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by Kenneth Hite
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Eastward Ho!

Well, it's review time again, and the fun is just beginning. Soon the winter's drought will become a flood of new products, overspreading the land and restoring the fertility to the fields, and make of that analogy what you will. I've just mailed in my nominations ballot for the Origins Awards (since now I'm a member of the Academy of Adventure Gaming Arts and Design with the 10% off on Ramen noodles that my membership entitles me to), which means that the public awards ballot is but weeks away, which means that con season awaits us. But until then, we travel -- east.

Drang Nach Osten, Boychik

Medieval Russia must have something going for it. Sure it may have been frozen solid, burnt and looted by everyone with two ponies and a bad attitude for a millennium, mired in the worst features of both paganism and Christianity, and generally godawful place to live -- but it's made some dandy RPG supplements. Two, in fact. I'm speaking not only of S. John Ross' superb, superb, superb GURPS Russia but of the newest Ars Magica release from Atlas Games, Simeon Shoul's magisterial The Dr agon and the Bear (194 pages, heartstopping Eric Hotz foldout map, $23.95). My God, like St. Basil's Cathedral, is this a piece of work. It covers the "Novgorod Tribunal," stretching from Poland to the Urals in the Mythic 13th Century, beginning with the Teutonic Knights and ending with the Mongol Horde, both of which get full Ars Magica system treatment -- there's Crusading Order Virtues and Flaws, and the Shamans rules are summarized from that excellent supplement to let you play the beloved of Tengri if you wish. And in between -- the Russians. Oh, the Russians. Deep gaming; Russian pagan gods and their interplay within the Hermetic spheres of Ars Magica; rules for playing the Volkhvy, the Varangians, and even folk beginning with entirely different consonants. Complete details for Russian faerie! Six premade covenants (which I'd ditch in my game, but they're well done if you like premade covenants)! City maps for Kiev, Wroclaw, Novgorod, and many, many more! A glossary, and yet more beautiful Eric Hotz maps (and the traditionally superb Hotz woodcuts, along with some rather good art by, especially, Ralph Horsley). Between Shoul and Sjohn, Russia may be the best-supported (in all senses) medieval RPG setting in print; stick your arms in and see.

Not China, But An Amazing Simulation!

Moving east, we come to a familiar land, with a brutal Manchu emperor, brave Shaolin triads, a Great Wall, and 64 magical hexagrams -- the land of Wulin. Event Horizon Productions have taken the big step and decided to set their "historical" companion to the slap-tacular Hong Kong Action Theatre! in a China manque (the aforementioned Wulin) rather than that Other Middle Kingdom. Although I can't help but sigh that yet again I've lost the possibility of a really swinging Historical China RPG to mine for life-prolonging cinnabar and magical jade, I have to say that John R. Phythyon, Matt Harrop, and Allan T. Grohe's Swords of the Middle Kingdom (324 pages, $27.95) is pretty sweet in its own right. Wulin is much closer to China than, say, AEG's Rokugan is to Japan, and the use of such elements as the I Ching for magic work really well in the wire-fu high-action genre that Swords seeks to capture -- the genre of such Jet Li (and kindred) classics as the Once Upon A Time In China and Bride With White Hair series and the immortally over-the-top Zu: Warriors From Magic Mountain. Although since SMK is it's own game that means it winds up restating much of the HKAT! rules system, it's not a problem, as that system has been honed and tweaked for better wuxia action, and only takes up maybe 70 pages total (which includes the aforementioned I Ching magic) -- the rest is world background and fun stuff like monsters, ghosts, bad guys and artifacts. The writing is clear and energetic, and the production is pretty good for EHP -- relatively few typos and a decent layout. The book is a Lightning-Print volume (in that weird 7.5 x 9 format), so the art resolution is a trifle blurry, but it's certainly usable, and for a wonder the screen grabs from the source movies come out clearer than usual.

Little Girls Are Big In Japan

China, I can fool myself into thinking I grok. Japan? Apparently it just doesn't translate for me. (Although I discovered a heretofore unknown ravenous taste for sushi last year in California, so anything might happen.) Anime has always made me shake my head and have a moment of "mundane thought" (defined as "But why would anyone want to watch/play/listen to/read/obsess about that?"). The very popular and no-doubt entertaining Sailor Moon anime series is just one of the things I don't even know enough about to know what it is that I don't even get. Which doesn't entirely stop me from appreciating last year's Sailor Moon Role-Playing Game And Resource Book (206 pages, including 12 full-color art pages, $24.95) by Mark McKinnon, from his company Guardians of Order. With a book this good, very little (even my near-total incomprehension of the subject) can stop me liking it. Any way you slice it, this book is a success. It's a slick-looking simple and fast design (based on/compatible with/expanded from Guardians of Order's Big Eyes Small Mouth and its Tri-Stat System). It's a superb product for novices and beginners, to which it is no doubt destined to appeal (and word on the street is that a whole lot of young girls -- like 10 year olds -- dig this, an RPG of all things). It's got lots and lots and lots of screen images and stills and publicity art and character sketches and who knows what from the various Sailor Moon series (including "art never seen in America," it says here, although for obvious reasons I'll have to take that on faith). And it has a 40-odd page reference section devoted to the show that puts every other RPG licensed product (including mine) to shame. All this plus notes on the "magic girl" genre (and no word of Bewitched), how to run Sailor Moon and similar games, and gender-switching rock star superheroes, too. Er, go, Speed Racer! And I mean that in the best possible way. Now, about that sushi...

And Into The Blue Pacific

Where there's raw fish, can malevolent squid beings be far behind? I sure hope not. Pagan Publishing and its loathly Whateleyish twin, Armitage House have a chunk of new product out on the shelves. Most game-related of all is the second in the series of "chapbooks" for Delta Green; Dennis Detwiller's Delta Green Eyes Only Volume Two: The Fate (108 fat digest-sized pages, $15). This book deals with, well, The Fate, the secretive nest of Evil Cultists atop the New York criminal-political power structure. About a third of the book is The Fate, statted out in grand NPC form (the Big Boss of The Fate, Stephen Alzis, not only has full game stats, but three fiendish back stories, any one of which you can make true for your game). Also notable is the detailed info on the Federal presence in New York City, the squickily dark and nihilist "play a near-certainly doomed street soldier of the Fate" campaign option, and the cute ties to other Call of Cthulhu products which I won't mention to avoid giving away surprises. (Speaking of surprises, the fervid heat in which Dennis no doubt wrote the book still shows through in the prose, which could have benefited from one more edit -- it's still above industry standard, but not up to Pagan Perfection.) But the best thing by far in the book is the detailed writeup of clues and documents about The Fate and its members -- 12 pages of property records, etc. that amount to a graduate seminar in How To Set Up A Paper Trail For Your Conspiracy and Use Library Use To Uncover It. That alone would make it worth the price to Call of Cthulhu Keepers; the fact that the Fate are bad mother (watch your mouth! Hey, I'm just talking about The Fate) only adds -- well, even cooler injury to injury. Quickly; Armitage House has released A Guide to the Cthulhu Cult (148 tpb pages, $9.95), Fred Pelton's fifty year old exegesis of the Mythos and the Cult drawn from HPL and (for example) obscure Biblical scholarship; worth it for devotees, certainly, and for Keepers looking for tie-ins. Chris Jarocha-Ernst's Cthulhu Mythos Bibliography & Concordance (463 tpb pages, $27.95) is a vast and sumptuous triumph for any true Lovecraftian. Wanna know where to find the Scarlet Feaster? How many times people mention Kadath in the Cold Waste? What Mythos stories Stephen King wrote? It's in there. Along with stuff you didn't even know you needed to know.

Aiee!! Gojira Is Attacking Plug Space!!

How can such things be? There's no room left in the column to plug anything. That means there's brand new Kenneth Hite books on the shelves that have yet to see the light of daily pluggage in the exalted Webpages of Mania! Such an insult is not to be borne! Plugs next week, then, along with a hefty dose of More Reviews, including stuff from GAMA and slightly before that, possibly including Good Reprints from TSR and the Wolf.

You can browse our exciting selection of great Highlander products at the AnotherUniverse.com online store!


previous out of the box
Out of the Box, 4/2/99
Out of the Box, 3/26/99 Tarot Card Games and Other Strangeness
Out of the Box, 3/12/99
Out of the Box, 3/5/99 1998: The year in gaming, and especially game sales!
Out of the Box, 2/26/99 Atlas Games visits Ken

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