It’s time for another “where I read…” series. I have a a number of books, games I am unlikely to find the opportunity to play anytime soon, that I need to discipline myself to read and absorb. In the coming months, look forward to read-throughs of Vampire V and Phoenix Dawn Command, among others. Right now though, I am going to tackle the slimmest column in my book pile, not just because it will be the quickest, but it’s also the one I know least about and the one I am most interested in.
Among the unfinished draft posts that litter the unpublished area of this blog are more than a few about turning Ben Aaronovitch’s PC Peter Grant series of novels (otherwise known as the Rivers of London series) into a Role Playing Game. The posts are unfinished, and indeed the game is hardly started – just a few scribbled notes about Cortex, Fate and now, of course, the Year Zero Engine.
While I have been timewasting, Paul Mitchener has just got on with with it, producing a book that was Kickstarted a year ago. I did not kick in at the time, as my KS budget was spent, but the PDF just came out on Drive-thru, and being curious, even though I still didn’t really have the budget, I splashed out. To be honest I didn’t really look too deeply into the Kickstarter, as I worried I might be tempted to overspend. So I come to this book with as close to zero knowledge as you can get.
And colour me impressed. The art on the KS looked attractive, but seriously doesn’t do justice to the quality of art throughout the book. There one or two pieces that aren’t quite as good as the others but, by god, this is pretty, very pretty indeed. If I recall, the KS only has print on demand options available, quite rightly for a game with a limited print run, but … it’s so beautiful, this book deserves a proper printing.
Design and layout aren’t bad either, marred (for me) only by one thing: I am a typography snob and while, generally, type choices are excellent (I particularly like the use of Senator) , I am disappointed by the use of Mason for chapters and sub headings. Mason’s gothic stylings became a bit of a cliché on the covers of unlicensed Buffy encyclopaedias, trashy urban fantasy, and second rate witchcraft TV. And it’s use here let’s the quality and imagination of the rest of the book down.
I think that’s about as rude as I will get on this book though. ‘Cause the rest of the book is gorgeous. And if I am feeling charitable, I guess … I guess you could say that for a game designed to emulate that sort of 90s urban fantasy fiction, it’s at least … appropriate … I suppose.
Anyhow, rant over, let’s look at the content of chapter one. We get a little intro from the changing, Ygraine Green, depicted in one of the lovely portraits that litter this book. Then there is a handy list of the sort of people who are Liminals, though who stand on the boundary between mundane and Hidden worlds, the sort of people your character will be. This list includes werewolves but no vampires (though vampires do exist in this world). The usual “What is roleplaying?” Section includes a dice turn of phrase about the GM:
there is one distinguished player, the Game Master
This firmly classes the GM as a player, which I strongly agree with. A very short note on dice suggests the mechanics are close to Traveller, the example says roll 2d6 and add for a total. But it’s also suggests it might be more than two dice sometimes.
There’s another monologue from a former police officer which illustrates the matter-of-factness which which Liminals regard the Hidden World. Then some facts for us players: magic, vampires, werewolves, the fae, and ghosts are real in this world. Though firmly set in Britain, “the myths and beings of the world of Liminal are often international in origin, sometimes due to the metaphorical (rather than literal) ghost of the British Empire.” There are “factions” organising the activities of magicians, vampires etc, and at least two mundane factions “in the know”, one in the church (which interestingly works across both Protestant and catholic branches) and one in the police. Most mundanes dinky think to looks for signs of the supernatural, but they are easy enough to find if you do choose to look for them.
Then there is a summary of the other chapters in the book. The next chapter deals with character creation, the third is about forming the characters into a crew (will I find I prefer doing it the other way round I wonder?). The rules are in chapter four and magic in five. Chapter six describes the various factions in more detail, seven is a bit of a gazetteer. GM advice is in chapter eight, and chapter nine is a “bestiary”. There are two adventures in the last chaper. Called “cases” they reveal the influence of PC Peter Grant, and the police procedural in general, on the game.
And indeed, over the page, the Grant series tops the list of “Inspirational Media”. Others include Neverwhere, Jonathan Strange and Mr. Norrell, Hellblazer, Being Human, and Angela Carter’s Book of Fairy Tales. I am slightly disappointed not to see some classics of children’s fiction, Alan Garner’s books, including The Owl Service, and American author Susan Cooper’s The Dark is Rising sequence, in the list. A somewhat less disappointing omission, or less surprising at least, because hardly anyone listens to the radio nowadays it seems, is the excellent BBC Radio 4 series Pilgrim, by Sebastian Baczkiewicz. Cursed to eternal life by the fairy king, the pilgrim, William Palmer is a true Liminal, walking the boundaries of the mundane and Hidden worlds. I might see how easy he is to create when I read chapter two.