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Colonial Gothic en francais

June 21, 2016 1 comment

Amis francophones! Colonial Gothic en francais: aventures surnaturelles et de complot en la Nouvelle-France des XVII-XVIIIeme siecles? Ou Gevaudin, peut-etre?

(Et ouais, je le sais, j’ecris francais comme un ecolier anglais, ou peut-etre comme une vache folle. Une argument pro-Brexit, le franglais?)

Cthulhu 1776: Converting Colonial Gothic to Call of Cthulhu

December 15, 2015 2 comments

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A few months ago I posted about the release of the Colonial Gothic: Lovecraft sourcebook. The shadow of the Colonial period looms over much of Lovecraft’s writing, reflected in his descriptions of Innsmouth and Arkham and taking a more active role in stories like The Case of Charles Dexter Ward and The Dreams in the Witch-House. At an early stage in its development, Colonial Gothic itself was pitched to Chaosium as Cthulhu 1776. With the release of Colonial Gothic: Lovecraft, players can experience black-powder fantasy adventures against the horrors of the Cthulhu Mythos.

With the return of Greg Stafford and Sandy Petersen to Chaosium, the original Lovecraftian tabletop RPG looks set for a new lease on life. Based on Chaosium’s excellent Basic Roleplaying ruleset, Call of Cthulhu has been the leading Mythos-based RPG since it first appeared in 1981. Colonial Gothic is new by comparison, but the game’s core books can offer Call of Cthulhu players and Keepers the chance to explore the dark past of Lovecraft country.

One of my major concerns while developing Colonial Gothic: Lovecraft was ensuring that the game stats for the Mythos creatures were accurate and playable. I’m not ashamed to admit that I used the Call of Cthulhu rulebook as a reference, and while it was not the only factor in developing the creature stats, it proved a very useful numerical benchmark. I came up with the following rough system for converting between Call of Cthulhu and Colonial Gothic, and I am sharing it here because I think it could be useful to players of both games.

Download PDF version

Colonial Gothic to Call of Cthulhu

Using this system, the Call of Cthulhu Keeper can turn many of Colonial Gothic’s adventures and sourcebooks into resources for an 18th-century Call of Cthulhu campaign, or just for a time-traveling side-track from one of Chaosium’s established timelines. The following titles are of particular interest to Call of Cthulhu fans:

  • Second Edition Rulebook: contains general historical and setting information, equipment, prices, common character types, etc;
  • Gazetteer: describes each of the Thirteen Colonies up to 1776, with notes on local mysteries and other items of interest;
  • Boston Besieged: includes a detailed sourcebook on Boston during the siege of 1775-1776;
  • The Philadelphia Affair: describes the city at the time of the Second Continental Congress and the drafting of the Declaration of Independence;
  • Player Companion: includes detailed templates which are easily adapted to create period Investigator types for Call of Cthulhu;
  • The Bestiary: presents a range of non-Mythos adversaries for rounding out Colonial-era adventures;
  • Many other sourcebooks and adventures are available in print, PDF, ePub, and Kindle formats.

STR = Might * 1.67

CON = Vigor * 2.27

SIZ: generate from scratch, referring to similar characters/creatures in the Call of Cthulhu rules.

INT = Reason * 1.75

POW: generate from scratch, referring to similar characters/creatures in the Call of Cthulhu rules.

DEX = Nimble * 2.17

Skills and spells are hard to convert directly because of differences in the two game systems. However, with a little imagination an experienced Keeper should have no difficulty in coming up with numbers that work, based on the attribute scores, the overall concept and the relevant Colonial Gothic skill, spell, and Trait descriptions.

 

Call of Cthulhu to Colonial Gothic

A Colonial Gothic GM can use this system to help convert additional Mythos horrors from Call of Cthulhu sources: the copyright status of the Cthulhu Mythos is complex, and limited the range of creatures that could be covered in the Colonial Gothic sourcebook.

Might = STR * 0.6

Nimble = DEX * 0.46

Vigor = CON * 0.44

Reason = INT * 0.57

Resolution: generate from scratch, based on Reason score and POW * 0.5.

Vitality = (Might + Vigor) * 2.5, rounding down.

Skills, spells, and Traits can be adapted from Call of Cthulhu descriptions. Several new Traits, specific to the Cthulhu Mythos, are listed in the Colonial Gothic: Lovecraft sourcebook. The GM will find additional Traits in the Colonial Gothic Bestiary.

 

Converting Dice Rolls

The AnyDice converter provides a useful tool for examining probabilities: it converts the results of any dice roll into percentages. To see the probabilities for a 2d12 roll, enter output 2d12 in the top window and click the Calculate button immediately beneath.

My Complete and Utter Colonial Gothic Bibliography

November 23, 2015 15 comments

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Are you a fan of black-powder fantasy? Do you enjoy the backstories of movies and TV shows like Sleepy Hollow and National Treasure? Do you prefer Joseph Curwen and Keziah Mason to Randolph Carter and Charles Dexter Ward? If so, you might like Colonial Gothic.

I haven’t worked on tabletop roleplaying games much over the last few years. While the industry has always been rich in ideas, it is increasingly cash-poor. This earlier post goes into some of the reasons why. But when I came across Colonial Gothic back in 2009, I was intrigued. Thanks to mysteries like the disappearance of the Roanoke Colony, events like the Salem witch trials, and classic American horror fiction from writers like Washington Irving and H. P. Lovecraft, the Colonial era is a rich environment for historical fantasy, and historical fantasy has always been one of my favorite genres. Add in the extensive body of conspiracy theory surrounding the Templars in America, the Freemasons and the American Revolution, Franklin’s alleged occultism – not to mention local legends and Native American lore – and you have a setting that can support just about any kind of fantasy and horror adventure.

The game can be played as Cthulhu 1776 – which was one of its earliest incarnations. It can involve nerve-wracking investigations of the great and powerful. Players can fight an occult war for America’s freedom, confront witch-cults and monsters, and even seek the hiding-place of the Holy Grail in lost Templar colonies.

While Colonial Gothic has received some great reviews and built up a small but passionate following, it has yet to break out from the pack of indie RPGs and achieve the success I think it deserves. But check it out, and judge for yourselves.

Products

Lovecraft (2015) – co-author More Information
Bestiary (2013) – co-author More Information
Locations (2012) – developer
The French & Indian War (2012) – developer
Flames of Freedom: The Philadelphia Affair (2011) – developer
New France (2011) – developer
Organizations Book 1: The Templars  (2010) – author More Information
Templates (2010) – author
Flames of Freedom: Boston Besieged (2010) – co-author, developer
Gazetteer (2010) – author

Articles

“Converting Between Call of Cthulhu and Colonial Gothic,” (2016) – author Download article
“La Llorona: A Legend of New Spain,” (2015) – author Download article
“The Puckle Gun,” (2014) – author Download article

Also Visit

The Rogue Games Colonial Gothic page
The Rogue Games Store
The Colonial Gothic Facebook Group
The Colonial Gothic Google+ Community

Other Bibliography Posts

My Complete and Utter Warhammer Bibliography (Warhammer, WFRP, HeroQuest, AHQ)

My Complete and Utter Warhammer 40,000 Bibliography (WH40K, Adeptus Titanicus/Epic Scale)

My Complete and Utter Cthulhu Bibliography

My Complete and Utter D&D/AD&D/d20 Bibliography

My Complete and Utter GURPS Bibliography

My Complete and Utter Vampire: the Masquerade and World of Darkness Bibliography

My Complete and Utter Fighting Fantasy and Gamebook Bibliography

My Complete and Utter Dark Future Bibliography

My Complete and Utter Video Gameography

My Complete and Utter Bibliography: The Rest of the RPGs

My Complete and Utter Bibliography: Odds and Ends

 

Colonial Gothic: Lovecraft

September 9, 2015 5 comments

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Preorders opened yesterday for the new Colonial Gothic sourcebook, Lovecraft. It is available in PDF, ePub, and Kindle formats as well as the physical book. It’s also something I’ve been looking forward to for some time, and here’s why: it is the first time in almost 25 years that I got to work with Tony Ackland.

If you are a fan of Games Workshop’s products from the 80’s, you’ll be familiar with Tony’s work. Tony was instrumental in establishing the look and feel of the Warhammer world, and I worked very closely with him on the first edition of Warhammer Fantasy Roleplay. We also hung out a lot after work a lot, playing Go and talking about everything from World War II aircraft to the campaigns of Napoleon to fossils to classic horror books and movies. A significant quantity of Bass Ale was involved too, I recall.

It’s hard to pick a favorite out of Tony’s enormous output from those years, but I was especially impressed by his monster illustrations for the hardback 3rd edition Call of Cthulhu rulebook published under license by Games Workshop in 1986. For many British players, it was the first edition they could actually afford: the earlier boxed sets, imported from Chaosium in the States, were ruinously expensive.

When he retired, Tony taught himself to use a drawing tablet by creating pictures of – you guessed it – creatures from the Cthulhu Mythos. Every few days, it seemed, his friends would find another batch of unnamably blasphemous goodness in their email. And that’s when I had an idea.

I had been helping Richard Iorio of Rogue Games with the Colonial Gothic product line for a few years. We had talked about a Lovecraft-themed product often. While set in his own “present day” of the 1920s and 1930s, many of Lovecraft’s stories harked back to Colonial times, and in fact Richard had pitched “Cthulhu 1776” to Chaosium before deciding to launch Colonial Gothic through his own company. Tony’s illustrations were an opportunity too good to miss – and I think these new images hold up very well against the Call of Cthulhu bestiary from almost 30 years ago. I’m delighted to see this book come out, for personal reasons as well as professional.

The book covers the best-known gods and beasts of the Cthulhu Mythos, but there are many things that we couldn’t touch for copyright reasons (click here for more on the complex copyright issues surrounding his work and those of the other Mythos authors). If you should happen to want to use another Mythos creature in a Colonial Gothic adventure of your own, converting the stats from Call of Cthulhu is a fairly simple matter. Here is a rough method based on creatures that are common to both systems: the GM may need to make minor adjustments according to personal taste and preferred play style, but this will provide a reasonable starting-point.

Note: these guidelines are given for personal use only, and are not intended to challenge any copyrights held by Chaosium, Inc, or any other party.

Attributes
Might = CoC STR x 0.6
Nimble = CoC DEX x 0.46
Vigor = CoC CON x 0.44
Reason = CoC INT x 0.57
Resolution has no directly comparable stat in Call of Cthulhu. I recommend picking something suitable, bearing in mind that the human average is 7.

Skills
Start with the governing attribute score and adjust according to the needs of the adventure. For more accurate conversions, Call of Cthulhu uses a percentile skill system, so GMs with good math skills can calculate the odds of 2d12 results and come up with a conversion table if they wish.

Attacks
Colonial Gothic non-weapon attacks are attribute-based, so it is easy to assign attack damage. If the GM doesn’t mind a little work, it is possible to derive a damage score by cross-referencing CoC damage with damage from weapons that are common to both Colonial Gothic and Call of Cthulhu (or another Basic Role Playing game, such as Runequest).

Traits
Most creatures of the Cthulhu Mythos have Fear and Horrific Visage to reflect their effect on an observer’s Sanity. The severity of each of these Traits should be proportional to the creature’s SAN loss rating in Call of Cthulhu. Use the creatures from Colonial Gothic: Lovecraft as a guide. Other Traits are at the GM’s option: the book lists several new Traits for Cthulhu Mythos creatures.

La Llorona: A Legend of New Spain

January 23, 2015 2 comments

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Download PDF version (Colonial Gothic)
Download PDF version (GURPS)

Known in English as the Weeping Woman, La Llorona (pronounced “yo-RO-nah”) is a legend of Mexico and the Spanish Southwest. The Weeping Woman is a type of ghost or demon that can be encountered anywhere in New Spain. According to the TV series Sleepy Hollow, a sub-type is also found occasionally in the Thirteen Colonies.

This article explores the legend of La Llorona, looks into a few variations, and suggests a range of ways to use this legend in Colonial Gothic adventures.

The Legend

Almost every Spanish-speaking population north of Mexico City has its own version of this tale. The details vary, but the ending is always the same.

Her name was Maria, she lived a long time ago, and she fell in love with a handsome ranchero. Because of him, she drowned her own children in a river.

Some say she killed them – and then herself – out of grief and rage when her ranchero abandoned her. Others say these children were from an earlier marriage, and she killed them so she could be free to marry again. According to a third version of the tale, her children drowned by accident when she left them alone to go to a dance with her new beau. All versions agree that her spirit cannot rest and she is cursed to spend eternity wandering and weeping, searching for her lost children along the banks of rivers and canals.

Ever since, people have seen a beautiful woman dressed in white walking beside rivers and canals at night, her hair disheveled and her eyes red from crying. Many have heard her weeping, and a brave few have gotten close enough to hear her sob “Ay, mis hijos!” – “Oh, my children!”

Some versions of the tale are darker still. It is said that bad luck will soon befall anyone who sees the Weeping Woman, or that she will steal, and even drown, any children she finds in the course of her wanderings.

Origins

It is not known whether the legend of La Llorona is based on an actual event. However, it is enticingly similar to both an Aztec legend and a story from the life of Hernan Cortez. It also evokes an even darker being from Mexican folklore.

La Malinche

La Malinche (also known as Malinali, Malintzin, and Doña Marina) was one of twenty women given to Cortez by the people of Tabasco in 1519. She served the Conquistador as a translator and advisor, eventually becoming his mistress and bearing his first son, whom he named Martín. She spoke Mayan as well as the Aztec language, Nahual, and helped Cortez form local alliances and head off potential rebellions. Cortez is reported to have said that after God, Doña Marina was the main reason for his success in Mexico. Contemporary Aztec records almost never depict Cortez without her by his side, and they sometimes show her alone, apparently acting on her own initiative and authority.

Unlike Disney’s Pocahontas, though, Doña Marina did not keep her European paramour. Cortez abandoned her to marry a good Spanish lady. While it is not recorded that she killed her children, and some sources claim she died in 1529, other sources hint that she did not suffer her abandonment meekly. In some later fiction she lives on as a vengeful resistance leader, and even as a vampire.

Cihuacoatl

Cihuacoatl was an Aztec goddess, the most prominent of several patron deities of childbirth and motherhood. It has been said that the Aztecs honored a woman who died in childbirth as highly as a warrior who died in battle.

According to Mexican folklore, the goddess was seen shortly after Cortez appeared, weeping for the loss of her children – an omen of the fall of the Aztec empire at his hands.

Cihuacoatl had a son named Mixcoatl, who became a god of the hunt and the stars. She abandoned him at a crossroads, but regretted her decision and returned weeping, only to find a sacrificial knife where her son had been.

The spirits of women who died in childbirth serve Cihuacoatl. Known as civitateo (“divine women”) they haunt crossroads at night, steal children, and cause seizures and other illnesses.

Although these Aztec legends do not correspond exactly with the commonly-told story of La Llorona, it is easy to see how they may have influenced its development.

Game Statistics

La Llorona can be many things, ranging from a tragic ghost to a vengeful goddess. Providing full Colonial Gothic statistics and rules for every conceivable variant would take an article far longer than this one. Instead, the following paragraphs suggest a range of possible approaches to creating a version of La Llorona that fits with the tone and magic level of the individual campaign.

The Colonial Gothic rulebook provides 2nd Edition rules for ghosts, and the Bestiary covers banshees. Either one would make a good basis for La Llorona, though the banshee’s Moan trait should be cut. For a more corporeal version, the GM might use the vampire from the rulebook (without any traits except for Night Vision and Undead) or the revenant from the Bestiary. Having selected the basic stats, the GM can then add traits as desired, to create his or her own vision of La Llorona.

The Weeping Ghost

When creating La Llorona as a ghost, the main decision to be made is how (or indeed, whether) the living can interact with her. At her most harmless she may be a spectral vision as insubstantial as smoke, to be laid to rest when the Heroes learn her sad tale, find her remains and those of her children, and give them a Catholic burial.

A more dangerous version may use mind-affecting magic of some kind to hypnotize children and send them walking glassy-eyed into the river – or to possess single mothers, especially those driven to the brink of despair by their circumstances, and force them to re-enact her crime. The lives of those she kills may be an offering to the angry spirits of her dead children, or she may simply be locked into an obsessive pattern of behavior, condemned to repeat it endlessly until she is stopped.

The Revenant

A solid, physically manifested version of La Llorona presents a different kind of threat. She has the inhuman strength of a lunatic and high grappling skills, which she uses to drown interfering mortals or simply break their necks. In a simple adventure, destroying her physical form stops her for good; for a longer and more challenging campaign thread, she simply comes back the following night, or month, until her tormented spirit is laid to rest by a Catholic priest or by Aztec-derived magic.

The Goddess

In a higher-powered campaign, La Llorona can be a vengeful manifestation of the goddess Cihuacoatl, imbued with all the terrible power that implies and determined to take the life of one Spanish or Anglo child for every Aztec who died at the hands of the Conquistadores. Alternatively she could be another Aztec deity, taking her own sacrifices since Catholicism replaced the bloody Aztec rites by which she was formerly appeased. In a Robert E. Howard-style horror story, she could be one of the last priestesses of such a terrible deity.

The GM has free rein in designing such a powerful entity. The legends of the civitateo give these creatures a shifting array of attributes including clawed hands and feet and the ability to wither limbs and cause fits and wasting diseases. One interpretation of these creatures may be found in my own Atlas of the Walking Dead, published by Eden Studios for their zombie survival RPG All Flesh Must Be Eaten.

The Mortal

In a low-magic or no-magic campaign, La Llorona may be entirely mortal – an 18th-century serial killer driven to madness by a life of abuse, or by the horror of having killed her own children to save them from an abusive father, or starvation, or some other threat. She may even believe that she has become La Llorona of the stories.

Adventures

An encounter with La Llorona can enhance even a non-fantastic Colonial Gothic campaign. Rarity gives supernatural incidents – or incidents that merely seem to be supernatural – a greater impact in a non-magical setting.

Of course, the GM can always decide, in the best Scooby-Doo tradition, that the apparent haunting has a perfectly mundane cause: the “ghost” turns out to be a madwoman escaped from a local asylum, a kidnap victim leading into a mundane plot, or an attempt to play on a local legend to keep prying eyes away from a hidden gold strike or a planned robbery.

In a more fantastic campaign, La Llorona might be one of several types of restless dead, given an added authenticity by her ready-made backstory and her long history in the real world.

Bibliography
De Aragon, Ray John. The Legend of La Llorona. Santa Fe: Sunstone Press, 2006.
Beatty, Judith S. La Llorona: Encounters with the Weeping Woman. Santa Fe: Sunstone Press, 2004.
Davis, Graeme. Atlas of the Walking Dead. Loudonville: Eden Studios 2003.
Perez, Domino Renee. There Was a Woman: La Llorona from Folklore to Popular Culture. Austin: University of Texas Press, 2008.

Online Resources
“La Llorona,” Handbook of Texas http://www.tshaonline.org/handbook/online/articles/lxl01
“La Llorona – Weeping Woman of the Southwest” (3 pages), Legends of America http://www.legendsofamerica.com/gh-lallorona.html
PDF version of this article (Colonial Gothic)
PDF version of this article (GURPS)

TV and Video
The Crying Woman (Spanish La Llorona), dir. Ramón Peón , 1933.
Supernatural, Season 1 Episode 1, The CW (Warner Bros.), 2006.
Grimm, Season 2 Episode 9, Universal, 2012.
Sleepy Hollow, Season 2 Episode 5, Fox, 2014.

Colonial Gothic: Player Companion

November 1, 2014 Leave a comment

Yesterday was Halloween, and Rogue Games took advantage of the occasion to open preorders for Colonial Gothic: Player Companion.

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If you don’t know Colonial Gothic, it’s Rogue Games’ tabletop RPG of intrigue and supernatural horror at the dawn of American history. If you’re a fan of Sleepy Hollow – the TV series, the original story, or any of the movies – and you enjoy tabletop RPGs like Call of Cthulhu, you’ll find a lot to like about Colonial Gothic.

I call it “the American Revolution as imagined by H. P. Lovecraft and Dan Brown,” but that’s just a starting point. It can be played like a tabletop version of Assassin’s Creed III, or as “Cthulhu 1776,” or even as “WFRP 1776.” We’ve heard from teachers who use it as a classroom tool, discarding all the supernatural elements to give students a first-person perspective on the birth of the nation.

Rogue Games’ website offers more information about the game, and there are active fan communities on Facebook and Google+.

As you’d expect, The Player Companion includes a lot of new player options, including skills, weapons, spells, and combat. There are also completely new systems for character advantages and disadvantages, social level (very important in those times), plus an updated version of the character templates from the old ebook release to make character (and NPC) creation quicker and easier. It comes in both print and PDF versons.

Following on from the Bestiary, this book is part of an effort that has been close to my heart for a while: to build out from the 2nd Edition Rulebook and provide Colonial Gothic with a strong suite of core books that give players and GMs the ability to tailor the game to their own preferences. Richard and I are already talking about a GM’s book to complete the set.

Richard is also working hard on the third installment of the Flames of Freedom campaign, to follow on from the critically acclaimed Boston Besieged and The Philadelphia Affair.

As for me, I’m working on a super-secret project that will see me working with an old friend from my Warhammer Fantasy Roleplay days. All I can say about it for now is that it’s going to look amazing, and I expect it will cause quite a stir when I can finally talk about it.

So if you like the idea of facing down scheming Freemasons, monsters from folklore, and Things Man Was Not Meant To Know as you uncover the secret history of the 18th century, give Colonial Gothic a try. We think you’ll like it.

Colonial Gothic: The Puckle Gun

October 11, 2014 2 comments

Download PDF version

The Colonial Gothic Player’s Companion is due for release later this month. Among its pages you will find many new weapons and combat rules, but here’s something I decided to keep back for a more detailed treatment. The Puckle Gun was a revolutionary design, capable of three times the fire rate of a conventional musket. However, it was never adopted by the British Army and history regards it as a failure. This need not be the case in a Colonial Gothic campaign. This article covers the history and design of this unusual weapon, and presents expanded rules and game stats for four versions.

History

English inventor, lawyer, and writer James Puckle patented his “Defence Gun” in 1718. A tripod-mounted, heavy musket, its main purpose was to defend ships against boarders. The gun used a revolving magazine that made it capable of firing nine rounds per minute – more than three times the fire rate of a conventional musket in the hands of a trained and experienced soldier.

Another innovation was the weapon’s choice of barrels: one firing conventional round shot for use against Christians, and another firing square shot for infidel Turks (which, it was suggested, would convince the Turks of “the benefits of Christian civilization”). The Turks, or more accurately the Barbary Corsairs who owed nominal allegiance to the Ottoman Empire, were a constant threat to Christian shipping in the Mediterranean and Atlantic until their bases in present-day Libya and Tunisia were conquered by France in 1830: the United States Marine Corps famously went to “the shores of Tripoli” in the First Barbary War of 1810-1815.

The Puckle Gun was demonstrated successfully more than once. The London Journal of March 31st 1722 reported that “one man discharged it 63 times in seven minutes” in a rainstorm. Damp is one of the greatest problems facing black-powder weapons, and this sustained fire rate in the rain (which must have included time spent changing magazines) was impressive. Despite this, the Puckle Gun was not adopted by the British armed forces and Puckle had trouble finding investors. One newspaper of the time observed drily that the gun “only wounded those who hold shares therein.”

A major drawback was the complexity of some components. Although details are sketchy, consistently machining the breech and the cartridges to the tolerances needed for a good gas seal must have been a challenge.

Although the Puckle Gun never entered military service, Lord Montagu purchased at least two Puckle Guns in 1722 for an expedition to colonize the Caribbean islands of St. Lucia and St. Vincent. Threatened with French intervention from Martinique and unable to secure the backing of Royal Navy ships in the Caribbean, the expedition withdrew before accomplishing its goal. It is not known whether the Puckle Guns were ever fired.

The Gun

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The details of the Puckle Gun are hard to pin down. The few documentary sources report its bore as 1 inch, 1.25 inches, and 1.5 inches; its revolving magazine is said to hold either nine or eleven shots. Puckle’s drawing shows six and nine-chambered cylinders for round shot and a six-chambered cylinder for square shot.

The barrel of a Puckle Gun was 3 feet long and made of “brass,” which at that time meant cast bronze. The choice of metal may reflect the gun’s intended use as a shipboard weapon: an iron barrel would have been prone to rust.

The pre-loaded brass cartridges were mounted on a circular plate that screwed into place at the breech of the weapon. After firing, the screw was loosened, the plate was rotated to bring the next cartridge into position, and the screw was tightened again before firing.

The weapon was swivel-mounted on a tripod and had another screw mechanism (called a “crane” in Puckle’s drawing) to elevate and depress the barrel.

Surviving Examples

Blackmore and Willbanks (see Bibliography) both mention a Puckle Gun in the Tower of London Armoury, and imply that it is an original. There are references online to one at the Royal Armouries Museum in Leeds, which was opened in 1996 to display more of the collection. At the time of writing it was not possible to confirm whether this is the one from London, but it seems likely.

Two Puckle Guns are on display at former Montagu homes in England: one at Boughton House in Northamptonshire and the other at the Palace of Beaulieu (pronounced Byoolee by the English) in Essex. It seems likely that these are from Lord Montagu’s ill-fated Caribbean expedition.

There is a replica Puckle Gun at the Buckler’s Hard Maritime Museum in Hampshire, England. The village of Buckler’s Hard was founded by Lord Montagu as a port for the Caribbean trade, and was originally called Montagu Town. However, Montagu’s trading enterprise fared little better than his expedition.

Game Statistics

Puckle gun stats
ROF: The number in brackets is the capacity of a magazine. Changing a magazine takes a full round.

The Puckle Gun was a heavy weapon, designed to be fired from a tripod. The tripod weighs about 20 pounds, and takes a full round to set up. Characters with a high Might score (10+) may try firing the weapon without a tripod; this imposes a -4 penalty to hit and reduces the ROF to 1.

Adventure Seeds

Historically, problems of engineering and cost doomed the Puckle Gun to failure. However, this need not be the case in a Colonial Gothic campaign. The following paragraphs present a selection of adventure seeds in various times and places.

New England, 1721-25
Known by various names (including Dummer’s War, Father Rale’s War, and the Fourth Indian War), fighting has broken out along the border between New England and New France (modern-day Maine, Vermont, Quebec, and New Brunswick). Backed by France, warriors of the Wabanaki Confederacy have attacked British settlements, sparking a series of reprisal raids by British forces. As matters escalate, three British forts at the mouth of the Kennebeck River are attacked.

The Puckle Gun was designed as a point defense weapon, and its presence at any of these forts will strengthen them considerably. PCs (who may have been accompanying Lord Montagu’s Caribbean expedition) find themselves sent to New England to strengthen the frontier forts, and must run a French gauntlet to reach their destination.

The Ohio Territory, 1754-63
The Puckle Gun was aging by the time of the French and Indian War, but it could still outperform a standard infantry musket. As France and Britain struggle for control of the Ohio Territory, both sides build forts along the Ohio, Allegheny, and Monongahela Rivers. Control of these forts is the key to winning the war, and any weapon that strengthens their defenses is valuable.

As a British expedition under Captain William Trent constructs a fort at the Forks of the Ohio, Major George Washington of the Virginia Militia returns from a diplomatic mission and reports to Governor Dinwiddie that the French will not withdraw. War seems inevitable. Washington, promoted to Lieutenant Colonel, is ordered to strengthen Trent’s forces at the new Fort Prince George.

The most pressing need is for artillery, but Dinwiddie’s arsenal at Williamsburg is small. Washington strips a handful of Puckle Guns from the city’s walls and orders the PCs to hurry ahead while he assembles more reinforcements. They must make their way to Fort Prince George through largely unknown territory, confronting natural hazards and hostile natives along the way. They may arrive too late and find the French have destroyed Fort Prince George and begun construction of their own Fort Duquesne – or they may be just in time to fight off a determined French attack and change the course of history.

Boston, 1775
As tensions escalate during the siege of the city, General Thomas Gage strengthens the fortifications on the Neck, which protect the British-held town from its Patriot-controlled surroundings.

Gage’s American counterpart, General Artemas Ward, learns that a shipment of Puckle Guns is coming from London aboard a Royal Navy frigate to help strengthen the defenses. These heavy weapons would be a valuable prize for the American cause – but can the Heroes intercept and board a fully-armed enemy warship to seize them?

This incident would make a challenging side-adventure at the start of the Flames of Freedom campaign. It would work very well immediately after A Surprise for General Gage (from The Gazetteer), in which the Heroes are introduced to Ward and prove their value as an irregular special-missions unit.

Philadelphia, Paris, and London, 1776
Benjamin Franklin has heard of the Puckle Gun, and longs to obtain a specimen which can be reverse-engineered to develop a rapid-firing heavy weapon for the Continental Army. He sends the Heroes to Paris, where confederates of his equip them with false identities that will enable them to operate freely in London.

One set of plans is in the Patent Office in London, and another is at the offices of the Master-General of the Ordnance, along with a working prototype. Both these locations are fairly secure. The two Montagu houses of Boughton House and Beaulieu are softer targets, but they are set in smaller communities where outsiders of any kind will draw attention. The Heroes will have to be stealthy and resourceful to spirit a Puckle Gun away from either place.

For an added complication, Franklin’s French allies may have an agenda of their own. They may be early Revolutionaries, inspired by America’s resistance against an oppressive monarchy and critical of the growing economic crisis which arose from the expense of the French and Indian War and which, in history, would carry on to become a major cause of the French Revolution of 1789-1799. They may be royal agents ordered to obtain the British weapon for France. They may even be secret agents of some shadowy organization like the Freemasons, or of a powerful individual like the immortal Comte de St. Germain. Whatever their loyalties, these supposed allies will turn on the Heroes and try to take the stolen gun for themselves.

The Caribbean, 1778
Montagu’s expedition to St. Lucia and St. Vincent was the only confirmed instance of Puckle Guns going into the field. Historically, the French fleet at Martinique did not attack Montagu’s seven ships, but in a Colonial Gothic campaign this need not be the case.

Montagu’s two guns may be in a French armory in Martinique, and the Heroes may find themselves sent by Washington or Franklin to recover them. How they do so is up to them; they may try diplomacy, bribery, or theft – but if they are caught, they risk jeopardizing the delicate but valuable alliance between France and the United States.

Bibliography
Blackmore, Howard, British Military Firearms 1650-1850. Herbert Jenkins, 1961.
Peterson, Harold L., The Treasury of the Gun. Golden Press, 1962.
Puckle, Owen Standidge, James Puckle, N.P.: His Books and His Gun. No publisher listed, 1974. This title is listed by the British Library, but seems impossible to obtain.
Willbanks, James H, Machine Guns: An Illustrated History of their Impact. ABC-CLIO, 2004.

Online Resources

http://en.wikipedia.org/wiki/Puckle_gun gives basic information on the weapon; http://en.wikipedia.org/wiki/James_Puckle, on Puckle himself, gives more.
http://www.youtube.com/watch?v=8nTqV7o2jE8 shows a model Puckle Gun firing. A hot wire is used instead of a flintlock firing mechanism.

Book Review: The American Turtle Submarine by Arthur S. Lefkowitz.

August 14, 2014 Leave a comment

I picked this little book up on a recent visit to Monticello because I’ve always been interested in the subject. Somewhere in the back of my mind I’m hoping to do a treatment of the Turtle for Colonial Gothic, although I have no idea when I’ll get the time. If someone else beats me to it, I’ll probably be relieved rather than disappointed.

 

The American Turtle Submarine: The Best-Kept Secret of the American Revolution by Arthur S. Lefkowitz
Pelican Publishing, Gretna, 2012. 144 pages.

First published as Bushnell’s Submarine by Scholastic (2006), this is a short and very readable book that is suitable for anyone 11 and up.

Despite its modest length and simple language, the book packs an impressive amount of information about the Turtle’s design, development, and combat operations, as well as a lot of useful background on Bushnell himself and his other inventions. There is an overview of submarine experiments before Bushnell’s time, sidebars on various background topics and personalities, and a number of very good drawings that give a clear view of the Turtle’s interior and workings.

I would recommend this to anyone who is interested in the Revolutionary War, the history of submarine warfare, or 18th-century Weird Science in general. It is particularly valuable to Colonial Gothic GMs who want to feature the Turtle or Bushnell’s other inventions in an adventure – I doubt there is a clearer, more complete, or more accessible source available anywhere.

Useful Links
Wikipedia: Turtle (submersible)
Wikipedia: David Bushnell
Rogue Games: Colonial Gothic

Other 18th-Century Strangeness
The Air Loom (Pyramid Magazine)
The Puckle Gun (Pyramid Magazine)
The Nock Volley Gun (Pyramid Magazine)
Weird Science (a post from 2011)

2013 and Beyond

February 10, 2014 Leave a comment

2014 is shaping up to be a busy year. Right now I’ve got four mobile games, two tabletop RPG books, and two nonfiction books at various stages of development, and I’m also trying to keep my promise to myself that I will write more fiction.

With all this going on, I haven’t had time to put together an elegant and well-reasoned thought piece or a vivid and fascinating memory of The Old Days for this update. However, there are a few bits and pieces that might be of interest:

Kingdoms of Camelot: Battle for the North is now in its third year, and still going strong. I’m currently helping develop a great new feature that I can’t really talk about, which will be released later in the year. You’ll see some familiar faces, and I think that fans of deeper Arthurian lore will be pleasantly surprised. That’s the intention, anyway.

In other KBN news, the game is ranked #10 by worldwide revenue in App Annie’s 2013 retrospective. A year ago, it was the iTunes Store’s #1 top-grossing app of 2012. And, of course, it’s also available for Android. I’ve been involved with KBN since the very start, and I’m delighted with its continuing success.

Another Kabam title I’ve worked on also did well in 2013, according to App Annie. The Hobbit: Kingdoms of Middle-earth ranked #8 by revenue in the U.S., #5 in the UK, and #6 in both France and Germany. Over the last year I worked on a narrative campaign feature that allows players to fight the Goblins of the Misty Mountains alongside heroes from the movies – and, in the most recent instalment, lets them take on the dread Necromancer from Mirkwood to Amon Lanc and beyond. Like all of Kabam’s mobile games, this is also available on Android.

Dragons of Atlantis: Heirs of the Dragon has just acquired a great little feature that allows your dragon to go exploring when you’re not using it in battle, and find you all kinds of interesting treasures. I wasn’t involved with that particular feature, but throughout the last year I’ve been working on new dragons, new troops, and various other expansions. More on those when I’m allowed to talk about them. Also on Android.

Beside these three, I’ve been working on localization editing for a whole bunch of games from China that are hoping to build on their success in that booming market and move into the West. Three projects down so far, and two more in progress: more when I can talk about them. There is some good stuff coming out of China, for sure, and many commentators have tagged it as a market to watch. Russia, India, and Brazil are also poised to become significant mobile-games markets in 2014, according to many analysts.

And finally in mobile gaming, I’ve been working on a new fantasy RPG for iOS. I can’t give any details at this stage, but I will say that the setting is interesting and I’ve been having a very good time developing the backstory and advising on some quite intriguing features, both in narrative and gameplay.

The two books I wrote for Osprey Adventures in 2013 have been well received, and I’ve signed up to write two more. Thor: Viking God of Thunder in the Myths and Legends line has been getting good reviews, and the new Templar conspiracy I laid out in Knights Templar: A Secret History has been well reviewed and has inspired both fiction writers and tabletop RPG designers. I’ve been contracted to write two more titles: Theseus and the Minotaur is due to be released in November this year, and I’m just starting work on a yet-to-be-announced Dark Osprey title.

I’ve also been indulging my love for historical fantasy in a few tabletop RPG projects.

Colonial Gothic, the game of horror and conspiracy at the dawn of American history, received a great boost from the release of the Second Edition Rulebook, and that was followed up with the release of the Bestiary in October.

Just open for preorders is Lost Colony, a unique two-period adventure that explores the mystery of Massachusetts’ ill-fated Popham colony in both 1607 and 1776. It is written by award-winning author Jennifer Brozek, whose previous credits for Colonial Gothic include the acclaimed Locations mini-campaigns and the groundbreaking e-book The Ross-Allen Letters, which blurs the lines between adventure and fiction.

I’m working on another Colonial Gothic supplement at the moment. I can’t talk about it yet, but it’s one that has been very long in the planning and it reunites me with a favorite collaborator from my Warhammer Fantasy Roleplay days. We haven’t worked together for more than twenty years, and this project promises to be a lot of fun.

As much as I love Colonial Gothic, I am occasionally tempted by other tabletop RPG projects. When author and roleplaying luminary Robin D. Laws was recruiting talent for his Hillfolk Kickstarter campaign, I was honored to be one of the people he asked to submit an original setting for this fascinating game. I pitched Pyrates as “Firefly of the Caribbean,” and it was a lot of fun to write.

British publisher Chronicle City ran a Kickstarter campaign for their version of the Steampunk classic Space: 1889 – a favorite of mine from the 80s – and I offered an adventure for a stretch goal that, sadly, was not reached. I still hope to write it someday. Their Kickstarter campaign for Cthulhu Britannica saw me contribute to their intriguing postcard-based adventure generator. I was especially happy to be involved with this project because my first commissioned work for Games Workshop, way back in 1985, came when they were developing A Green and Pleasant Land, the first ever British sourcebook for Call of Cthulhu.

Last year I wrote a couple of articles for Steve Jackson Games’ Pyramid magazine, both about obscure guns. The Puckle Gun, a repeating heavy musket, was covered in issue 3/52 (February), while the fearsome Nock volley gun appeared in issue 3/57. I’m planning to adapt both these weapons for Colonial Gothic in the near future, possibly in an unannounced supplement that I have on the back burner. Meanwhile, I have another article – not gun-related this time – being considered for a future issue of Pyramid.

Finally, 2013 was the year I discovered the Oldhammer movement. It seems that there are a lot of folks out there who remember the Games Workshop products of the 80s with great affection, and several of them asked me to give them interviews or to share my memories of working at GW during what some regard as that golden age. I have a couple more interviews lined up, but here are links to some that have appeared so far.

So that’s what 2013 looked like for me, and what 2014 is looking like so far. As always, I’ll be covering ongoing projects in more detail just as soon as I’m allowed to talk about them. But now I’d better get back to work – there’s plenty to do.

Gaming in the 80s, and Other Interviews

December 14, 2013 4 comments

Yes, this is a holiday-season filler, but it might be of interest to some readers.

I’ve done a few interviews over the last couple of years, mostly in the run-up to the release of the new Enemy Within campaign for WFRP 3rd edition. It seems a lot of people have wanted my memories of life at GW, the development of WFRP, and gaming in the 80s. I also managed to plug Colonial Gothic a little and mention some of my work in video games.

GMS podcast (WFRP)
GMS podcast (Colonial Gothic)
GMS
Small but Vicious Podcast (Special 4)
Realm of Chaos 80s
Random Wizard
Fighting Fantazine

I hope you find them interesting, and stay warm, safe, and happy over the holiday season.

See you in 2014!