Down Dread Portals

This year has been the year of the Multiverse at The GROGNARD files with Planescape and the Sundered Worlds of Moorcock. We were intrigued to hear about the new Multiversal game from Newt Newport’s D101 written by Paul Mitchener. The kickstarter is now open, funded and reaching the stretch-goals.

Beyond Dread Portals is an eye-catching title for an RPG – what’s the pitch?

Newt: Beyond Dread Portals is an exciting roleplaying game of world-hopping fantasy. The easy-to-learn rules are built from a core loosely based on the world’s first fantasy roleplaying game tailored to fit the setting.

This is a d20 game familiar to players of that other game, why did you take that approach, rather than using D101’s OpenQuest mechanics?

Newt: Mitch was rather taken with what I did with Crypts and Things (D101’s take on 80s Brit RPG Swords and Sorcery), hence the bespoke D20 system and the setting. Which comes from an old AD&D 2nd Edition campaign of his. It’s a game that celebrates that glorious period in the late 80s to early 90s. When TSR did other settings, such as Dark Sun, Ravenloft and of course, Planescape.

I have been playing a number of multiverse games in 2023, what is their appeal, and what does BDP do differently than the others?

Newt: It provides a playground for exploration. There’s enough detail in the setting that players can quickly pick up on the themes and run with them, without the Referee being overwhelmed with having to know large amounts of detailed game lore.  Also, there’s room for plot twists galore with all the game’s Guilds and other factions.

Does magic and other abilities adapt, change, and behave differently depending upon the plane?

Newt: Not in a mechanical sort of way, because at the end of the day, it’s a straightforward fantasy game. But there are definite cultural implications. Certain magic will mark you out as a member of one of the game’s factions, one of which is especially risky to be a member of in Ys itself due to being made illegal. 

What are the themes of the different planes, what characterises them and which one is your favourite?

Newt: I’ve been quite taken by Erebus, a living cavern complex world. No surface and no sky. The Empire tried to set up shop there but failed because of the monstrous local inhabitants. So, there’s a whole failed colony vibe. It’s a nice place to have the players go visit in a desperate sort of “get in, do the mission, get out before you alert the big monsters” way.

The city of Ys is the central hub where adventures begin. What’s that like?

Newt: A vast megalopolis on the scale of Ancient Rome or London. Whose streets and buildings move about periodically. Like in the film Dark City. It’s got a ridged social structure of the Guilds, which has been upset by the Autarch’s invasion. So, it’s a society in crisis, with a big gap between rich and poor, where everyone is struggling to maintain, or even increase their position, in the face of a ruler that doesn’t care for their livelihood. So, there’s a huge theme of Decadence and Decay in play. 

Will there be supporting scenarios for the game?

Newt: Absolutely. Mitch and I have been running it online and at conventions for over five years. If it funds, there are three of these up for grabs as stretch goals. Further out, I’ve got a Great Tour of the Worlds of Ys campaign at the planning stage. I’m sure if we do individual guides to the Worlds, there will be adventures in those as well.

Small creators like D101 depend upon ‘getting the message out’ how does the current environment of a multiverse of social media make things more difficult?

Newt: It’s been not easy getting the word out beyond our core audience at times. But with the help of friends such as yourself and the Smart Party (Ben and Gaz), we are slowly getting there. Also, this is a new thing from D101, which I hope will be as big as OpenQuest, because the system is so much fun, and I want it to power other D20 games I have in mind.

What are the details of the Kickstarter?

Newt:  We open on Kickstarter on Monday, 23rd October and we are live for a month until Sunday, 19th November.

Glorantha (with Jeff Richard)

A homecoming. The GROGNARD files returns to Glorantha, the setting where our RPG life began.

4mins – Jeff Richard joins us at the Book Club to talk about The King of Sartar, Greg Stafford’s epic book of The Dragon Pass. The discussion also includes The Cults of RuneQuest.

26 mins – Judge Blythy and Dirk are in the Library looking at Different Worlds issue 1 and Wyrms Footnotes 5.

44 mins – Closing time chat about Liminal and adapting old White Dwarf scenarios.

Want to see some Glorantha action with vim and vigour? Check out Unconventional GMs, don’t forget your cow.

Join the GROGSQUAD tribe at Patreon.

Michael Moorcock Ep. 64

Behold the man! Michael Moorcock joins us in the room of role-playing rambling to talk about memoir, the multiverse, movies and much more.

I recommend Sanctom Secorum and Appendix N Bookclub interviews too.

I have appeared on Breakfast in the Ruins talking about Letters from Hollywood.

I recommend Moorcock’s latest trilogy The Sanctuary of the White Friars.

Please support us on Patreon.

Liminal Inspirations Ep.63 (with C.K.McDonnell) (Part 2)

Continuing to find inspiration from urban horror/fantasy, in this episode we look at The Stranger Times and Children of the Stones

In this episode, we continue looking for inspiration from urban horror/fantasy.

C.K. McDonnell joins the book club to talk about his career and his series of novels set in Manchester, The Stranger Times, about a newspaper covering the supernatural. There are three books in the series, with another coming in a couple of months, and a podcast that supports the novels.

Dirk and Blythy are in the Las O’Gowrie discussing the seventies children’s TV Classic, The Children of the Stones.

If you want to find out more about the book club, including the forthcoming guests, then follow the page on this site.

Please support us on Patreon.

Liminal (with Paul Mitchener) Ep.63 (Part 1)

Join us as we discover the places and people ‘between’ with Paul Mitchener, creator of Liminal RPG

Welcome to the world of Liminal. Dirk and Blythy are in the throes of discovering a world where the ordinary and extraordinary interact.

Joining us in the Room of Role-Playing Rambling is the creator of Liminal, Paul Mitchener who has provided an insight into the game and its influences.

Support the GROGNARD files on Patreon.

Call of Cthulhu Ep.2 (Part 2) – REMASTERED

Another repeat! This the next in the ongoing campaign to remaster the files from the early GROGPODs. Some of the early ones are difficult to hear, so this has been equalised. It does result in some strange gaps and distortions, but nothing too distracting I hope. The roll of dice are missing from here because I got complaints about it hurting peoples’ heads.

I mention Improvised Radio Theatre with Dice, which is still going strong.

GAMESMASTER’S SCREEN

Behind the screen I have a table of Call of Cthulhu supplements. I’m joined by Judge Blythy who rolls the 1D100 to select 5 for detailed discussion.

ED’S BARGAIN SHED

Ed, The Armchair Adventurer’s Chief bargain-hunter provides an e-Bay price index for the supplements under discussion.

POSTBAG

A selection from listener comments, including a fascinating look at The Lovecraft Variant – an early Cthulhu adaptation for Tunnels and Trolls.

The Lovecraft Variant is now a fully fledged game.

Follow me on Twitter @theGROGNARDfile

UK Game Expo 2023 – Scrapbook

To illustrate the podcast with our report on our exploits at UK Games Expo 2023 here are a collections of images from the weekend.

The National Express, waiting for the Jolly Hostess
Angry Men in Local Newspapers – “So-called Integrated Transport System”
Kalum (Jeremy) from the Rolistes podcast
Dirk reunited Ralph Horsley with his 80’s zine “Convert or Die!”
GROGSQUAD Assemble!
Paul Tomes @spookshow7 meets one of his creations in the wild – not Steve Ray – but his tee shirt!
Planescape – Fun eyebrow communication with a shackled demon
Pre-Panel livener in Withered Spoons
The Repair Shop. Not a dry eye in the house.
What is the best in life?
Make the bling sing!
The Mitcheners Arms on Tour
Dave reunited with something wonderful from Pookie’s bag
Joolz meets the Old Scouse Role-Player
Wow! “It’s the GM!” “No it isn’t!” “Maybe there’s a third way
Rescued from the vaults of Chaosium by Doc Cowie
Beggar Knights of Nadsokor
Rich August makes a sneaky retreat
The End of the Marathon
The Haul
Dirk came down from Mount Sinai. As he came down from the mountain with the two tablets of the Judges Guild in his hand

UK Games Expo Report 2023

You’ll need at least two brews and a whole packet of Hob Nobs while we go on and on about UK Games Expo 2023.

It’s that time again! We went on the road in a charabanc and headed to England’s 4th City, Birmingham, for the UK Game Expo 2023.

We report on the games we played, the people we saw and the stuff we bought in a spectacular weekend.

Learn how we became Pookie Porters carrying his impressive haul, which can be seen revealed on this video.

There is also news from our bar-side chat with Paul Fricker and his podcast recommendation of Filthy Ritual, the true crime podcast. He has also written about it on his substack.

Dirk participated in a panel of fellow podcasters with the RPG Repair Shop. There is an edited sample featured here, but if you want more, then listen at Frankenstein’s RPG.

If you would like to support the podcast, then please support us on Patreon. Thanks.

Tale of the Manticore (with Jon Cohen) ep.62

Join Dirk the Dice, climbing to the top of Arthur’s Seat in Edinburgh for an episode that we used to label ‘extra’ but who cares if they have an episode number?

Jon Cohen from Tale of the Manticore joins us to share his First, Last and Everything. He mentions Mythic and The Quiet Year in a conversation recorded at this year’s virtual GROGMEET.

Blythy and Dirk are in the Las O Gowrie answering listener questions in a Thunderphase! segement.

Join our Patreon to support the podcast and get a ‘a little extra’.

Starring in the Frontiers

The GROGNARD Files reached out to Simon Boucher, Star Frontiers fan, to share his experiences of playing the game for research for the GROGPOD episode. They’re interesting, so I will share them here.

In the early eighties my friends and I used to frequent our local hobby shop to coo over various Grenadier, Ral Partha and Citadel miniatures we could not afford. 

We had been introduced to RPGs by one of our Maths teachers at school, who had caught one of my older brother’s friends sneaking looks at The Warlock of Firetop Mountain during one of her classes. She asked if he and others would be interested in playing D&D.

There and then, our teenage obsession began. An after-school club in one of the classrooms was formed. I think it was basic D&D but I can’t be sure as none of us owned the rule-books.

I first saw Star Frontiers in 1983, in the hobby shop, resplendent in its purple boxed set with that striking, imagination-inspiring Larry Elmore painting. 

Where had the ship gone down and why? 

What was that cool ape-looking thing with the strange wing-like appendages? How did that woman’s hair look so perfect after a crash landing? 

What did “Alpha Dawn” mean?

Some of these questions were to be answered. 

I dimly remember seeing adverts for the game in various Marvel comics I used to buy at the time, including the one with the sarcastic reference to Traveller. I loved science fiction and it was rare to see an actual RPG anywhere near where I lived so I snapped it up pretty much immediately.

A DAWN …

The boxed set was incredibly exciting to me at the time. Maps! Counters! My own dice to colour in with a crayon! Basic and Expanded rules! Reading through it with my cousin at the time we quickly took stock of the basic rules and played the initial on-rails starter mini-scenarios, which were almost the same as the Fighting Fantasy books that we loved. Some people mock this introduction to the game, but I think as inexperienced players it rather helped us. The expanded rules helped us to ground it further. To my 13-year-old self it seemed like the designers had included rules for most situations you might encounter: ability checks, combat, movement (including vehicles, the implementation of which were rather clunky), robotics, computers (the approach to which hasn’t dated well), creature development (some of which are clearly more influenced by fantasy than sci-fi tropes) and skills development.

Star Frontiers as a setting is an odd mix of space opera, Westerns, and often weird pulp sci-fi elements. Some of the early Volturnus and Sundown on Starmist adventure modules lean into this aspect, with aliens such as the sentient octopus-like Ulnor and insectoid bipedal Heliopes, and of course the main antagonists, the evil, warlike giant-worms the Sathar. 

To me these are homages to the Golden Age of sci-fi. 

LOVIN’ THE ALIEN

Art by Simon’s brother Jerry

The Player Character aliens seemed especially alien: the tall, clannish ape-like warrior. Yazirians, the rubbery, blobby good-humoured philosopher Dralasites and the order seeking, business-like insectile Vrusks. 

All had their own specific abilities. The “Humans”are essentially vanilla and less fun to play. It’s far more interesting to play a Yazirian that can work themselves up into a Battle Rage and glide between short distances or a plasticine-like Dralasite that can grow extra arms and legs. 

My friends and I all loved Star Wars, Buck Rogers, Battlestar Galactica and Star Trek, but Star Frontiers didn’t feel like it was trying to be any of those. It felt like its own thing. Something that you could build yourself without contradicting an established universe like licensed properties.

The Frontier setting, whilst not expansive, gave you just enough information about the spiral galaxy and different words within it that you could develop them with a little invention. Adventure modules set in specific systems later helped to further flesh out the universe.

RULES OF THE UNIVERSE

Star Frontiers isn’t a complex ruleset. Character generation is based on rolling paired abilities against a table giving you a range between 30 and 70 (some are modified by species). Actions are resolved with a percentile system with modifiers determined either by the Referee, your abilities, skills or predefined tables. 

Some of these can be opposed rolls against another’s abilities, and whilst it has skills areas you can develop those outside of your Primary Skill Area. 

I have read that the original game was called “Alien Worlds” (which stayed in the tag line) and was “crunchier”, but was not considered accessible enough for a game that was primarily aimed at a teen audience. So there, Traveller. 

Zebulon’s Guide to Frontier Space (only one volume out of a proposed three was published) essentially overhauled the rules so that outcome of any actions was resolved by consulting a colour coded table a la Marvel Superheroes (and others) much to the chagrin of many. 

It also introduced a different approach to ‘player classes’ but many chose not to adopt these newer rules and simply used the new playable alien species, additional skills, weapons and equipment. There were also arguments that it messed with the Frontier timeline as previously established, but we adopted it.   

And what about spaceships? 

KNIGHTHAWKS

Knighthawks (1983) was a box-set (no, I don’t know why they called it that either) designed by Douglas Niles (Dragonlance and Cult of The Reptile God) . It seemed to many, including reviewers, that a space RPG without spaceships was a glaring omission. The starship rules seemed slightly more complex as it was played out on a hex map much like a board/wargame. Not really a problem for us because, we’d previously honed our skills with games like Car Wars. The rules also included ship design and spacefaring skills. With the first Knighthawks module players actually got to inherit their own starship. With a stupid name. Gullwind? Really, Doug?

Later Knighthawks modules expanded the storyline of the Frontier and the infiltrations and assaults of the Sathar with three connected modules. We played them all.

Were some of the scenarios on rails? Did they have box text for you to read to the players? Yes, and yes.

I became more confident andI found I didn’t need them. I  wasn’t afraid to go off the rails once I knew the core adventure.

And if this all sounds like I was more of the “referee” than a player it’s because I was. We didn’t have a Prime Directive but if you bought the game, you ran it for our group. I ran Star Frontiers and my brother bought and ran Call of Cthulhu, because he’d read more Lovecraft than the rest of us.

Does Star Frontiers stand up beside other older games? Possibly not. It hasn’t had the longevity of Traveller certainly, but it does still have a dedicated player base who still produce fanzines. Star Frontiersman and Frontier Explorer, the first of which is still being produced. 

You’ll find the Star Frontiers rules, modules and other material available for print on demand.

I am really happy to be able to own and read the rules and modules again in print without trawling eBay. Nostalgia aside, I still think it’s a really fun game with an interesting setting, some of the modules are well written aand structured and stand up well even by modern RPG standards. I don’t have a local gaming group, so I haven’t played the game since back in the day, but it was definitely one of my teenage group’s gateways to exploring the wider world of RPGs in the 80s.

I still love the game today. One of these days I’ll summon up the courage to referee it online.

@FermeLaBoucher