Tag Archives: magic

A Traveller in Hopeless

Hello people! (and others) The lovely Matt Sanders has played Travels on Hopeless with his group of young humans and has this to report-

 

Hopeless, Maine – Travels in Hopeless – A Role-Playing Game for Adventurous Eccentrics

I’d like to just give you a little idea about the roleplaying game for Hopeless, Maine, and in the near future, I will provide an in-depth review, with all the ups and downs and ins and outs, along with video footage of the game in action.

But for now, let me get the mechanics out of the way, because I feel this game isn’t really about the core mechanics, but more about the nuanced elements of the mechanics and the game world and its atmosphere.

The core mechanics have at their root the Basic Roleplaying game from Chaosium, and any player of BRP and the now-legendary games that use it… Call of Cthulhu and RuneQuest… will be instantly comfortable playing this game. Well, maybe not with the magic, but I’ll get back to that later when I get further into the setting. It isn’t pure BRP, and has its own flavour and style, but those familiar with BRP will grasp it all very quickly.

For those not familiar with the BRP system, but who are experienced roleplayer, it uses a simple roll-under percentile system which is very intuitive and becomes second-nature almost instantly.

The world of Hopeless, Maine will most likely feel incredibly familiar to many readers. I found the world and its characters less like things I was being introduced to and more like things I’d almost forgotten that I knew everything about.

The inspirations are clear, and the world has a deep, dark, abiding melancholy to it, and any lover of Poe, Lovecraft, Carroll, and even Dickens, should find things to love about it. Think of as being like Nicholas Nickleby wandering through the narrow streets of Arkham, pining over his lost Lenore, who the Mad Hatter had sacrificed in an attempt to appease Yog-Sothoth.

The artwork fits beautifully amongst the text, and evokes a mix of childhood memories of those dark and lovely television shows for children that those of us who grew up in the UK and in the 60s and 70s know so well, and the drawings of Edward Gorey and Charles Addams.

The magic system, which I mentioned before, is incredibly thematic and versatile, and comes in two flavours… Folklore and Dichotomies.

Folkloric magic, also called witchcraft by some, is simple, quick magic, usable by most, which requires totems and talismans for its workings, and its practitioners can heal, curse, and defend.

Dichotomies are complex and lengthy rituals used to summon and bind demons, and are a far riskier proposition than witchcraft, and any error by the would-be demonologist could see them possessed or worse.

Don’t think it’s all about powers best left alone, there are also gadgets to be built, maintained, used… and misused… too. Steam or clockwork devices are the choice for the pragmatic adventurer, whilst if you really, really must make contracts with things from Beyond, yes, you can use demons to power your latest conveyance or weapon.

All in all, it is a lovely game, made even more delightful by the world that the Browns have crafted. Mr Healing has done a great job in adapting the BRP system and creating the versatile magics and gadgetry, and I won’t forget to mention Mr Cumber’s work in the Bestiary section either.

Any lovers of Hopeless, Maine who also enjoy roleplaying games really should indulge in this one, and thank you for tolerating my rambling style, as it’s been many, many years since I’ve written a review, and as I said at the start, expect a full, all-singing, all-dancing review very soon.

 

If this has piqued your curiosity, the core rules and the first scenario can be found here. I hope, as always, this finds you well, inspired and thriving.

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Cover art reveal

Hello, people (and others)!

Sorry we’ve been a bit quiet. I’ve been working diligently on the page art for the next graphic novel volume and Nimue is doing roughly twelve thousand* things all at once.

*rough estimate, she is a blur, so it’s tricky to count.

Hopefully, this will make up for it, a bit. Here is the cover art for VICTIMS (Volume three of Hopeless, Maine) I gave a bit of background about the decision process on the subject matter when we posted the cover art at drawing stage, so I won’t get into that here. I *will* say, that this is the best, strangest, most touching, funniest script so far. You know when you are watching an anime series and the first season is all pretty straightforward and largely what you would expect and then the following seasons drops you into the deep end and play with all of your expectations and turn up the emotions and conflict? Yes, that. That’s pretty much what’s going on with the rest of the series.

Here is a thing wot I wrote to go to the distributor for the listing of Victims-

“Welcome back to the fog-shrouded island of Hopeless, Maine- an island cut off from the world and lost in time. It’s been busy here since you’ve been away! We all knew that werewolves would show up on the island eventually. I mean, there are vampires (that cough), ghosts and all manner of things that go bump in the night (and occasionally around noon, for no particular reason) well, they’re here now. Salamandra and Owen do their best to cope with this new danger to island residents while investigating a new rash of disappearances. Masked, cowled cultists have begun to make themselves known, and the vampires are about as much help as usual. Salamandra struggles with the disembodied presence that surrounds the island and continues to speak to her alone. Owen receives a new position (which he definitely does not want) and Drury the undead dog cavorts across the island. This is the most eventful volume yet, with greater insight into the main characters, and a generous helping of dark humor.”

Pretty good, huh?

So here, without further ado, is the cover art, hand coloured by Nimue. The text is a temporary version, our publisher will make the design all shiny and put the Sloth Logo on and such. Also-look closely and see if you can find the key in the image. That’s a thing that showed up in The Gathering, and we will have more to say about that soon… Hope you like!

In which we make a book cover

Hello, people! (and others)

Rather a lot has been going on behind the scenes here, and this will no doubt lead to rather a lot more things and we shall be busy, and will hopefully keep you entertained. My focus at the moment is the art for the NEXT VOLUME OF HOPELESS MAINE (pardon the shouting. Bit excited.) The next book will be called Victims (this is because originally the series was to be called “Hopeless” rather than “Hopeless, Maine” so the titles were all playing on that. So, the next book would have been called Hopeless Victims, but our old publisher insisted on Hopeless, Maine and now all of our clever plans lie in ruins on the floor. (not really, just going for sympathy there)

Normally. I draw the cover art before we start the page art at all, but we thought we’d try something different this time and get a better sense of the book and then do the cover. All of the covers feature Salamandra doing some sort of magic (the keen-eyed among you will have noticed) So, as Nimue and I were walking and discussing possibilities, Nimue said: “I have an idea, but it’s a bit silly”. I knew we were onto a winner at that point. We have not shown Sal doing fire yet really, so Sal looking epic while heating a kettle for tea was the perfect solution. This means we get to include magic, devices, Sal and perhaps most importantly, tea. Here we are at the pencil stage.

Nimue has just started on the hand colouring and we will be passing the finished thing to our lovely publisher (Sloth!) before long. All being well, Victims will be in your hands, claws or tentacles late spring/early summer. I’m greatly enjoying drawing the page art and being more collaborative with Nimue on the art as well as the story is an absolute pleasure!

Until next time, I hope this finds you all well, inspired and thriving.

 

The Bone Mystery Deepens!

bones s
bones on the beach

Are the bones of our ancestor walking? A number of reliable witnesses report having seen a skeletal form wandering the shoreline at twilight. This may explain the disappearance of the recently discovered remains from the library, but we must ponder what strange enchantment has put life into the bones. Is there intelligence inside that hollow skull? And if so, what does it intend? Should we leave this be as yet another peculiar feature of our island life, or should the bones be stopped before they do something dire? Can we trust the undead remains of our ancestor? After all, no one has established who the body belonged to and we have no idea if the spirit that moves it is kindly disposed towards the rest of us. I would advise caution until we know more about this matter.