Saturday, June 28, 2025

OSR Review & Commentary On Grindhouse Red Rpg By The Red Room Crew

 "Grindhouse Red is the MicroRed version of Wretchploitation, one of our earliest Wretched titles. It plunges players into the gritty, blood-soaked underbelly of 1970s exploitation cinema, using MicroRed, a streamlined iteration of the Red rules, an OSR-compatible system by the Red Room."



"This game captures the raw essence of grindhouse theaters, where double featuresof B-movies packed with sex, violence, and taboo-shattering perversion ruled the screens.
"In Grindhouse Red, you create hard-edged characters haunted by their scars, trying to survive in a harsh urban nightmare. With MicroRed̢۪s lean mechanics, the focus stays on fast, brutal action and morally murky choices, letting you live out the sleazy, chaotic spirit of exploitation films from blaxploitation to giallo (143 pages)."


 Grindhouse Red Rpg By The Red Room Crew  clocks in at the page count of one hundred forty three pages of tight Red rpg systems all clocked and dialed into exploitation films from blaxploitation to Giallo. Everything within this game is geeked and rpg generation of exploitation and grind house rpg film campaigns. This is a well thought out rpg that takes full advantage of the perks and tweaks of the Red Rpg system. 

Want to do a zombie invasion without worrying about character levels, complicated combat, and huge chunks of time generating a campaign.  Grindhouse Red does all of the work for you with a grindhouse and full on exploitation film feel to it. 
Villains, antiheroes, and complete a hole NPC's are all waiting to take on your PC's. This is all taken advantage of & by the Red systems and  the player's PC's on an adventure ride. 
This is a game that has a late 1960's through the end of the 1970's adventure campaign setting feel. 
The  campaign setting reflects this in whole product within Grindhouse Red.
 
Grindhouse Red is a great supplement for the rest of the Red rpg system. 


Grindhouse Red is a whole cloth exploitation rpg campaign and adventure system! The Red system complements the Grindhouse Red in space in ace. This is a great game in one hundred and forty three pages that would plug into any other Red Rpg or OSR compatible rpg. Conspiracy Files rpg is a great game to maximize the Giallo horror with a Seventies feel. Or as an 'In search of ' TV style adventure campaign with a Seventies.  


Grindhouse Red Rpg is a perfect Red rpg that compliments the rest of the rpg line. The whole cloth Red Room crew has done a killer job on Grindhouse Red and really blows it out with a great Seventies exploitation feel. 

Wednesday, June 25, 2025

Thirteen Parsecs: Beyond the Solar Frontier Rpg By Jason Vey & The Arduin Grimoire rpg - Firefight At the Pickled Pulsar!

   The PC's were in the Pickled Pulsar intergalactic bar & they were there to track down a sorcerer with knowledge about the Mi Go. This picks up from the last session here on the blog.   The PC's ran across the Ravas sorcerer's bodyguards & almost bought it when the alien bodyguards fired blasters. The sorcerer knows the ins and outs of the King In Yellow's plans. The PC's also met a defrocked monk who has info on a temple that a group of Mystic Knights has found within the alien city. These mystic knight that thwarted some of the machinations of the King in Yellow. 














 The alien city that the PC's find themselves in was built around the Nexus Gate location thousands of years ago. This gateway was stolen by the Mi Go and the King In Yellow destroyed parts of the city the PC's find themselves in. 



The PC's also got back the Bolthole that thirty year old scout ship that they acquired & had refurbished by a local mechanic. The Bolthole has a new updated medi bay installed and it came into use as the alien bodyguards had among their number a Romani cybernetic blaster who hit one of our slicer square. The PC had a forcefield belt that saved his life. Even though the force field was in use, it was overwhelm and he took damage to his chest. The PC will not be available for the next two game sessions. 

 The PC's are looking into rumors of a dungeon somewhere in the city that served as the former rulers of the city. They think that it's a three level dungeon but where is it?! Of course this dungeon will feature lots of Doomguards! 


Monday, June 23, 2025

OSR Review & Commentary On Hostile Survivors Rpg By Martin Proctor For 2d6 Science Fiction Rpg's & Hostile Rpg

Hostile Survivors, a narrative sci-fi survival roleplaying game."

Together with your fellow players, or even solo (yes there are rules for that too) using a rules-light approach you will throw your characters into life-threatening situations. From war to catastrophe, alien horror to orbital isolation; you'll see how your characters cope when the certainties of life are stripped away."

"Characters are created by reflecting on the triumphs and failures of their personal history embedded in the universe of Hostile, Zozer Games well-established gritty and utilitarian retro-future. With the help of a life-path system, your character grows before your eyes with each experience enhancing their abilities and forming their desires and viewpoints."



"Use the environment around you, the tools you find (or make) and your ingenuity and wits. This isn't a game about blasting alien horrors on a space colony, but more like hiding from the monster whilst figuring a way to get you and your badly injured comrade off the space station."

"You are not superheroes or demi-gods, but ordinary people overcoming what appears to be impossible odds and making your stamp on the universe  or failing and dying in the cold depths of space. Scenario templates are included for a variety of survival situations."

Everything needed to play is included (except six-sided dice), but all of the Hostile  rulebooks and supplements are compatible with this rules-light narrative variant."

The  Hostile Survivors Rpg By Martin Proctor
 comes in on seventy four pages. It's a whole cloth role playing game unto itself that emulates the PC's being forces to survive on planet side. The Hostile Survivors rpg can emulate anything from survival on a space based colony to whole cloth alien planets covered in ruins. 
And it all comes down one main theme & that's PC's trying to completely survive the circumstances that life throws at them. 
There's a tradition of miniature games within 2d6 classic Science Fiction rpg's & Hostile Survivor plugs right into this tradition because it's a complete stand alone game. It's perfect for the Solo player/DM who wants to get into the nuances of Hostile without going for the full commitment right away. Hostile Survivors is powered by the same 2d6 and enables immersive play. 
And this game could be used as a great way to mount a rescue mission on an alien planet for a lone survivor of a space based disaster. Using the Hostile player's PC's as the party enables the DM to cross over both games. 

The Hostile Survivors Rpg is keyed for the Hostile rpg to work with it! This makes combining and expanding Hostile a snap. This a feature and it's been put in on purpose. Paul Elliot Hostile's author has been making games since he was a kid. And he knows talent and Martin Proctor does an excellent job of designing Hostile Survivors. 

Hostile rpg has the capacity for lots of expansion and this supplement proves this. The author and designer has done a fine job of expanding the setting to highlight the 'survivor factor' within it. This is key to the Hostile rpg as both a role playing game and a campaign setting. This supplement leans so heavily into this conceit and expands on it. Because Hostile's universe is literally armed and aimed against the PC's. Everything is literally out to kill you. Hostile Survivor carries on all of the above and then doubles down on it. 
This makes the Hostile game such a great canvas to do horror and interstellar planetary survivor rpg adventures. Grab this one! 



Thursday, June 19, 2025

OSR Review and Commentary On Expanded Ancestries -- A Shadowdark Supplement By James Mishler, & Jodi Moran-Mishler For Your Old School Campaigns

Expanded Ancestries -- Angelkin, Demonkin, Dragonkin, Fairykin, Geniekin, & Giantkin Ancestries & Classes

Designed for use with the Shadowdark RPG
By James Mishler and Jodi Moran-Mishler

Expanded Ancestries includes six new ancestries and ancestry classes for the Shadowdark RPG."



"New ancestries and ancestry classes are included for Angelkin, Demonkin, Dragonkin, Fairykin, Geniekin, and Giantkin.

Angelkin are able to call upon priest spells in a miraculous fashion; the angelkin class delved further into this ability and adds several celestial powers.

Demonkin are able to cast witch and wizard spells by calling upon their infernal relations and allies; the demonkin class increases this power, and adds full spellcasting abilities plus the ability to summon fiends!"

 Expanded Ancestries -- A Shadowdark Supplement By James Mishler, & Jodi Moran-Mishler is an expansion on the usual racial options for the Shadowdark rpg and OSR systems. Clocking in with lots of options for the 
Talismundian campaign that we've been covering. Expanded Ancestries brings a whole new way of bringing to life your PC's with: 

Angelkin are able to call upon priest spells in a miraculous fashion; the angelkin class delved further into this ability and adds several celestial powers.

Demonkin are able to cast witch and wizard spells by calling upon their infernal relations and allies; the demonkin class increases this power, and adds full spellcasting abilities plus the ability to summon fiends!

Dragonkin are able to use their ancestor’s breath attack; the dragonkin class improves on this and allows the dragonkin to attack with bite and claw attacks, use their wings to fly, and grow in power like their draconic ancestors.

Fairykin are able to fly like their tiny ancestors; the fairykin class allows the fairykin to learn to cast witch and wizard spells, use fairy glamours, change their size, and otherwise survive in the borders between the human and fey realms.

Geniekin are able to manipulate and protect themselves from the elements from whence their ancestors arose; the geniekin class improves upon this ability, enables them to wield the powers of their genie ancestors, and summon elemental entities.

Giantkin can call upon the mighty thews and strength of their ancestors; the giantkin class allows them to more fully call upon their ancestral powers, and even transform into true giants, growing mighty in size and melee power

So what this does is expand on the Castles & Cruasades PC options by a wide margin. This means that the PC's are going to highly invested within a C&C the Talismundian campaign setting. Each of the regions and areas expands the culture and setting for these racial options! But is this also an expansion of the material presented within the campaign setting and the PC's as well as NPC character generation. This expands the options at the table top level. 

Expanded Ancestries is a reliable, great as a go too, and works great for PC demi human generation. This means that for your dollar Expanded Ancestries goes a long way too generating the PC's that you want! 

Tuesday, June 17, 2025

Baptism of Fire Rpg By Rpg Pundit From Mad Scribe Games - Elven Chaos Cults & The Deep Rot of Chaos Session Three

  We tracked down the black sorcerer to an abandoned defiled pagan shrine and the place had a ton of Chaos Elven ruins and artifacts scattered around that were several thousand years old. The Elves had been put down by heroes of old & scattered to the four winds. We pick right up from the last session here on the blog 




We suspect that the Elves & their agents  have been feeding the other minor Chaos cults in the area with supernatural knowledge and spells. The party killed three or four highly dangerous goblins that worked for the cult. We suspect that these goblins were summoned by the agents of the Elves. Everything here comes from Dark Albion's Cults of Chaos.  We found Chaos treasures and put these to the torch and flame! That's right! 



The trappings of the cult seem to have a royalty theme to them and this ties back into the Chaos cult that PC's uncovered last game. This royal cult comes straight from  101 Sarmatians For Dungeons & Dragons and more By Rpg Pundit. The temple has a huge tunnel that leads deep into a dark Elven dungeon complex. We sent back to our family's castle for our priests and camped outside with three hireling guards. 


We heard voices from the dungeon entrance and saw the black sorcerer that we tracked down to the pagan shrine. The sorcerer had a small army of goblins with him. 
We found the history of the shrine had been erected by the pagans after their heroes had routed the Elves thousands of years in the past. The dungeon entrance had recently been dug out and reinforced with wooden beams. 

Monday, June 16, 2025

OSR Review & Commentary On FTL Supplement 4: Nomad Bestiary For 2d6 (Xd6) By Richard Hazlewood For The 2d6 FTL: Noamd Rpg game!

 "Faster Than Light: Nomad has a detailed process to generate random xenofauna. This supplement provides an expanded generation process, with the creation rules targeted for referees to create encounter tables for each terrain type. Additional terrains, including less scientifically reasonable ones like vacuum, are also detailed. While we have made every effort to keep these expanded rules consistent with the original xenofauna creation rules, there have been a couple minor changes."



"More than an expanded rules for creatures, this book also provides a complete encounter table for each terrain type, making it a great resource for Referees who need a quick encounter. Make your own encounter tables or use these pre-generated ones, both are available to the harried Referee."

Includes dozens of detailed alien beasts, as well as many domesticated animals, for your FTL: Noamd game!

Requires Faster Than Light: Nomad for use." 


FTL Supplement 4: Nomad Bestiary For 2d6 (Xd6) By Richard Hazlewood is the book to create hazardous and dangerous alien life form. This book has it all with guidelines, rules, and even some some dangerous dire lifeforms just waiting for your PC's. These are perfect for  The 2d6 FTL: Nomad Rpg game:
Name: Aldreth Niche: Opportunist Armor: 3 No. Appearing: 1 Damage: 3d6 Size: Large Skills: Combat 1, Physical 1, Stamina: 25 Social 1, Stealth 3 Abilities: Stealth, Swimmer Aldreth are silent creatures of the swamp. They live solitary lives, quietly eating plants that grow in the abundant swamps. They are, however, ferocious when attacked. The Aldreth have only two limbs, located midbody that they use to slowly move through the deeper swamps. Their mottled skin is tough and can be used to make decent leather

  The FTL Nomad Rpg is perfect to go to a 2d6 rpg system for a DM who wants to get down into playing a solid working classic 2d6 without a whole lot of mythos and background. This game is a great game for long haul campaigning and gaming. 


FTL Supplement 4: Nomad Bestiary is a solid choice for 2d6 gaming because this supplement is easily converted into Cepheus Engine rpg system. The whole rpg system is easy to use, reliable, and is based on the classic 2d6 Science Fiction rpg system. This makes FTL Supplement 4: Nomad Bestiary easy, and a great bestiary for any 2d6. 

Friday, June 13, 2025

Adventures In the Borderlands - OSR Commentary on Barrows & Borderlands - Men & Mutants Rpg From Matthew Tapp

' Time is broken & the barriers of physics no longer keep past, present, and future apart. Alternative timelines have crossed over into the Borderlands including the alien & strange ones making adventuring very dangerous!  The stars have fallen & the walls are no longer separating the worlds.'  Let's pick this up from my quickie review on Barrows & Borderlands rpg on  the blog here.


Imagine having your adventurers swarm through alien cities & the alleyways crawling with Lovecraftian horrors. These alien ruins come into the Borderlands of Barrows & Borderlands because I'm going to pick this up from here on the blog. Adventurers cross into the borderlands striding into alien worlds & dangerous dungeons call to them. These places are tucked away in the deeper valleys of the Borderlands seemingly to snag and trap adventurers into your their clutches. The monsters of Warriors of the Red Planet are perfect for this other worldly adventures. 


 Take for example Swords and Super-Science of Xuhlan which would make an awesome hidden kingdom. Why?! Because this supplement for Warriors of the Red Planet has the following:

New character races: Mutant, Robot, Rogue Formian, Rogue Formiankin, Lizard Folk.

Rules for Psychic Combat and Super-Science Research.

Wyrd Stones, mysterious artifacts that let you manipulate the matrix of Matter, Energy, Time and Space.

18 new creatures including Spectral Walkers and Winged Squid.

Seven strange Alien Godlings.

Campaign map with 100 detailed hexes.

The city state of Yankara.

The Vaults of Illumination, a 22 room starting dungeon


This is a perfect Borderland kingdom, because it has all of the alien details that a DM could want plus otherworldly dungeon baked right in. The player's PC's are not simply adventurers here these are invaders in an alien realm. Reality as we know it is washed along the edges of the borderlands. 

PC's are not simply in danger they might eased from existence by a careless wave. And this isn't the only issue. There are lots of hidden and highly dubious alien intelligences and influences out and alive in the Borderlands. Invisible stalkers and trackers, astral fiends, and worse all wanting the PC's souls for lunch. 

Wednesday, June 11, 2025

OSR Review & Commentary The Talismundia Campaign Region Maps By James Mishler Games

 "The Talismundia Campaign Region Maps are complete!"


"Well, complete for now. After stitching them all together, there are still a few bits and bobs on the edges that need to be rectified, and as always, there were some errors here and there, so I'll be correcting those over time.

But now, the entire continent of Magnaregia is complete, as is the northern tier of Meridiarcanum.

The "Peoples of the Cold Steppes" and "Places of the Cold Steppes" PDFs are already available with Region Map 01, and the rest will follow for the other eight regions as time permits.

Should sales warrant, I plan to do a full gazetteer for each region. I also plan to focus on specific regions for further cartographical works.

Please let me know what you think of the maps!"

RANDOM ENCOUNTERS
Talismundian hexes are 30-miles across; usually a two-day journey on foot or a single day journey on horseback through normal terrain (double or longer for difficult terrain). Random encounter rolls should be made once every one to six hours, depending on the level of danger and population in the area (more population + more danger = more chance for encounters). Roll a d6; on a 1, the party has a random encounter.

When determining random encounters in an area, first check the map to see if a settlement, stronghold, or name of a creature type is either in/touching the hex or an adjacent hex.

When dealing with settlement and stronghold hexes, as well as hexes that contain any part of a creature type name, there is a 2 in 6 chance the encounter is with someone or something from that settlement or stronghold, or with that creature type.

When dealing with hexes that are adjacent to settlement and stronghold hexes, as well as hexes that are adjacent to a hex that contains any part of a creature type name, there is a 1 in 6 chance the encounter is with someone or something from that settlement or stronghold, or with that creature type.

If there are two or more such possibilities, randomly determine which is encountered.

Otherwise, roll on the provided encounter table for that area.

The Talismundia Campaign Region Maps By James Mishler Games brings home the Mishler campaign setting that's been brewing for months now. I've covered the 
 Talismundia Campaign Region maps & setting before on this blog as events, maps, and encounters have evolved. These campaign lands have evolved over time and design along with play testing on the Mishler family part. Adventuring parties are going to find years & years of play here. 
The list so far of releases reads like a Sword & Sorcery campaign diary: 


The maps will be released in the following order:

Talismundia Region 01: The Cold Steppes [Northwestern Region]
Talismundia Region 02: The Dread Empire [North Central Region]
Talismundia Region 03: The Howling Wilds [Northeastern Region]
Talismundia Region 04: The Western Vales [Western Region]
Talismundia Region 05: The Shattered Realm [Central Region]
Talismundia Region 06: The Falling Empire [Eastern Region]
Talismundia Region 07: The Burning Wastes [Southwestern Region]
Talismundia Region 08: The Demon Seas [South Central Region]
Talismundia Region 09: The Death Lands [Southeastern Region]

 Note that these fantasy campaign maps & settings can easily be evolved and dabbled with by other DM's because that's their purpose really. Sure there will be plenty of room for dungeon masters and players to customize  Talismundia for their own use. This means that you've got an entire world setting to use and create your own adventures in. 


The Talismundia Campaign Region Maps has everything that you want with regions straightly laid out for monsters, demi human races, and more. The regions, cults, and ruins are all laid out. This allows for the interactions between these races with warfare and more also thrown into the mix. There's also enough detail within 'The Talismundia Campaign Region Maps' for DM's to add this world to their own campaign setting how? If the campaign world setting is a globe then 'The Talismundia Campaign Region Maps' might be the other side of the campaign setting. This allows the DM to add this world into their games as an alternative setting. 
In closing I definitely think that 
The Talismundia Campaign Region Maps are well worth the price of admission and will add a huge new campaign setting to your own games! 


Sunday, June 8, 2025

OSR Review & Commentary Barrows & Borderlands - Men & Mutants Rpg From Matthew Tapp

"Well in simple terms Barrows & Borderlands or B&B is a table top Fantasy Adventure Game in the lines of countless others. It was made to capture the early style of play from the days of those old guys in the Midwest. It is a Weird Science Fantasy Old-School Style Ropeplaying Game set in a Dark Radioactive Wasteland of Magic, Black-Powder, and Dragons!"

Imagine two nations one based on magic and the other black powder weaponry. These nations are locked in a cold war surrounded by a hellish wasteland of radioactive ruins and strange dungeons. Welcome to Mathew Tapp's Barrows & Borderland rpg a love letter to old school games. 



Even though it looks like original Dungeons & Dragons, Barrows & Borderlands stands upon it's own merits. B&B came my way via Lord Matteus unboxing video here.  Then I looked deeply into the PC creation video by the author and it goes right into the heart of character creation. The B&B game dives itself into four booklets that reflect the original world's most popular role playing game. 
Volume 1 of 4 - Men & Mutants which covers character creation, combat, and the basic rules of the game. 2 - Psychics & Sorcerers: Covers the Spellcraft, Casting, & Psionics of the Borderlands. 3 - Horrors & Treasures: Covers the Monsters, Treasure Tables, and Magic Items of the Borderlands.4 - The Underworld & Borderlands Adventures: Covers dungeon crawling and wilderness procedures throughout the Borderlands, and give you tools needed to make the world your own. You can play a Fighting Man, Cleric, Magic User, Thief, Gamma (Mutant Scavenger), & Psychic plus a handful of Weird Races like the radioactive Green Skulls (irradiated skeletons immune to radiation). 

Barrows & Borderlands does an excellent job of balancing the OSR rpg systems & it's setting material. Radiation is deadly, the monsters are old school, and dungeons or ruins have their own deadly weirdness. This game oozes flavor from it's pores and the PC's have to balance their choices or die in horror. 

Barrows & Borderlands leans heavily on its old school & OSR roots with a simple combat system, psionics, and much more. It comes with everything to really get the borderlands setting into your player's minds & hearts. The idea is that the Borderlands were the former world's civilization & society. We're already planning a a Borrow & Borderlands rpg campaign so more coming up. 

Friday, June 6, 2025

Thirteen Parsecs: Beyond the Solar Frontier Rpg By Jason Vey & The Arduin Grimoire rpg - The Derelict aka The Bolthole

  This blog post picks up with events taking a dark turn in our Thirteen Parsecs: Beyond the Solar Frontier Rpg By Jason Vey as the Mi Go got the upper hand on our adventurers. The Mi Go stripped the party of all of their technology, star ship, and weapons then cast them adrift in space. This was after events in May 24, 2025 's game session. 


The party were ambushed by the Mi Go and cast adrift in space near their base. The adventurers are now no closer to the Nexus Gate their intended target as dark forces of the King In Yellow toy with their lives. 



While drifting in space the PC's found a faint signal coming from a nearby planetoid. The party found a strange derelict scout ship & had their slicer work her magic on the airlock. Once aboard they found themselves aboard the Bolthole a thirty year old scout ship. The ship had been floating in space for 10 year and the  party when about getting the star ship ready to fly. 


The Bolthole is in bad shape and without equipment they were at the mercy of whatever equipment was aboard the ship. They found that the FTL drive was a web of bad repair work and pain. After a series of daring dice rolls, setbacks & the repairs the party made will hold for now. 
The adventurers are not willing to give up on that Nexus gate! So the PC's took the opportunity to activate the hyperspacial drive to reach interstellar civilization. Several rolls later they made the jump! 
The party wasn't willing to give up the Bolthole and they were lucky to find that ship. After the party reached the local star port & stellar mechanics the real portrait of the Bolthole came to light. To get the ship back into shape it was going to cost the party at least 18000 credits in spaceship repairs. The party began selling all of the artifacts that they collected from the Mi Go. 
Thirteen Parsecs: Beyond the Solar Frontier has everything that the players need. Where did the Bolthole come from?! Because tonight I was running out of time I leaned into an old White Star campaign seed that I had and that was the Bolthole that came from Star Sword: The Official White Star Magazine 


It was easy come and go when it came to the alien artifacts that the party collected. They want revenge against the MiGo and they want that Nexus Gate. Next time the party is going to catch a drink at the Pickled Pulsar! 


Thursday, June 5, 2025

Review & Commentary On The Type E Pursuit Ship By Michael Johnson For The Clement Sector Rpg or 2d6 Cepheus Engine rpg

 "Hot pursuit!


"The Type E Pursuit Ship is designed to pursue enemy or pirate vessels within the Cascadia system, within potential Cascadian colony systems, or even through the Zimm Point to continue the pursuit.  The Cascadia Naval Service use them as patrol vessels and as an escorts for Cascadia Colonization Authority (CCA) scout ships."


'Always seen in their triple formation, the Type E is a formidable enemy for small naval vessels, pirates, and possibly your characters!"

The Type E Pursuit Ship is a warship and anti pirate ship with little in the way of tactics & variation. Or so it would seem, while this vessel has a role as an  pursue enemy or pirate star ships there's a lot more going on here. The Type E is a ship type with a valiant history and deep roles within the Cascadia system & colonies. These ships are a part of the Cascadian identity. 
Ian Stead and the artists here give a excellent series of pieces of artwork which show off the roles and profile that these ships have. This is highlighted by the excellent writing of Michael Johnson showcasing the role of colony escort and patrol ship. Crews of 22 man these incredible starships out in the blackness and void of space. And while not a main line ship the
 
Type E Pursuit Ship is a nasty customer to come up against. These ships can pursue a ship with powerful drive systems & dive right after the Zim point. 




The Type E Pursuit Ship is the perfect ship for anti piracy actions within the huge unexplored regions of  interstellar space. Because these space craft are crewed by whole cloth crews that can operate entirely on their own. The Type E are the cavalry for the colonies under their patrol. These are perfect  star ships to add to your Clement sector rpg campaign. 

Wednesday, June 4, 2025

OSR Review and Commentary On Red Room's Belle Epoque Micro Red Rpg system

Taking a que from the Red Room, I decided to check out the newest version of the Belle Eqoque micro Red Version. According to the wiki entry; "The Belle Epoque (French pronunciation: [bÉ›lepÉ”k]) (French for 'The Beautiful Era') was a period of French and European history that began after the end of the Franco-Prussian War in 1871 and continued until the outbreak of World War I in 1914." And it's a great era to game in especially with the new Micro Red rpg engine. 
























 So after a brief comic book style introduction and explanation of the era, the background, and deep background on the French perspective. We jump right into character creation which is simple and easy to use.  And we're already in the deep end of adventuring in the era. Gone are the Beyond, the explanations, the factional weirdness, and more unnecessary fluff. What we have is a more lean and mean Belle Eqoque
 This is an era wrought with mad scientists, detectives, and secret societies! Factions & secret back alley wars are fought by Parisian gangs while the rich live out idealistic fantasy land parties. Occult factions vie for control of a supernatural that is fraught  with powers capable of warping and damning your PC's soul. There's also an expansion of the Alchemy rules that's very welcome. 


The Franco Prussian war is very much in the background as the specter of World War I with the occult gearing up for the war's genocide. The  Belle Eqoque is perfect for the adventuring party whose open to adventure in the ranks of the rich one day and the bowels of the Parisian underworld the next.  This is what makes this rpg so good. The variance of adventure or campaign moves. This makes Belle Epogue very flexible as a Victorian style rpg system especially the 'Red Micro ' rpg system. 
The Micro Red rpg system is fast, flexible and reliable as a DM allowing the game to flow fast and free. This makes campaign prep and creation very easy. I think that the micro Red rpg's that the Red Room have been doing have been very well done and easy to play. 


Monday, June 2, 2025

Baptism of Fire Rpg By Rpg Pundit From Mad Scribe Games - Battlefield of Horror & Undeath Session Two

 This session of  Baptism of Fire picks right up from the last session. We look deeply into our parents holdings and went back to the battlefield to backtrack through the clues our party looked into.  We ran across a small party of thieves that we found within The Pundit Files: Issue 32 Medieval War Zone Encounters. These thieves were a greater part of another outfit and this party might be connected with other royals. This development ties into the royal family issues we found supplemented with 101 Sarmatians For Dungeons & Dragons and more By Rpg Pundit. So whose moving into our parents holdings. We think it might be a Chaos cult which threatens to derail the Christian conversion. Things and events keep pointing towards a cult that doesn't seem to be materializing closer to home. We've already cleaned out one minor Chaos cult but we're beginning to think it might have been a 'red herring' for the real monsters. 






































 The thieves and bandits are working for someone but we suspect that sorcery might be involved.  After the fact that not one of the bandits or the thieves are talking. We've reported to our parents manors and estates with authorities of the local  Christian church authorities.  They wanted us to make contact with the local villagers 10 miles away. 
 We haven't ventured too far from civilization because some of the locals had disappeared.Why?  The wilderness is pressing around our holdings. Our party of adventurers has the feelings that the Chaos cult is far more involved with the local wilderness. We had a request from the locals. 
The second we stepped out of the wilderness the local supernatural made it's presence known. The local pagans made contact with a request for help because of hordes of undead have been murdering & carrying off  their people. 
We started to investigate the area and came across another battlefield that actually looked like a slaughter house. We saw our old friends the scavengers and undead fiends feeding. 
Our party put them too flame and torch but questioned them before. A local dark wizard had been resurrecting some of these poor fools as undead. These undead have orders to weaken the borders by murdering   the locals and any travelers to the area. Next time we track down this black sorcerer.