#RPG – A Review for ‘World of Gor’

210277From John. A. over on RPGNOW.

The Gor section at RPGNOW can be found HERE.

The World of Gor: Gorean Roleplaying World Encyclopedia is a fantastic addition to the Tales of Gor rpg. First the technical points. The pdf’s organization was well done. It contains an introduction section on Gor, followed by the author’s experience with Gor, a summation of all 34 Gorean series books, and then a chapter by chapter, A to Z encyclopedia. I’m a sucker for a well laid out book.

The content itself is phenomenal. The book is worth it even if you don’t play the rpg but just enjoy the book series. I know from now on, that when I read Norman’s books, I’ll have this handy so I can look things up quickly and easily. As a gaming tool, it’ll make explaining aspects of Gor to the group a breeze. For example, castes can be a rather daunting task to explain. With the encyclopedia, I have an entry for each caste, that describes their profession, dress, and general lot in life. Great detail has been given to each entry within.

The encyclopedia doesn’t just tackle the “low hanging fruit” either by just giving certain topics like slavery one entry. But instead, we get the whole picture. I now can confidently understand and explain the intricate and complicated concepts of Gorean slavery to my group. Or Kaissa, a game like chess on Gor, could have had a simple entry but instead we essentially get the game explained to us. With entries such as this, my Gor rpg can come alive for my players because it gives me the tools to do so.

gor_slavegirl_alphaNormally, I’d have to go to various websites to prepare background information or go from book to book of Norman’s work to prepare for a game like Gor. Now, it is all at my fingertips. If you are a fan of Gor, I recommend this book, just like I did the actual rpg. They are wonderful reading enhancements to the world. And if you are a Gor rpg player, then to me, this is a must! Also, the price is very, very fair for the amount of time and work that must have went into creating this encyclopedia!

#RPG – Gor Guide & World Book Review

2c386c38da9af849a2799276f1da3236‘Emma of Gor’ has written a useful guide for those wanting to take a very purist approach to making and playing their characters. You can find that link here:

Gorean Character Creation

More so than most games, ‘Tales of Gor’ cries out for players to create characters that seem a natural fit to the thriving and detailed world they live in. This is not really the campaign setting for you to foist a generic D&D adventurer on. To get the most out of the Gor setting you’d do well to consider the kind of people that live on the Counter Earth. While you don’t have to play ‘typical Goreans’ – the game after all makes the point many times that Gor is yours to interpret as you will – what follows is a guide to character creation if you want to truly capture the flavour of the kind of people who live, fight and lust throughout the Gorean cycle.

World of Gor, meanwhile, has been reviewed, link below.

In strict alphabetical order, the entries cover everything from prominent individuals to flora and fauna, popular beliefs and customs, and matters of everyday life. They are illustrated by relevant quotations from the books as well as splendid pen-and-ink drawings that capture the exotic feel of the world well. Even where slaves are involved, they remain tastefully done… and are particularly fascinating when they depict the exotic animals of Gor.

World of Gor review.

#RPG – Review – Magnum Fury

204878There’s really only one undisputed king of action movie genre emulation when it comes to tabletop games, and that’s first edition Feng Shui. Everything else is a pale imitation, no matter when those imitations came out chronologically – even before Feng Shui did. Trying to create a genre emulation RPG in this arena is, then, a pretty goddamn ballsy move.

Magnum Fury by Leonard A. Pimentel for LakeSide Games attempts to recreate the feel of more western action movies of the 80s and 90s, where Feng Shui is more about the over-the-top action of wire-work Kung Fu epics from Golden Harvest and their ilk. Here it’s more about Die Hard than Zu Warriors and that means there is some different emphasis.

MF definitely takes some cues from Feng Shui, especially in the way it handles ‘Mooks’ and things, but it’s a bit more open in terms of character creation and drops the most defining feature of Feng Shui – stunts. This is a little disappointing, but also thematically better fits what happens in 80s style films.

The system is simple and quick, using 2d6 (3 if you have advantage) and adding bonuses to see if you fail, succeed with a cost, or succeed outright. The idea of ‘No’, ‘Yes, but’ and ‘Yes’ is something I’ve played around with in games – but more expanded – and it does definitely help drive the narrative aspect of these sorts of games mechanically. You can think of Die Hard as a game in which John’s player keeps rolling ‘Yes, but…’ results.

Characters are primarily defined by their style (such as ‘Cerebral’ or ‘Dangerous’, their career,  such as ‘Private Detective’ or ‘Assassin’ and their drive and flaw. Everything else – abilities and so on – are essentially set dressing.

There’s nothing massively innovative here, but its an interesting ‘Frankenstein’ of game concepts, brought together in an effective and fun package, presented in a format that suits a laptop screen rather than print. It knows its a one-off, con-slot or fill in type game and plays to that strength.

Personally, I’d use it to run players through the plots of some god-awful ‘straight to video’ actions flicks of the 80s, such as frequently appear on Red Letter Media’s ‘Best of the Worst’. These films, weirdly, often make fantastic inspiration for RPGs.

At 24 pages this is pretty slim, but it doesn’t need to be huge. At $3.00 that’s about right (perhaps 50 cents over what I’d charge) but it’s definitely worth a shot.

Style: 4/5
Substance: 3/5
Overall: 3.5/5

A great little filler game. For three bucks you can hardly go wrong.

You can buy it HERE.

#RPG – A Lengthy, Good, Review of the Gor RPG

210283This rather lovely review of Tales of Gor dropped on RPGNOW, written by Emma R. You can buy the books at RPGNOW (in PDF, you may have to log in and change settings to make adult content visible) or at Lulu.com in hardcopy.

***

It’s fair to say that Gor has something of a polarising opinion on people.

And that’s putting it mildly.

While ostensibly derived from the same pulp ‘swords and planet’ genre that spawned adventure romps by Edgar Rice Burroughs, Robert E Howard, Leigh Brackett and Michael Moorcock amongst many others, Gor from an early age ensured its commercial popularity and courted controversy at the same time by making slavery an integral part of the setting, to the point where nowadays that is pretty much all it is (in)famous for.

That said, it was once a common series of books in the 1970s and early 1980s in the Science Fiction sections of bookshops, occupying vast tracts of shelf space, and the basic core idea (setting aside the more controversial elements) of a primitive Counter Earth orbiting the Sun on the opposite side to the Earth, and the secret war between two alien races vying to control both Gor and (as a secondary prize) Earth is a good one and cries out for a role-playing game to match. And now at last it has one.

The core set comes as two volumes – game stats and character design (plus an introduction to the culture setting) in the first, and an encyclopaedic compendium of A to Z reference material in the second. This makes commercial sense as there are thousands of potential Gor fans who might wish to pick up the reference material, even though they don’t play RPGs, and wouldn’t need to know how many hit points a Sleen has.

43 on average, just in case you’re wondering. 🙂

The first thing to remark upon as I crack open (in a virtual pdf kind of way) the electronic spine of the Tales of Gor game manual is how uncontroversial it actually is once you skim its pages. Yes, there are some pictures of naked breasts, but the author has not produced a game book that beats you about the head with lectures about slavery and the natural order of the genders. What you have is what you would actually want – a sleek, easy to grasp set of rules to establish characters and campaign adventures set on the ‘sword and sandal’ world of Gor.

It takes the adventure setting of Gor first and foremost, and while it doesn’t shy away from the prevalent nature of slavery on that world, I wouldn’t say the slavery aspect in the game books is any more prevalent than in the old Mongoose Conan RPG or in the Rome TV series. Because the author recognises that any tabletop Gor RPG is going to be about sword play and adventures first, with the erotic overtones of that world mostly on show in the background to add spice and kink to the decadent nature of Gorean society.

And here it comes down to your personal preferences. If you don’t like the idea of old school pulp stories having a sexual undertone, then of course this game is never going to be your thing, in much the same way I don’t really take much to Cyber Punk or Japanese Manga. But reading the book you’d probably be surprised how readily accessible it is as a complete body of work to anyone who is interested in pulp Science Fantasy games.

What James does very successfully here is he takes all the interesting and imaginative elements of the Gorean world – elements that are often lost or submerged beneath tedious copy and paste diatribes on the nature of the sexes in the later books (and one thing that can’t be denied, Gor is probably one of the most detailed and fleshed out worlds in pulp fiction) – and he plays to its strengths, playing down the exasperating aspects that even the most enthusiastic John Norman fan could probably live without.

So yes, it’s first and foremost an RPG of ‘High Adventure’ that benefits from a decadent setting that either appeals or doesn’t appeal. If you have set your mind to hating anything to do with Gor, well, this game probably isn’t going to win you over, but if you’ve simply heard it’s controversial, you may be surprised to see how the subject matter has been handled here.

The game mechanics are lifted squarely from the open source D6 system that powered the original Star Wars RPG – a system that incorporates ‘wild dice’ to produce extreme effects at either end of the spectrum. It’s simple enough to be picked up by people who are new to RPGs, but elegant enough that it can provide the sort of feel you want from a game that evokes heroism and larger than life adventures.

Gor’s strict caste system lends itself well to character templates, and although the most appealing one for me is obviously ‘head strong, condescending, reassuringly superficial, and somewhat overconfident agent of the sinister Kurii,’ you can if you wish role-play a builder instead.

Though honestly? A builder? Why would you? 🙂

The black and white art by Michael Manning is all bespoke and with only one or two exceptions, evokes the complex world of Gor very well indeed. I’d best describe it as a comic book take on Aubrey Beardsley with its solid chiaroscuro style. The exception for me at least are the faces of the Kurii that look a bit too cartoon like and not nearly ferocious enough. In some of the illustrations you feel like you want to give them a great big hug and stroke their lovely soft fur, and indeed, there appear to be one or two pictures where slave girls are indeed doing just that (Disclaimer: in real life, never actually attempt to stroke or hug a Kur). On the other hand, the pictures on pages 25 and 56 are just sublime and worth the price of admission alone.

Grim Note: The Kur are – much like many of Lovecraft’s creations, more horrifying on the page than when brought to life in art, but we did our best 🙂

Despite the single minded tone of the official books, the game is quick to assure us that it is designed to accommodate any manner of interpretations of Gor. It’s quite conceivable that a group of player characters could be anti-slavery, for example, odd as that might seem to John Norman himself. And it wouldn’t be that difficult to run a Gor game in the style of Robert E Howard’s Hyborian age, with the added flavour of the secret cold war between the enigmatic Priest Kings and the savage Kurii lurking in the background.

Moving on to the second volume (which was a bit of a beast to download to be honest) we have a hefty compendium of easily digestible background entries in an A to Z format, made more fun by randomly placed interjections by the author writing as an Earth man brought to Gor to live for a few years as a roving scribe. Breaking up what is essentially 202 pages of encyclopaedia entries, with a series of (often) humorous insights and anecdotal observations into everything from Samos of Port Kar to Pleasure Slaves, makes for fun reading, and my only criticism here is there isn’t more of it. It’s a stylistic flourish that I would love to see carried over into supplementary books, especially ones that flesh out specific regions of Gor.

Grim Note: I didn’t want to overstep my bounds as an author, rather than a game designer, in this creative writing element. I kept it shorter than I might otherwise have done if I were more self indulgent, but I will consider adding more to the supplementary material.

As I well know (because I role-play there), the Internet has long had a sizeable presence of ‘role-players’ gaming Gor in various forms in chat room based sites (not to mention the vast population of such people in Second Life) and it would be very cool indeed if this game with its simple enough rule system that lends itself very well to the dice rolling programmes in Gor based chat rooms, became a standard rule set for people to take their role-play further than it currently stands. It has that potential over and above the more usual tabletop format of role-playing games and it would be a vast improvement on the current anarchic system whereby two players simply argue about who stabbed who successfully with a sword.

Taking into account its small press origins, this is an impressive and inexpensive role-playing game that succeeds in bringing the full flavour of its source material to the tabletop. To my mind it presents a far more elegant and cohesive game setting than, say, the bloated and sprawling world of Pathfinder, and it has the potential to be expanded into all manner of meaty supplements.

High on my wish list would be adventure/sourcebooks for the various regions of Gor – in particular the Tahari, the Northern reaches of Torvaldsland, the Panther Girl forests and the Jungle interior. Taking one of those regions, populating it with fleshed out locations and a format of say, 101 adventure seeds, or perhaps a sprawling campaign on the scale of ‘Shadows of Yog Sothoth’, would make for a very cool package indeed.

gor_slavegirl_alphaAnd I can but dream of a source pack specifically tailored to haughty, over confident agents of the Kurii…

So, all credit to James Desborough who seems to have pulled off the near impossible, when you consider how toxic the concept of Gor can be in certain quarters.

Five stars, which frankly is four stars more than I’d give to the tawdry and demeaning plays of Boots Tarsk Bit. Needless to say, I of course only watch those plays periodically to remind myself how offensive they are… 😉

#RPG – A Nice Review of Tales of Gor

210283John A. left the following review over on RPGNOW (where ToG is currently rated 4/5 stars).

“Well first let me say that I’m very excited to see a Gor table-top role-playing game. It is a book series that is certainly deserving of such a treatment. Second, the system itself uses the D6 system, which if you are an older gamer such as myself, may be familiar with. West End used it for their Star Wars game and many other products. And I must say it works here, very well.”

“Third, the pdf itself. I never knew Postmortem Studios exisited before stumbling upon this game. I will say that if the products are as half as good as Gor, I’ll be a repeat customer to Postmortem Studios. Gor is packed full of detail and beautiful artwork. The art really reminds me of the old book covers by Boris Vallejo. They scream GOR! Postmortem jammed this game full of background information on Gor. Every book of Norman’s Gor series has a short summary. The world is detailed out along with the people.”

gor_slavegirl_alpha“Just from the small amount of reading I’ve done so far, I can guarantee I will not be left in the dark on an issue about Gor. The treatment of the “adult content” is done very well and there is even a breakdown of how much and ways how to apply it to your Gorean game! At $9.99 this book is a must buy for anyone who is a fan of Gor. In fact, if your are a fan of Conan, John Carter, Tarzan, etc. you should buy it just on its pulp-action quotient alone!I’ll be buying the companion encylopedia quickly!”

You can buy it HERE.

(You’ll have to log in and set your account to view adult content)

 

 

#RPG – Tales of Gor Preview, reviewed

b456ccd0f0d8395871ff98c63b654318You can read that review HERE, but I wanted to take the opportunity to reply to a point made about the ‘uneasy skirting around its non-PC nature’.

I am not, by any stretch, a PC fellow and I take pride in not kowtowing to the unreasonable demands of the ‘SocJus’ mob – especially when presenting fiction. However, it would take a sociopath in an isolation tank not to be affected by the intense atmosphere of censorship and (genuine) harassment that goes on around anyone who doesn’t toe that lie.

I have a duty in bringing Gor to the RPG world to present the world of the books as accurately as possible AND to make it accessible. It’s also important to me, and I suspect to fans of Gor as well, to show that there is more to it than swords, sandals and BDSM erotica. That there is a well-realised world with the opportunity for many wildly different kinds of adventures and interpretations.

The broader book doesn’t spend so much time hang-wringing about it, but in a preview (and in the early chapters of the game guide from which those parts were taken) it was – I felt – important to contextualise the material, to defend it and to address these concerns and issues head on.

I suspect, sadly, the game will get a few ‘hate buys’ and some deliberate piracy but I hope that the honest and engaged way I have dealt with the material will buy a few converts, open the game and the Gorean canon to a wider audience, and disarm some of the critics.

Now your humble blue-caste scribe must get back to work!

Ta Sardar Gor!

#RPG – Review – Alpha Blue

080385a4b387ccb8a80b851fcb7cf1cd_original

Well, from this cover I can clearly see this will be wholesome, uncontroversial fun!

I’d promised Venger a review of Alpha Blue but hadn’t gotten around to it [I got a comp copy, full disclosure]. With Alpha Blue being the latest casualty of policy changes at Onebookshelf and a general, puritanical string to genre and pop culture lately I got the motivation to go ahead with the review. I’m hoping to get hold of Venger for a quick interview about the situation and how the policy works in practice in the near future. If I manage to get the scheduling to work I’ll let you know what’s going on, here.

So Alpha Blue then. It’s a bit of a hard product to review. It’s a science fiction setting that grows out of a science fiction location, with a basic RPG system tacked on. Like my own game, Machinations of the Space Princess, it’s inspired by the camp, pulpy, rather naughty science fiction of the 60s, 70s and 80s – in fact it would make a perfect setting and location for use in MotSP.

The system isn’t really that important here, but it’s a simple D6 based dicepool system that’s perfectly adequate to the task if you don’t have another system you’d prefer to use. The meat and bone of the whole thing is very much the setting and the elements that stem from it. The rules cover all the basics you’d expect, combat, social interaction, cybernetics, science fictional and psychic powers and weird alien abilities. Just not in any huge depth. The tables here can be used for inspiration whatever game system you decide to use.

The universe is detailed fairly quickly and draws obvious derivation in many regards from well-loved films and TV series from the time period. There’s a Federation (in which, amusingly, Earth are the paupers and dead last in terms of culture etc), Draconians – recalling Buck Rogers – and a bunch of other ideas familiar and new, as well as a little bit of near-to-the-knuckle satire and fun-poking of politics and of other game settings (the bit on ‘Space Muslims’ being especially biting).

Alpha Blue itself is a space station – of sorts. This place wanders around the universe, albeit not at an especially hurried pace. Alpha Blue itself is a commentary on our collective hang-ups about sex. Following mankind’s inability to handle its own sexuality, Alpha Blue was constructed as a safe outlet of all of mankind’s collective, pent-up, sexual energy. A combination of an asylum for the oversexed and – eventually – a sort of ‘space Vegas’ where anything goes. It’s now another drifting space station, albeit with an interesting past. A haven for deviancy, criminals, gambling and adventurers.

Alpha Blue itself is very well detailed, while remaining open enough for you to add, alter or incorporate your own material. It’s very much more of a ‘toolkit’ book than something to use straight from the pages. It’s a hard book to review since its main use is as inspiration and a review that revealed too many of the easter-eggs and references within it would spoil the experience of reading it.

Alpha Blue goes a bit further than I normally do in some ways, but that’s mostly a result of my own cowardice and self-censorship. That’s probably why it has gotten into the trouble that it has (though speculation is that it’s a reference in a single paragraph in the book to a ‘rape machine‘ used by an evil faction). It also wears its influences on its sleeve a little more directly than I normally would, in the illustrations within it’s easy to recognise figures like Ming, Klytus, Dr Who and Buck Rogers. The whole thing – and much of the terminology – is somewhat taken from The Satisfiers of Alpha Blue (a porno film with 70s-tastic soundtrack which, if you’re utterly desperate, you can watch on Xhamster.)

All things considered it’s a campy, openly sexual nostalgia fest, probably best approached as a series of inspirational tables and setting components to kitbash into your own settings.

Presentation wise it could be a little cleaner and the art is of very mixed quality. Some of it is very good, some of it is very bad and some of it just doesn’t seem to fit the science-fantasy theme (being, perhaps, more suited to an occult themed book)

Score:
Style: 2.5
Substance: 4.5
Overall: 3.5