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Showing posts with label Wyrd Science. Show all posts
Showing posts with label Wyrd Science. Show all posts

Saturday, 29 April 2023

Magazine Madness 19: Wyrd Science – The Horror Issue

The gaming magazine is dead. After all, when was the last time that you were able to purchase a gaming magazine at your nearest newsagent? Games Workshop’s White Dwarf is of course the exception, but it has been over a decade since Dragon appeared in print. However, in more recent times, the hobby has found other means to bring the magazine format to the market. Digitally, of course, but publishers have also created their own in-house titles and sold them direct or through distribution. Another vehicle has been Kickststarter.com, which has allowed amateurs to write, create, fund, and publish titles of their own, much like the fanzines of Kickstarter’s ZineQuest. The resulting titles are not fanzines though, being longer, tackling broader subject matters, and more professional in terms of their layout and design.

—oOo—

Most magazines for the roleplaying hobby give the gamer support for the game of his choice, or at the very least, support for the hobby’s more popular roleplaying games. Whether that is new monsters, spells, treasures, reviews of newly released titles, scenarios, discussions of how to play, painting guides, and the like… That is how it has been all the way back to the earliest days of The Dragon and White Dwarf magazines. Wyrd Science is different—and Wyrd Science – The Horror Issue (Wyrd Science Vol. 1/Issue 3) is different in comparison to both Wyrd Science Session Zero and Wyrd Science – Expert Rules. Gone is the ‘BECMI’ colour coding of the colours and the focus upon fantasy and the Old School Renaissance. Instead, the issue focuses on a much darker genre—horror, and instead of providing new monsters or scenarios, it explores the genre which has threaded its way through roleplaying since 1981 with the publication of Call of Cthulhu with a range of interviews and articles. This is not say that other genres are completely ignored, but the emphasis in this issue is very much on the dark and the forbidding, the scary and the spinetingling, and the unknown and the uncertain.

Wyrd Science – The Horror Issue (Vol. 1/Issue 3) was published by Best in Show in September, 2021 following a successful Kickstarter campaign. There are some ten interviews in the issue, beginning with ‘Publish & Be Damned: The Merry Mushmen’, or rather Eric Nieudan and Olivier Revenu, the French publishers best known for Knock! #1 An Adventure Gaming Bric-à-Brac and its subsequent issues. They give a little of their history and how they came to work together and their interest in the Old School Renaissance, including both Knock! and other projects. ‘Cast Pod: the Vintage RPG Podcast’ continues the magazine’s showcasing of a podcast in each issue and this time it is the podcast, The Vintage RPG Podcast run by Stu Horvath and John ‘Hambome’ McGuire. The podcast is dedicated to the history and art of RPGs, but the interviewees explain how they came to hosting a podcast and how they about creating an episode and in the process create a community around themselves.

Two artists are interviewed in Wyrd Science – The Horror Issue. The first is Tazio Bettin in ‘Art of Darkness: Tazio Bettin – Fighting Fantasy’. An Italian artist, he is the illustrator of Secrets of Salmonis, one of the two titles released for the fortieth anniversary of the Fighting Fantasy series and the first to be written by the series’ co-creator, Steve Jackson. There is some fantastic artwork on show here alongside the interview, in which the artist talks about his work and his turning his interest and hobby into a full time occupation. The second is Jonathan Sacha. In ‘Monstrous Arcana: Goblins & Gardens’ we find out how he came to be interested in Tarot decks and adapting the monsters of Dungeons & Dragons in weirdly bucolic, but unsettling Tarot deck by combining them with a gardening book!

Where all of the previous interviews have been conducted by John Power Jr, the editor of the magazine, Will Salmon interviews David Hughes of Plumeria Pictures on the release on Blu-ray of the 1982 television film starring Tom Hanks, Monsters & Mazes. The interview provides some context for the film and is more positive about it than others might be.

The issue’s horror theme swings into action with ‘I Will Show You Fear In A Handful Of Games...’ by Shannon Appelcline, which takes the reader through a history of the horror genre in roleplaying. He does this in a series of one-page mini essays, each one dedicated to a particular ear. Thus we begin in the early days of the hobby and Dungeons & Dragons, in which its horror was best seen in modules such as X1 Isle of Dread and I1 Dwellers of the Forbidden City veering towards the Lovecraftian, but quickly steering away following issues with Deities & Demigods and mostly adhering to Pulp horror. The title of the opening essay, ‘Dark Shadows: 1974-1986’ is a nice nod to the soap opera of the period. The article really takes off with the appearance of Call of Cthulhu, the Satanic Panic of the eighties (of which the aforementioned Mazes & Monsters was a partial instigator), and the appearance of Vampire: The Masquerade in 1990, tracing their evolution over the past forty years and coming up to date with the more recent broadening of means, such as the Jenga of Dread, and areas explore, like LGBT adolescence with Monsterhearts and the feminine fairytale in Bluebeard’s Bride. It is an excellent history and with any luck, should future issues of Wyrd Science explore other genres, there will be similar articles.

Roleplaying games and the Gothic collide in Jack Shear’s ‘Wuthering Frights’. Here he looks at his favorite setting, Ravenloft. First seen in the 1983 module, I6 Ravenloft, this would be later developed into a full setting with the Realm of Terror boxed set in 1990. Shear examines the origins of Dungeons & Dragons’ signature villain, Count Strahd von Zarovich, of I6 Ravenloft fame,
in Dracula and then each of the other Domains and their villains more recently for Dungeons & Dragons, Fifth Edition presented in Van Richten’s Guide to Ravenloft. A clearer bibliography might have helped what is otherwise an informative article and useful accompaniment to whichever version of the Ravenloft setting that the Dungeon Master is using.

Just as horror roleplaying games have changed over the decade, so have their portrayal of mental health. After all, the nature of the genre is all about the loss of self and control—physically, emotionally, and mentally. However, as Stuart Martyn points out in ‘Mind Games’, the portrayal of that loss, especially the mental loss, has not always been an accurate one, often leading to the enforcement of stereotypes about mental health and a lack of understanding of those suffering from poor mental health. To be fair, much of this can be explained by a game’s age. Call of Cthulhu is rightfully acknowledged as the first roleplaying game to explore fear and model the loss of control through its Sanity mechanics, but Call of Cthulhu and Vampire: The Masquerade are singled out as leading examples poor portrayals of mental health. However, as the article moves into the twenty-first century and comes up-to-date, it makes clear that modern iterations of these roleplaying games, as well as others, designers have shown more awareness and understanding of the subject and better tried to reflect that in their games. This is a fascinating look at a key mechanic, or least concept, that almost no roleplaying game can really avoid dealing with, and how it has changed over the years.

John Power Jr. takes us temporarily to the Mythic North’ of Scandinavia, before returning to the British Isles in ‘This Septic Isle’ and an interview with Graeme Davis about Mythic Britain & Ireland, his supplement for Vaesen – Nordic Horror Roleplaying. This highlights the stronger tensions and divisions present in nineteenth century Britain, discusses some of the new Vaesen to be found in the new setting, and interestingly, suggests how the limited geography of the setting can lead to distinct variations upon the Vaesen within only a few miles. Davis also draws the distinction between the horror of Vaesen – Nordic Horror Roleplaying and the horror of Call of Cthulhu, primarily in that the later the aim at best is not to lose, whilst in the former, it is possible to resolve situations without necessarily resorting to despair. A different type of horror roleplaying game, Campfire, is discussed in ‘Flames of Fear!’, Samantha Nelson’s interview with its creators, Adam Vass and Will Jobst. Campfire is a storytelling game inspired by the horror anthologies such as Creepshow and Are You Afraid Of The Dark? The game uses decks of cards as prompts to encourage the players to tell horror stories about the protagonists rather than a single character each and also allows the players to step back from the story itself to comment upon the ongoing narrative as they are watching it unfold. This is shared storytelling and designed for shorter sessions than most roleplaying games.

Just as Call of Cthulhu remains the template for horror roleplaying in general, Ridley Scott’s 1979 Alien remains the template for all Science Fiction horror games. John Power Jr.’s ‘Dark Future’ looks the three roleplaying games and how they handle horror and fear in examining this meeting of genres. Most obvious here is Free League Publishing’s Alien: The Roleplaying Game, but Mothership Sci-Fi Horror RPG – Player’s Survival Guide is also inspired by the film too. The third roleplaying game is The Wretched, a solo-journalling game about the last survivor aboard a spaceship whose crew was killed by alien monstrosity except for the survivor. One aspect of these settings that the article does not really explore is the class distinction between these and other horror roleplaying games. These are all Blue-Collar sci-Fi horror roleplaying games whereas many horror roleplaying games are not. Again, this is a legacy of the film Alien. Featuring interviews with the designers of three roleplaying games, article however, does nicely balance the unknown, but not cosmic, nature of the sub-genre’s horror against the possibility of survival—and even hope.

Wyrd Science – The Horror Issue also interviews the team at Rowan, Rook, & Deckard. They talk to Luke Frostick in ‘The Importance of Powerful Deaths’ about the origins of Spire: The City Must Fall and the consequences that its protagonists—Drow rebels seen as terrorists by the High Elf state—suffer in acting against the regime. Spire is not necessarily seen as a horror roleplaying game, at least not in the traditional sense, but the article makes it clear that it has strong horror elements. The article explores how the team works together and some of the ideas and concepts which make it into the setting, but without restricting the setting for the Game Master and her creativity. The issue returns to the Old School Renaissance with ‘In The Darkest Recesses of Ourselves’, an interview by Walton Wood with Paolo Greco of Lost Pages about The Book of Gaub. This brings out the horrific nature of the book and its spells and their broader effect upon a campaign. It is a pity that this book comes from Old School Renaissance, because being systems agnostic it can have a wider use in non-fantasy genres and settings too. The interview does not necessarily suggest this, but it highlights the nature of the book and will hopefully bring it to the attention of a wider audience. The interview by John Power Jr. of Guilherme Gontijo, in ‘Silver Scream’ turns to mundane horror, but horror, nonetheless. Blurred Lines – Giallo Detective Solo RPG is the Brazilian designer’s solo journalling game designed by the Italian giallo cinema of the sixties in which the protagonist is a crime scene photographer who hunting, and in turn being hunted, by a serial killer. Like the earlier The Wretched, this explores the notion of playing alone and at night, how that can immerse the player deeper into the game. The interview also notes the difficulty in bringing designs from Latin America to the English-speaking hobby and various attempts to support this.

The last two articles in Wyrd Science – The Horror Issue do not switch subject, but they do switch format under discussion. In ‘Roll & Fright’, Dan Thurot asks whether a sense of horror can be created in playing a board game, pointing to hidden identity or movement games such as Fury of Dracula or Battlestar Galactica, as possible vehicles as they both add a high degree of uncertainty to play. Whilst he acknowledges that most horror board games are merely themed, adding the veneer of the genre, he ultimately concludes that it is possible, if only under its terms. The challenge being that sense of immersion and the loss of control at the heart of the genre makes it all the more difficult to do in a board game. The last interview in the magazine is again by John Power Jr. and with wargames designer, Joseph McCullough. In ‘A Field of Horror’, the designer of the highly regarded Frostgrave: Fantasy Wargames in the Frozen City talks about his latest design, The Silver Bayonet, which fuses Napoleonic wargaming with horror and narrative storytelling. This looks to be a fascinating setting and with rules for solo play included suggests it can be played on a more casual basis without the need for more confrontational play of traditional wargaming.

Wyrd Science – The Horror Issue is rounded out with ‘Hit Points’, its extensive reviews sections. It includes reviews of wargames such as Warlord Games’ Sláine – Kiss My Axe Starter Set, roleplaying games like the RuneQuest Starter set from Chaosium, Inc. and Orbital Blues from Soulmuppet Publishing, board games such as Tales From The Loop: The Boardgame from Free League Publishing, and a range solo games (all revewed by Anna Blackwell), like Be Like a Crow and Bucket of Bolts, before looking at Christopher Frayling’s Vampire Cinema – The First one Hundred Years and various films and television series, which has a report from the FrightFest 2022. Two of the more interesting reviews here are of The Elusive Shift: How Role-Playing Games Forged Their Identity by Jon Peterson and Slaying the Dragon: A Secret History of Dungeons & Dragons by Ben Riggs, pleasingly placed opposite each other in an entirely appropriate pairing. Lastly, the issue catches up with the adventures of Mira Manga in ‘Appendix M’. It adds a personal touch to the magazine and brings it to a close.

Physically, Wyrd Science – The Horror Issue is impressively bright and breezy—despite its subject matter. The layout is clean and tidy, but the issue does need another edit in places though.

Wyrd Science – The Horror Issue covers a wide range of roleplaying games in exploring the issue’s genre. Some of the roleplaying games and supplements, such as Call of Cthulhu, Van Richten’s Guide to Ravenloft, and Mythic Britain & Ireland obviously fall into the horror genre, others less obviously so, for example, The Book of Gaub. There is a lot to read and discover in the pages of the magazine and that is where it is at its best, finding out about a game you never heard of or wanted to know more about. Yet the format of the magazine, or at least this issue, makes it unbalanced and often not as engaging to read as it deserves to be. There are simply too many interviews in the issue compared to other articles, so that the other articles, whether Shannon Appelcline’s ‘I Will Show You Fear In A Handful Of Games...’ and Jack Shear’s ‘Wuthering Frights’ stand out more because they are different rather just because they are both interesting and informative. Consequently, whilst the issue is interesting and informative, providing an engaging look at a particular genre in roleplaying, Wyrd Science – The Horror Issue is better for what it covers rather than the way it covers its content.

Sunday, 1 May 2022

Magazine Madness 14: Wyrd Science – Expert Rules

The gaming magazine is dead. After all, when was the last time that you were able to purchase a gaming magazine at your nearest newsagent? Games Workshop’s White Dwarf is of course the exception, but it has been over a decade since Dragon appeared in print. However, in more recent times, the hobby has found other means to bring the magazine format to the market. Digitally, of course, but publishers have also created their own in-house titles and sold them direct or through distribution. Another vehicle has been Kickststarter.com, which has allowed amateurs to write, create, fund, and publish titles of their own, much like the fanzines of Kickstarter’s ZineQuest. The resulting titles are not fanzines though, being longer, tackling broader subject matters, and more professional in terms of their layout and design.

—oOo—

Most magazines for the roleplaying hobby give the gamer support for the game of his choice, or at the very least, support for the hobby’s more popular roleplaying games. Whether that is new monsters, spells, treasures, reviews of newly released titles, scenarios, discussions of how to play, painting guides, and the like… That is how it has been all the way back to the earliest days of The Dragon and White Dwarf magazines. Wyrd Science is different—and Wyrd Science – Expert Rules (Wyrd Science Vol. 1/Issue 2) is different in comparison to Wyrd Science Session Zero. Neither contain a single monster, spell, treasure, review, scenario, or the like, but with Wyrd Science – Expert Rules gone is the organisation of ‘Common Items’ and ‘Rare Items’ of the inaugural issue. Instead, it is divided between a ‘Quick-start’ section providing reasonably short introductions to various aspects of the hobby, whilst the ‘Features’ provides even longer pieces that together look at the old and the very new.

Wyrd Science – Expert Rules (Vol. 1/Issue 2) was published by Best in Show in September, 2021 following a successful Kickstarter campaign. If Wyrd Science Session Zero took a little of its cue from the red box edition of Basic Dungeons & Dragons, then with its pastel blue cover and subtitle of ‘Fantasy Adventure Game Expert Magazine’, the second issue of Wyrd Science takes its cue from Expert Dungeons & Dragons—or rather the expert rules of the Moldvay/Cook B/X Dungeons & Dragons published in 1981 and which was forty years old in 2021. However, the modern reader should allay any fears that Wyrd Science – Expert Rules (Vol. 1/Issue 2) is all about the ‘Old School’. No, whilst this issue definitely looks back, it very much looks forward to the here and now with its coverage of current gaming releases outside of the Old School Renaissance. The result is a pleasing mix of contrasts and thoroughly engaging reads.

The ‘Quick-start Section’ dives straight in with a series of interesting interviews. ‘Cast Pod: What Would The Smart Party Do?’ interviews Baz Stevenson of the UK’s long running podcast, What Would The Smart Party Do? This follows on from ‘Zoom Of Horrors – The Smart Party On Gaming Online In 2020’ from Wyrd Science Session Zero which explained how they adapted to playing online in 2020 and how it came to dominate much of their social life and how they coped with so many roleplaying games competing for their attention. This article looks more at Stevenson’s experiences both playing and hosting the podcast, providing a good overview and introduction to the prospective listener. ‘Work In Progress: Coyote & Crow’ is an interview with Connor Alexander, the designer of the now released Science Fiction and fantasy roleplaying game set in a First Nations alternate future where colonisation never happened and created by Native authors and artists. This highlights some of the challenges of creating and then running a highly successful Kickstarter campaign—over one million dollars—and how that affected the design of the game, and again, another good interview.

If ‘Work In Progress: Coyote & Crow’ was looking at a modern design, ‘HEX LIBRIS: Jon Peterson – The Elusive Shift’ is the first article in Wyrd Science – Expert Rules to look back. The magazine’s third interview is with Jon Peterson, who has just then had published The Elusive Shift – How Role-Playing Games Forged Their Identity. This history explores early role-playing games evolved in the nineteen seventies whilst searching for that point where they became roleplaying games. Anyone who has read that book will still find much to be of interest in the interview, whilst anyone else should be intrigued enough to go find a copy.

‘ART OF DARKNESS: The 1000 Year Play-through’ follows on from Anna Maxwell’s ‘Quickstart – Alone In The Dark’ from Wyrd Science Session Zero, which explored the growth of solo play during the COVID-19 periods of lockdown, highlighting in particular the superb storytelling to found through playing Tim Hutchings’ Thousand Year Old Vampire. Here the magazine interviews the Wellington-based designer, Tim Denee, who began illustrating his play-through of the game. The interview is short and to the point, but is undone by only having two illustrations taken from that play-through. Thankfully, they can be found here, but another page highlighting them would not have gone amiss.

‘KICKSTOPPING: The Shipping Forecast’ examines the impact of the Pandemic on shipping and gaming—and the forecast is not good, whilst ‘CREDIT CARDS: MAGIC COLLECTORS In The Black’ highlights the recent rise in price at auction of some of the rarest cards for both Magic: The Gathering and Pokémon. Anna Blackwell examines another trend in ‘DESIGN OF THE TIMES: Small Games, Big Ideas’. This is the concept of designers challenging themselves to create playable games in as small a format as possible. These include on a business card, on a single page, and in mint tins and even jam jars! There is an emphasis here on the boardgame rather than the roleplaying game, but there are plenty of those to be found if you go looking. There are lots of examples given and these are useful pointers, though the article does lack illustrations. The ‘Quick-start Section’ comes to close with ‘Pierre Mortel’s CROOKED TALES: The Found Diary of a Crowman adventurer – Chapter 2’ which chronicles the further adventures of a hapless adventurer, whilst Mira Manga goes out with ‘MANGA’s MUSINGS: LARPing Around’ taking herself away from the computer screen (mostly) and back into the gaming world.

The Features section begins with coverage of the roleplaying game which inspired the issue—B/X Basic Dungeons & Dragons with a trilogy of articles. ‘Dungeon Life Begins at 40’ is an interview with the surviving members of the team involved in the creation of this version of Basic Dungeons & Dragons—David ‘Zeb’ Cook and Stephen Marsh—and explores the genesis of the edition and its continuing influence today. Along with some crisply produced piece of artwork from this edition, this captures the flavour and intent of the edition, laying the groundwork for the subsequent two articles. Peter Bebergal’s ‘Words Against Wizardry’ highlights how the ‘Inspirational Source Material’ in B/X Basic Dungeons & Dragons was in many ways better than that offered by E. Gary Gygax’s ‘Appendix N’ to be found in the Dungeon Master’s Guide for Advanced Dungeons & Dragons, whilst ‘B/X to the Future’ looks at how the Old School Renaissance came about and was really kicked off with Troll Lord Games’ 2004 Castles & Crusades, before coming up to date to examine the many retroclones and near-retroclones have been inspired by B/X Basic Dungeons & Dragons. At the head of them in 2020 when Wyrd Science – Expert Rules was published, and still there today, is Old School Essentials. The article points out that the Old School Renaissance is not all dungeon-delving, and that there are other options within with the movement when it comes to roleplaying and storytelling, such as Troika, Mausrítter, and MOTHERSHIP Sci-Fi Horror RoleplayingGame. Together this is a lovely trilogy of articles which showcase just influential this edition of Basic Dungeons & Dragons has been.

If the first part of the Features section is a trilogy of articles about one game and its influence, the next trilogy focuses on three, much more modern titles, starting with Thirsty Sword Lesbians. Romance is not a new subject in roleplaying, but for the most part, it has been explored in storytelling games rather than mainstream titles. Wyrd Science – Expert Rules leaps into the definite here and now with ‘Violence is Easy. Romance is Hard.’, Rob Wieland’s look at Thirsty Sword Lesbians. This roleplaying game not only brought romance front and centre, it put it into the mechanics, it puts it in the title too. It is a game which promises ‘Queer Action Romance’, and whilst that may not be for everyone, it is nevertheless a valid and exciting genre in which to roleplay, and this article not only makes that clear, it makes the prospect sound fun and entertaining. ‘Hammers Ready, Prepare to Smash!’ leaps into the future of the Warhammer ‘World That Was’ with an examination of Warhammer Age of Sigmar Soulbound, the heroic, action-orientated high fantasy roleplaying game. The Player Characters are the Soulbound, an ancient order of individuals granted a measure of a storm god’s power, drawn into bindings, and assigned missions to fulfil that god’s will. Combining an interview with its creative director at Cubicle Seven Entertainment, Emmet Byrne, it emphasises the strange mix of character types, Daughters of Khaine alongside Priests of Signar; whilst how they are heroes, they cannot necessarily solve every problem they are presented with; and a very different set of mechanics versus Warhammer Fantasy Roleplay as well as the change in tone. The third roleplaying game examined here is Wanderhome in ‘In Wanderhome, They’ll Be Okay, They’ll All Be Okay’, Aimee Hart provides an examination of the anthropomorphic and pastoral roleplaying game set in world that is healing following a great war in which the Player Characters wander and explore the world, as well as interviewing the designer, Jay Dragon. The Player Characters are involved in part of this healing, helping to ease traumas where they cannot solve issues, and where they can, very rarely resorting to violence or combat. Wanderhome comes across as a roleplaying game in which the Player Characters are definitely trying to make the world better, and sounds a fascinating prospect.

In ‘Making Waves – Pamela Punzalan On The Rise Of RPGSEA’, Wyrd Science Session Zero gave space to voices not usually heard in the roleplaying community—those from South-East Asia. Wyrd Science – Expert Rules follows this up with a pair of articles that examine the roleplaying scene in Latin America. The first is ‘South of the Borderlands’, in which Diogo Nogueira examines the scene in Brazil. It is a good introduction to the state of the hobby in the country, noting that it began with imported and photo-copied editions of titles from the English-speaking market and how interest was spurred by the very popular Dungeons & Dragons cartoon. However, it only really mentions a handful of homegrown titles and it lacks a timeline or history that a better overview would have given. Certainly mention and highlighting more of the former might have served as a better hook for anyone intrigued by what might be available would have been useful. The second article, ‘What Was Written Must Be Destroyed’, an interview with the Argentinian designer, Gavriel Quiroga. This focuses on his then new dark Science Fiction fantasy roleplaying game WARPLAND in which science and learning has been shunned as the cause of a barely remembered, now-incomprehensible cataclysm, and in its stead, a hollow religion’s iron-clad fist forces ignorance on surviving members of humanity. This is to ensure that such a disaster never happens again. This is a brief overview of the game that looks to worth examining to really get a fuller idea of what it is about. This pair of articles point to the creativity brimming in Latin  America, but only really skims the surface. It deserves another, more comprehensive visit.

‘Let’s Open Up This Pit’ takes the issue into the realms of wargaming to looking at how that hobby has diversified with a range of new, often radical designs. The article points to shift to simpler styles of play and the shift in role-players entering or re-entering that hobby with the simplicity of designs such as Frostgrave: Fantasy Wargames in the Frozen City and its family of titles. Its coverage of the Indie design movement is backed up with a solid selection of examples. The article also mentions how wargamers miss the old Games Workshop title, Mordheim, of which Frostgrave is similar, and in ‘Streets of Rage’ Luke Frostick goes in search of that long-lost skirmish game to see it is still played and supported. Of course, with the Internet it is. This is an interesting little article which will have certain gamers getting out their boxes of Mordheim rules and miniatures once again. Continuing the miniatures theme on from his earlier ‘Model Behaviour – Luke Shaw On Building Miniature Communities’ in Wyrd Science Session Zero, Luke Shaw enters the community of figure painters to interview four professional miniature painters who offer video tutorials and run YouTube channels. Again, this is another solid article exploring an aspect of the hobby that is being enhanced by social media. The wargaming theme comes to a close with ‘Craft, Work’, Willard Foxton Todd’s lengthy interview with the prolific Science Fiction and Fantasy author, Guy Haley, best known for his Warhammer fiction. Another good piece.

‘A Space Where We Belong’ does feel pushed to the back of Wyrd Science – Expert Rules, which is probably not the intention. Ellen Knight’s interview with four women involved in the industry, including roleplaying and board games, explores some of the attitudes they unfortunately have to face, but it really explores what they are doing to change those and made either hobby a more welcoming space. That is no bad thing, but again, this piece could easily have been more upfront in the issue.

‘Escape to New York’ interviews Pontus Björlin, the Swedish designer of ALTNYC88, the fanzine roleplaying game inspired by The Warriors and Teenage Mutant Ninja Turtles and set in the rundown New York of the nineteen eighties, whilst rounding out Wyrd Science – Expert Rules is over twenty or so review of board games, wargames, and roleplaying games. There is a decent mix here, although some games get more space than others, and then in ‘HIT POINTS: FILM/TV’, Will Salmon gives a round up of watchable content in 2020. Lastly, there is ‘TIMESLIP’, with which Ian Livingstone takes us back to 1976 and memories of Gen Con triggered by a very special photograph.

Physically, Wyrd Science – Expert Rules is impressively bright and breezy. The layout is clean and tidy, with decent use of photographs against pieces of art as more like spot fillers. The issue does need another edit in places though.

Wyrd Science – Expert Rules is less parochial than Wyrd Science Session Zero. This is not say that the first issue was bad, but rather that Wyrd Science – Expert Rules has broadened its coverage of the gaming scene, so less of roleplaying, boardgaming, and miniatures gaming in the United Kingdom, per se, but more of it around the world. Consequently, it feels less constrained, primarily because it is not written with COVID-19 in mind, although its influence is there as you would expect. It covers its broad range of subjects with what is for the most part, an excellent series of articles and interviews, never less than entertaining and informative. In places, it could have done with more history and more context, especially the Latin American article, which would have made the content of Wyrd Science – Expert Rules more useful. Nevertheless, Wyrd Science – Expert Rules contains an excellent mix of interesting and engaging articles that are a real pleasure to see in print.