Horvath’s Hoard

Monsters, Aliens, and Holes In the Ground was penned by enthusiastic RPG collector Stu Horvath as an outgrowth of his other work documenting vintage RPGs, which began with a humble Instagram account and now takes in a weekly podcast. It’s a handsomely-presented coffee table book, offering a sort of tabletop RPG equivalent of A History of the World In 100 Objects in which Horvath goes over his extensive personal collection and picks out RPG books to discuss – core rules primarily, but supplements, adventures, campaign settings, and less easily categorised items also feature.

Rather than simply offering a run-down of Horvath’s favourites, Horvath attempts to select items which help illustrate something about the tabletop gaming zeitgeist. If a game is historically significant or extremely influential, that counts for a lot, but Horvath also allows himself to include a few items which represent noteworthy oddities, intriguing creative dead ends, or outright screwups, because as in other creative fields infamous failures can be just as illustrative as celebrated successes. In addition, Horvath sticks to items from his own collection – he won’t include something he hasn’t heard of, or has not at least at some point owned and been able to make his own assessment of.

In this respect the biggest gap, as he acknowledges in the introduction, are RPGs in languages other than English; I don’t know whether or not Stu is multilingual, but presumably if he was multilingual enough to read and appreciate RPGs written in other languages, he’d have included some here, so this is really a tour through the Anglophone segment of the hobby; we get only second-hand glimpses, via translations, into areas like the Swedish scene, and nothing on Germany or Japan, all territories where games other than D&D rule the roost.

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Sorties Into the Dark Ages

So, despite having been involved in LARP in some capacity for twenty years or so, for a good long while I’d never been to what you might call a “traditional” Vampire: the Masquerade LARP, despite the prominent role those have played in the field over the years. Don’t get me wrong, I’ve been to Vampire LARPs – of both Masquerade and Requiem flavours – but never one which used the venerable Mind’s Eye Theatre system as maintained by By Night Studios.

There’s various factors why that has been the case. I started LARPing in university; at the time, there was a local branch of Camarilla UK (the major Mind’s Eye Theatre-based World of Darkness LARP network), but there was also other options. If you were into a more physically active LARP, with combat actually implemented using pulled blows with latex weapons, Mind’s Eye Theatre wouldn’t be your thing anyway – that system has never used “hard skill” combat but instead uses game mechanics to resolve violence in an abstract fashion. There was a local system which ran frequent afternoon sessions of a Saturday, so if you preferred that, that was what you did.

Mind’s Eye Theatre-esque games are somewhat suited to games which put a strong emphasis on political networking and social skills – but for that there was also alternatives, with at least one (and often several) freeform games which delivered a similar style of play. These would run campaigns in short runs (since they were associated with the local university’s RPG society and so needed to complete their arcs within the academic year due to student turnover), and as the “freeform” title implies tended to be extremely system-light.

This meant there were not much in the way of rules you needed to keep in mind to play, and not much in the way of the sort of long-term baggage that any RPG campaign accumulates over the passage of time. By contrast, the local Camarilla UK game seemed rather unapproachable. The Mind’s Eye Theatre system provided a significant barrier to entry and seemed daunting to handle in play – whilst in a tabletop context it’s much easier to pause and look up a rule when playing a crunchy system, LARPs really thrive on pausing the action as little as possible, so a rules logjam in a LARP can be significantly more disruptive to the play experience than a difficult rules problem in a tabletop context, and needing to keep a large amount of rules information straight in your head to ensure smooth play is a perennial LARP system design issue.

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I Ain’t Afraid of No Wraiths

World of Darkness: Ghost Hunters – yet another Kickstarter project from Onyx Path – is another entry in the extensive 20th Anniversary World of Darkness line. It’s a supplement, rather than a standalone core book, and the front cover bills it as being for Wraith: the Oblivion, which is sort of true but not quite the whole story. It’s a Wraith supplement in the sense that ghost hunters are, specifically, ordinary human beings who go looking for spooks, and in the World of Darkness setting that means that if they find what they are actually looking for, they’ll have turned up a Wraith, or at least something Wraith-related; it’s also thematically something of a reimagining of The Quick and the Dead, the old “here’s the mortals that hunt your particular splat” supplement from the original Wraith line.

On the other hand, it doesn’t absolutely require Wraith. It needs one of the 20th Anniversary core rules to explain the basic system stuff, of course – but you don’t need to use the Wraith one for it, and indeed there’s a little appendix at the end giving a simplified system for statting up spooks to use in conjunction with Ghost Hunters if you don’t have Wraith to hand. This is a little reminiscent of the 1st edition New World of Darkness core rules (before that line got renamed Chronicles of Darkness and had the God-Machine Chronicle folded into its new core rulebook), since that book included some brief rules on ghosts to provide something to investigate or be antagonised by if you were running a mortals-only campaign using only that book.

It’s also tempting to compare this book to The Hunters Hunted, in either its original version or its 20th Anniversary edition update. After all, Hunters Hunted was the original “play mortals hunting the supernatural” supplement for the World of Darkness, and a critically revered one at that, and it kicked off the trend for each of the original World of Darkness games to have an associated supplement on a similar theme, The Quick and the Dead being the one they did for Wraith; this process culminated (as far as the original World of Darkness is concerned) with Hunter: the Reckoning, a game which took the “you are playing mortals hunting the supernatural” concept and botched it by making all the PCs “Imbued” – in other words, a new flavour of supernatural individual with their own special powers.

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Technocracy Reloaded, Ascension Declined

As the title implies, Technocracy Reloaded is the Technocracy-themed supplement for Mage: the Ascension 20th Anniversary Edition, a sort of fresh take on the much-respected Guide to the Technocracy from previous editions. From this perspective it’s… it’s fine. It’s a competently designed bit of work which makes the best of a challenging task – that task being to update the Technocracy concept for an era when anti-vaxx sentiments and QAnon conspiracism suggest that scientific rationalism is neither a villain nor an unchallenged, dominant worldview these days. On a quick read, I found nothing especially wrong with it as a concept.

At the same time, I think with this book I am kind of done with Mage: the Ascension – not just this edition, but the game in general.

The problem is that to present a nuanced view of the Technocracy that’s worth devoting a 240 page supplement to, and to update it for the 2020s, the writing team have found they needed to grasp the nettle and really address some of the major issues with the standard Mage: the Ascension setting as it has been previously presented. A big reason that so many Mage fans like the idea of being able to play as the Technocracy is that it’s hard to deny that they do have some admirable aspects. As well as frequently being more egalitarian than the Traditions, there’s the simple fact that what the Technocracy mainly want is a world where the general public has some sense of cosmological security and stability, which can provide them with the basis of actually having a halfway decent life. Vaccines and modern medicine may have their issues, but doing without them (or relying on the goodwill of a healing mage who might decide you aren’t worth it if their ideology suggests it) would be much, much worse.

More than that, though, the book acknowledges absurdities like how the idea of Paradox as it exists in Mage and the usual explanations for it simply don’t work. It is 100% predicated on the assumption that the Sleepers, in general, do not believe in supernatural stuff, and magic and the paranormal go against their worldview that it unleashes the force of Paradox in order for consensus reality to reassert itself.

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An Arcane Followup

So, a while back I did an article looking back at Arcane‘s Top 50 RPGs list from back in 1996, as polled among their (primarily UK-based) readership. At the time, I said that no truly comparable list had been produced since, but I’ve recently become aware of Tabletop Gaming magazine’s June 2018 piece on the Top 150 games. This includes board games and card games, but RPGs are healthily represented there – in fact, the top game on the list is an RPG. It’s also a UK magazine which feels in some respect like a present-day update of Arcane with a wider remit and some somewhat deeper insights, and the list was also based on a reader vote.

So, I thought it would be interesting to extract just the RPGs from that list to get a “Top RPGs” sub-list, and compare it to the Arcane list. Perhaps we shouldn’t read too much into it – the readership may well not be that similar – but it’s interesting to think about, right?

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Kickstopper: New Life For a Dead Game

Given that it is a game about playing a dead person, in some ways it is appropriate that Wraith: the Oblivion was the first of the World of Darkness games to die – not even making it past 1999. Having received even less support than Changeling, in some respects it’s the member of the initial “big five” World of Darkness RPGs which both needs the most love from a 20th Anniversary edition and, you would think, would be one of the easier game lines to sum up in a big fat 20th Anniversary rulebook – after all, since less was published for it, less needs to be compiled, right?

On the other hand, in some respects Wraith is the most genuinely clever and cutting-edge of the original World of Darkness games. Whilst White Wolf spent most of the 1990s trying their hardest to adopt a pose of being sophisticated artists bringing a new level of sophistication to tabletop RPGs, it was rare that their games actually reflected this in terms of system and the supported gameplay and the overall concepts being played with. Wraith was a major exception in this respect.

With Rich Dansky, respected in the fanbase for the work he’d done on the original game line, in place to write this updated edition, would it provide this unique game with the treatment it’s always deserved but never quite received, or would it be another victim of the reputed Wraith Curse?

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The Arcane Top 50 – Where Are They Now?

Arcane, a short-lived British tabletop gaming magazine from Future Publishing which ran from December 1995 to June 1997, is a name to conjure by for many gamers of around my age. I came to the hobby after White Dwarf had become a Games Workshop in-house advertising platform, and just as Dragon was on the verge of dropping its coverage of non-TSR RPGs altogether; that meant I got a brief taster of TSR having a broader scope of coverage, and missed out on the golden age of White Dwarf altogether.

With other RPG-focused gaming magazines available in the UK either consisting of patchy US imports or a few local magazines published on a decidedly variable basis (whatever did happen to ol’ Valkyrie?), the arrival of Arcane was immensely welcome. Sure, even by this early stage the Internet was already becoming an incomparable source of both homebrewed material and cutting-edge RPG news, but much of that was in the form of Usenet and forum discussions of variable quality or ASCII text files. To get something which was informative, read well, and looked nice, print media was still just about where it was at.

Truth be told, taking a look back at Arcane in more recent years I’m less impressed than I was at the time. It took largely the same approach to its own subject matter (primarily RPGs, with some secondary consideration to CCGs – because they were so hot at the time they really couldn’t be ignored – and perhaps a light sniff of board game content) that Future’s videogame magazines took to theirs, particularly the lighter-hearted PC Gamer/Amiga Power side of things rather than the likes of, say, Edge. That meant it focused more on brief news snippets, reviews, and fairly entry-level articles on subjects than it did on offering much in the way of in-depth treatment of matters.

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Kickstopper: Consensus Reality Means These Books Will Exist If Backers Believe Hard Enough

Mage: the Ascension has, from its beginning, been a bit of a weird old game. The central “consensus reality” conceit – without which the stack of cards largely collapses – is a particularly Marmite-y aspect of the game; out of all the people I have encountered in person or online who’ve said that they just weren’t able to get along with Ascension, I’d say that the consensus reality aspect is the first reason the majority give for why they don’t get along with it.

Beyond that, the setting is very much hardwired around a conflict between establishment science and various flavours of cultural belief steeped in the supernatural, a conflict couched with all the sensitivity and nuance that you’d expect of White Wolf in the early 1990s (absolutely none).

This and other aspects of the game make it highly controversial – even among fans, interpretations of the setting vary widely. In every platform I’ve ever discussed White Wolf games on, two things have been true: when it comes to the Chronicles of Darkness, anyone who isn’t outright wrongheaded understands that Beast is absolutely fucking terrible and is very eager to explain why they despise the game, and when it comes to the old-school World of Darkness discussions about Mage: the Ascension have a tendency to spiral into wide-ranging philosophical debates.

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Mini-Review: All the Dream’s a Stage, and the Changelings Merely Players…

The Player’s Guide for the 20th Anniversary Edition of Changeling: the Dreaming kicks off by talking about how the 20th Anniversary Edition is very much designed to be adaptable for your own tastes and needs, and certainly the Player’s Guide delivers on that general approach as far as I’m concerned. Take, for instance, the matter of Banality – truly the Marmite of Changeling: the Dreaming, the part of the system which people tend to either angrily reject (as you’d know I do if you’ve seen my review of the 20th Anniversary Edition and 1st Edition) or consider to be a core part of the experience; I was impressed by the extent to which, to my eyes at least, the Player’s Guide almost never mentions Banality except in contexts where it’s absolutely necessary to, making much of the material here useful to deploy in campaigns where you’re not buying into the Banality idea very much (and equally viable in campaigns where Banality is of supreme importance).

In fact, they throw a brand new PC type in here – Lycians, a particularly persistent type of chimera which are inanimate objects or abstract concepts that are special enough to someone or have enough resonance in the Dreaming to end up with some sort of life. (An example given is a child’s teddy bear who protects them from dark forces when they sleep, for instance.) The sheer range of things which can conceivably become Lycians – a badass car, for instance – this further puts Banality into the background, since if the Dreaming can be expressed through literally anything, then you can no longer say an entire category of thing is necessarily Banal by its nature; it’s only Banal if it doesn’t bring light and joy and wonder into anyone’s life.

Beyond that, you get a grab-bag of useful bits here – stacks of details on Changeling politics (including a deep dive on the Shadow Court), an overview of the Changelings of other cultures around the world, and various other interesting bits and pieces and details. There’s even details of those Changelings who have managed to overcome the tug-of-war between Banality and Bedlam to become effectively immortal, and how you can become one of them.

What it’s most intensely stuffed with, however, is atmosphere and inspiration, which is what you want most for a Changeling: the Dreaming supplement really.

Kickstopper: Dark Ages, Delightful Anniversary

Although the various World of Darkness games unfold by default in the modern day, back in their prime White Wolf eagerly put out various guides – whether as fully standalone games or as supplements to their parent game – to exploring different historical eras of the games’ settings, and perhaps the most successful of these was Vampire: the Dark Ages.

Vampire: the Dark Ages represents a particularly apt marriage of game line and time period. Vampire politics in Masquerade already draws on the feudal, and its main conflicts stem back to fault lines from the original establishment of the Camarilla and Sabbat in the wake of the Anarch Revolt. Set during the medieval period prior to the Revolt, Dark Ages offers players the opportunity to play its ringleaders, or to experience the life of the clans from back before vampires had to tiptoe around and be quite so careful of the human masses, or to generally dial up the feudalism and rule the land as a dark overlord. This sort of action fits perfectly with the way that, say, Dracula is supposed to have ruled over his little region of Transylvania in Bram Stoker’s original novel. Vampire fiction regularly looks to the medieval period for its imagery and its roots – even stuff that’s blatantly copying White Wolf – and Vampire: the Dark Ages offers an opportunity to crank that dial up to 11 in a gaming context.

Naturally, since the 20th Anniversary Edition of Masquerade had done so well out of crowdfunding, it was only to be expected that 20th Anniversary Dark Ages material would get the same treatment.

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