Tag Archives: RPG

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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In which Cliff Cumber is amazing

Hello people! (and others)

It is long past time we dedicated a whole piece to an amazing member of the Hopeless, Maine creative tribe-Cliff Cumber.

We met Cliff on Twitter a while back, and were lucky enough to lure him to the island. He did much of the art for Tales From the Squid and Teapot (some of the very best of it, I would say) He created the art for the Hopeless, Maine tourist bureau (which we still proudly display at events) and then…when we asked him to contribute art to the Hopeless, Maine tabletop RPG- Travels in Hopeless, he bravely stepped forward. Much of the art in the bestiary section is his. (and I got to colour some of it also! ) His Gnii illustration is one of my favourite pieces of HM art at all-ever. Oh! Yes. AND he has a pin up in Sinners! (Two fantastic Sal drawings) Look here, and you will see some selected highlights from his work for Travels in Hopeless.

Mr Cumber was originally from the UK and moved to the US to marry (exact mirror of my own journey) and now does art for comics and several projects for our great friend Professor Elemental!

Go and visit him on twitter and tell him we sent you!

Hopeless Tourist Officer

Thank you, dear people Now let me explain

That if on Hopeless
You wish to remain

I am the chap
With whom to converse

The truth you will hear
For better or worse.

You have probably formed An impression so far

Of darkness and fog
Of the world left ajar

And while it is true
That things can look drear

There are many joys
To be found living here.

Uummm!
Ah!
The landscape is stunning

When viewed through the murk Which lends it a grandeur

And hides things that lurk On the edge of your vision

That watch as you pass That rustle the bushes

And slither through grass Behind you

Speaking of which
If you’re into your plants

The flora is…nice
Though some of it chants

In dialects dead
The language of dust

It whispers to both
The true and unjust

Constantly

Errr!

The animal life
Is completely unique

And whether it has
Toothsome grin or sharp beak

Tentacular grip
Or glowing green eyes

There are certainly habits To keep, it is wise

Lock your damn spoons away

We have many graveyards Really – a lot

So we know where our dead are As often as not

It’s not just the fact
That the corpse can up sticks

But the graveyards themselves
Are not geographically fixed

And the dead wander

The truth is, dear friends
To survive here you’ll need

A guidebook, a reference Something to read

That will tell you the rules Of this Island so odd

And give you some help
On the paths you have trod

And so we have made THIS…

A game, it is true
That will guide you

Prepare you,
And give you a clue

How best to endure
On this island of mist

To visit this land
And put up a fist

That cries NO to the demons Which infest our dreams

And wards off the vampires Who suck at our seams

To give us some hope
That out of despair

Something less Hopeless Can take to the air.

Written by the rather brillaint Keith Healing (Creator of Travels in Hopeless-the impending Hopeless, Maine RPG and all around lovely chap) Illustrated by Jacinta Haden-Newman who was our work experience student for a week. I see a bright future ahead of her! (DO look closely at the detail of the lighthouse)

Meet Philomena Bucket

Please meet Philomena Bucket. She has recently shipwrecked on the island (which may explain her worried expression)

Philomena is a Traveller. Which is to say,  the example character in the Hopeless, Maine role playing game which is in development by Keith Healing. The whole project is coming along beautifully and has a publisher, so, fear not (or, not too much) it will be with you in the fullness of time. Keith understands the setting and the story in a way that makes us nearly giddy and is finding ways of having players explore and interact with the island and its flora and fauna (and those things which are uncomfortably neither or both) and create experiences and dark adventures.

Here, in Keth’s words, is how Philomena Bucket was born (or created) with some rolls of the dice-

“Philomena Bucket
These numbers tell us a lot about her. Philomena is of average build (STR 11) but a little sickly (CON  She could well appear a little pale and wan. However, her manual dexterity is good. She is not stubborn but can possibly be manipulated (WILL 10) but is of above average intelligence. She gets on pretty well with people (CHA 11) and is naturally drawn towards things spiritual (PSY 15).
Philomena rolled 52 on Class, making her as Middle class as could be, and 47 on Age. The player determines that as this is towards the top end of the range Philomena is 28 years old.
Given her physical characteristics and her high PSY Philomena’s player decides that she is an Artist specialising in painting. Her high PSY and DEX give her a base skill of 36% to which is added another 10% for her age, giving a total of 46%. She is pretty good but a bit rough around the edges.
She is a keen amateur Biologist.
Finally, and intriguingly, she is albino.”

If the roll had gone another way, she would have been inexplicably attractive to small bits of metal.

If you would like to know how all of this is developing and keep up with progress and news of release dates and such, I can recommend following the development blog, here!

 

Hoping (as always) this finds you well, inspired and thriving.