Showing posts with label Dark Fantasy. Show all posts
Showing posts with label Dark Fantasy. Show all posts

Monday, May 7, 2018

RPG Focus: 2nd Edition Warhammer Fantasy Roleplay (2005)

This week, I want to take a look an all-time great Dark Fantasy tabletop role-playing game, Warhammer Fantasy Roleplay:



"It is a dark time: far to the north, the gate of chaos has opened once more. Archaon, Lord of End Times, had waged his insane war on the civilized world, although he was beaten back at the last moment, Chaos is still prevalent throughout the land: Beasts ravage the countryside, Mutation and Insanity are rife. Heroes are needed, heroes who will beat back the darkness, heroes the like of which who have better things to do than to save inbred, misbegotten peasants like these.
So, you lot will have to do. May the lords of ruination spare your souls..."

With a very British sense of black humor, Warhammer Fantasy Roleplay is set in the grim and perilous Warhammer Fantasy setting, where the power of Chaos lurks in the heart of every person and  simply surviving day-to-day in the midst of various dark and deadly threats is an achievement.  First used by the Warhammer Fantasy Battle tabletop miniatures wargame, world of the Warhammer Fantasy drew inspiration from a number of sources, including Tolkien's Middle-earth, RE Howard's Hyborian Age (Conan the Barbarian), Michael Moorcock's Elric, and early modern European history. 

Warhammer Fantasy Roleplay is only of the best RPGs in terms of capturing the flavor of Dark Fantasy.  Rather than playing (at least in the beginning) badass warriors and powerful wizards, in Warhammer Fantasy Roleplay, the PCs start as everyday scrubs that need to scratch and crawl their way up out of mediocrity, assuming that they don't die in the process.  For example, starting PCs include rat catchers and tax collectors.  Also, regardless of how powerful the PCs become, they can still be taken out by a lucky shot.




The 2nd Edition did a good job of updating and streamlining the 1st Edition.  For example, 2e only uses d10s for resolution.  Thus, similar to Call of Cthulhu, Warhammer Fantasy Roleplay uses a roll under percentile system, so task resolution is straightforward.

However, Character Creation and Advancement is quite crunchy in Warhammer Fantasy Roleplay.  There are 8 primary attributes AND 8 secondary attributes, as well skills and talents (i.e., perks and disadvantages).  This makes creating a PC a lengthy task not easy for a beginner.

Also, as an alternative to leveling, PCs have the ability to shift careers by spending XP.  However, there are around 60 basic careers AND 60 advanced careers.  That's a lot of careers!

In addition, each career has specific career entries and career exits, so one cannot simply go from  rat catcher to noble.  This means that players need to crunch out in advance their career paths if they have a specific goal, similar to the feat system in WotC D&D.




While Character Creation and Advancement is clunky and there are many look up tables to slow down game play, the tremendous flavor of Warhammer Fantasy makes up for it.  The game really is gritty and PCs can die from a single unlucky hit and there's an element of survival horror.  However, under the bleakness, there's a gallows humor and a sense of real accomplishment if you do manage to survive.

So, if you're a roleplaying fan of the Warhammer Fantasy setting, Dark Fantasy, or Horror generally, this may be the tabletop role-playing game for you!

Monday, July 11, 2016

Literature: "Elric of Melniboné" (1972)

This week, let's take a look at Michael Moorcock's seminal Swords & Sorcery novella "Elric of Melniboné":



Elric of Melniboné follows the eponymous protagonist, Emperor of the titular island nation of  Melniboné, fend off the multiple blatant and unclever attempts of his cousin Yrkoon to usurp the crown.

The story works both as a straightforward Swords & Sorcery yarn, but also as a deliberate deconstruction of the genre: Elric is physically weak and dependent on drugs, highly flawed and a master of dark sorcery.  This is where the novella shines, as Moorcock is intentionally playing against the archetype.

There's also an interesting gothic and moody vibe with the protagonist as the doomed ruler of a doomed people.

Unfortunately, Moorcock shatters my sense of disbelief with an unbelievable (in several senses of the word) own goal at the very end: he tries to play up the tragic angle by making Elric a complete moron and by making the Melnibonéans completely unrealistic: placing would-be usurper Yrkoon as regent should rightly shatter confidence in Elric and his government.  Furthermore, Yrkoon's heel-turn is telegraphed from approximately a bazillion miles away.



I realize that Moorcock is trying to show that Elric is different from the rest of his people because he is thoughtful and capable of mercy.  However, by flying in the face of common sense and basic self-preservation, he merely comes across as unbelievably stupid.   For example, Elric pointedly ignores the prudent advice of his trusted advisors, while offering nonsensical counterarguments.

I also realize that this work was written over 40 years ago, but if one attempts to defend the above idiocy on those grounds, they are admitting that the story is horribly dated, as successful modern authors are typically far more sensible on matters of political science (at least post-Babylon 5).  I mean, even Ned Stark would do the smart thing and kill Yrkoon!