Chaosium Digest Volume 3, Number 3 Date: Wednesday, July 28, 1993 Number: 1 of 1 Contents: Review: Elric! (Adam Justin Thornton) ELRIC! Foreigners in the Dreaming City (Richard Watts) ELRIC! Stormbringer Reviews (Shannon Appel) ELRIC! Editor's Note: This digest forms a sort of introduction to Elric!, Chaosium's newest game. It's full of reviews (of the new Elric! as well as the old Stormbringer supplements), and also has an excerpt from Melnibone, the upcoming supplement to Elric! I hope it will be useful to people. Because this digest was really close to my upper Digest size, I had to cut the article I was working on. It should be in this Sunday's digest. If other people would like to write some articles providing background, scenerios, etc for Elric!, drop me a line. Shannon -------------------- From: Adam Justin Thornton Subject: Review: Elric! System: Elric! I must admit that I come to this review a little handicapped, having played neither Stormbringer nor Elric!, and having only glanced through the Stormbringer rules. The background I bring to my review of Elric is heavy on Call of Cthulhu and GURPS, but light on any sort of Moorcockian roleplaying, save the statistics in first edition Deities and Demigods. With that caveat out of the way, on to the game: Elric! appears to be aimed at beginning roleplayers and gamemasters: there's a fairly extensive section on what roleplaying is, lots of tips for Gamemasters new to the job, and a whole lot of warnings not to let the players get away with too much. I guess the background of the novels may tend to lead to rampant munchkinification, so this is probably a good thing. Impending Ragnarok and soul-sucking Runeswords probably tend to enourage powergaming. This is not to say Elric! is in any way unsuitable for experienced players. They and their GMs will just not need the frequent caveats given. No big deal. The mechanics are what one would expect from a Chaosium game: seven stats (CON, STR, SIZ, INT, POW, DEX, APP), and then rolls such as Idea and Luck calculated off of those. All statistics are 2D6+6, which gives sadly flat statistic curves. It also means that all humans are about equally hard to kill once you peel them out of their armor. There's nothing wrong with this, but it does mean that superhuman characteristics will probably come from skills rather than from attributes. The only other Chaosium game I'm familiar with is Call Of Cthulhu; Elric! looks very familiar. It's occupation-based, and I think it was a good aesthetic decision to make the random occupation chances NOT reflect the actual distribution of occupations in the Young Kingdoms. Who wants to be a peasant? The skills also work as they do in CoC; a base chance that you can then put points into. One of the better reminders that this is Elric! and not Generic Fantasy Hack'n'Slash is in the Art skill. The specializations are "Conversation, Courtly Manners, Declaim Poetry, Formal Dance, Song, Tell Story or Torture." I'd personally prefer a more GURPS-like skill system: someone with a high DEX _should_ be able to be a better swordsman quicker than a klutz. But hey, it's Chaosium's game, and their choice. However, there are some cool features of the skills that don't exist in CoC; skill chances can be greater than 100%. Since criticals are 1/5 of base skill, this even makes sense. I think it should work pretty well, though I haven't playtested the game yet. Skill increases (a checked skill increases on 100-INT%, or INT%, whichever is greater) are elegant and intuitive although I'd prefer a division of mental and physical skills. The combat system is straightforward: percentile dice against a skill, and then damage. At 2 HP you pass out; at 0 HP, you die. This is highly lethal, at least compared to most other games. This is actually a Good Thing. People die all the time in Moorcock's Elric stories, mostly gruesomely. Since everyone has about 13 HP, and a broadsword slash will do 2-9 HP, plus damage bonus, in general, three sword slashes should kill an unarmored character. I like it. (Stormbringer, for the curious, when wielded by Elric, does 2D8 + 1D6 + 17D10 + 1D6 damage. Plus sucking out 1D100 of POW. At an 880% chance to hit.) The Major Wounds table is really good too; however the system could benefit from a hit location system. I'd really recommend glueing on Pagan Publishing's _Killer Crosshairs_ if you want to target specific body parts [perhaps someone would like to write a Elric! hit location system for a future issue? -sda]. I particularly applaud the use of DEX-ranks for combat initiative; the highest-DEX fighters go first, but things like aiming subract from DEX-ranks. Thus, a DEX 18 archer can either get off a quick shot or, say, aim for ten DEX-ranks and improve his chance of hitting, but by so doing risk losing his shot to a slower fighter who nails him in the meantime. There's a lot of mechanical stuff specific to Elric!, too. The alignments are great. Certain actions can give you points for Law, Chaos and Balance; over the course of an adventuring lifetime, you'll probably rack up scores in all three areas. The Alignment system is well thought-out. If there _is_ a "good" side it's the Balance, but even that isn't especially clear. Certainly Elric! doesn't fall into the easy and predictable trap that Law=Good, Chaos=Evil that I half-expected. Heroes can become Champions of one of the alignments, conferring certain bonuses and incurring certain responsibilties, or less extremely, take allegiances to the alignments. This seems fairly true to the spirit of the books, and I think it would work well in a larger-than-life sort of game (which Elric! encourages). The magic system is supposed to be the major difference between Elric! and Stormbringer; having never used Stormbringer I can't really comment. I like it; POW determines the efficacy of your magic and INT how many spells you can remember simultaneously. Magic is (almost exclusively) inherently Chaotic and corrupting. The spells are neat. They're colorful and mostly gruesome, and very much in the spirit of the series. Demonic and Elemental magic seems to work well too; the demons are among the most charming of the system's features. They are insanely powerful and dangerous. The suggested "needs" are often quite amusing, and there is a certain amount of dark sympathy for them. It's too bad that summoning demons is likely to be quick and unpleasant, because a great deal of thought has gone into their creation, and there are some opportunities for really fun roleplaying here. The Elementals are a little less thoroughly fleshed out, and basically less interesting. However, they're a resonable Balance alternative to the Chaotic demons. Overall, the magic system looks quite good: beginning characters are unlikely to be able to seriously unbalance play with it, but it leaves more than enough room for insanely powerful sorcerors (I can't wait for a Pan Tang supplement) [Sorcerers of Pan Tang, a Stormbringer supplement for Pan Tang, should still be in print. It will take some conversion, but I think you'll find its really good -sda]. Enchanted items, and items that are bound demons or elementals, are well and thoroughly handled, and range in power from the fairly trivial to, well, Stormbringer. The "Rumors" section in particular gives good adventure seeds and item suggestions. Two adventures are included with Elric!; the first, "The Weight of Doom", is extremely brief, will not be deadly, and probably serves as a good introduction to bigger and better things, but is a good reminder that Law can be even less nice than Chaos. The second, "The Thought That Counts" is also intended for beginning adventurers, and is a pretty fair version of the "Retrieve a Valuable Thing At Some Personal Risk" plotline, with a nice twist and not one, but two, horrifying and repulsive demons. It should provide a fun couple of hours. A few more notes before I rave about the background: The Spot Rules for combat and demons are great. You won't need them much, hence Spot Rules, but they cover a pretty wide variety of situations. I wish they had used a different font. The highlight/heading text is that annoying Jurassic Park font and it's really getting to me. They layout is otherwise splendid, though, and the art is extremely well-done. And Chaosium really should employ a good proofreader. There are lots of silly and easily avoidable spelling errors, bits of poor syntax, and the like. It's no worse than most first printings, but I certainly hope the second run fixes these up. On to the background of the Young Kingdoms: It's amazing. It's fantastic. This is one of the neatest worlds to roleplay in ever created, and Chaosium has done a bang-up job with it. The creatures are well-presented and suitably deadly, the NPCs are a good assortment of the major characters from the novel, and well-translated into the Elric! mechanics. The geography is coherent, well-described, and varied. The discussion of "Gods and Cults" seems faithful to Moorcock, suitably creepy and pretty complete. The whole is copiously annotated with notes from the novels, including _The Fortress Of The Pearl_ and _The Revenge Of the Rose_. Like CoC, the background is complete enough that you could probably successfully run games under the system without ever reading the source material. Also like CoC, you probably wouldn't want to; I personally can't imagine somebody who would want to play or run an Elric! game but _not_ read the novels. If you read the novels and liked them, you'll love the background. If you haven't read them, and are considering buying Elric!, you should read at least a couple before you decide whether or not to. If you read them and didn't like them, you probably have no interest in the game. The atmosphere of Moorcock's books is preserved quite well. Expect characters to die frequently and spectacularly. If you were looking for a lighthearted change of pace from Call Of Cthulhu, this isn't it. Try Toon instead. The background is the best reason to buy Elric!; the forthcoming supplement of Melnibone ought to be excellent as well. Overall, I liked Elric! very much. However, I'm not sure if it's worth $19.95, especially if you play Stormbringer and are happy with it. The mechanics rate about seven out of ten; the layout, art, and overall appearance are also a seven, provisionally an eight once the spelling and grammar is cleaned up. The writing is generally very good, perhaps an eight or a nine, and the background material is without parallel. It looks like gameplay should be fast and smooth (most rolls resolve to a quick lookup on a matrix), and it's certainly got the excitingly dark and menacing feel of Moorcock's world. Adam Thornton -------------------- From: Richard Watts Subject: Foreigners in the Dreaming City System: Elric! This is an excerpt from Chaosium's upcoming Melnibone book. This excerpt is copyright 1993 by Chaosium Inc.; all rights reserved. FOREIGNERS IN THE DREAMING CITY Only in the last 300 years have humans been allowed within Imrryr on any basis other than slavery. The first free humans to visit the Dreaming City were a delegation from the newly independent nation of Lormyr, representing Queen Eloarde. They were permitted no further than a small section of the harbor, and the Tower of Monshanjik. These areas were considered soiled by the human's presence, and have been abandoned by most Imrryrians ever since. Today, with concessions gained by successive delegations of ambassadors and merchants, humans may enter the harbor and trading areas of Monshanjik Tower relatively freely. Access to any other area of the city is strictly limited. Many Melniboneans find the presence of civilized humans (as opposed to their slaves) quite intolerable, while the best treatment humans can expect is patronizing amusement from their impassive, alien hosts. When speaking to humans, most Melniboneans speak slowly and use small words, as if talking to a child. Melniboneans are always surprised if a human speaks Melnibonean. Human who dare speak the High Tongue risk arrest for sacrilege, and execution. Considerable rules restrict the actions of any human in Imrryr. The five main laws are summarized in a document known as the Visitor's Code, also referred to as the Harbor Edict, first written about 25 years ago. All visitors to the Dreaming City must memorize it, and unless they can show familiarity with it, are generally forbidden to leave their ship. Such orders come not from the Melniboneans, but from the Captain, who is usually loath to lose any passengers or crew members to an infringement of the port rules... As well as the five principal rules of the Harbor Edict, there are a complex web of minor rules and regulations, to which new decrees are added regularly. The most recent was the banning of any inhabitant of the Isle of Purple Towns, or any person known to do business with them. The Purple Towners are actively attempting to rival Imrryr as a center of trade. This has not harmed Melnibone in any way, but the humans should be punished for their hubris. Hence they are forbidden from Melnibone and her wonders. THE HARBOR EDICT NOTICE WHEREBY HUMAN PETITIONERS MAY PRESENT THEMSELVES FOR CONSIDERATION OF ADMITTANCE TO IMRRYR THE BEAUTIFUL, CITY OF DREAMS, AUGUST CAPITAL OF THE BRIGHT EMPIRE AND BELOVED OF ARIOCH, LORD OF THE SEVEN DARKS, DUKE OF CHAOS, KNIGHT OF THE SWORDS, AND MOST DREAD LORD OF ENTROPY. Compiled this day being the 9125th day of the rule of his Most Beatific Imperial Majesty, King Sadric the Eighty-Sixth, Emperor by Right of Birth, Inheritor of the Ruby Throne, Bearer of the Actorios, Master of Melnibone, Exponent of Her Secret Arts, by the hand of Vasarik Dvorn, unworthy scribe of her most blessed by the command of the Emperor and fortunate Lady T'varla Ryun, Dragon Princess, Mistress of the Dark Calling, Adept of the Order of the Whispering Phoenix, who states that it is her unfortunate but devoted task to record for the benefit of mere humans the instructions of the 427th Emperor of the Ruby Throne, as concerning the entrance of such cattle into the bounds of the Dreaming City. RULE THE FIRST No human may enter the gates of Imrryr with purpose of mind other than trade with emissaries of the Ruby Throne, or humbly seeking knowledge from her inhabitants, knowing full well that those of the Dragon Isle are their superiors in all areas of wisdom and enlightenment. Treacherous humans who by duplicity or with malice aforethought seek admittance to Imrryr shall be taken forthwith to the Tower of Monshanjik by Knights of the Order of the Eagle, there to be given over to the pleasures of the Master Inquisitor, artist of pain. RULE THE SECOND It is forbidden for any save those of the blood of the Dragon Isle, pure and unsullied with lesser ichor, to be conversant with the mysteries of the labyrinth whereby the entrance ways of Imrryr are guarded. All foreigners must, when entering the harbor of the Dreaming City, be masked when in command of a ship, so that Melnibone's pilots may guide them with skill and wisdom through the pathways of the maze, while those of no rank such as and including passengers and common sailors will take themselves below deck on pain of blinding. Those that seek to learn and navigate the secret ways through the revered sea-maze of Monshanjik shall have their eyes put out. RULE THE THIRD Once admittance to the harbor is gained, no human shall speak to one of Melnibonean blood unless spoken to, nor shall any human stand higher than one of the Dragon Isle, abasing themselves forthwith and prostrate upon the floor when a citizen of Imrryr passes by or enters into the room. When so honored as to share the presence of Prince or Princess of Dragons, who must not be sullied by human gaze, humans will avert their eyes, never looking directly at one who shares the blood of the Ruby Throne, else be executed, or enslaved, or given over to the meritorious Master Inquisitor and his companion vivisectartistes. RULE THE FOURTH That section of the harbor north of the Tower of Monshanjik up to the base of the Great Wall shall be deemed the Foreign Quarter, and is appointed to the use and practices of those aliens present in our Dreaming City. This area alone may be inhabited by the transient human visitors for a period not more than seven days and seven nights, being a week in the common reckoning, unless in position of rare privilege. Any human lingering in the harbor after the elapse of their period of entry shall be expelled forthwith, or enslaved, or given up to the tender ministrations of His Most Beatific Emperor's beloved Master Inquisitor. RULE THE FIFTH Access to any other area of Imrryr other than that declared officially Foreign is denied, forbidden, and foresworn by those of foreign blood, unless in extraordinary circumstances which must include authorization from the Ruby Throne, including guaranteed bonds of behavior and obeyance to Melnibonean commands of authority from the human in question, together with the recommendation and guarantee of at least one noble from the Imperial Court who knows full well that the breaking of any laws by the foreigner they sponsor shall result in their own punishment and humiliation by Royal Edict and Decree. -------------------- From: appel@erzo.berkeley.edu (Shannon Appel) Subject: Stormbringer Reviews System: Elric! With the release of Elric!, some of you might be interested in knowing what Young Kingdom supplements are already out there. There are currently four items still in print (Rogue Mistress, Sorcerers of Pan Tang, Perils of the Young Kingdoms and Sea Kings of the Purple Towns). I'll leave it for others to comment on these. Here, I have put down my thoughts on the many out of print Stormbringer supplements (as a sort of companion to my 'Pendragon First Edition Reviews' in V2.6 of the digest). Stormbringer First Edition (2006-X) Stormbringer Second Edition (2101-X) Stormbringer Third Edition (2109-H) The first three editions of Stormbringer were all essentially the same. There were no major changes in the rules, although the organization changed in each version. First edition was a deep box with one square-bound book, while the second edition was a shallow box containing three books. The third edition was a very nice looking hard cover book produced by Games Workshop. Besides the rules, it also contained the Stormbringer Companion (2102). The original editions of Stormbringer aren't really worth getting, except for historical curiosity. The rules in the fourth edition and Elric! are much more mature. If you do want to pick up one, try and find the GW hardcover. It's definitely the prettiest, worth the price in that alone. Stormbringer Companion (2102) This was a fun companion, useful in its time. It has new creatures, many of which are not in Elric!, notes on exotic treasures and several adventures. The adventures were all short and easy to introduce into a game; I found them useful last time I ran a Stormbringer game. The Companion was entirely reprinted in the Third edition of Stormbringer and mostly reprinted in the Fourth (minus two solos). If you just have the Fourth edition, all of the good stuff is there. Demon Magic (2103) Demon Magic (The Second Stormbringer Companion) was one of the best two supplements done for the original Stormbringer. A few of the items are no longer relevent (such as the demon special abilities). However, Demon Magic also contained notes on magic items and creatures which are still quite useful and two adventures (one of which, The Velvet Circle, I'd rate as superb). Stealer of Souls (2104) Black Sword (2105) This was an adventure done in two parts that I never found too appealing. It does an excellent job of fitting in with the timeline of the Elric stories (in fact, Elric is one of the prime movers of the tale). However, I found it too large and felt that the adventurers were too overshadowed. The supplements do have a small amount of useful information. Stealer of Souls gives some info on Bakshaan while Black Sword provides some notes on Nasdokor and Org. The adventure, however, forms the majority of the supplements. Hawkmoon (2106-X) Hawkmoon was really presented as a new game, not a supplement to Stormbringer. It's an fair depiction of the Tragic Millenium Earth that Michael Moorcock describes in his seven books about Hawkmoon. When the Hawkmoon! supplement for Elric! is released, it will no doubt be a really good game. For now though, this is the game to buy. The Shattered Isle (2107) The Shattered Isle has some interesting notes on the Hawkmoon world, including some new rules, some new technology, and notes on the Orders of Granbretan. The two adventures in TSI were fairly good. I actually thought they were more true to the original Hawkmoon series than the game itself. Probably worth picking up. White Wolf (2108) This supplement was the other Stormbringer book that I'd rate as one of the best. It contains useful scenerios on three different temples of the Young Kingdoms (temples to Mabelrode, Kakatal and Donblas), all in a standard easy-to-reference format. There are also good ship rules for the Eternal Champion games (with stats for lots of Young Kingdom ships, including the Battle Barge) and a somewhat interesting adventure. Like Demon Magic, you should get this book if you see it. Stormbringer Fourth Edition (2110) The Fourth Edition of Stormbringer, a square bound book, fixes many problems of the original editions. Still, it's not as good of a game as Elric! Grab it if you want the artwork or the adventures. Otherwise, it's not terribly useful. Although they are no longer being distributed, Sam says that Chaosium still has a few copies of the following books available directly: White Wolf, Shattered Isle, Stealer of Souls, Stormbringer Companion If you liked Elric! and are interested in older stuff, you might want to give them a call (or check out the four Stormbringer books that are still in print). Shannon -------------------- The Chaosium Digest is a Discussion Forum for Chaosium Games which do not have another specific area for discussion. To submit an article, mail to: appel@erzo.berkeley.edu