Tag Archives: horror

Warhammer Quest, Blackstone Fortress – Hero Quest in Space or More?

Blackstone Fortress is the latest adventure board game to come from Games Workshop set in the grim darkness of the 41st millennium, Warhammer 40K to most nerds. It is labelled as Warhammer Quest. For those you in your thirties this will take you back to the glory days of heroic ineptitude – the golden age of adventure. For everyone else, it’s the latest in the Warhammer Quest Series. Alongside Blackstone Fortress in the Warhammer Quest series are Silver Tower (currently discontinued) and Shadows of Hammerhal both of which are set in GW’s fantasy setting, Age of Sigmar. All of these games follow similar game styles and mechanics, so if you’ve played one you should be able to pick up the others with relative ease.

Blackstone Fortress promises exploration and adventure in the grim darkness of the 41st Millenium, a vast void of horror and terror.

It delivers.

With character choices ranging from outlawed Artificial Intelligence robot, rogue trader and Imperial Navigator to fanatic, Ratling snipers (who are twins) and alien hunters, there should be something for anyone who has an interest in grim and gritty science fiction.

A few of you older players out there who have not ventured in table top adventure games in some time may be thinking ‘is this just Hero Quest in the modern era of gaming?’ I think it’s a fair and realistic question. So is it just Hero Quest in space? Well yes, at least in concept.

The Goal

The whole point of Blackstone Fortress is to find your way into the Hidden Vault, deep inside the drifting hulk of the mysterious Blackstone Fortress. To do this, players need to discover clues during their expeditions. These clues will lead to special scenarios called Strongholds, which will eventually lead to the hidden vault. Even when a stronghold attack can be mounted, the players still need to get to them, with a 4 card expedition, purely of combat – more of this later. Getting to the hidden vault will take a lot of gaming hours, but I am certain that it will be a challenge and a worthy one at that!

In the game fluff, the Blackstone Fortress learns and adapts after each incursion of adventurers. Legacy cards add to the danger in this aspect, increasing the threat level for some monsters, such as the Spindle Drone. They up the ante during the expeditions. Once in play they stay and generally add flair and layers of danger to the expeditions. Once there are no more legacy cards in left in play, you’ve run out of time, and lose the game, no matter where you’re up to!

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The Precipice section of the board game, from Games Workshop’s Blackstone Fortress, with the character ships, two varieties of the Grav-lifts and the Leader token.

Let’s take a look at the goods first though…

Manufacturing Quality

The important bit to most gamers and war-gamers: are the miniatures any good? Yes. The miniatures are amazing and better still, they clip together – no glue required. You just need something to cut them from the plastic sprue. This took me a couple of hours whilst watching a series on Netflix so anyone with more experience may get it done in half that time.

The miniatures are constructed in such a way that they appear seamless, which took a bit of jigsaw magic to see how they fitted together – but as previously mentioned, no glue is required, so you can take your time. The same great GW quality of miniature manufacture is found throughout. I think my Kill Team just got bigger too – the models are in hot demand, check out ebay if you don’t believe me.

The game tiles are a really thick and good quality card. They pop out easily, which reduces tearing of the precious printed sides. They’re double sided but unlike Imperial Assault by Fantasy Flight, there’s not a million small pieces to get lost or confused with. The game counters are all pretty unique, with the majority of them being wound tokens (which are double sided for critical wounds). The rest are for game effects and inspiration points, which I’ll mention later on.

There are three rule-books.

Don’t despair.

warhammer blackstone fortress sci-fi horror gamesworkshop Games Workshop
Five books from Games Workshop’s Blackstone Fortress. One is fluff, one of rules for Warhammer 40K and the other three are for game play.

Each one is written chronologically for each section of the game as you progress. They are written to the usual standard for GW, guiding you through in simple steps. The terminology may be a little different if you haven’t tried GW games before, so take your time. If you are familiar with any of the GW games, such as Warhammer 40K or Age of Sigmar, you’ll find the turn sequence and rounds familiar.

Once you have the turn sequence in your mind, it’s pretty straight forward from there. There is a bit of juggling with the game on the first play through, as you consult different books to figure out when you can heal or how to carry out certain actions. This is a minor point, however it does highlight the importance of reading through the rules before the gaming session!

Blackstone Fortress is split into two game sections by exploration cards; challenges and combats, which are drawn randomly from the Exploration card deck. The exploration deck is large, 36 cards, so it should always be a different combination. You randomly pick 4 challenge cards and 4 combat cards which make up the Exploration deck for the Expedition. When combined, these are like a campaign story arc. These are shuffled and placed on the Precipice board, which is like the character staging area.

There are 18 cards each for both challenges and combats (36 cards in total). By drawing 4 of each randomly, you’re looking at 1 in 18 chance of drawing the same cards each time you create the exploration deck. The chances of drawing the same 8 cards are something like a 1 in 105,000 chance, by my shoddy calculations. That’s a lot of gaming before statistically you get the same play-through.

Challenges

The challenges are narrative encounters which do not make use of models and board pieces. They are usually a way of grabbing gear and tech (treasure, clues to future explorations), usually by causing damage to assailants. They include short narrative pieces such as ‘Get them all!’ where the players are required to inflict as much damage as they can to a fleeing group of hostiles – anyone who can deal 4 or more wound gets to draw a card from the discovery deck. Simples.

On a balancing note, these may be to help characters build up with less risk than combats or offer special cards for future explorations.

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The Precipice section of the board game, from Games Workshop’s Blackstone Fortress, with two of the character ships, the Destiny dice, Exploration cards and Discovery cards.

Combat Setup

Combats involve board pieces and miniatures and are the biggest portion of the game. Each combat exploration card shows how the map tiles are set up so anyone can setup the board while others are chasing through the rules books or determine where the bad guys and monsters are placed. They also mark where certain mission specific specials may be placed.

Keeping track of the game during combat is achieved with the Initiative tracker. The players get the option to attempt to help each other by swapping places with allies or attempting to swap their place with the enemy to get the drop on them. This all happens in the Initiative phase, followed by the Gambit phase. The Gambit phase can be costly as an action dice has to be spent, followed by an ability roll to determine success. These mechanics help to really bring the tension to the game, forcing the players to plan ahead. The players feel the pressure when the cards are redrawn each round, as their plans will likely need to change.

Hostiles and bad guys are drawn from the Encounter cards deck and placed in the starting positions according to the combat exploration card, which are given a specific place on the board and the tracker. The number of hostiles on a card are determined by where on the tracker they are, for example, you may get 2 drones on position 1, or 4 on position 2. Hostiles gain reinforcements each turn and are spawned on their turn in the Initiative track with a roll of a 20 sided dice, called the Blackstone Dice (which is black and looks like a stone if you’re not familiar with 20 sided dice). This adds threat, because even if all the bad guys are dead, they can keep re-spawning as happened with our test games!

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The Traitor Guardsmen for Warhammer Quest: Blackstone Fortress by Games Workshop

Hostiles in the game are given over to an AI system, where they react depending on a dice roll. It is not completely random, as each action they are given depends on a set few variables which allows them to act organically. Each set of rules for the monsters appears on very handy cards, giving you everything you need to know in a single place. So much easier than consulting multiple books!

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The Traitor Guardsmen for Warhammer Quest: Blackstone Fortress by Games Workshop. The reverse side shows how the AI results on a dice roll.

Hostiles are terrifying in their own specific ways; if they’re not ripping you to ribbons with frenzied claw attacks they’re punching through your armour and ignoring your save rolls with shocking power! Case in point, UR-025 (or Mr Robot man to you and I) is a heavy duty fighter, with a better chance of rolling saves against wounds, with an added re-roll too – then he gets hit by a Negavolt Cultist and suddenly he has no armour saves. Surprises await those unprepared!

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Game tiles for Games Workshops Blackstone Fortress. Double sided and durable for all your grim and gritty science fiction adventures in the hopeless voids of Warhammer 40K!

Characters in the Game

At the start of each combat round Characters are allocated action dice, regular six sided dice. The dice are stored on their character card with whatever score they rolled. These dice are used / spent on actions which require a set number on one or more of those dice. Moving require a dice with a score of 1 or more, other actions may require 4 or more on a dice etc. There are standard actions and character specific actions, which are found on the character cards, usually weapon actions.

Explore with caution. When you are wounded the dice you roll at the start of each round are blocked, covered by wound markers, meaning the potential number of actions you can make are severely impaired! Fear not however, each round an extra pool of destiny dice are rolled which any one can use – but the power of the warp means that any duplicate scores on these dice are removed, so you better roll fresh to get the most out of destiny! A lot of dice multiples came up during our game, causing tension and nail biting in equal measure.

A second type of dice rolls are attribute dice which are used to evade damage, carry out special tasks and try to recover wounds. There are wounds and then there are critical wounds – wounds can be recovered during the combat part of the game, whereas critical wounds require a trip back to your ship to try and heal. As with Warhammer Quest back in the golden age, however, there’s always a chance something may not heal fully…

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The Kroot Tracker for Warhammer Quest: Blackstone Fortress by Games Workshop

The dice rolls are easy to interpret: you either fail, succeed or critically succeed. Each of the ability dice (6, 8 and 12 sided dice) are colour coded to match the information on the character sheets. These dice rolls are not always friendly, you can feel like the end of times can result from a failed roll. On the plus side, there’s very few calculations as in some GW games – just check to see how many symbols you rolled and away you go. GW have followed Fantasy Flight in this – so don’t lose those dice! Otherwise you could end up paying for more specialist dice in the future…

Toward the end of the combat sections, characters need to escape by summoning the escape lift, usually under duress. There’s no way out otherwise! When the remaining characters get to the escape lift, they have to decide to carry on fighting the growing horde, or to head back to their ships to lick their wounds. Heading back restarts the exploration so if you really need to finish you’re gonna find it hard to do!

When a character kills a number of monsters on their turn, they can roll the Blackstone Dice to see if they gain Inspiration points, where they are required to roll under the wounds they caused on a 20-sided dice. Inspiration points are used to re-roll some dice throughout the game, usually the activation dice at the start of the round, or give flip your character card over to increase their effectiveness. A bit like leveling up!

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The ‘Inspired’ Kroot Tracker for Warhammer Quest: Blackstone Fortress by Games Workshop

At the end of each round of the game, in combat or otherwise, a leadership token passes around the table, allowing each player to call the shots in equal measure (with a discussion, of course).

First Impressions & Thoughts

In a single evening gaming session, including learning how to play the game, we managed to get through 1 challenge and 2 combats. Assuming we don’t have to relearn the game, we could probably manage drawing 4 of the Exploration cards, which equates to half an Expedition. At this rate, in theory, we could spend hundreds of hours playing this game. So unlike Hero Quest, there is a seemingly limitless combination of events from challenges, combats and encounter (monster) cards. There’s probably scope for fan made or self made encounters too, let’s watch the internet pensively for these.

The game has a very nostalgic feel to it, similar to previous board games from GW decades ago. The hostile creatures are just as deadly as you’d expect, in their own ways. Players without prior knowledge will make mistakes which make the game intense and ups the challenge rating greatly. In this way, very much like Hero Quest!

The open form and random generation of each Expedition is a similar mechanic used by other games and it works just as well in Blackstone Fortress. It will take some serious play testing to get through all of the different combinations. In our initial play-through we had four players and one person acting as the games master. We felt this worked best for our first game so we could focus on the different parts of the game – just like in Hero Quest! You can play this game solo or without a games master, as the monsters follow an AI system, meaning all you need to do is move the pieces around and roll the dice.

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Dice, lots of six-sided dice, with the special ability dice, from 6, 8 & 12-sided dice. The 20-sided dice is the Blackstone dice…

What we did wrong…

We went wrong in some parts, missing the exploration round which would have made the combat a little easier if we had rolled on the event table. Although, the table isn’t all good – sometimes it can go horribly wrong… So it’s not all bad!

Why did we miss this section? It’s right at the end of the combat book, and there’s a lot in some sections. As we frenziedly played through the rounds we completely missed it! No one said nerds were thorough. So be sure to have all books to hand and refer to them often.

Value Ratio

It is a thorough and playable game. It has the same high quality of most Games Workshop products, but you will pay through the nose for it if you don’t shop around. I was lucky, I found an ebay seller with about 20% off the RRP, I then applied a free 10% discount from ebay to get it even cheaper.

If bought from a third party retailer the price becomes a little more affordable for a game of this type. The miniatures are worth a heavy bit of gold. The card tiles are sturdy. Even the box is sturdy (I mean, it has to be, it’s a heavy one). You get all the dice you need.

Edit: This may look like a silly thing to say, but £95 is a hefty price tag for any board game. Shop around, GW will get their money, so it helps smaller businesses if you go through them!

Since this is a complete game (£95.00), there’s no expansions as far as we know, and given the replay ability of expeditions is very high, it is feasible to play over a hundred games. Maybe even twice that. So you’re looking at about £0.5 – £1 per game. Let’s be conservative and say each full expedition takes 4 hours. You’re looking at £0.25 to £0.50 per hour of play. That’s really good money for a game that should be different each time. You’re snacks will cost you more to eat!

In Conclusion

The Feels – a dark, desperate setting with mechanics that fit those feelings. Thrilling, because when you do score a critical roll it feels like the cosmos is backing you up – any other time it’s trying to eat you!

No silly measuring distances, just count the hexes. Can you draw a straight line from the centre of a hex to the hex your target is standing in? Then you have line of sight, roll your dice. It’s that easy.

Edit: Downsides include what some players have described as ‘chaff’ play. This means that a few players think the amount of combats that are required to complete the game can get a bit samey. GW, do we need to go through quite so much to complete the game? On a personal level, I think it’s important to understand that the fighting during the combat sections are not about clearing the board – it is about surviving the battle and gathering the clues before time runs out. Perhaps GW could do with giving us more information on the bigger picture of the game earlier on.

So is it like Hero Quest? Yeah I think it is, it certainly has that heroic quality to it, and I’m sure it will one day be one of those nostalgic games we all reminisce about.

If you’ve got any questions or thoughts, we’d love to hear them! you can find us on our discord server.

You can get a few more articles by us on other Games Workshop products here or here.

Enjoy!

 

*Edited 24/12/18 to reflect some feedback from our gaming group and affiliates.

 

The Awkward, the Bad and the Great – Dealing with the Players

It is often all down to the DM to run the game and make it a good one. There’s always the expectation that this game is going to be as good as the last one or better. It’s capitalism of the RPG world – they want more and more each session. But the game isn’t purely the responsibility of the DM; players are there too and the expectations of all involved should be considered.

The expectations of the players are more varied than we might think; some are there for the story, others for the thrill of the dice and fewer, thankfully, are there to roll dice and crunch the numbers like Scrooge on Tax Day. Unfortunately for you, as the DM, you have to balance all of these aspects, but you shouldn’t pander to them all – it’s your game too.

I’m going to assume that you play with people you know, that they are reasonable people. I expect there are unreasonable players out there – the internet is full of those stories, so I’ll touch on those style of players too.

This article is about the bad players, the awkward players, but also the good players – and we’ll cover how to deal with the bad ones, and encourage the good ones. But first, let’s talk about the ones that aren’t bad players, they’re just… awkward.

This is all my opinion, and you’re welcome to discuss them, share some stories of your own – we can only learn more.

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The Awkward Ones

The awkward ones, like the Deep Ones, are often hidden at first. We may think that their first character is just a bit of a buffoon and that soon they’ll get into the story. Sadly however this will not always be the case; sometimes we see an Awkward One develop and we need to make sure they don’t derail the story accidentally, or otherwise.

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Comedic or one-dimensional characters may seem like a little light relief the first time have a tendency to become habit for some players. The first time it’s all fun and there’s no problems, but often these players will see it as scoring social points for themselves; it will feel good for them and so the habitual pathology sets in, the player now thinking that funny = best game ever! Eventually this will ruin the flavour and immersion of the game.

How do you deal with this sort of situation? In my experience the best solution is tact. Quite often a player like this needs attention, which in itself is not a bad things; we all need attention sometimes, but for the comedic player, it feels new and good and they probably don’t realise.

Give them a bit of space to enjoy being comedic, but encourage wit and humour rather than outlandish and excessive. A quiet chat after the first session to explain to them that actually, yes it can be amusing, but the harmony of the game is broken by the ever increasing hair brained ideas. People will laugh, then chuckle, then get tired real quick of it. There’s no need to kick them out of the group, if they’re willing to keep their exaggerated theatrics in check. Promise to reassess the situation if they seem amenable to the idea.

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The DM who Hijacked your game thinks they know better or perhaps don’t realise they are not the focus of attention anymore. This is normally purely accidental; as DMs we can grow accustomed to the idea of being the focus of attention, since we run the game and very little interaction or action occurs without our help. This one is fairly simple, you call the shots for this game, don’t be bullied into changing your mind, unless of course the idea they put forward is sound.

Chatter boxes, or social annoyances, who talk about non game stuff and don’t know when to stop, potentially ruining the immersion and tension in the game. I tend to get this out of the system of players before the game starts by having a catch up chat, getting all the news out in the open and discussed before sitting everyone down. I also ask that all media that isn’t relevant to the game is taken away or turned off, or at least not in sight.

If it’s persistent, you can ask that player, politely and aside from the others at a later time, if they want to be there to play the game or just because their friends are there. It’s cool to hang out, but don’t detract from the fun of the game that we enjoy.

Showboaters just love the attention and want to get in on the action whenever they can. This isn’t bad for a game that needs a bit of life injected into it (especially if it has been a hard day at the office). What isn’t cool is overriding other players or butting in on their turns to act.

This is a hard juggle, but as DM you are justified to point out whose turn it is, and that if a player needs the showboaters help or advice, they can ask for it. Remember, we don’t want to cut off their enthusiasm, we just want to let them know that other players are entitled to the limelight too.

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The Bad Ones

Before I get into the stereotypes of bad players, I’m going to talk about the nature of the conversation around your gaming table (or wherever). It is best to openly discuss with your players before you start playing what sort of behaviour you all find acceptable during the game and on the sidelines; I’m talking about racism and sexism, amongst others.

It is perfectly acceptable to have these as elements in the game, it is after all usually set in a backward or less liberal society than our own. For this reason, you should let people have a say in what they find comfortable. If it’s a no from them, it should be a no from you, and vice-versa. D&D is an inclusive and cooperative game, and relaxed participants make far better adventuring buddies!

If it does crop up during play, as the DM you should be able to tone it down and talk to the offenders after the game session to suggest they tighten up – it’s ok to hate another race of people in character, but it shouldn’t spill into the real world, the same applies for sexism. If it happens that either of these topics comes out into play and is directed player to player, rather than character to character, you must stop it right away. Call it out, quash it dead. You are the DM, and you run this game.

So, the Stereotypes…

Player stereotypes have come to be identified from the internet – the internet has given us names for the power gamers, the min/max’er, rules lawyer, and the metagamers. Before the internet (I know, was there ever such a time?) we just thought they were annoying players who happened to enjoy the same hobby, so we were delighted at having the new player along for the ride. How wrong we were!

I’ve run a good number of gaming groups beyond my primary group over the years, this is how I dealt with the unhelpful ones.

golden statue under blue skies during day time

Not to be confused with the player who creates an efficient or optimised character, the power-gamer and the Min/Max player are those who either have to have it all at the cost of nothing, or throw everything out of the window to maximise a single attribute, ability or power – and use it at every possible moment. Normally a maturity issue, or the feeling of helplessness in their real lives leads them to want to show the world that they can do the thing, and force it on every situation.

Dealing with these players can be tackled in two ways in my experience: critically evaluate any character sheet prior to your game, with time to allow for changes, or subject your players to constrained resources, for example, only character material from the core Player’s Handbook may be used. As much as I love unearthed arcana and supplemental material, they tend to promote niche ideas into the game which can feel over balanced. These players will then latch onto these cool ideas, and completely overplay them.

Rules Lawyers: Players who spend most of their game in the source material, or spend all their free time reading the books and remembering every single bit of detail are fine, even helpful, like little biological libraries you can call on just by asking. However, it is the ones who keeping calling you out as the DM for your mistakes or lax enforcement of the rules who are the problem. Nothing ruins a cool cinematic moment when the party are about to hit the jackpoint with an amazing idea when the Rules Lawyer calls a stop to the game with the immortal opening line “I think you’ll find…”

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There are very simple ways to explain this or overcome the problem.

First, all the source books ever made for games like Dungeons & Dragons, every single one, are purely guidelines given the misnomer of rules. You, as the DM, are capable of overriding some of those rules now and again if you think it works or if you think for this occasion they can be fudged – heck, most of being a DM is fudging the rules to get the most out of player interactions.

Secondly, if you’re more diplomatic and want to avoid arguments in game, call upon your powers as a DM to completely override their opinion, but only with the promise to review the rules stated after the session and come to a compromise. Or, for this session only you can maintain your DM ruling, and endeavour to assess the rule for next time. Rules lawyers can be compromised with – if they don’t want that, then they are free to evaluate their expectations of your game. You’ll welcome them back with open arms if they wish to return.

Metagamers are those players who use information or knowledge beyond the scope of their character. Weirdly, if you’ve been playing D&D for decades, it is almost impossible to not metagame on some level. There are always repeat or extreme offenders though. It may seem like they’re just being lucky in their assumptions about that monster at first, but eventually you’ll realise that the metagamer is using his or her outside knowledge to influence their actions and maybe even the actions of others.

I deal with this foible in a few different ways: I can ‘reskin’ my monsters in their appearance or stats to keep the metagamer on their toes by describing monsters differently or altering their behaviour style and resistance qualities and combat abilities (which can get exhausting without proper planning). But what if the player is metagaming the plot or story?

Plot metagamers use their vast knowledge of fantasy and sci-fi to guess where your adventure story is going by relying on troupes, or popular fiction to base their predictions on. When this happens, it can be frustrating; the story is often the most creative part of the DM process. How did I deal with this? Well if you can’t avoid current popular stories from movies and fiction, I suggest you plan your adventures with an open ending – whatever the plan was, whoever is the bad guy, make them the second to last badguy, and put someone else who they’ve met previously as the badder bad guy.

Or tell them to get out. 😉

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Good Players and Encouraging New Players

This is the nice, positive part to being the DM.

I’ll make this brief, but you get the idea:

Good players…

  • Role-play and encourage role-play from new and old players.
  • They go with the flow regarding your narrative choices and instead of sulking justify the response of their character to keep things going without selling out on their character.
  • They don’t argue with your choices but if they get really narked, they’ll talk to you about it after the session, like a grown-up.
  • They ask pertinent questions, sometimes thinking aloud and usually on their own turn.
  • They play balanced characters, even after 20 years of gaming and realise there’s more to the game than crunching the numbers.
  • Characters they create have flaws, and if they didnt at creation time, they relish the flaws that develop organically from the game – they don’t whine and resist when things go bad – its part of the game.
  • They don’t expect special treatment, but they enjoy their share of the stage lights.

Thoughts and opinions? I’m all ears!

J.D Ferris, CC

 

The Name’s Fiction, Pulp Fiction – why we owe cheap fiction of the past a debt for the glorious genres we love today

Say ‘Pulp Fiction’ and most people think of Tarantino’s 1994 cult movie – the violence, the disgust, the horror of it all. Little will they know however of it’s working title; Black Mask, or what that even means. I’ll tell you what it means, but first let’s look more at what the true pulp fiction was.

According to dictionary.com the definition of pulp fiction is:

“Fiction dealing with lurid or sensational subjects, often printed on rough, low-quality paper manufactured from wood pulp.”

Pretty simple really, no set genre, not set style just cheaper printing and sensational content. But there is a history here and it’s quite cool – younger generations will have no idea what it was all about. Until now.

The pulps as they were also known as were counter to the slicks, glossy well made magazines for richer audiences. Despite the Americanisms, pulp fictions claim descendants from earlier styles and formats of literature; the penny dreadfuls of Britain and dime novels of the US. From these simple fiction papers came some powerful genres; those of us who love horror, fantasy and science fiction owe a lot to the pulp literature of the past – before the rise of those genres we only had pulps. And what a legacy to share.

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Despite their massive popularity of the time, it was never easy for early authors to become accepted writers; some famous authors of fantasy, such as Robert E. Howard never truly made it big in their lifetime, posthumous success becoming more common. Even Lovecraft, who spawned an entire sub-genre of cosmic horror by himself only managed to gather a few dollars for much of his extensive work, which are now more popular than ever across all forms of media from literature, film and game platforms of all kinds.

Indeed, many famous authors began or boosted their careers with pulp fiction stories: Isaac Asimov, Agatha Christie, Rudyard Kipling, Mark Twain even H.G Wells, the father of science fiction.

Pulp fiction covered everything from gritty westerns, dark crime thrillers, exotic fantasy and exceptional science fiction; all of which fell under weird fiction or some sort or other. But these weird tales grew into genres of their own, providing us with film noir and sword & sorcery, among others.

It wasn’t all great though. Often pulp magazines portrayed highly sexualised women in peril, a dashing hero nearby to risk his life in an attempt to rescue such a damsel – I’m not sure that sort of cover art would stand up in modern times, with good reason given the rise of equality since the 1950’s and the sexual liberation of women in the 60’s.

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Yesterday’s Sunrise

The rise of pulp fiction and its earlier descendants came primarily from financial reasons: the price. Quite simply, it was affordable fiction in a time before the internet, computers and films. It was your only escape that wasn’t the theatre, alcohol or underage pregnancy. You may be forgiven for wondering why the appeal seems to be lost in modern times.

Yet, at the height of pulp fiction there were millions of copies printed monthly, with some publishers boasting more than 300 pulp titles at a time, some from as early as the 1920s. The market truly was booming. The sensation didn’t stop in the US; the UK had its own share of pulp fiction, appealing to the young and the poor. You didn’t talk about which celebrity was fumbling their way through a dance-off, you talked about the characters and the situations of the latest pulp fiction. You probably had more in depth conversations about it too.

The Magazine of Fantasy and Science Fiction, Galaxy, IF Worlds of Science Fiction, and Unknown were all leading the market in Britain, spanning decades (with artwork a little less sexualised, although still present).

Inevitable Fall

It was not to last however. In Britain and most of Europe, the succession of two world wars left a shortage of paper material, forcing publishers to reduce the size of their prints and limit their publications to several times a year. What was monthly was now quarterly and this had a knock-on effect for the industry, which we are still suffering from now: it is hard for new writers to be read.

Not being noticed forced some authors into writing novels instead and a reduction in sales meant that publishing houses had to be picky about who they took on and what they published. Prime content became everything. It all started to feel very ‘safe’ and perhaps stale.

The effect is still felt somewhat today in that it is still incredibly hard to become a published author and make a living from it. Sure, as a consumer the content we have is better but the ideas are not as fresh, daring or fringe-worthy. And lets only mention briefly that now everything comes in the form of a trilogy of trilogies. Finding a single story novella is pretty hard in the bookshops of today!

Even self publishing is hard, at least to make your goal financially viable.

Gone is the golden age of the pulp writer.

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Dost the Embers Stir?

Let’s be clear and honest though; reading a short story is fun! It doesn’t take an age, it is valuable time with oneself and is usually cheap – no huge investment. You can buy a small novella for less than £5 and that’s all you need – no TV or monitor, no subscription to Netflix or Amazon, nothing electrical at all (unless you’re reading at night).

But perhaps the best news of all is that there’s still hope. Hope that with the rise of online pulp houses like ThePulp.net and New Pulp Press who sell e-fiction for as little as $3-$6, there’s still a place to hide away from the world and live the life of your favourite (anti) heroes.

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So back to Tarantino’s Pulp Fiction; the working title, Black Mask was a US pulp magazine in the 1920s covering dark, gritty and corrupt crime stories. There was plenty of gore, violence and sex to fuel the 1994 movie, summing up the Tarantino’s tastes nicely.

So we’re going to have a go at bringing you some pulp fiction of our own, with a blog to run alongside it with our notes, plans and sketches to give you an idea of how much shit we put ourselves through! (I may have had a drink or two of Port).

Opening Lines from stories of the last century – why you should master them!

“Frank; what can be more self-inspiring than the opening lines of your own novel?” – I’m not sure I cracked this first time, but here’s how your opening lines can be great if you’re willing to learn from the some of the classical heroes of literature.

All the best first lines in literature are vivid, granting us a clear image which kicks starts the story in a tone that carries us forward.

But how do they do it? What sort of ideas can you use to inject a fist full of Bruce Lee punchiness to your opening lines? Well I’ve got some ideas for you, with examples from my favourite fiction authors in horror, fantasy and adventure fiction, proving that one hundred year old ideas can still be used across genres and in modern writing.

What is a perfect opening line?

The perfect opening lines need to grab us, they need to open their broad arms and tell us that we’re to expect something more, warm arms that wrap around us and make us cosy up to the fact that we’re going on a journey. They may not need to set the tone of the whole story, but they need to grab us and either draw us in with succulent words or punch us in the face and toss us into the inferno.

Your ABCs

Some simple tips for your opening lines:

The most basic step is to name a character. Naming someone makes aspects of the content real for us from the moment we start reading. Got that Frank?

Now that we have named that fellow, it helps to see what they’re doing. Creating an action provides us with the sense of motion of going forward, even if it’s the most mundane action in the world like breathing. Frank, put that coffee down and come over here.

Next, we’re going to dabble in a bit of emotion, ideally something we can all relate to. Since we’re all humans (I guess you may not be?) we all feel, and we want to be sympathetic with the character. Sit down Frank and wipe that stupid grin from your face.

Combining these elements may not give the best or most exciting opening, but many great authors use the same ideas and ramp them up to a magnitude of thousand. We’re going to take a look at how writers tackle their opening lines, some modern and some from nearly a hundred years ago!

Howard's Conan

Here’s a classic example from The Pool of the Black One by Robert Howard, original author of the Conan tales circa 1920s:

“Sancha, once of Kordova, yawned daintily, stretched her supple limbs luxuriously, and composed herself more comfortably on the ermine fringed silk spread on the carrack’s poop-deck.”

In this grandiose opening line, we get a name, a title of sorts then an action followed by a second action and so on. I love this opening line because we get so much in one sentence that there’s no question who we are looking at; a woman with a mysterious background who is at ease and likely familiar with the finer things in life, probably a pirate!

But what if you want to set the tone in more depth?

To really highlight a sense of foreboding some authors use a hindsight perspective. This hindsight gives the reader a sense of time passed and already conjures notions in our mind that we’re to expect more. This perspective makes us ask questions without really giving us enough details. We simply want more. I draw your attention to Herbert West – Reanimator by Lovecraft, from the same era as Robert Howard:

“Of Herbert West, who was my friend in collage and in other life, I can speak only with extreme terror.”

This is a classic opening from Lovecraft which crunches familiar ideas together in a great juxtaposition; ‘friend in collage and other life’ and ‘extreme terror’ are not usual bedfellows. When I first read this line I was a little stunned – what happened to these two friends to invoke such terror?

Lovecraft’s voice here is very formal, we’re probably reading a journal or a confession, but also remarkably relaxed, as if the author has come to terms with whatever happened and reflects on past deeds.

Lovecraft also states these things as facts.

Simple facts, or even complex ones can hammer home the nature of your story. One of the strangest factual opening lines I’ve read, for its mundanity, comes from Dennis Wheatley’s The Forbidden Territory:

“The Duke de Reichleau and Mr Simon Aron had gone in to dinner at eight o’clock, but coffee was not served till after ten.”

Wheatley’s opening line gives us the very simplest of tips mentioned earlier; names and actions. What strikes interest here, other than the mundanity is the fact that there’s a gap in the timescale. Most of us wouldn’t question a two-hour gap for eating, but in this post-war era the inference is that something went on; a long discussion perhaps, or an unexpected guest. It makes us question what happened and is the simplest pull into a story.

Lovecraft Stories

Being Vague

Running the same theme of factual storytelling, Anne Rice, a vivid writer with a clean voice started Tales of the Body Thief with these very simple lines:

“The Vampire Lestat here. I have a story to tell you. It’s about something that happened to me.”

If the reader is familiar with Rice, Lestat is an old Vampire with several hundred years under his belt. Lestat’s informal voice comes from his adaptation to the modern world, like we’re supposed to know him. Indeed, this isn’t the first Lestat novel but it captures Lestat’s lazy and disregarding nature of mortals (which he desperately wants to recapture). So, Rice gives us a name but there’s no action! This is fine, because in a very blatant but well executed introduction, we know there’s a story to tell here. Again, the hindsight perspective works nicely to draw us in.

One last example of using unknown past circumstances comes from Robert Jordan’s The Eye of the World one of many Wheel of Time books:

“The palace still shook occasionally as the earth rumbled in memory, groaned as if it would deny what happened.”

Simple questions arise. More vague, check out the opening line to Jane Eyre by Charlotte Bronte:

“There was no possibility of taking a walk that day.”

You can’t really get more vague – if this was Face Book I’d expect a lot of typical ‘U ok Hon’ type responses, but this is literature and we like vague; it makes us want to know; why?

What about real Action?

Hitting the reader with real, hardcore action works well in adventure style literature and can be as simple as the following, from Shadows in the Moonlight, another one of Howard’s classic sword & sorcery:

“A swift crashing of horses through tall reed; a heavy fall, a despairing cry.”

Here we are told very little, but the imagination is fired up; why are the horses crashing through a reed bed? I suspect there’s water so it’s hard work for horse and rider so must be important. Who or what fell heavily? Who cried out in desperation? Chances are this is the result of conflict, perhaps someone has escaped or is being chased? Less than fifteen words and we’re right into the action and already asking questions.

What about using the unusual?

Unusual openings are a great way to confuse and entice readers, but they must be concise so as to avoid convoluted circles which can lose your audience. I’ll draw from Lovecraft (Call of Cthulhu) and Howard (Shadows of Zamboula) for two examples.

“The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents.”

Here Lovecraft poses a statement with a hint of reflection. What contents of the human mind are we trying to correlate? The vague hints at something deep can start the mind turning! From Howard:

“Peril hides in the house of Aram Baksh!”

Here Howard makes it very clear that there’s an element of danger, whether we believe the statement or not. The fact that it is spoken word and not narrative drops us into a place of uncertainties; who do we trust, the opinion of the speaker or the fact of a statement? We also have a name and a location – the ABC’s at work. The undertone of emotion (peril, danger or horror) tempts us with the thrill of a something we should probably avoid but can’t help but read – we’re all insects buzzing closer to that blue light in a day dream. speaking of dreams, Lovecraft’s The Silver Key:

“When Randolph Carter was thirty he lost the key of the gate of dreams.”

Here Lovecraft is suggesting there is a place that is a literal door to dreams. It implies more than the normal world without having to explain with exposition what on earth is going to happen. It is unusual but also includes elements of naming and action (in the loss of something) as well as giving us a snippet of description for Mr Carter. Added to this, we ask the question: how did the character get into this?

Call of Cthulhu

Finally, formality

As mentioned before, Rice uses Lestat’s voice to bring us in close enough to get bitten by giving the vampire an informal tone. We’re expecting perhaps blood and violence right away, instead we’re given a friendly talking to, perhaps imagined on the TV screen or the phone.

The narrators voice can also be twisted to formality or otherwise to give us some perspective, allowing to see more story without literally writing it in. Another great example from Lovecraft’s Pickman’s Model:

“You needn’t think I’m crazy, Eliot – plenty of others have queerer prejudices than this.”

Here we’re being pulled into why the narrator struggles with underground transport, but we don’t really know why, and in true Lovecraftian style we’re pulled slowly and inexorably to the climax of the horror – things lurk – which the narrator never wishes to comprehend again, but we’re going to read about it and understand why.

Not Quite the beginning

A second point of interest is that Lovecraft didn’t start right at the beginning of Pickman’s Model. Rather, he started just after the beginning of the conversation between the narrator and Eliot. Yet another great way to make your start interesting. Some of the previous examples do this too – we’re trying to draw our reader in. Ever heard the phrase ‘What’s in the box!?’ well that’s what we’re tapping into when we start not quite at the beginning.

Where does the learning come in?

We’ve pointed out some great opening lines and investigated what makes them good. To get into practice of creating great opening lines you should probably consider these last few bits of advice:

  • Write your opening lines last – no one wrote a great opening line first time. Much like any other aspect of writing, you’ll probably need to plan your writing rather than trying to create the best opening line right away.
  • Read lots of great opening lines, even if you don’t read all of the book. If you have access to books, jot down a few opening lines each day and dissect them like you’re a pathologist of words. You’ll soon start to see what makes great opening lines and not. Goosebumps are a good sign!
  • If in doubt, try, try again. You’ll not this get this right first time, maybe not even second or third time. Get advice from friends and fellow authors (this bit can be hard for closet writers!) Feedback is key, as you’ll not be buying your own book!

Now that you’ve got a better idea about what makes a great introduction or opening line, have another go yourself, even if you’re nowhere near finishing your novel or story. It can be self-inspiring and refreshing to have a go.

Go forth and kindle those flaming juices of imagination!

I’m going to start on my opening line for this article…

J.D Ferris, CC

Competitive Actions & combat, how we see it rolling out for CC’s Pulp RPG

So, you’re rolling dice pools to hack your way through door locking systems or swinging through trees on ropes to escape cannibalistic war-bands. You come to a stop, realising that you’re surrounded on four sides and it’s time for you and your friends to face the enemy in an extreme gun fight…

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How does it work?

Pulp RPG is about normal people in extraordinary situations, fighting to survive or rid the world of evil! But there’s danger in the hills and the forests are alive with terrors. You’ll hope you want to go first!

Today we’re going to look at combat, focusing on competitive rolling and the initiative sequence.

Initiative works differently from what most players may be used to; the players party and the games master each select a character from their sides of the combat. That character / non-player will then choose which attribute they want to base their initiative roll on. This is important because the character that wins the initiative roll will only be able to commit to a skill of that attribute.

We think it works because seizing the initiative is not always about how fast a person can move, like in some dexterity / celerity initiative systems. It could be as simple as pulling a trigger, outwitting an opponent or just being damn lucky. Since all starting characters will have a single attribute at 4 dice, it means that no one will be selected repeatedly for their high dice pool – it will come down to what action they wish to take.

When the winner of initiative is determined, the winning player goes first. After this point, the initiative is handed back and forth between each side of the combat until the last character or non-player has taken their turn.

It’s a little less natural but it allows for a little bit of planning without spending precious minutes deciding what combo of abilities the party wants to use, and since the roll is performed each round, it essentially stops initiative being one sided.

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How do we roll competitively?

It’s as simple of rolling your dice pool and counting the successes compared to that of your opponent. Using your physical attribute with your close combat skills? Simply declare your action, roll your dice pool and compare the results to that of the opponent’s dice pool. If the result is an equal number of successes then the combat is a stalemate, if you beat their number of successes you score the hit, maybe with added bonuses.

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OK, lets bloody some noses!

Damage will vary depending on what your weapon of choice is. Currently every weapon in the game will come as a standard unit with applied tags. Tags can add to the damage of the weapon depending on the target, add bonuses to abilities and provide role-play opportunities. A great example is the whip, in the hands of our protagonist, Tom Raider Jones:

Whip – Hand Weapon (tags: prehensile, slashing).

Not great against a single Nazi zombie:

Creature – Humanoid (tags: zombie, military training, well equipped, Will of the Fuhrer, Inexorable.)

That about sums up our little sojourn into the combat of Pulp RPG, tomorrow we’ll be looking at a couple of things from the games master point of view, looking at the categories and tags of players and monsters, with a little more depth to the weapon tags and damage in Pulp RPG.

J.D Ferris

Our brand new free RPG is born! CC’s Pulp

Have you ever wanted to be a mobster in the prohibition era, or fight martians attacking earth in the silver screen years of the 50s?

Well CC’s Pulp RPG aims to bring that to the table.

All you need are pencils & paper, the free copy of our rules and several six sided dice to start failing rolls and cursing the fickle gods of fate right away; whether you’re cracking the whip as Tom Raider Jones, chasing Zombie Hitler through panama in 1948, or drawing your peacemaker at high noon, then we’ve got you covered.

With the expansion and module model that we’ve developed, you can play through the exciting story of Tom Raider Jones in our curated adventure pack, or use his 1930s pre-war setting to raid your own tombs and shoot your own Nazis!

Whether you’re new to role-playing games or are veteran players, our years of world building experience, combined with our love of rolling dice will ensure you have some amazing sessions with CC’s Pulp RPG.

Keep your eyes peeled for the first version of the rules which will be available soon, for free, along with our first adventure pack “Chasing Zombie Hitler Through Panama In 1948.”

J.D. Ferris & J.A.Steadman,

Co-founders

CC’s Free Pulp RPG core pulls together