amendment, Jan 17, 1919 and came into effect on Jan. 17, 1920. It was ultimately repealed in 1933, but in Boston in 1921 the recent enactment of Prohibition allows for gangsters like Charles "King" Solomon, bootleggers, corrupt police...

 
Wrong game, Finn. Back to Arkham with you.


The Boston Police Strike

...speaking of which. In 1919, the Boston Police went on strike. Their pay was less than that of an unskilled labourer on an hourly basis; they had to buy their own uniforms; they had to live in aging squad houses (some dating back to before the Civil War) with inadequate toilet and bathing facilities; and often had to share beds. And to add to the mess, the rank-and-file of the police force were heavily Irish Catholic, and - you guessed it - those in charge tended to be Anglo-Saxon Protestant.

So, in september of 1919, almost three-quarters of the police force went on strike. The labour movement considered joining them in a general strike, but ultimately refused on the basis that a general strike would open the unions to widespread criticism. 

The Police Commissioner fired the strikers, replacing them with new officers; many of the new officers were not suited to the work and feel prey to alcoholism, corruption, or incompetence. Oh, and the Commissioner provided the new hires the wages, uniforms, and benefits that had been originally demanded by the striking officers. Classic union-busting. What an asshole.

For Boston 1921, this gives all sorts of ideas for PCs, NPCs, and plots. Much of the newly-hired police force is incompetent and corrupt (and with Prohibition in full swing, at that!), and a former police officer would make a fine backstory for a PC or NPC.

Labour and Political Unrest

 By 1921 the First Red Scare is more or less over, though anti-Communist and anti-anarchist feeling still runs high. While the Red Scare may have lessened, this still provides justification for overzealous police raids, especially with the unrest of the Boston Police Strike within recent memory. Anarchists and radicals are still agitating. Some unions (like the Industrial Workers of the World) are more overtly political, revolutionary, and left-wing than others.


"I Dreamed I Saw Joe Hill Last Night"  -
(Joe Hill was an IWW organizer who was (probably falsely) executed for murder)
Performed by Paul Robeson, who could also be inspiration for a PC or NPC!


It's also a time of labour unrest, with union busting and strike breaking as common practice. (Unlike today, where...oh, wait.) But labour is also about to start a sharp decline; a number of strikes in 1919 (including the Police Strike) were unsuccessful, the judiciary, employers, and the media are unrelentingly hostile to unions, and the American Federation of Labor lost one million members (25% of its membership) between 1920 and 1925. The National Labor Relations Act won't be law until 1935, so there are few legal protections for joining a union or for strikers.


Oh, and the Sacco and Vanzetti trial and appeals are ongoing. The two men were found guilty of murder in July of 1921, though they weren't executed until 1927. (Though their guilt for the murder has been questioned from 1921 until the present day, and their conviction seems just as likely to have been owing to their being Italian immigrants and anarchists as it was for genuine proof of guilt.)

There's a lot to draw on here. While Lovecraftian characters tend to be from the educated upper-middle class, there's certainly room for working-class, radical, or trade unionist characters, too.

Censorship: Banned in Boston


Boston was renowned for its priggishness in the 1920's. The main organization responsible for censorship in Boston at the time was the delightfully-named "Watch and Ward Society" (whose motto was manu forti, "with a strong hand"). The Boston Public Library kept objectionable books in a locked room, and some plays were presented in a bowdlerized "Boston Version" to satisfy the W&W Society. Elsewhere in the country, the phrase "banned in Boston" was sometimes used to connote something lurid.

Of course this provides further motivation so seek out information from Miskatonic University...

This is great fodder. For my Boston, the Watch and Ward Society has been infiltrated by a cult of Nyarlathotep. The strict censorship laws allow Nyarlathotep's followers to monitor and control occult goings-on within Boston (such as performances of The King in Yellow), to confiscate arcane tomes under colour of law, and to shut down publications or performances that don't serve the cult's ends.

Music, Theatre, and Radio

Jazz and Blues are becoming popular. In 1921, Mamie Smith records "Crazy Blues", which is a Vaudeville song but with blues influences. It's the first blues song to be recorded by an African-American woman, and it becomes a surprise hit.

 
Movies are still silent; it won't be until 1927 that the first "talkie", The Jazz Singer, is introduced.


Live theatre  is still big. Vaudeville has a strong history in Boston and a strong Irish presence, and would be popular for another decade, rife as it was with ethnic stereotypes.


What I'm thinking is starting off the campaign with the PCs attending a performance of The King in Yellow. But that's high-falutin' theatre; knowing that vaudeville's still king is an interesting side point.


Spiritualism and Occultism

The physical basis of all psychic belief is that the soul is a complete duplicate of the body, resembling it in the smallest particular, although constructed in some far more tenuous material. In ordinary conditions these two bodies are intermingled so that the identity of the finer one is entirely obscured. At death, however, and under certain conditions in the course of life, the two divide and can be seen separately. Death differs from the conditions of separation before death in that there is a complete break between the two bodies, and life is carried on entirely by the lighter of the two, while the heavier, like a cocoon from which the living occupant has escaped, degenerates and disappears, the world burying the cocoon with much solemnity by taking little pains to ascertain what has become of its nobler contents.
 Sir Arthur Conan Doyle, The Vital Message

Spiritualism would have a substantial following in Boston in 1921 - and not just in Boston; Canada's longest serving Prime Minister, William Lyon Mackenzie King, was a great believer in seances and the occult. In Boston, noted psychic and medium Mina Crandon was conducting seances by 1923 and while Harry Houdini debunked her performances in 1924, that did not seem to dissuade her supporters and followers within the Boston elite.

...possibly because she apparently conducted seances in the nude, no foolin'.
 

The Order of the Golden Dawn, which is clear inspration, if only in name, for the Order of the Silver Twilight in Call of Cthulhu and Fantasy Flight Games, had lodges in the United States by 1920 (not sure if one was in Boston, but easy enough to add...). (As an aside, the short story collection Cthulhu's Dark Cults includes a story where two union men in 1921 Boston break into a Silver Twilight lodge to get incriminating information on their boss so they have a bargaining chip!) Similarly, Alistair Crowley's Ordo Templi Orientis was active in the U.S. - certainly in California, where a young L. Ron Hubbard was involved, but a lodge in Boston wouldn't be out of the question. And sex magic rituals like the Babalon Working, trying to summon a goddess, is certainly easily adaptable to the Mythos. Though probably with less sex and more, er, tentacles.


(As an aside, the Catholic Church condemned spiritualism in 1898, and the Anglican Communion expressed grave concern about people "making a religion" of spiritualism.)




Medicine and Psychiatry

 Call of Cthulhu discusses psychiatric techniques prevalent in the 1920's, so I won't go into that overmuch. But in terms of medicine, there still wasn't a truly effective antibiotic until the 1930's (Alexander Fleming discovered penicillin in 1928). There were a couple that were used to treat syphilis, but they had serious side effects. But at least by the start of the 20th century doctors knew to wash their hands. And anaesthetics were available, generally in a syringe, like morphine, or in mask or oral form; intravenous anaesthetics wouldn't come into use until the 1930's.


Anyway, you get the idea.

Really, most of this won't be necessary. But it was fun to learn more about the history of the time, even in predominantly Wikipedia form. Hopefully I can put something coherent together for the actual game in the next little bit.

Thursday, 7 July 2016

Eldritch Horror: Signs of Carcosa, Hastur, and The King in Yellow

Signs of Carcosa


In the end, I (as if there were any doubt) bought Signs of Carcosa. Predictably (given my last post on the topic), I don't care for a lot of it. The new Talents deck, like Glamour spells, is so much cruft. There's a new type of Deal, "Promise of Power", which further dilutes the Deal deck. The Assets deck continues to expand, the new Investigators are fine but not needed, the new spells are (but I repeat myself) fine but not needed, and so on.

But in fairness, I do like Hastur, as the new Great Old Ancient One. Hastur requires you to solve only two Mysteries to win the game, rather than the usual three (or four if you're playing against the Rise of the Elder Things from Mountains of Madness); but each Mystery takes longer to solve (e.g. requiring twice as many Clues be collected, or having two stages, or - in the case of the Spawn of Hastur Epic Monster - taking a maximum of one damage per attack). Hastur is very hard on low-Sanity characters, as every Reckoning the Investigators collectively lose Sanity equal to the number of Gates on the game board - which is okay if you have a couple of Sanity 8 characters to absorb the first couple of hits, but if you let the gates get out of control, well...






Plus each of Hastur's cultists summon a Byakhee on every reckoning, which flies off to ambush the nearest Investigator - and there a lot of cultists in the monster cup these days. And the new Bane condition - "Blight" - is pretty thematic for Hastur.

To be absolutely blunt, I wish FFG would just provide a single booster pack with just an Ancient One, its new Mysteries and associated cards, and requisite conditions (in this case when Hastur awakens the lead investigator is almost certain to acquire a Blight condition, for instance), rather than the existing model. But not everyone has all the expansions, I suppose (and hence not the same plethora of spells and cards), and while I've complained about FFG's model before, I still bought Signs of Carcosa. Feh.

Hastur and The King in Yellow

I also recently read The King in Yellow - a collection of short stories and poetry by American author Robert Chambers, published in 1896 or so. The first four stories all include reference to The King in Yellow, a play that drives those who watch it - or at least its second act - mad. (The Yellow Sign, Carcosa, and the King in Yellow as a figure are all also referred to in the book.) It's very late-nineteenth-century, but also influential on H.P. Lovecraft and his compatriots, as evidenced by Lovecraft's passing references to The King in Yellow as a Mythos tome, just like the (real) Witch-Cult in Western Europe and the (fictional) Necronomicon.

There were also a lot of references to The King in Yellow in Season 1 of True Detective, as explained on io9, here. It added to the weird atmosphere of the show, and I thought season 1 was simply brilliant television. Season 2 didn't have the same magic, in my opinion. But I digress.

To be frank, I probably wouldn't have enjoyed The King in Yellow were it not for its association with the Cthulhu Mythos and Lovecraft's writing. It's very much of its era, and the basic premise - Read This Play, Lose Your Mind - seems even more ludicrous than the often overly-fragile psyches of Lovecraft's characters.

By the way, Hastur seems to be a place in Chambers' writing, rather than the malevolent being that August Derleth made him. In the first story, "The Repairer of Reputations", it says:


"He mentioned the establishment of the Dynasty in Carcosa, the lakes which connected Hastur, Aldebaran and the mystery of the Hyades."

So, not this. (From FFG's website.)
 
Of course it wouldn't be nineteenth-century American fiction without some good ol' fashioned racism and anti-Semitism, too. "The Repairer of Reputations", ostensibly set in the United States in the then-near-future 1920 or so, also reads:

"We had profited well by the latest treaties with France and England; the exclusion of foreign-born Jews as a measure of national self-preservation, the settlement of the new independent negro state of Suanee, the checking of immigration, the new laws concerning naturalization, and the gradual centralization of power in the executive all contributed to national calm and prosperity. When the Government solved the Indian problem and squadrons of Indian cavalry scouts in native costume were substituted for the pitiable organizations tacked on to the tail of skeletonized regiments by a former Secretary of War, the nationa drew a long sigh of relief..."
Now, in fairness the narrator of "The Repairer of Reputations" is, um...unreliable. I won't say more than that for fear of truly spoiling the story. So it's possible this isn't meant to be entirely true, or that it's the narrator's interpretation of events - after all I'd imaging that reference to "the gradual centralization of power in the executive" might have sounded alarming to American ears. But it's not like such sentiment was uncommon in the U.S. (and Canada) in those days. Or, um, now, given Trump's popularity. Anyway.


It's certainly evocative stuff, if a bit dated. I'd recommend The King in Yellow to fans of the Mythos, but see if the library has it - I wouldn't suggest buying it. Of course, maybe I'm just recommending it because I read the second act.

Wednesday, 18 May 2016

Eldritch Horror II: The Power Creepening (Plus is everyone in this game from Maine?)

As of now, Eldritch Horror has four expansions: two "small expansions", Forsaken Lore and Strange Remnants, and two "big expansions", Mountains of Madness and Under the Pyramids, both of which include a "side-board" with additional places for investigators to travel - Antarctica in MoM, and locations in Egypt and along the Nile in Under the Pyramids. If my critique here has a theme, it is this: Eldritch Horror, which remains my favourite game, is at its base very well-designed. The basic mechanics are simple, elegant, and work well in play. But as more exceptions, assets, spells, conditions, and so on, are added in, the older sets become overshadowed, gameplay becomes for complicated and fiddly, and simple tasks (such as finding a specific card or just plain fitting the game onto a small table) become more tedious.

It does work very well with FFG's business model, though, which is to sell expansions, and lots of 'em. Good for FFG's bottom line; increasingly less good for gameplay, though, in my opinion.

I will add, in fairness, that the game is pretty modular. You can strip out certain parts without breaking it (I've got to the point where I'm ready to strip out Glamour spells and all cards that reference them entirely, for example) or even entire expansions (the cards from each expansion come marked with a particular symbol).

The Expansions

Forsaken Lore was the first expansion and, frankly, I would strongly recommend that anyone who buys the Eldritch Horror base set buy Forsaken Lore at the same time. It is a "must-buy", as far as I'm concerned; it increases the number of Mysteries for the base set Ancient Ones from four to six (hence increasing variety in gameplay, since you'll use three in each game) and adds Yig, one of the better Ancient Ones, to the initial roster of Cthulhu, Shub-Niggurath, Yog-Sothoth, and Azathoth.

I had very mixed feelings about Mountains of Madness. I didn't initially like, but eventually warmed to, the addition of the "focus" mechanic (where investigators can spend an action to get a "focus" token, which allows them to reroll one, or sometimes two, dice)...though the fact that the game came with only four [EDIT: eight] Focus tokens - when, in an eight-player game, you could need as many as sixteen - struck me as pretty cheap on FFG's part.) I liked most of the new Investigators, and the new Assets and Conditions weren't unmanageable. A new type of asset, the mis-named Unique Assets, showed up - which was a bit of a hassle, as (along with new Conditions including Hypothermia and Lost in Time and Space) added several new separate decks, albeit of small cards, to add to the already-fiddly setup. But many of the Unique Assets were characters from Lovecraft's work, which was pretty cool.

The two new Ancient Ones - Ithaqua and the Elder Things - weren't great, though. Each was introduced (as is the norm for FFG) to highlight a new mechanic or condition or feature in the game. (Yig brought the Poisoned condition to the fore in Forsaken Lore, for instance.) The Elder Things require you to use the Antarctica sideboard. Ithaqua requires you to use a Focus token to avoid Hypothermia. Neither of the MoM Ancient Ones, unlike Yig, were particularly entertaining to play.

Furthermore, the addition of optional Prelude cards (which have an impact on set-up and may hurt or help - or both - the Investigators after set-up but before play begins) felt pretty tacked-on; a solution in search of a problem, really. And the optional Antarctica sideboard was singularly uninspiring (and the use of that required an additional three decks of cards be added to set-up).



In case you missed it: I don't like having to worry about more and more different decks. Some conditions, like Hunted, almost never come up. Hypothermia comes up more often with the Antarctica sideboard or with Ithaqua, but it's really unnecessary.

Mountains of Madness did begin to break down the need for specialized investigators; a new spell (Arcane Insight) allowed a spell-caster to simply create clues by magic, which reduced the need for a dedicated clue-seeker, and another (Storm of Spirits) allowed strong spell-casters to use their Lore skill instead of Strength, reducing the need for dedicated combatants.

It also started to break down the division between city spaces and wilderness spaces. In the base set, the Active Expedition (an encounter that, if you're successful, often does useful things like granting a powerful Artifact or holding Doom at bay) only showed up in the wilderness. In MoM, it started to show up in some cities; later expansions now have the Active Expedition potentially showing up in any of the nine "named" cities. A small thing, and probably makes the Expedition deck more useful since you don't have to trek hither and yon to do the Expedition encounter - I will say that pre-MoM, the Expedition saw very little play, even with the potential benefits. 

Strange Remnants and Under the Pyramids

In any event, the trend towards more reduced need for specialists and more, and more cumbersome, rules, continued in the last two expansions, Strange Remnants and Under the Pyramids. I bought them in close succession so it's a bit difficult to compare play with one and not the other. So I'll have to kind of jumble them together, unfortunately. Suffice to say that I have a couple of real problems with these last two expansions.

I will say this: The Egypt side-board is a real improvement over Antarctica. It feels much more like a genuine part of the map rather than an unpleasant side-trip. Like the Antarctica board, the Egypt board is only used with a specific Ancient One (Nephren-Ka, the Dark Pharaoh) or with a specific Prelude card. I quite like the board when playing against Nephren-Ka; against any other Ancient One it adds very little to the game.

The other new Ancient One from UtP, Abhoth, is actually quite a lot of fun to play. I think FFG learned its lesson from MoM; I'm much more likely to suggest fighting Nephren-Ka or Abhoth than fighting Ithaqua or the Elder Things.

And a number of the new Conditions in SR and UtP are not bad (the fact that getting a Boon condition doesn't always mean you become Blessed, for example, or that you may become Haunted instead of Cursed if you get a Bane, is a nice touch). A new effect, Impairment (where you reduce your effective trait level - where before you could not reduce it below your base score), is actually quite effective as a mechanic.

However. Again, simple and elegant gives way to rules exceptions, Investigators become more self-reliant (reducing the need for specialization and co-operation to complete tasks). Overall, the game becomes significantly easier - which is why, it seems, FFG has revised the rules to change the number of clues that spawn or gates that open for certain numbers of investigators. (For four Investigators, which is our standard, now two gates open instead of one, but fewer monsters spawn.) I don't mind the updated Reference Cards, but it does demonstrate the game's become significantly easier. Hell, these days we're playing with the updated Reference Cards, with all Easy Mythos cards removed from the deck, to find a challenge.

Like so. Tentacles!
The Mystic Ruins deck, introduced in SR, operates similarly to the Expedition deck from the base set (you can encounter the Mystic Ruins or the Expedition on a space matching the top card of the relevant deck), but doesn't add much to the game. As usual, the new Ancient One (Syzygy) and a new Prelude card from SR require that you use the new feature in that expansion. But the Mystic Ruins deck isn't particularly interesting in play (nor is Syzygy), though at least the Mystic Ruins are just another deck to add to setup and doesn't require a sideboard.

A few new Unique Asset characters have been added (like Asenathe Waite, who sadly doesn't steal your body and walk around in it).

The Assets deck has now ballooned to twice its original size, making finding a particular Asset when required a tedious task. There's now an Asset for damn near every purpose, diluting the Asset pool and increasing power and ability creep.

My main criticism, though, is the addition of Relics and Glamour spells. (Well, and the new Investigators, which I'll discuss below.) Relics are a new type of Unique Asset, and Glamour spells are spells that trigger automatically - you don't need to make a Lore test to cast them - but will often wear you down on each Reckoning. (Certain Mythos cards include a "Reckoning", which triggers some monster abilities on the board and triggers checks on things like Madnesses or Illnesses - if you're Poisoned you lose one health on each Reckoning, for instance.)

The problem with Relics (which usually have an effect triggered on a Reckoning) and Glamour spells (which always do) is that, first, they tend to continue the trend of making each Investigator more self-reliant and a number of older Investigators' abilities redundant or irrelevant; and second, that now every Reckoning includes even more checks and rolls and irritating minutiae that detracts from gameplay. (This is especially so with one character - Monterey Jack - who gains a Relic every time he completes an Expedition Encounter - and as I mentioned above, those Expeditions can now show up in Rome or Sydney, not just in the less-traveled corners of the board.)

A number of Relics make a Reckoning something to actually look forward to. Some (like the living puppet) injure monsters on a Reckoning; others allow you to improve a skill, gain health or sanity, or discard an Illness or Madness. Some players may enjoy the extra abilities and benefits of Relics, but I find that that they clutter and dilute gameplay and contribute to the general power creep.

(Note that I'm not necessarily against things that make the game easier, as such. Focus, introduced in MoM, absolutely does so, and I'm okay with that. But it's getting a bit out of hand.)

I reserve my real irritation for Glamour spells, though. As mentioned above, Glamour spells have a Reckoning effect which usually requires your Investigator to make a Lore roll and you'll suffer a detriment (e.g. lose a point of sanity) or gain a benefit depending on how successful you are on your roll. That makes a Reckoning more tedious (more cards and effects to worry about). It also makes Glamour spells a pain to have; high Lore characters often have little to fear (though if they have too many, even they can be worn down - multiple successes don't always prevent a sanity loss, for instance) and low-Lore characters will inevitably suffer the consequences of having a Glamour or two.

Now, okay. So you get the benefit of the spell, which is often a personal equivalent to an existing spell (e.g. one allows you to bypass monsters on your space - the same as the Mists of Releh spell but without having to roll for it; or another that allows you to negate two points of damage - the same as Flesh Ward); why not suffer the consequences too? And I get that. My real complaint is that the Glamour spells dilute the spell pool (just like the plethora of new Assets does in the Assets deck), making it harder to strategize learning new spells that will benefit the group. They make Reckonings more of a pain to manage. They make characters more capable. They contribute to the power creep.

The Investigators


All told, Eldritch Horror currently has twenty-eight Investigators to choose from. As you would expect, some Investigators are better than others, and many of the original set's Investigators are seriously overshadowed by those in later expansions. The latest two expansions are particularly bad in this respect. Looking at things purely in terms of mechanical heft, why anyone would want to play the Soldier, the Martial Artist, or the Spy from the base set any more is beyond me, as there are much more mechanically effective Investigators in later sets that can fulfil the same role, better. Furthermore, to continue the theme of my critique here, the simple and elegant abilities of earlier Investigators are overtaken by more complicated and less intutive abilities in later Investigators (because, after all, you have to differentiate them mechanically from their earlier colleagues). It's part of the overall power creep and rules bloat that now afflicts the game.

Now, we tend to play with random investigators (more specifically "draw three, play two") and we do play some of the older Investigators simply because we like them. It's easy enough to choose not to play the new Investigators. I still hate the power creep.
 
AND WHY DOES THIS IDJIT HAVE 3 WILL?!

Final Point: I See White People

This complaint doesn't have anything to do with mechanics. It has to do with just how monochromatic and monocultural the Investigator roster is. This would be more acceptable, I think, in Arkham Horror where you're restricted to cities and towns in New England, more or less. Less so in a globe-spanning game of pulp adventure.

Of the twenty-eight current Investigators, all of five are people of colour, and four of those are basically stereotypes. The African character is a shaman (because they're all tribal, you know), the Chinese character is a martial artist (they all know kung fu!), and the two African-American characters are a jazz musician and a nightclub singer. The one who doesn't fall into all-too-standard roles is the Vietnamese character, who is...a secretary. Apparently people of colour aren't politicians, ambassadors, ex-cultists, farmhands, professors, teachers, gangsters, bootleggers, sailors, researchers, nurses, nuns...and so on.

Now, of course it's meant to be the 1920's. So, yes, the roles of people of colour in the United States (and in the pulps where the Cthulhu Mythos appeared) would have been very limited. But this is a world-wide game, spanning every continent on the globe...I'm not asking for wholesale revision. Just a nod to greater diversity. Would it have killed FFG or the fan base to have the lawyer, who starts in Mumbai for God's sake, have the surname of Bannerjee or Bansali instead of Barnaby? It's not like there weren't Indian lawyers at the time.

Yes, that Gandhi. Okay, he lived in South Africa. Still.
Or a First Nations or Inuit character? I guess the "shaman" role was taken by the sole African character, and what other possible role could an indigenous character have? Sigh.

More broadly, even putting aside the paucity of people of colour, there's a notable lack of names that aren't British or Brit-American. No Eastern European names, for instance; no Turkish character in Istanbul; no Scandavians or Germans; no French (the jazz singer has a French name but she's from New Orleans) or Italians; no Portugese or Spanish (whether from Europe or South America). There's a character with a Greek surname (Samaras), at least.

This is, of course, a side-point, and not one that relates to gameplay. And yes, of course the characters in the Mythos stories were white and stiflingly Anglo-American, and there was a strong racist undercurrent (and sometimes overcurrent) in Lovecraft's writing. But FFG, to its credit, has gender parity among the Investigators; half are women, and while the female Investigators are disproportionately given spell-caster or support roles (as they often are in fantasy fiction generally), it's still a significant departure from the source fiction that was a full-on sausage party. Surely FFG can see its way to adding a few more Investigators with a true non-Anglo-American background?

In fairness, women appear in the "armed delusional religious fanatic" role, too.
Edit: I'll add in a link to a recent column (which I hadn't read prior to writing this post) on the classism and lack of people of colour in Arkham Horror, since I downplayed those problems in Arkham Horror and figured it's worth noting that Arkham, too, has been criticized for similar exclusion.

Further Edit: As an aside, Signs of Carcosa continues the trend; the two previewed Investigators are (shocker!) Anglo-American: Mike McGlen and Wendy Adams. It's like FFG has the White People Name Dictionary and are just picking randomly. I'm actually more annoyed now than when I originally wrote this post.

Anyway. 

That's my critique/review/rant about Eldritch Horror. All told, on balance I am glad I bought Under the Pyramids, at least. I am much less sold on Strange Remnants. I admit I may well buy Signs of Carcosa because c'mon, Hastur, right? Hence justifying FFG's business model. But on the other hand given where the game is now, I'm not sure that I need or want to add anything other than a new Ancient One (such as Hastur) - indeed I'm in the process of deciding what I can strip out - so I'll see how long I can resist. Now if I can just avoid mentioning Hastur one m....



Tuesday, 17 May 2016

Interlude: Mark Oshiro Reads Chuck Tingle (Seriously NSFW)


Mark Oshiro recently posted readings of two Chuck Tingle classics, the Hugo Award-nominated (!) Space Raptor Butt Invasion and the follow-up Slammed in the Butt by My Hugo Award Nomination.

They're quite something. The stories themselves are ridiculous (I'm 95% sure I wouldn't find them arousing even if I were gay but then, I am pretty old) and Oshiro's readings are very funny.

Hold it right there, buckaroos.

I'll note before posting links that Tingle's works are gay porn. Well, sort of gay porn. There's certainly what seems more-or-less like gay sex except in one case it's gay sex with a velociraptor astronaut ("It's not gay if it's with a raptor though, is it?") and in the other it's gay sex with an inanimate trophy (similar question). I leave it to the reader to deduce which is which. Either way, needless to say, this is Not Safe For Work. If the titles and cover didn't already give it away.

I have no words.

If you're a dinosexual, here is Oshiro reading Space Raptor Butt Invasion. If inanimate-object-porn-with-meta-commentary is more your thing, his reading of Slammed in the Butt by My Hugo Award Nomination is here. And Inverse has some commentary on Tingle's Hugo nomination (the nom is a side effect of the Sad/Rabid Puppies nonsense, which I won't bother with summarizing) and the reaction thereto here, and an, ahem, interview with the author here.

As an aside, we're playing Eldritch Horror tonight with all the easy Mythos cards removed from the deck. Possible inspiration for my new short story (soon to be nominated for a Hugo!), Hapless Investigators are Pounded in the Butt by Shub-Niggurath.


Monday, 16 May 2016

Eldritch Horror I: Enough is Enough, FFG.

Over a year ago, Tom Chick asked whether the Mountains of Madness expansion to Fantasy Flight Games' Eldritch Horror was "the beginning of the end" for EH. At the time, I thought it was a bit over-the-top; while I wasn't MoM's biggest fan at first, I'd come to enjoy a number of the changes MoM brought to the game. (Though there are still things I would, and do, happily manage without.) But now, with my recent purchase of the two most recent expansions - Under the Pyramids and Strange Remnants - and with yet another expansion on the way - I've certainly started to share Tom Chick's sentiment, albeit over a year later.

Now, before I launch into this ill-conceived rant, I should make a few things clear.

First: Some Quick Background.

For those who aren't aware, Eldritch Horror is a co-operative board game set in the world of the Cthulhu Mythos, based on works by H.P. Lovecraft and others, where Investigators travel the globe and try to solve three (sometimes four) Mysteries before either the "Doom Clock" runs down to zero and the Great Old One Ancient One arises, or you run out of cards in the "Mythos Deck".

"Seriously, you can use the name Azathoth but not call me a Great Old One?"


Investigators (characters/pawns), each with distinct attributes and abilities, try to solve Mysteries before time runs out. Investigators must also fight monsters, find Clues, close otherworldly Gates, and deal with encounters while they try to win the game. The review by committed hero at RPG.Net gives a good summary of game play.


Second: I Love Eldritch Horror.

This point can't be over-emphasized. I love this game. It's possibly my favourite board game of all time. It hits the right balance of gameplay, replayability, and theme; it's a great intermediary between role-playing games (which I have read and played obsessively over the years) and board games (which I mostly avoided until recently). Eldritch Horror has given me more gameplay-per-dollar than possibly anything except my AD&D books back in the day...or possibly the various Civilization video games.

Of course I can't help but get attached to the characters; I'm a role-player after all. Witness the relationship web I drew after I bought the expansion Mountains of Madness.

THIS IS WHAT SANITY LOSS LOOKS LIKE. Send help.

Yes, this is Draft 2. I won't share Draft 3 which includes the "non-player characters" (i.e. Ally assets) from the Assets deck - though I will mention that Guiseppe, the Vatican Missionary, holds deep but forbidden feelings for the ex-Cultist, Diana Stanley; Evelyn, the Personal Assistant, may or may not be having an affair with Charlie Kane; and Auguste, the Arcane Scholar, is Jim Culver's uncle. No comment on whether Draft 4 will include Unique Assets or the Investigators from the more recent expansions, Strange Remnants and Under the Pyramids.)

"Is...is Miss Stanley coming with us? Just asking...no reason."
I have also made certain observations about the characters in Eldritch Horror that are TOTALLY SCIENTIFIC AND VERIFIABLE AND NOT AT ALL ATTRIBUTABLE TO CONFIRMATION BIAS.

For instance, Akachi Onyele will invariably muck up a key roll, no matter how many dice you're rolling for her. To the extent that our table calls a spectacular failure to "Akachi" something.

"Way to Akachi that roll, Bob."

(A success in EH, by the way, is a 5 or 6 on d6, most of the time; a 4, 5 or 6 if you're Blessed and only on a 6 if you're Cursed.)

On the other hand, Wilson Richards (who, when I play him, talks like Scruffy from Futurama), is renowned for succeeding in Lore rolls (where, to start at least, he rolls only 1 die).

"Don't see why you're so surprised. Wilson's learned a thing or two."
But I digress. The point is, I love this game. But there were a few things bugging me about it, especially with the last two expansions and what point is there in having a blog if you can't bitch about stuff that bugs you?

Third: This Isn't About the Game Being Too Hard.

Quite the opposite, in fact. If anything, the game's got too easy...while acknowledging my tweet from a week ago...


But more to the point, it's got cluttered, it's accumulating a significant amount of needless detail and, well, stuff, and it's losing the elegance and simplicity that it had in the past. It has become, indeed, victim to the very same bloat that afflicted its predecessor, the venerable Arkham Horror. (Tom Chick said much the same thing back in 2015 regarding Mountains of Madness.) Ironically, I'd picked up Eldritch Horror because the consensus online was that it was more streamlined and playable than Arkham - and it still is, if only barely.

Thankfully, the game is quite modular and it's relatively easy to strip things you don't like. But that said, in my view it's a shame that FFG is so committed to this product churn, particularly when it doesn't, in my view, improve the game.And I don't really like paying for an expansion only to ditch half of it.

Anyway. That's my introduction. In the next post or two I'll focus on specifics and why, if I'm honest with myself, I'll probably buy Signs of Carcosa but feel bad about doing so. (And, thus, why should FFG care? They'll get my money either way. But, so it goes.)