Sunday 17 September 2023

Not Quite Review Corner: Never Going Home (Wet Ink)

The setting is the real Earth and the characters are all humans. A terrible new element has been added to the war, but the true horrors of the real war are part of the story as well. The game is set in the years between when the Veil was torn in 1916 and when the war really ended in 1918. The focus is on the front-line soldiers who are fighting and experiencing the worst of the magic and monsters. There is some mention made of, but little exploration of, the “home fronts” of any of the belligerents and civilians only appear in passing


Wet Ink Games

First published via Kickstarter this has since become a multi-volume horror RPG setting. I never knew about the KS; I picked up some (but not all) of the books via DTRPG.

This is a folk horror setting that presumes the belligerents all discover – whether by accident or design – occult powers which they instantly weaponize, shortly after (during?) the battle of the Somme. Their continuing abuse of those powers causes catastrophe, as those occult powers start taking over the armies of the world. Your allies become your enemies. Your officers are now leading the forces of the abyss. There’s still a war on; you’re just not sure who you’re fighting for.

The only thing you know for certain is you’re never going home …

The idea intrigued the hell out of me when I saw it on a friend’s bookshelf but I wasn’t that keen on picking up physical when .pdf would do nicely, please and thank you. Having read, I’m still intrigued, but a little more puzzled than intrigued.

It’s a strong idea. It just doesn’t seem to go anywhere.

The main book lays out the basic premise and then gives you three scenarios, presumably meant to be an introduction to the setting: the Belly of the Beast, the Lamps, and Sword Quest.

Sword Quest?

Sword Quest.

The whole thing’s only about a hundred pages so it can’t cover everything, which is a pity because the war alone could eat up several thousand pages. About 28 pages go on background material – no man’s land, allies, central powers, world at war – and another 30-ish pages go on rules stuff. The rest is adversaries and scenarios. The other books go into more detail (I particularly like Tears in the Sea, which focuses on U-Boat adventures) but in the main book much of the war is sketched in. There isn’t much attention paid to the air war, for instance. Tanks are essentially a McGuffin in one scenario but don’t otherwise affect the narrative. There’s almost no mention of any location other than France; this is all about the Western Front. (the Japanese appear to be missing in action). There are other sourcebooks; I’m focusing on the main book.

Want to shoot something? Roll 1D6 per dot of training in Ranged; two dots, say, equal 2 dice. If you roll 5 or 6 on a die, that’s a success. If your number of successes meets or exceeds the Target Number (the system’s way of designating Difficulty) yay! If not, boo. 

You can adjust your result by manipulating the roll, using a relevant attribute (Guts, Smarts, Brawn). Add extra dice, push a failure to a success, reroll dice. Pray you have sufficient attribute to make a difference when the chips are down.

What will you be shooting at?

Oh, dear. Whatever it is, it can probably tear your face off with consummate ease.

This is where the game really starts to shine: superlative antagonist design. Hideous, nightmarish Silent Hill types which stagger out of the Veil to do harm. Everything from mischievous little trench Gremlins to the shambling Skin Thieves and Cackling Horrors, these long-leggedy beasties will have your players wishing they were anywhere but here.

All of which seems very Purist, to borrow a Trail of Cthulhu term. This isn’t one of those games where your characters turn up, mow down fools with their machine guns, then retire for tea and biscuits. This is a game where even if you win, you probably die. Or become part of the cults and groups of madmen who want to take over the battlefield and, by extension, the world.   

Then there’s the scenarios, and I can feel the wheels beginning to fall off the wagon.

Belly of the Beast is interesting. It introduces the main dilemma of the ongoing narrative – the occult is creeping in, and our superiors are embracing it – and reinforces it when the characters’ officer orders them to do something unspeakable. So far, so in keeping with the central idea.

Then there’s the Lamps, where cultists gather victims to power a ritual to summon a giant bat.

Hm. Giant Bat, eh? It’s certainly .. monstrous … but I can’t help but wonder if we’ve lost focus. The other scenario was tied directly to the war. This one could be taking place anywhere in any system or setting; I can picture it in any standard D&D scenario book, and you wouldn’t need to change much, if anything. Put it in Baldur’s Gate and the only variable would be which character decides to seduce the bat.

Then we have Sword Quest, where Merlyn entices a PC to pull a magic sword from a something-or-other to become the King of all Blah-blah. Which is where the wagon loses its last remaining wheel. 

It looked Purist. Then Ash Williams showed up and Purist went out the window.


Deathwatch


The Bunker

Up to this point I’ve been picturing this as a kind of creepy Deathwatch, Bunker, R-Point, Dog Soldiers kind of setting. Horror with a strong dose of noir. The setting is by definition larger than the characters; if they fail, it’s usually because they were crushed and beaten by the situation. That’s still the case; the characters are going to be crushed and beaten by the situation.

What is the situation? 

This is the first mechanized war, the first modern total war. The flowering of the propaganda machine. Motorized transport brings millions to the lines. This is a war where cruise liners were repainted and armed for conflict; where the German liner Cap Trafalgar engaged the British liner Carmania in a gun battle near Trindade and Martim Vaz archipelago, and the remains of Cap Trafalgar with all its finery, crystal and sun gardens is at the bottom of the ocean even today as a reminder. A war where giant gasbags floated over London and dropped bombs in the heart of the city. Where Paris woke and went to bed with artillery fire ringing in its ears. Where troops from all over the world were brought to a place they’d never heard of, to die. Where the Newfoundland Regiment was wiped out in 15 minutes at the Somme, almost to a man.

It makes perfect sense that all the belligerents would adopt occult methods to attain their war aims if they were proven even somewhat effective. After all, they used flamethrowers and poison gas, trench guns and mortars. They took the Wright Brothers’ gift to mankind and turned it into an engine of death. What difference do a few demons make to that bubbling cauldron?

Sometimes this works. The Disfigured, Trench Gremlins, Blightworms, Carrier Pigeons, Flaming Aces, Hellfighter Tanks – these work with the setting and design intent.  Others … well, they could be in any horror game. 

I’m just not sure were the giant bat fits in. Or the Arthurian quest for Welsh magic swords. (Arthurian? Really? Why? We’re not even in Brittany.) There’s a strong central concept here bursting with horror, but I wonder if everyone involved in the project got the memo. Where’s the war? The grinding, mechanized, bloody-teeth war? Is it hiding under the bed?

It feels at times as if the war is just an excuse for gribbly beasties to slaver a bit so the characters can shoot at them. Not so much horror. A little D&D-ish. The mission design doesn’t help. The characters are given a mission: go here, do this. They go there and do that. As a result there is another mission: go here, do another thing. And so on and on. There’s not much investigation, not much input from the players at all, really; they go there, do that.

All that aside: I do like the idea, and I like the setting. Some of the antagonist design is the best I’ve seen in a horror product. I would definitely run this as a one-shot. 

There’s just not as much there there as I would like.


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