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Review of Dark Continent: Adventure & Exploration in Darkest Africa


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Introduction

The name’s Davenport. I review games.

And I suppose you’re wonderin’ why I’m standin’ in the middle of the jungle wearin’ a pith helmet and a Victorian explorer’s getup. Well, see, I-

What?

Oh, for the luvva… Fine. Hey, lookit me here in the jungle wearin’ a pith helmet and a Victorian explorer’s getup!

“This ain’t a visual medium.” Sheesh.

Anyway… thing is, it’s sort of a workin’ vacation. See, I’m doin’ research for this game Dark Continent that’s all about explorin’ historical Africa in the late 1800s. Maybe that don’t sound like much of a getaway to you, what with all the lions and crocs and cannibals and such, but to me, it means I don’t gotta worry about apes that talk, oversized lizards, things with tentacles that make you go nuts, and especially no goddamn zombies.

Or… maybe I do.

See, that’s the nifty thing about Dark Continent. If you’re playin’ All Flesh Must Be Eaten, you can bet your character’s gonna meet up with some zombies, whether he’s expecting them or not. Same deal with Call of Cthulhu: your character may be clueless about occult mumbo-jumbo, but you know some weirdo monsters are gonna show up. But Dark Continent comes in a good old-fashioned boxed set, complete with a Player’s Guide and a GM’s Guide, and all the secret stuff’s in the GM’s Guide. So unless you’re playin’ with a buncha dirty cheaters, nobody ‘cept the GM’s gonna know for sure what the characters are gonna find in Darkest Africa. Maybe it’ll just be what was there in the “real world”… or maybe not.

Which, come to think of it, means I’m rollin’ the dice just by standin’ here. (More than I would be in an RPG anyway, I mean.) So maybe I oughta get to writin’ this thing and get the Hell outta here.

Anyway, enjoy the review. Hakuna Matata, and all that jazz.




Substance

Player’s Guide

Setting

One of the key aspects making Dark Continent so unique is how little there is to say about the setting, at least from the players’ point of view. I mean, it’s historical Africa circa the 1860s-1870s, which makes it a rich and vibrant setting right there. And the book includes extensive historical details to bring it to life. (Don’t worry – I’ve no intention of recounting them all here. This is a review, not a history lesson.) Fundamentally, the time period falls between the introduction of quinine that made exploration of the African interior feasible and the rush for colonies that changed exploration into exploitation. Certainly, the game includes a few anachronisms here and there just for coolness value – the Maxim machine gun puts in an appearance a couple of decades early, for example – but other than that, it’s straight history.

Here’s the neat trick, though: while the players may think they know at least as much as the average person about what’s to be found in Africa, the fact is that they’re just as much in the dark (pardon the pun) as are their characters about what’s waiting for them in this mysterious, unexplored land. Maybe the PCs have heard tales of witchcraft and shapechangers and dinosaurs and lost civilizations, but the game in no way suggests what (if any) pulpy and/or paranormal challenges await. And that’s what makes the prospect of exploring Dark Continent’s Africa so tantalizing: when it comes right down to it, the PCs don’t know the “ground rules.” Stepping into the interior might lead them into anything from high adventure to Lovecraftian horror.



System

Dark Continent sticks with an extremely basic core mechanic: a roll-under system using 1d10. The system includes criticals and fumbles, but avoids the pitfall some systems face in such a small scale by simply setting a critical at 1 and a fumble at 10. Instead, rolls of 1 or 10 require a roll using the Luck attribute. A successful Luck check after a 1 indicates a critical, and a failed Luck check after a 10 indicates a fumble. When it comes to competing rolls, the system follows in the path of games like Pendragon in which the opponent with the highest successful roll wins. A critical trumps an ordinary success, and the highest Luck level wins in the event of two criticals. In another welcome option, the system allows for scores in excess of 10 by increasing the critical range by one for every attribute point above 10 (i.e., a character using a skill ranked 11 would roll Luck to determine a critical on a roll of 1-2).

Given the game’s obvious usefulness in Victorian-era Call of Cthulhu campaigns, the book wisely includes the option to multiply all target numbers and modifiers by 10 to get percentile scores. In this case, Luck remains at its original scale, and actions become percentile rolls. A roll below the Luck score is a critical, and a roll higher than 90+Luck is a failure.

Character Creation

Players first choose from ten occupations:

  • Adventurer
  • Explorer
  • Jungle Lord
  • Missionary
  • Officer
  • Scholar
  • Shootist
  • Trader
  • Wangwana
  • Warrior

Occupation choice determines the possible application of 10 Skill points, the occasional perk, and (in a few specific cases) how the character gains Renown (experience). Each Occupation includes a ready-made sample character, many of whom pay tribute to famous African-themed characters from the Victorian or pulp eras: the likes of Rick “The Mummy” O’Connell, Allan Quatermain, and even Humphrey Bogart’s Charlie “The African Queen” Allnut. In addition, most entries include two sets of recommended tweaks to these archetypes in order to make still more classic characters – the traditional American cowboy, Tarzan, Indiana Jones, and even the Phantom, to name just a few.

The player’s choice of nationality and gender add a few surprisingly stereotypical perks and penalties; e.g., the French can eat basically anything without getting sick, the British gain +1 Willpower for that “stiff upper lip,” and the Irish become luckier when drunk. Likewise, as an optional rule, women may suffer penalties to Strength and Leadership in exchange for bonuses to Empathy or Willpower.

Players next receive six points to spend on Backgrounds. These offer thematic perks and (in some instances) drawbacks, although they all end up as a net positive. Some offer skills to which the character wouldn’t have access through his Occupation, but all help flesh out the character’s past and motivations in entertaining ways. For example, a character may be lovelorn (and hence more empathetic and poetic), may own a share of a gold mine, or may (like Tarzan) be a “perfect physical specimen.” The section includes the background options appropriate to various historical explorers for comparison.

Characters possess seven Attributes, six of which the system pairs off for the purpose of character creation. Players divide 12 points each between Strength and Agility, Perception and Endurance, and Willpower and Empathy. The seventh attribute, Luck, begins at 6 by default but can be adjusted up or down by 2 points at the expense of other Attributes. In any case, no Attribute can be lower than 3 or higher than 9. (Prior to adjustment for Nationality and/or Background, that is. In that case, the max becomes 10, with excess points first flowing to Luck, then to additional Background points.)

Strength, Willpower, and Endurance give the character his starting levels of Wounds, Sanity, and Stun, respectively.

In what I consider a stark improvement over the game’s close cousin, Call of Cthulhu, Attributes include Skill modifiers for scores below 3 or above 7. While this amounts to range of only -2 to +3, at least the logical connection is there.

Of course, just because the existence of the links makes sense doesn’t mean the actual links themselves will. For example, the system goes out of its way to spread out combat Skills among as many Attributes as possible: Agility for Archery and Fisticuffs, Endurance for Heavy Weapons, Perception for Long Arms, Strength for Melee Combat, and Luck for Pistol. Being in good shape makes you a better shot with a cannon, and naturally good shots with pistols are just lucky? Really?

The Skill system itself proves to be pretty generous. While the Skill scores might seem pretty low at first, every skill roll adds 4 to Skill level plus Attribute bonus, meaning that even minimally-competent characters will have a 50/50 chance of success. Further, the system treats Melee Combat, Athletics, Fisticuffs, Long Arms, Performance, Leadership, Pistol, and Trading as “universal skills,” meaning that anyone can use them at a score of 4 + Attribute bonus.

Which is not to say that defaulting in that manner gets the same benefits as a skilled character with the same net score. At each level of skill, characters pick up “Competences” – more specific skill applications, or, in some cases, special abilities related to the skill that don’t directly use the skill at all. For example, Competences falling under Long Arms include the ability to use assorted weapons of this type, but also includes the ability to lug guns over long distances. The Animal Lore skill moves even further afield, covering not only knowledge of animals, but also the ability to grab an animal before it can deliver a venomous bite or to have a built-up tolerance to the venom in question. At the farthest end of the scale, the Faith skill includes Competences like Exorcism, Faith Healing, and Witch Smelling that cross the line into the realm of the supernatural. I like the way this system allows for character customization without the use of “Feats,” and the manner in which it makes characters with identical skill levels potentially distinct.

Renown

In Dark Continent, Renown serves as the coin of the realm. Gained in ways appropriate to the character as well as for reaching benchmarks of success on a given expedition, Renown functions as experience points for character improvement, resource points to outfit expeditions, and as a measure of the total fame the character has achieved. I particularly like the awards for scientific discoveries, since these make knowledge-oriented characters more than simple libraries of information to help get the gunbunnies to the next fight – to the contrary, their discoveries may well be the entire point of the expedition. What’s more, discoveries returned to a museum or the like earn the entire party Renown, making scientific types all the more valuable. Then, of course, there’s the fact that characters have the chance to beat historical figures to the punch with their discoveries, thus becoming historical figures themselves.

Expeditions

As mentioned above, characters may spend points of Renown to outfit their expeditions. Expedition sponsors provide further points of Renown meant explicitly for that purpose as well (i.e., they cannot be used as experience points). Due to the nature of the game, these points are absolutely critical, because in Dark Continent, the expedition itself becomes a living, breathing character, complete with its own equivalent to PC attributes. And it’s here that the game really shines. As befits a game of African exploration, getting there really is half the fun. In addition to the challenges facing the PCs as individuals, the game accounts for the obstacles to entire expeditions, from hazardous weather to treacherous geography. That includes mass battles with hostile natives as well, but I’ll cover that in just a moment.

Combat

At its most basic, physical conflicts in Dark Continent is no different than any other skill roll with damage from a success lumped on top. Unfortunately, the modifiers are many, specific, and not all found in one convenient place.

Characters with appropriate Competencies can subtract their skill levels from their opponents’ attack rolls; other Competencies allow for an active defense roll, which sacrifices an action unless performed with a shield. Any character can attempt an active Dodge using straight Agility and a full action, unless the character possesses the Dodge Competency from Athletics or Fisticuffs, in which case the Dodge is a simple action.

Unarmed, melee, and ranged attacks all have their own damage mechanics, all of which require too many rolls for my taste. Unarmed combat causes 1 point of Stun damage plus the character’s Strength bonus, but melee combat causes random Wound damage based upon weapon type, with the Strength bonus serving as minimum damage. Ranged weapons cause purely random Wound damage, and firearms (realistically enough, I suppose) cause an equal amount of Wound and Stun damage. (Well, unless you’re talking about artillery, in which case a random number of people die in the effect area if they fail their Luck rolls.) Even a single point of Stun requires an Endurance roll to keep from losing all actions that round; likewise, even a single point of Wound damage requires a Strength check to avoid being knocked down. Hence, any damage from firearms requires both an Endurance and a Strength roll.

Then there’s the matter of random hit location, which can affect the amount of damage done (but not consistently across unarmed, melee, and ranged attacks), as well as the end results of that damage (which, granted, makes sense). Furthermore, a melee blow to the head requires still another roll to determine whether the character is knocked out. And armor requires a roll as well, determining how much Wound damage is converted to Stun damage. (There’s no word on whether armor does any good against Stun damage.) Critical hits add 2 points of Wound damage, unless the blow was to the head, in which case the attack causes double damage, and the victim must make a Luck check to avoid an additional gruesome and Attribute-lowering effect.

So… for a typical blow resulting in damage, we’re looking at a minimum of 4 rolls for the hit, the hit location, the damage, and the roll to prevent a stun or knockdown result. That becomes 5 if the target was on active defense, 6 if the target was wearing armor, 7 if the target took a shot to the head, 8 if the damage was both Wound and Stun, 9 if the attack was a critical…

Damn. Granted, the odds of all of that happening are slim, but still… damn. I don’t even want to spend the time figuring out if I need to make all those rolls.

Speaking of mechanics with which I’m not thrilled: by default, the PCs always take minimum damage from attacks. While I can see the rationale for this, as the system appears quite deadly, I think a “Drama Point” mechanic of some sort would have been a better choice – especially given the realistic (i.e., long) healing times to be expected for wounds suffered in the middle of an expedition and the unlikelihood of non-native PCs showing up to replace casualties.

Mass Combat

Because PCs will be traveling in expeditions – sane PCs, anyway – it only makes sense for the game to include rules for mass combat. This it does, and does it well. In fact, the mass combat rules end up simpler than the rules for individual combat. Fundamentally, it’s just a roll of the opposing sides’ expedition STR scores, factoring in logical modifiers for superior/inferior weapons, elevation, etc. On a success, one side inflicts its STR in damage upon the other, and when a side takes its STR in damage, its STR score drops by one. (PCs on a side taking damage must make a Luck roll or suffer a Wound.)

Ah, but there’s a catch: the Leadership score of a unit’s commander limits its base offensive STR before other modifiers factor in, any remaining STR only serving as “hit points.” Furthermore, sides can divide into smaller units in order to take advantage of multiple commanders and get the most out of their overall STR. This has two major implications for the game: a smaller, well-disciplined force can massacre a less organized enemy relying on superior numbers, and the Leadership skill is therefore no waste of points in this game. Dark Continent deserves high praise for including such a simple mechanic to simulate mass combat – especially the sort of mass combat seen in such movies as Zulu (1964) and Zulu Dawn (1979).

Lest you think that Leadership’s all that counts from the PCs in mass combat, I should mention that characters helping with the fighting rather than the commanding can add a point to the damage inflicted on the enemy with a successful attack roll. (That’s unless they’re manning machine guns or artillery, in which case they’ll dish out considerably more carnage.)



GM’s Guide
WARNING: You are now entering DARKEST AFRICA. If you are a prospective player and want to experience the true thrill of exploration this game has to offer, READ NO FURTHER.

Peoples of Africa

The GM’s Guide starts out with an in-depth, unflinching look at the wide range of native peoples explorers encountered in Africa, from their various ways of life (including cannibalism and slavery) to the makeup of a typical village (complete with sample villager stats).

The book also covers the issues regarding wangwana, or native hirelings. Again, Leadership proves to be a vital skill, as a wangwana mutiny can be just as deadly as any encounter with the unknown. This section includes several dicey wangwana-related situations that might arise, such as dealing with a murder within the wangwana ranks or dispelling a dangerous rumor that the expedition is heading for a cursed city.

Animals

Clearly, a game of African exploration needs a bestiary of animals, and Dark Continent delivers. Even more importantly, however, is the manner in which the game makes encounters with so-called “mundane” creatures something to view with real caution, if not outright dread. The section features a list of special animal abilities to threaten PCs, including the hippo’s ability to capsize boats, the lion’s terrifying roar, and the flesh eating scarab’s ability to… well, eat flesh really quickly. Then again, the game maintains a sense of whimsy as well. Keeping a bush baby as an animal companion provides +1 Luck, because bush babies are cute.

Disease, Famine, and Pestilence

Speaking of mundane things to fear, the GM’s Guide covers the assorted nastiness that PCs can’t shoot, including illness, parasites, locust swarms, and famine. The section pulls no punches, discussing everything from inconvenient bouts of explosive diarrhea to the proper way to extract a tapeworm from the rectum. Here the game probably strays the farthest from adventure fiction in lieu of harsh reality. I have a hard time imagining Tarzan laid low by the trots.

Cults and the Supernatural

And here we come to that which the players must not know in order to keep the Dark Continent truly dark: the reality of the supernatural.

This part of the book first discusses the Hungry Night, evil possessing spirits of unknown origin who, in a clever nod to pre-historical facts, explain the spreading of humanity out of Africa; namely, they were running like Hell from soul-sucking demons.

Magic comes next in the form of four Animist traditions: Witchdoctor, Shaman, Sorcerer, and Witch. Each tradition gets its own selection of spells, the vast majority of which are just subtle enough to leave the existence of the supernatural in doubt – lucky fetishes, the “evil eye,” and extraordinarily successful hunting expeditions, for example. (The presence of powerless charlatans in the setting skilled in “mumbo jumbo” showmanship can only add to PCs’ doubts.) On the other hand, certain spells – particularly those of the Sorcerer – come close to the flashiness of “standard” RPG magic. (Raising zombies comes to mind.) Such abilities cost their users Sanity that can be regained through sacrifice in according to Animist tradition, although Europeans dabblers aren’t so lucky.

The section discusses cults of all sorts to be found operating in Africa, using the term “cult” loosely enough to include such European groups as the Freemasons, Jesuits, and Spiritualists. Many of these write-ups include Competencies unique to the cults in question, some of which truly are supernatural. Among the more interesting abilities are the ninja-like skills of the Kofung initiates, the loa channeling of the voodoo cults, the shape-changing powers of the animal cults, the “health benefits” of ritual cannibalism, and the power of Jesuits to turn the magic of other faiths to their own uses.

Spirits get a chapter to themselves, mostly describing the benefits of binding them and the dangers of possession by them. Of particular interest, however, is the list of powers available to possessed humans or animals. Just imagine the fun of surprising your players with acid-spitting elephants, bulletproof lions, invisible crocs, or carnivorous chimps with tentacle tongues… I love it.

Not all the monsters in Africa are bestial Linda Blairs, however. The game includes write-ups of the continent’s cryptozoological creatures – including the legendary Nandi bear, but surprisingly excluding cryptid dinosaurs like the Mokele-mbembe and the Kongamato – as well as beast-men, zombies, skeletons, and less classifiable fiends. I particularly like the tjerkow, which removes its skin before making a kill in order to avoid nasty blood stains. There’s even a legendary benevolent race of creatures from the clouds that could, in fact, be interpreted angels or aliens.

Social Interaction Tests

The Player’s Guide glosses over the need for rules governing social interaction. Instead, they’re tucked away in the GM’s Guide for those times in which pure roleplaying doesn’t feel sufficient to deal with a social obstacle. The section discusses the various classes and the bonuses or penalties applied to interaction rolls between them.

Running Dark Continent

A brief all-purpose “GM advice” chapter, this section interests me mostly for its tips on how to use the game with or without the supernatural, even in the included adventures in which the supernatural “obviously” exists. Not only does this emphasize the game’s flexibility to be everything from pure history to pure horror, but it also adds the ultimate trump card to players who’ve insisted on reading the GM’s Guide: namely, there’s no way to know whether the GM has decided to populate “his” Africa with the supernatural, and if so, to what degree. Again, to the players as well as their characters, the Dark Continent will remain a place of mystery.

Adventures

Some games include no introductory adventures. Some include token efforts that just give a taste of the rules. Dark Continent, by contrast, includes not one, but two full-length, in-depth adventures that will ensure you get your money’s worth out of the game even if you never write an adventure of your own.

“Captives of Abyssinia”: Mad King Theodore of Abyssinia (modern Ethiopia), a mountainous Coptic Christian kingdom largely unchanged since the Dark Ages, has taken foreign nationals hostage to get back at Queen Victoria for not returning a letter. One hostage is the American betrothed of the daughter of Birmingham arms magnate, who sponsors the PCs’ expedition to rescue him. In a swashbuckling adventure worthy of classic movie serials, the heroes will face Abyssinian cavalry, shape-shifting vulture cultists, mail-clad bandits, a Prussian military attaché and his hot-air balloon, treacherous climbs to Medieval mountaintop fortresses, and a flesh-starved spirit possessing the walking dead. The adventure may not be what the characters expect from a trip to Africa, but that’s rather the beauty of it: relatively unknown historical facts combining with unexpected fantastic elements to produce a truly unique adventure.

“Rivals at the Rift”: Ah, so here’s where the dinosaurs were hiding… The explorers head out on the trail of a Scottish explorer who may well have fallen prey to the legendary Nandi bear. Possible sponsors include a national geographic society, the British Consulate, or General Tom Thumb, the midget representative of P.T. Barnum himself! The trek takes the characters across the lands of the warlike Maasai along with a rival expedition led by a wealthy Hungarian count. The expedition provides ample opportunities to interact with a variety of native tribes, giving lie to any ideas the characters (or their players) may have about a continent full of undifferentiated savages. The heroes may even be the first to climb Mt. Kilimanjaro, if they dare. Weirdness threatens the PCs in the form of creepy ancestor spirits, the wrathful guardian of Kilimanjaro, and a pair of nigh-unstoppable possessed lions, but none of that compares to the Lost World awaiting the characters in the Great Rift Valley at the adventure’s climax, complete with dinosaurs and cavemen. It’s an epic journey if ever there was one.


Style

In addition to the pair of rulebooks, the boxed set includes two booklets – Catalog of Goods and A Gazetteer of Zanzibar – as well as sketch maps of Abyssinia and Maasailand. All of these exist within the setting and make wonderfully useful props.

The books feature full-color perfect-bound covers in an elephant-skin pattern with an illustration of an intrepid explorer posing heroically at the head of his expedition. The interior relies heavily – and largely effectively – on 19th century illustrations, although the less prevalent modern contributions work as well. The layout and overall organization aren’t nearly as serviceable, unfortunately, with key details often difficult to find. The lack of an index only compounds the problem.

The writing manages to keep historical facts fascinating rather than tiresome, coming up for air now and then with witty references to everything from Star Wars to a classic video game to a wildly off-color joke.




Conclusion

I’d like to think that I went into this reading somewhat informed about Africa, at least insofar as I knew it isn’t one giant jungle capped off with a pyramid-studded desert. Nevertheless, Dark Continent managed to surprise me with just how diverse adventure in Victorian-era Africa could be, with or without the supernatural. The system may have a few bugs, particularly when it comes to combat, but the detailed setting and the clever expedition rules for exploring it more than compensate. And even if you ditch the system altogether, I think you’ll find Dark Continent a valuable resource for any Africa-based campaign.


SUBSTANCE:

  • Setting
    • Quality = 5.0
    • Quantity = 5.0

  • Rules
    • Quality = 3.5
    • Quantity = 4.5

STYLE:

  • Artwork = 4.0

  • Layout/Readability = 2.5

  • Organization = 2.0

  • Writing = 4.0

  • Proofreading Penalty = n/a

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