Showing posts with label Mayfair Games. Show all posts
Showing posts with label Mayfair Games. Show all posts

Sunday, August 29, 2021

It's 2021 and the Dream is Dead

So reads the cover caption of Mayfair's Underground, published in 1993.  Taking place in 2021, Underground is unusual in terms of genre; perhaps “dystopian super-hero” might be the best categorization.  According to the first chapter, “the world of 2021 is clearly a cold and dreary rat trap dominated by violent men and women who shoot or foreclose first and ask questions later.”

Writer Ray Winninger has contributed a variety of table-top role-playing game products; most recently, he has an “Additional Design” credit on last year's Tasha’s Cauldron of Everything.  However, the first textual matter in the book is a poem by William S. Burroughs.  This is a clue to the reader that the game is going to a dark place.  In fact, the full page illustration on page 102 focuses on a person about to commit suicide.  Yet the game is not without (gallows) humor.  Tastee Ghoul, “a chain of fast food restaurants specializing in cannibal cuisine,” has as a motto, “Are you a people person?”  Among other topics, Underground is a commentary on consumerism.  Here is the ultimate extension of consumerism; the consumer becomes indistinguishable from the product.

How did such a strange world come to be?  In August, 1996, “a life-pod launched from an interstellar starship crash-landed in the Florida Everglades.”  The two aliens on-board died as a result.  Although the aliens were “totally unlike any creature mankind had ever imagined,” they are also described as “lobster-like.”  So, the first point of divergence from our reality is that lobsters cannot be imagined.  “The aliens' technology was found to be based entirely around the manipulation of amino acid chains” and this technology held “the clues needed to unlock the mysteries of quantum theory, unified fields, and genetics...”

Because the U.S. Government did not disclose all aspects of the alien technology to the world, a Second Cold War resulted among the “three major trading blocks:  the North American Confederation, headed by the United States; the European Common Market, headed by Neo-Deutschland... and the Far East Collective, headed by mainland China.”

Also According to the first chapter...

...technological advances derived from the pod combined with the political situation wrought by the new Cold War to dramatically reshape the world.  All across the globe, the gap between the upper and lower classes grew broader, crime and other social ills corrupted large portions of the planet, and multi-national corporations grew larger and more powerful than ever before.  Shortly after the turn of the century, warfare evolved into a business as multi-national corporations organized large, technologically sophisticated armies capable of rapid deployment to any hot spot on the planet...  Only a few years after the first corporate army took to the battlefield, all three of the major trading blocks were routinely hiring corporate soldiers to intervene in scores of Third World squabbles and conflicts in the hope of protecting and expanding their economic interests...

One of the so-called militant corporations, Allied Mayhem™ Inc., “learned to modify human genetic tissues, turning test subjects into 'super-men' capable of dominating a modern battlefield.”  However, “stabilizing the genetic enhancement process required a living subject with a seriously impaired capacity to replace lost body cells.”  Originally, AMI used brain-dead bodies that were cryogenically frozen in the twentieth century but, “Due to their artificial brains, the enhanced soldiers were easy to outsmart and frequently failed to follow all but the simplest orders.”

In 2014...

Allied Mayhem began enhancing live volunteers in limited numbers.  Although this latest generation of enhanced soldiers was very effective in battle, the new process was ultimately deemed unstable and abandoned.  During the many months that AMI scientists spent conquering the cellular regeneration problem, they failed to recognize psychological instability as an even more profound obstacle to the enhancement of live subjects.  The first such subjects who awoke to discover that they were suddenly capable of lifting cars, flying, and projecting powerful force fields all lost their grip on reality and went mad.  AMI researchers ultimately discovered that such a radical shift in world view was simply too much for a conscious human mind to handle.

The solution devised by AMI's head of the Genetic Enhancements Division was to have enhancement subjects “spend fourteen months in a sensory deprivation tank wired into” a virtual reality environment based on a super-hero comic book.  During this time, “the computer's program enables the subject to relive his or her entire life as it might have occurred in the four-color” comic book setting.  In the simulation, the subject acquires enhanced abilities while scientists confers those same enhancements to the subject's physical form.  “Once the process is complete and the subject is removed from sensory deprivation,” we learn, “AMI psychologically reconditions the subject to the real world, though a psychological acceptance of his or her newly acquired abilities lingers on within the individual's subconscious mind alongside a faint memory of his or her virtual life.”

Important highlights of the world of 2021 include:

  • The second cold war has a hidden impact on society
  • The U.S. government closely monitors its citizens
  • The demand for (military) recruits is high
  • Some forms of popular entertainment are becoming propaganda
  • Unskilled veterans returning to the U.S. often turn to crime
  • Foreign affairs are more complex than ever
  • The wars are changing the very nature of mankind

The player characters are super-powered veterans subject to “all sorts of bigotry and prejudice.”  With regard to these veterans, “most are neurotic, slightly detached from reality, and prone to extreme mood swings.”  Additionally, for some of the veterans, the virtual reality experience instills “a 'comic book' world view and begin to interpret life as a series of struggles between 'heroes' and 'villains.'”  Ultimately, “Given the growing alienation of the lower classes and the current climate of predatory corporate practices, a few such [veterans] look upon AMI and the American government as 'master villains' who have betrayed the American way.”  Such veterans formed the titular Underground activist group.


Sunday, March 25, 2018

Fencing Styles in Dungeons & Dragons

Art by Virgil Finlay

In the early 90s, TSR published a series of “Historical Reference” sourcebooks for use with second edition D&D.  The fourth such sourcebook, A Mighty Fortress, presents a setting “drawn from European history comprising the 101 years from 1550 to 1650.”  Although the setting is self-contained, we are assured that “France, Spain, England, and the Holy Roman Empire could easily be transplanted into any setting, including Faerun and Oerth.”

Fortress describes two schools of fencing:  Spanish and Italian.

The Spanish style “can be learned as a weapon proficiency.”  It costs one slot but either rapier or saber proficiency must be purchased as a prerequisite.  “The Spanish school grants an AC benefit of +1...[and every] additional slot devoted to this proficiency increases the AC bonus by one.”  However, slots after the first can only be acquired once every three levels.  The AC bonus only applies when a character is using a rapier, saber, dagger, or is unarmed.  Like the Dexterity AC bonus, “If the character cannot move or see the attack coming, he does not get this benefit.”

The Italian style costs two weapon proficiency slots, and rapier proficiency is a prerequisite.  We learn...
...an Italian style swordsman cannot be attacked with a small- or medium-sized melee weapon if he has the initiative.  His opponent, regardless of his school, must win initiative in order to attack.
The Italian school also allows a character to parry attacks in a manner different from that detailed in the Player's Handbook.  After a character is hit, he may choose to parry by making an attack roll against his opponent; if successful, “the attack is parried and it has no effect.”  Every round, the character is entitled to one free parry.  Normal attacks can be “converted” to parries but such additional parries “must be declared before initiative is rolled.”
In order to parry, the character must have a dagger in his left hand or have some other sort of protection for the hand.  A leather glove, a cloak, or a floppy hat are the most common; a silk handkerchief is sufficient.
In 1986, Mayfair Games published a 'Role Aids' adventure called Beneath Two Suns.  This product is an “authorized and approved module” based on the Dray Prescot series of sword & planet novels.  By sheer coincidence, the Age of Dusk blog today posted a review of this adventure.  The superficial details I discuss here are largely distinct from the cogent Age of Dusk review, so your kind perusal of that review will not be a waste of your time (assuming you do not consider reading a review of a 32 year old RPG product to be a waste of time.  Then again, you wouldn't be here, would you?).

Beneath Two Suns takes place on the Antarean planet Kregen, specifically the city Zenicce (similar to Renaissance Venice).  In Zenicce, “bands of thugs and hoodlums” use Florentine fighting; hence, such rules are necessary.  Also, two of the provided pre-generated characters are trained in Florentine fighting.

Florentine fighting costs two weapon proficiency slots with rapier and dagger proficiencies as prerequisites.  Florentine fighting can only be used when armed with either (i.) a rapier and a dagger or (ii.) two daggers.  A character “using Florentine fighting is allowed twice as many attacks per round.”  However, unless a character using Florentine fighting has a Dexterity of at least 16, the character suffers “a -1 modifier on his to hit roll.”  Additionally, a character “engaged in Florentine fighting has his Armor Class increased by 1 (-1) against all close-in melee attacks,” but this modifier does not apply against attacks from the rear.

It is assumed that player characters participating in the adventure are not native to Kregen.  The adventure is intended for four to six characters of levels 6 - 8.  The “majority should be fighters” (but paladins are not allowed); however, we are advised to include “at least one magic-user of not higher than skill 6 and one cleric of skill 6 - 8 in the party.”  (“Skill” is Mayfair non-trademark-infringing-code for experience level.)  The Player Introduction implies that “smashing orcs” is “normal business” for the player characters prior to seeing the star Antares sparkle and being “mysteriously transported from Earth to [the] strange, wild planet called Kregen.”  This suggests there are orcs on Earth or – on a fantasy campaign world called Earth – the constellation Scorpio is visible.

The eight pre-generated characters are all from different time periods on Earth.  Some of these characters are Dray Prescot himself, a “Centurian” (sic), and a Victorian cutpurse named Careful Dodger.  Other characters have magical abilities; for instance, Lo Khan – a Mongol ranger – has the “Speak with Animals” spell available.  Evidently Greek, Tyresias Homer is a “Skill 8 Cleric” and is described as a “Healer.”  Additionally, Ramseus is a “Skill 6 Mage” who is a “Wise Man” of an unspecified time period and culture.

The Player Introduction also explains that – on Kergen – the player characters “are in slaves' chains and are dimly aware that [their] bodies have been functioning for several weeks without the benefit of [their] full consciousness...[and they] retain a dim memory of the past weeks and have learned something of [their] strange circumstances...”  This explains how the player characters have picked up something of “the universal language of Kregen.”  It does not explain how they can read a message in a bottle they find.  Perhaps the 'Read Languages' ability of the Victorian cutpurse (40%) comes into play here.

The player characters arrive on Kregen with “no items other than the clothes on their backs and the shoes on their feet.”  For the duration of the adventure, the belongings of the characters “are kept in 'limbo.'”  Given that first edition rules are in effect, the absence of material components and his spellbook would be especially problematic for Ramseus.

Wednesday, September 9, 2015

The Dietary Habits of Orcs

Art by Janny Wurts

There was once a time when Mayfair Games published role-playing game material.  In fact, in some of their advertisements, they used the slogan, “We're the other company!”  (Other than TSR, that is.)  Among their efforts was a series of sourcebooks called 'Role Aids'.  One of the earlier entries was Dark Folk (1983), including sections for gnolls, goblins, kobolds, orcs, and trolls.  Each section contained essays and information about the particular race as well as an adventure featuring said race.  Several writers contributed to the book, but the only cover credit was:

With ORCS by ROBERT LYNN ASPRIN

Asprin, as the creator of Thieves' World, was a major selling point at the time.  However, Asprin did not write the entire section about orcs, but only a patronizing article which came to about one full page.  Here are some of his speculations regarding orcs:




































Orcish alliances prevented orcs from killing one another, which caused a population explosion and an attendant depletion of resources.  The orcs' “solution” to this state of affairs was cannibalism.



 
While not inclined to eat plants, orcs have a use for fungi – or at least a particular fungus.  According to another part of the orc section (i.e., a part not written by Asprin):
Their favorite drink is fermented from a fungus that grows underground in abundance.  Flavored with blood, this beverage, called Groog, is nauseating to all other races, and has been known to incapacitate a non-Orc imbiber for 1-4 days.

Saturday, April 14, 2012

Role Playing Game of Psionic Powers


A multi-sided game system in which the players may choose to belong
to either side in a sociological and genetic clash of power.
                                                        -- From the Introduction


Science fiction fans and RPG enthusiasts are doubtless familiar with the word psionic.  The word ultimately derives from psi (ψ), a term for 'psychic phenomena' which apparently was first used by Robert Thouless (What? No thoul?) in a paper published in 1942.  The -onics (as in 'electronics') came from science fiction writer/editor John W. Campbell, Jr. in the early 50's.  Campbell applied the term "psionic" to a 'Hieronymus machine,' a pseudoscientific gadget.  Unlike Hieronymus, Campbell believed that in order to generate the effects of the machine, a person didn't need the actual machine, just a symbolic representation of it.  Powers of the mind would do the actual work.  Personally, I think a better word would have been 'psitropic,' but there's nothing I can do about it.

Psi World was published as a boxed set in 1984 by Fantasy Games Unlimited. (This was back in the day when publishing a role-playing game as a boxed set was standard practice, not a 'retro-novelty.') Included in the box were: a 32-page rulebook, a 20-page adventure book, a Game Master's screen, a master character sheet, and dice (2d10 and 2d6). Evidently, box sets are still available from the publisher, as are two of the three supplements. Otherwise, PDF scans are available from RPGNow.

The game was designed by Delbert and Cheron Carr (or, as they are credited, Del Carr & Cheron). Prior to Psi World, they both worked on some of the early Role Aids books from Mayfair; after Psi World, they lack any RPG credits.

Art was provided by 'Bain Sidhe Studio.' Among the studio's members were Bill Willingham and Matt Wagner. Willingham's art is, of course, familiar to aficionados of 'old school' role-playing games. Both Willingham and Wagner would go on to achieve remarkable success in the comics industry. (By the time of the publication of Psi World, Wagner's signature characters, Grendel and Mage, had both seen print, but his fame was still accruing.) Other listed members of the studio were Bill Cucinotta and Rich Rankin, whose accomplishments in the comics industry have not managed to rival that of their onetime colleagues.

Psi World may not have been the original name chosen for the game.  In Section 1A (Scenarios and Design Ideas) of the adventure book, we find the following sentence:

It is the wish of the Authors that players and referees should have FUN in their quest to fulfill fantasies and live out dreams in all potential worlds of Psi Wars.

So, the working title for the game may have been Psi WarsPsi World is certainly more appropriate; Psi Wars sounds like...well, a war game.

I find the above quote interesting for a couple of reasons.  First, the word 'authors' is capitalized while the words 'players' and 'referees' are not.  In the dedication, the Carrs seem to be more humble; 'authors' is not capitalized.  Also,  the term Gamemaster (thus capitalized) is more often used in the rules as opposed to 'referee.'  'Game Master' (as two words) seems to appear only on the back of the box. The other reason I find the sentence interesting is that it emphasizes the concept that games should be fun.  Nearly every game contains this exhortation in some form or other and, sadly, it is often overlooked or misconstrued.  Enjoyment is the entire purpose, not some ancillary effect.  Sometimes, it seems to your humble host that certain prominent entities within the OSR do not truly appreciate this or, perhaps, they have forgotten it.  I'm sorry...was I ranting again?  Let us move on.

Psi World is described thusly on RPGGeek:

Heavily influenced by such classic science fiction as Van Vogt's Slan and Philip K. Dick's Do Androids Dream of Electric Sheep [sic], the PCs are Psis in a world where they are hunted by an oppressive government. Alternatively, the game allows the players to take on the rolls of the hunters, as well.
Upon reading this description, your humble host thought that it must apply to an edition of Psi World with which he was not familiar.  Alas, there is only one edition of Psi World; the breadth of knowledge of the person writing the description seems to have been inadequate to do justice to the game.  I cannot discount A. E. van Vogt’s Slan as an influence – it is a science fiction classic – but I would hesitate to say that Psi World was heavily influenced by it.  More direct influences certainly include motion pictures such as Scanners and The Fury as well as various works by Stephen King.  Otherwise, there is definitely a PKD vibe at work in Psi World, but it emanates from works other than 'Androids.'
Additionally, the RPGGeek description states that player characters are Psis "hunted by an oppressive government" or they "take on the rolls of the hunters."  This is the 'multi-sided' aspect referenced in the introductory quote; however, the implication in the RPGGeek description is that the government is oppressive regardless.  This is simply not the case and I hope to show this as I continue my analysis of the game.