Impression from Tour of Darkness

I got this book as part of the Savage Worlds Adventure Edition kickstarter. It was an interesting read especially since this is one of the wars that I know the least about. It was not very well covered when I went to school, maybe that has changed in the twenty years or so since I was last in a history class. I found what I read in this book interesting, and that combined with what I learned in the PBS Vietnam War series that I have not had a chance to finish yet, made this something that I would like to learn more about.

This is the second book in the Weird War line, the first being Weird Wars which was set during World War 2 and is the only one that I have not read. This book was written for an early version of the Savage Worlds rule-set and includes things like the Guts skill and static damage bonuses for melee weapons that would all have to be updated for use with the newer Deluxe and Adventure Editions.

The players section takes up the first 35 pages and includes things like new edges, new hindrances, setting specific gear, setting rules including a Sanity mechanic, Promotion and Medal rules, as well as calling in air and artillery strikes. Pretty much every thing you would need for a war and horror campaign during the Vietnam War.

In the War Master’s section we get information on the countries and governments that are involved in the war. Following that we get a section on the history of the setting including the machinations of the secret society that is trying to contain the evil that is getting unleashed by war.

We also get an extensive timeline of events that has setting secrets woven in to explain some of the events. Some of these in-game explanations for real world events are fascinating while others I find annoying. For example while I like the in-game reasoning for the “Domino Theory”, I did not like the reasoning given for the “Watergate scandal”.

After this, there is a section on running the game with information on forming units, sanity and its recovery, and booby traps and mines. After that we get a section for generating random missions that can be assigned to the player’s unit.

The next section covers a selection of Weird Tales that make up the elements of a plot point campaign. Some of these adventures are very good, some of them make for great set pieces, and most of them are made for small units all of which fits very well with the Savage Worlds rules.

We finish the book of with a selection of people and creatures that could be encountered during the war. These opponents are both mundane and supernatural.

After this we get eight pages of handouts, and reference information that covers things like ranks a glossary of terms, where different forces were deployed, and military formations.

All in all I liked reading this book, and it reminded me about the unfinished PBS series, which led me to looking it up on Netflix and it is available there, so now I can finish it. It also made me curious about the region and its history so now that is something that I am now putting on my back log of things to read and study.

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Author: Hours without Sleep

I am a professional software tester, who has an interest in programming, computers, role-playing games, history, and reading in general. This is my third attempt at keeping a blog, and I am going to try putting all of my thoughts in one place, and see how it goes.

2 thoughts on “Impression from Tour of Darkness”

  1. Good review. The adventures can be transferable. I’ve used the adventures from the French period with my party of Starfleets ensigns stuck on a world where the Romluans are fighting the indigenous species.

    1. Yeah, I have played in a couple of adventures that were drafted into a dimension jumping campaign, though I didn’t know it at the time.

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