Showing posts with label Lake Geneva. Show all posts
Showing posts with label Lake Geneva. Show all posts

Sunday, December 13, 2020

Introductory Adventures for Tabloid! (spoilers)

Art by Newton H.Ewell

 

Interspersed throughout the Tabloid! rulebook are ersatz articles written by some TSR regulars.  “The articles are the 'background' of the TABLOID! world,” we are told.  Furthermore, the rules explain:  “Use the articles as inspiration for your own adventures – they are there to give you ideas.”  The list of articles follows:

Karen S. Boomgarden

  • Chainsaw Heals Injured Auras
  • Renowned Scientist Claims Atlanteans Made Crop Circles
  • Rosicrucians Contacted Aliens! Ancient Link Established by Scientist’s Hoax!
  • Stonehenge Mystery Creator FOUND!
  • Aliens Prefer College Grads!
  • Startling Research Reveals Aliens Built Ark! Holy Ark of the Covenant Designed by Visitors from Beyond; New Theory Links Ask to Coso Geode, Nazca Lines and Great Pyramids
  • Knights of the Crap Tables The King Part of the Secret Cult!
  • France: UFO Landing Fields?

 Anne Brown

  • Shocking Secret Revealed! Docs Turn Backs on Human Torches! Dozens of People Up In Smoke and No One Seems to Care!

 Jeff Grubb

  • Suppressed Manuscript Reveals Shakespeare Was a Woman!
  • Hitler’s Brain-Powered Death Machine
  • Mad Millionaire Wants to Build Dinosaur Park in Congo
  • Moon Flag for Sale Minnesota Farmer Hosts World’s Oddest Auction

Roger E. Moore

  • The Monster LIVES! Frankenstein’s Creation Discovered at North Pole; Escapes Vowing Vengeance Against Hapless Humanity
  • Hitler’s Terror Children Cannibal Nazi Vampire Dwarfs Turn Amazon Into Green Hell; Line Dancing, NAFTA Encouraged by Fourth Reich
  • Ghost Riders Plague Information Superhighway! Spirits Take a Grave View of Cable Placement; “Dead Ends” on the Information Superhighway!
  • Russians Battled Evil Atomic Space Aliens 30 Years Ago! American Space A-Bomb Tests Created Van Allen Horrors; Cosmonauts, Rockets Attacked By Ruthless Radiation Monsters, Soviets Retaliate With Doomsday Device
  • The Triangle of Terror Aliens, Atlanteans Battle for Captives off Bermuda Coast!
  • Giant Piranha “Not a Problem” Says Governor Boaters and fishermen protest handling “of nature gone mad” in Wisconsin lakes & rivers; giant beavers here, too

(The 'piranha' article quotes a resident of Lake Geneva and references Gamma Lake.  Said lake receives run-off from a nearby nuclear power plant, thus mutating its denizens.)

The articles are one or two pages each, except Moore's 'Russians' article (3 pages) and Brown's article on spontaneous human combustion (4 pages).  The headlines tend to take up more than one-half page each.  In all, the articles account for 20% of the book's page count.  A handful of articles would have been more than sufficient; perhaps a sidebar detailing apparent cases of spontaneous human combustion and another with a list of planes and ships that disappeared in the Bermuda Triangle.

“The Wedding of the Year” is “the first of two funtabulous, fully authorized and mostly realized TABLOID! adventures designed specifically to get your TABLOID! campaign to a running start.”  In this adventure, “your favorite actress” marries a “crime boss heir.”  The player characters are assigned to obtain photographs of this private event.  There are two days before the wedding and most of the six page adventure is a discussion of obstacles the characters face and the results of potential strategies the players may attempt.

The second adventure, “Faux Pas,” is a more scripted affair.  It asks the question,  “What's buried in Grant's tomb?” – a play on the riddle “Who's buried in Grant's tomb?”  The basis of this adventure is that a Canadian professor, Anton Sacka-Weejie, has announced that “Ulysses S. Grant was really a space alien!”  The player characters are required to introduce the professor in person.  This entails traveling to Yellowknife.  The author dedicates a few paragraphs describing how Canadians talk and admitting his ignorance about Yellowknife.  The player characters encounter a wendigo which, for purposes of this adventure, is an alien being.  “In another adventure,” we learn, “the wendigo might be something else, depending upon the conspiracy involved.”

Since the player characters only have a P.O. Box address for the professor, “they must go to the post office and bribe some mail clerk into looking the address up.”  Suggested complications include:  (1) The Canadian Postal Service is on strike – again, (2) Ultra-Patriot is working the desk today, and (3) The entire staff is Quebecois.

Eventually, once the player characters find the professor, he relates that...

[T]here is an evil conspiracy of ancient proportions that has been working for centuries to control humanity for its own evil ends.  According to him, some time in the 1800's THEY perfected the secrets of cloning and behavioral conditioning.  This allowed THEM to clone world leaders and then condition those clones into absolute loyalty to THEIR conspiracy.

The professor knows this because alien beings told him so.  These same aliens “taught THEM the secrets of cloning a long time ago” without realizing “THEY would use these secrets to evil ends.”  Said aliens show up and confirm this information.  We learn, “Grant was really an alien, planted by the good guys to try to undo some of the damage caused by THEIR clones...”  However, the good aliens “don't want their involvement known!”

No adventure is complete until the players submit the story.  To facilitate this, the game provides an “Instant Copy Generator,” a Mad Libs type template (shown below).  “No thought required,” the book assures us.

 


 

Sunday, July 19, 2020

Character Creation in Tabloid!

Cartography by Dennis Kauth

Included in the back of the Tabloid! rule book fold-out poster map of “The Real Weird World,” a portion of which is shown above.  It's incorrect to call the map a selling point since there's no mention of it in the cover copy.  I suppose it was meant to be a source of inspiration, but it just seems like a mistake.  If anything, it exemplifies some of the things I find off-putting about the game.

Apparently Tom Wham was unavailable to draw the map, not that there's anything wrong with Tom Wham.  However, having Dennis Kauth draw the map in the style of Tom Wham seems such a waste.  Speaking of waste, the map for one of the included scenarios is attributed to Dave Sutherland.  If you have Dave Sutherland on tap, why limit his contribution to drawing a house plan?

Attention to accuracy is somewhat lacking.  Roswell is, of course, in New Mexico and Hangar 18 (not 'Hanger') is in Ohio.  In the rules, author Dave Cook refers to the Trilateral Commission as Trilateralist Commission and Nostradamus as Nostrodamus.

The map refers to Lake Geneva as the location of a “secret mind control base.”  This is interesting given the degree of caution with which TSR's lawyers approach other portions of the game.  Elvis is a beloved staple of tabloid journalism (or was in the twentieth century, at least) and any game regarding the tabloids cannot ignore the King.  However, Tabloid! scrupulously avoids direct mention of his name.  Instead, we get a sequence of asterisks – E***s P*****y.  One image of Elvis in the game as a 'censored' block over his eyes and another image is a bust, but with everything above the mouth is cut off.  Other entities that get the asterisk treatment include Burt Reynolds, Big Bird, Geraldo Rivera, Michael Jackson, and Satan.

Tabloid! has no pre-generated characters.  In other games, this may be cause for me to complain, but this doesn't pose a problem in Tabloid!  There are sufficient examples in the System Guide and the components specific to Tabloid! comprise a clearly described career path mechanic.  To begin with, there are “Résumé Steps.”  The first step is to select a post-high school option:  College, Journalism School (to be “an idealistic reporter – like G*****o R****a”), Work, or the Beach.  Each choice is represented by one the remaining steps; however, after the first step, the steps are not followed in order, nor will every step necessarily apply to a given character, and a character may repeat the same step multiple times.  Each time a character engages in a step, a year passes.

A player character in Tabloid! is entitled to a number of skills equal to Intuition / 15 (rounded up) plus Learning / 10 (also rounded up).  Skills are divided into seventeen pools called schools.  Some examples include the Institute of the Secret Truth, Lawson's Absolute Center of the Universe School, and the G*******d Tour Guide Training Program.  Most skills are only available from a given school; however, there are some skills that are available from more than one school.  For instance, Photography is available from both the CIA University of the Air as well as the Forbert School of Celebrity Nude Photography.  Unlike the CIA, however, the Forbert School offers the specializations and enhancements of Video Camera, Paparazzi, Darkroom, and Photo Retouching.

For the College step, the player chooses one of the schools.  If a Learning roll is successful, the character enrolls.  If the roll fails, the character can try to enroll in another school.  If the second attempt fails, the character must go to the Work step.  Assuming the character successfully enrolls in a school, the player selects one of the skills from that school's pool.  Each time the character engages in the College step, the player rolls 1d10 and adds the number of times the character has taken that step.  A roll of ten or more means the character develops a quirk; specifically, the player rolls 1d20 on the quirk table.  Possible results include tinfoil user, alcoholic, and paranoid.

The Journalism School step is similar to the College step, except the character automatically enrolls in the Columbia School of Journalism (and the player selects a skill form that pool).  Instead of developing a quirk, a character can acquire “one of those wonderful traits that so endears journalists to the rest of the world.”  The 'trait' table requires 1d12 and possible results include irritating whiner, caffeine addict, and one set of clothes.

With the Work step, the player rolls 1d20 to determine the character's job.  If the character engages the Work step more than once, he or she can keep the job or roll for a new job.  Most jobs are listed with a school from which the player can select a skill.  Each job also has a Savings Account modifier.  (In Tabloid!, finances are abstracted into a Resource Rating derived from a character's Savings Account.  Characters start with a Savings Account determined by 1d4.)  We are informed that, “All of the jobs described below (save one) are real and were held by people the designer knows...”  Examples include, Chicken Defroster - Night Shift (School of Hard Knocks), Convention Organizer (Kult College), and Fishmarket Gopher (San Diego Cryptozoological Society).  Additionally, in the Work step, at the cost of one point from his or her Savings Account, a character can attend night school and chose a skill from any school.

For the Beach step, the player selects one skill from either the School of Hard Knocks or Louie di Chang's Dojo and Shooting Range.  The character's Savings Account is also reduced by one point.

The College, Journalism School, Work, and Beach steps each have a 'life event' table.  Each time a character engages in a given step, the player rolls 1d20 and the result is checked on the table.  Any given result offers a bit of color commentary and describes an effect which may grant an additional skill, require the character to switch to a different step, or cause something else to happen.

Result number 9 from the Journalism School table reads:
Playing the D&D® game at work does not count as “reviewing.”  Character learns RPG Mind Control skill but takes a pay cut.  Lose 1 point of Savings Account and roll again on this table.
RPG Mind Control is distinct from Army Mind Control.  The description of the RPG Mind Control skill occupies half of a page; Army Mind Control is described in four sentences.

Result number 5 from the Work table reads:
The one-armed man did it – really!  The cops aren't buying it.  Your character barely gets away in time and is now Hunted by the law for a crime someone else committed.  Lose 2 from the character's Saving Account but immediately gain Disguise and Survival Instinct.  Go to Step 5: The Beach.
The process of engaging in the various steps continues until the character fills all of his or her skill slots.  However, the last step must be followed to the end; this may mean the character acquires skills in excess of the nominal maximum.

Some skills are more useful than others, but if they lack utility, at least they are interesting.  Tabloid! is likely the only game where Smug Liberalism is a skill (with Secular Humanism as an enhancement).  Having the Predictions skill means a character “has studied famous predictions – biblical, astrological, oriental, alchemical, mystical, and whatnot” and can relate them to current events.  Additionally, the character “can fashion predictions for every occasion.”  Cook provides the following advice for cruel Editors:
If you really want to have fun with your players, secretly make a skill check for every prediction made.  If a success margin of 1 is rolled, secretly make note that the prediction is real.  Then use it later to build an adventure for the player characters.  Have fun – make them sorry.

Sunday, November 4, 2018

Volturnus Apocrypha (spoilers)

Art by Larry Elmore

Almost half of the last page of Starspawn of Volturnus consists of “Theta Section: Suggested Additional Adventures.”  We are informed that, “There are many additional adventures which player characters could have on Volturnus at a later time in the referee's campaign.”

The first suggestion regards Sathar remaining on Volturnus after the retreat of their forces.  Of course, they cannot be allowed at remain at large.  “Who knows what evil plots they may be hatching?”  Player characters might have a difficult time against Sathar guerillas, especially since the Sathar have a familiarity with – and perhaps some degree of control over – various Volturnian fauna (such as quickdeaths, slithers, and cyboslugs).

The Star Devil is still at large and his organization is not yet extinct on Volturnus. (“There are undoubtedly a few of the pirates left...”)  I am not assuming the Star Devil's gender; the computer in Slave City One contains “a list of several planets on which he has operations.”

Another suggestion is...
Solving the mystery of Lizard Head rock.  This strange rock formation is shaped like a giant lizard's head.  The Eorna have always wondered about it, what it is, where it came from, who made it, etc.  They have heard that there are large numbers of Yernoids in that area, but have never investigated these reports.
Yernoids were introduced in Starspawn, inhabiting the same mound area as the Mechanons.  They “are man-sized bipedal dinosaurs which have developed a rudimentary intelligence, similar to an ape's.”  Their description in the Alien Creature Update File indicates they are “30% likely to be armed with clubs.”  The illustration shows a Yernoid brandishing a spear.  One might think that a tool using species would be an excellent prospect for the Eorna's evolution program.  Evidently, the Eorna do not think so.

The actual location of Lizard Head rock is not disclosed; however, a hex marked with an 'L' appears near the eastern edge of the Volturnus map (shown below).


Nestled in the Crystal Mountains just north of the Gas Mist Mountains, 'L' is within commuting distance to an “unusual rock formation.”  The line of mottled green hexes represents cliffs.  The reddish hexes are lava beds and the purple hexes are a techtonic (sic) area.

Last and probably least, we learn...
The Ul-Mor left the sea to live on the shore; they have legends of other peoples like themselves who did not.  There may be an entire race of sea-dwelling Ul-Mor who are as intelligent as their land living cousins.  They would be of enormous assistance in any deep sea mining operations...
Aside from the three Volturnus modules, TSR published one other book featuring that planet – Villains of Volturnus.  In 1982, TSR established its education department.  This department developed the Endless Quest™ series of gamebooks with branching-path plotlines.  Lake Geneva resident Jean Blashfield was education editor of this department and she wrote Villains of Volturnus, the eighth of the Endless Quest™ books and the first not written by Rose Estes.  The final pages of the book are advertisements for other Endless Quest™ books, the basic D&D set, and, naturally enough, Star Frontiers.

The second-person protagonist of Villains of Volturnus is Kyiki, child of the chief of the Universal Minerals company.  So as to accommodate reader identification, no gender is specified for Kyiki.  In Villains of Volturnus, travel to Volturnus from Kyiki's home world takes a matter of hours.  At the beginning of the book, Kyiki is aboard a Universal Minerals research vessel.  Also on board is Kyiki's tutor, a Vrusk named Jac (or perhaps someone impersonating Jac).  Unlike the with the modules, some information is known about Volturnus.  For instance, Kyiki has studied the Eorna:  “A few Eorna still live on Volturnus, but most were killed by the Sathar, enemy of all civilized planets.”  (No Eorna actually appear in the book.)

There are four groups of villains that can be encountered in the plot:  (1) pirates, (2) kidnappers, (3) surveyors, and (4) two Yazirians and a “large, fierce-looking human” in a skimmer.  The skimmer crew only appear to reunite Kyiki with Jac and, theoretically, they could be associated with any of the other three groups.  However, given that they leave Kyiki unguarded, it seems unlikely that they are with the kidnappers.

The research ship is evacuated not due to pirates but because it falls into the atmosphere of Volturnus.  Kyiki – with or without Jac – uses a Personal Safety Pod to reach the surface.  A hovercycle is stored in the pod.  If Jac and Kyiki ride the hovercycle, it is discovered that Jac is, in reality, a Dralasite using a holobelt to appear as Jac.  'Holobelt' is Blashfield's version of the Star Frontiers holo screen, even though the rules do not describe the holo screen control unit as a belt.  If Jac and Kyiki don't ride the hovercycle, then Jac is evidently not an imposter.

The so-called pirates live in a shanty town and their piracy consists of robbing a Universal Minerals cargo ship (once the ship lands and unloads the cargo).

The kidnappers reside in the remains of an underground Eorna city.  The kidnappers work for the Sathar, but the kidnapping endeavor is apparently something aside from their normal duties, whatever they may be.  The leader of the “kidnappers” is the aptly named Boss and only the Boss interacts directly with the Sathar.  One of his underlings claims, “Sometimes I swear he's a hologram and all we're seeing is lots of images of him!”  This suspicion is borne out when Kyiki discovers a holo disc of the Boss (or “holodisc” as Blashfield would have it).  Although the book does not suggest it, these facts are consistent with the Boss actually being a Sathar (or any number of Sathar).

The surveyors were employees of Universal Minerals who have decided to work for the Sathar.  The surveyors plan on advising the Sathar “to bring enough explosives to bring the desert down into these caves, so all they'll have to do is process the rubble.”

In one branch of the story, there is a time machine of unknown provenance.  (The Elmore illustration above depicts this time machine.)  Via the time machine, it is possible to enter into a narrative time loop.  Once in the time loop, it is possible to make a choice resulting in one of seven endpoints and there are two decision points that lead out of the loop.

Blashfield dutifully incorporates various Star Frontiers details in her book.  In terms of equipment, Kyiki has a vibroknife and a stunstick.  In terms of animals, Blashfield mentions lopers and rasties (and a quickdeath makes an appearance).  The alien fungus from Starspawn is also present in Villains of Volturnus.  Its hydrogen emitting properties are not addressed, but its quicksand consistency and nitrous oxide generation brings about one of the story's endings.  Blashfield even has a scene where the peculiar humor of Dralasites is addressed.

Through various choices, Kyiki can encounter the Ul-Mor, Edestekai, and Kurabanda.  While Blashfield presents the Ul-Mor and Edestekai much how they are described in the modules, the Kurabanda do not appear in their natural environment.  Instead, they are flunkies of the kidnappers and surveyors.  According to Planet of Mystery, Kurabanda resemble Tarsier monkeys.  The illustrations in Villains of Volturnus do a better job of conveying this than the illustrations in the modules.

Blashfield also provides some original details about Volturnus.  We learn that the Ul-Mor herd duck-like (but flightless) birds called kwidges.  Edestekai cultivate “morda and arbon” for food.  Other details approach the whimsical.  At one point, Kyiki has the option of riding “a giant leaf, perhaps three meters in diameter” as it is carried by the wind.  In a wooded area, Kyiki and Jac observe the following:
Before you is a patch a low-growing plants with large, dangling, blue crystals instead of flowers.  A small blue creature shaped like a box with legs trundles over to one of the plants and begins to nibble the crystal with a faint crunching sound.
Kyiki can also gain a pet named Pongo – “a green furry animal with skin-covered wings and a big mouth like a frog's.”

Sunday, October 7, 2012

Politics in Year of the Phoenix

or 'There Are No Blue States In 2197'


With the U.S. Presidential election a month away, now is an appropriate time to discuss politics in Martin Wixted's Year of the Phoenix role playing game.  The Phoenix boxed set comes with a 17” x 22” 'Map of Amerika' which I don't particularly care for.  So I crafted my own version and the results of my efforts can be seen above.

The “United Provinces of Eastern Russia” consists of eighteen provinces, more or less based on former U.S. States and Canadian provinces.  Connecticut has been renamed New Minsk and Alaska is now Aleyeska (similar to Alyeska).  The mid-Atlantic region south of Pennsylvania is called Tidewater and Richmond (your humble host's stomping grounds) is the administrative center of Eastern Russia.  Lake Geneva is the provincial capital of Wisconsin, Wixted's not-so-subtle dig at TSR.  Each province is run by a Deputy-Governer.  The Deputy-Governers are elected democratically; however, there is only one political party – Communist.

There are five other Zoviet satellites in North Amerika as well as several Free States.  There is much unclaimed wilderness.  Astute observers will note that the Atlantic Ocean is now the Atlantis Ocean.  This is how it appears on the original map.  Although the phrase “Atlantic Ocean” is used in the Adventure Guide, that book contains another map that shows the “Atlantis Ocean.”  I'm assuming this is an intentional renaming by Wixted; I have, however, corrected Artic to Arctic.

Wixted imbues his setting with a tremendous amount of detail; he even has a population/ climate and linguistic maps for North Amerika.  (The linguistic map seems to have an error; nothing in the provided background suggests why Spanish would be prevalent in New England and the Canadian east coast.)  Page 14* consists of an operational unit diagram for the Zoviet occupation forces – the North American Strategic Direction.  ('Nasties' – derived from N.A.S.D. – is “foul language” slang used by Amerikans to refer  to Russians.)

In a 'sidebar' on page 11, Wixted provides the following information:
          The Peoples' Province of Eastern Russia [sic] is in a state of flux.  Until last year, the military had unlimited power over any Deputy.  But that has been steadily changing.  Deputy-governors [sic] and Deputy-Mayors have been challenging the absolute power of the military, and have been somewhat successful in curtailing operations within their own province.
          Characters may be able to exploit this internal unrest.
With regard to the 'Free States,' Wixted supplies details such as how they govern themselves, their view of Zoviet rule, current actions against Zoviets, how strangers are treated, etc.  Here are the nine Free States listed in the Adventure Guide (in alphabetical order):
  • Allouettes:  French Canadiens.  “Currently regrouping.”
  • Creole Country:  “Cajun/Creole inhabitants of the swamps and land around Louisiana, East Texas, Southern Arkansas.  Includes several Indian tribes.”
  • Dixie:  “Simplistically described as a revived Confederacy.”  Dixie is a theocracy in  Year of the Phoenix.  The area of Dixie is quite large considering they only have a population of 1,000.
  • King Country:  “The majority are Black and Oriental holdings.  Most minorities who fled from Zoviet oppression have wound up here.”
  • Maple Leaf Confederation:  “Union of northern New England and Canadian maritime provinces.”  Possibly fluent in Spanish.
  • Mormons:  “Largest passive Free State, located around the Great Salt Lake.  Manufactures most of the Amerikan flags.”
  • Native Amerikan Alliance:  “Indians from numerous reservations in the Pacific Northwest...who avoided much of the cataclysm's effects due to their relative isolation.”  Their view of Zoviet rule is – “Typical treatment by white man.”
  • Nonnewaug Resistance:  “Located on the former Staten Island, they keep the Statue of Liberty Enlightening the World safe until the flag of freedom once again shines from sea to shining sea.”  This 'tribe' is featured in one of the introductory scenarios.
  • Star-six Country:  “Remnants of civilian and military population of Aleyeska.  Takes its name from the 6th Light Infantry Division and their star shoulder patch.  Strong martial spirit and traditions help them persevere through the harsh conditions.”

*  All page references in this post refer to the Adventure Guide.

Sunday, June 10, 2012

Adventures in Psi World

The introductory adventures in the twenty page The Psi World Adventure book were addressed in an earlier post. Fantasy Games Unlimited also published three adventure/ supplement books for Psi World: The Hammer Shall Strike, Underground Railroad, and Cause for War. Hammer and Railroad are still available, either through RPGNow or directly from FGU. Alas, your humble host neither owns nor has access to Cause for War. As such, he will be unable to comment at length on that product.

The Hammer Shall Strike was written by the creators of Psi World, “Dell Carr & Cheron,” and it sports a cover by the very talented Bill Willingham. Interior sketches were done by William H. Keith Jr., whose artistic talent does not approach Willingham's level. Few artists could compare well against Willingham, but Keith's efforts appear markedly amateurish.  Aside from introducing new psionic talents, Hammer includes two adventures.  In 'Transition,' the player characters search for teenagers who have begun to exhibit psionic powers.  The PCs must reach the teenagers before an opposing group does.  (One scene takes place in a fast food restaurant “owned and operated by Wendy McDonald, a thin redhead...”  Get it?  Hahaha!  Inane adventure module humor.)  In 'The Hammer Shall Strike,' PCs must infiltrate a cult in order to investigate sinister rumors.  Both adventures build upon the setting that the authors introduced in The Psi World Adventure and both adventures accommodate either a psionic or non-psionic party.  The authors provide ample ways to involve various types of player characters.

William Keith is responsible for all of the art in Underground Railroad.  He and his brother, J. Andrew Keith, co-wrote the book (Andrew wrote the fist two adventures in this module while William wrote the third).  The copyright owner is listed as Marischal Adventures; a company established by the Keith brothers.  Both brothers have numerous writing credits – fiction as well as RPG material (especially for GDW).  It is perhaps for the best that William Keith has focused on writing more than illustrating.  William Keith is also responsible for all of the art in Cause for War, but his brother has sole writing credit for that product.

Underground Railroad (and, evidently, Cause for War) takes place in a setting distinct from that which the Carrs established.  (Your humble host is given to understand that Cause for War can act as a continuation of a campaign that begins with Underground Railroad.)   In the Keith brothers setting, psionics came about via the Great Plague:


The origin of the Great Plague is a mystery. Some theorize that it was a bacteriological weapon which was released accidentally and ran out of control; others claim an extra-terrestrial origin, pointing to the fact that the Soviet Mars Mission of 1998 returned only a few weeks before the first cases were reported in Eastern Europe. No one can be certain of the origins of the disease - but none can doubt the effects.

By the time it had run its course, the Great Plague had killed over 40% of the world's population. There was no cure - a person who caught the disease lived or died according to natural resistance, and luck. Most people died. Only a handful who contracted it lived.

Those who did frequently exhibited an unusual side-effect – the development of strong psionic powers...

Anyway, civilization collapsed, persecution against psionics became common, and “large nations gave way to smaller, more loosely structured states.” What used to be the United States now consists of about twenty independent nations.

Like Wikipedia says, the historical Underground Railroad “was a network of secret routes and safe houses.”  Whereas in history,  the Underground Railroad was used by escaping slaves, the underground railroad in this Psi World module is used by psis to escape the fascist regime of the Central States Confederacy (just in case the analogy wasn't obvious before).  They try to escape to the psionic tolerant (but militarily weaker) Free State.  Unlike the Carr setting, there is no provision for the player characters to be anything other than psionic.

The border between the Confederacy and the Free State reaches across what used to be lower Wisconsin.  The psionic underground railroad is situated in the “Hunter's Lake” area of the Confederacy, just south of the Free State border.  So, there's a lake area in southern Wisconsin that represents oppression.  Ah, so there's more than one analogy at work here!  Your humble host supposes that the Keith brothers were attempting to make a statement about a certain Lake Geneva company and its overbearing influence on the role-playing game market in the early years of the hobby.  For the sake of comparison, here are maps of “Hunter's Lake” and Lake Geneva.  Scale is approximate.


Hunter's Lake:

Lake Geneva:
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