Elfquest by Steve Perrin (Chaosium 1985)
Long-time: no-post, but better late than never I suppose…
Bit of a strange one this in my RPG collection: it being a relatively early second generation RPG that I only ended up owning about six years ago or so: at a time that I no longer role-played any more as I hadn’t done for some time and as I had little intention of doing so again (as far as I remember). So why did I buy it? Simply because I was flogging some old RPG stuff on eBay (something I’ve done on and off ever since) and when browsing the auctions to gauge prices I spotted this: a game I always fancied getting, but never did. Anyway, my eyes were bigger than my belly and get it I did…

Due to the colossal area that old-skool Chaosium boxes take up I was unable to fit the entire box on my scanner, but you get the idea...
Why did I want it? Well, I never read the Elfquest comics from which it is based, but I’ve always been a big disciple of the Chaosium and the Basic Role-Playing system. I was intrigues to see yet another variation on a well loved theme again. Anyway, there wasn’t much in the way of interest in it, so I threw in a bid and hey-presto: it was mine, all mine! Of course I barely looked at it once it arrived and it’s been stuck in a box ever since – until a few days ago when I spied it again while I was perusing my old games as a means of potential revenue. So, here’s a review on yet another game I never played… Actually I doubt many others ever played it either, but, as ever, if you are one of the few and have any memories of playing the game then please leave a comment and tell me what it was like!
Confession time: as I said, I know nothing (well, next to nothing) about the ElfQuest comics from which this game is based, although I am broadly familliar with their existance as such and I think I have an idea as to what they are about, but it goes without saying that I’m flying blind here, so if I’m off the mark… you’ll have to like it or lump it; or, better than that, tell me in a coment.
It being a Chaosium game you know the drill: it uses a variant of the Basic Role-Playing system first made famous by Runequest and used in almost every game they’ve published since. In case you don’t know its a skills-based system, where skills are rated as a percentage and are rolled against with a simple yes or no d100 roll. It’s an elegant system which has influenced more game design than any other RPG system ever invented, although it does have its limitations. Interestingly of all the Basic Role-Playing variations since RQ it’s the one that retains most of RQ’s excesses in mind-numbing complexity, keeping such details as Strike Ranks, Hit Locations and the Armour Points of weapons for parrying: complexities which were pretty much all dropped in Call of Cthulhu, Stormbringer and Pendragon. The effect of these extra rules upon that mythical game-balance is something that I’ll get to in a bit, but needless to say they cause their share of problems.
So what’s ElfQuest? Well in case you don’t know EQ the RPG is based on ElfQuest the comics by Richard and Wendy Pini, which first appeared in the late 1970s. Set in the World of Two Moons, a Neolithic Ice Age planet, the comics told the story of the Wolfrider tribe of elves and their search for a new home. The elves in EQ are the descendent of the original elves who landed on the World of Two Moons many thousands of years ago, who have degenerated biologically, culturally and technologically into a smaller and more primitive species. The original elves (unoriginally called High Ones) arrived on the planet from some artefact from the starts (yes, you guessed it: a fucking space ship) and, although it is never explicitly said in the rules, I think it is fair to say that the elves are descended from some kind of aliens. However I must stress that EQ is no science fantasy setting, it is purely fantasy in the epic tradition.
Anyway, the privative humans on the World of Two Moons didn’t take kindly to their new elven visitors and promptly kicked their skinny asses, leaving the survivors battered and bruised and scattered across the planet. Over many generations the elves have evolved or devolved into distinct tribes, such as the aforementioned Wolfriders, the more civilized Sun Folk, the hawk-riding Gliders and the hunter-gatherer Go-Backs. The game also invents a few more elf variants that aren’t found in the original comics, such as Desert Elves, Sea Elves and Plainsrunners. The elves also have to share the world with the Trolls, who also came from the artefact, although relations between the two once space-faring races is no longer friendly – and there are also the fairy-like Preservers too, although they don’t seem so iportant to the setting to me. However the main cause of conflict is between the elves and the xenophobic humans tribes. And it is this clash of cultures which should probably be the focus of much of the game.

As you can see over-comming distrust between the elves and the humans is a reoccuring theme in the game and presumably the comics too
Now, I’ve never read the comics, so I have no idea how faithfully the games manages to recreate the comics, however it does seem to me that the ever adaptable Basic Role-Playing system has done a fairly good job. Character creation is a simple mix of random stats from which you determine starting skill levels then add extra skill points or raise stats from previous experience depending on how old you starting character is. Starting age is likely to be fairly old in human terms because elves are effectively immortal, although the harsh Ice Age hunter-gather life style means that old age is something of a rarity for Woldrider elves. Another interesting facet of EQ is Recognition. Basically to offset the effects of immortality, elf fertility is amazingly low, hence elves can only breed with their Recognised mate: someone they are genetically compatible with. Elves are free to hook up with other elves, but it is only through Recognition that they may breed. All very well, but what I like about it is that just because two elves are genetically compatible, their personalities might not be: leaving the possibility for some interesting role-playing situations. Starting PC’s have a chance of already Recognised, but if not then they must roll every time they meet a new tribe of elves to see if they might ‘get some.’
What is interesting about EQ is that despite the briefness of the rules (72 pages and 36 pages in total) and almost no explicit details as to how to run an EQ campaign, I have a much clearer idea of how an EQ games should be run than I do with many other more thorough RPGs. It seems to me that a campaign would consist of the PC’s tribe battling against their slowly thawing Ice Age environment, while trying to forge alliances between themselves, other elf and troll tribes and trying to keep relations with the suspicious humans as sweet as possible under the circumstances. A campaign would be incredibly simple to set up compared to other game systems as much of the world of EQ has no cities or other large settlements, so a GM’s job would be just to create a load of NPCs within the various tribes and set up the occasional stimuli, such as the need for food, territorial disputes or Recognition to get things moving now and again. Possibly EQ is the most intuitive game system I’ve ever read!
The tone of the game is also refreshing. It is neither as tomb-plunderingly old school as an endless moronic dungeon bash nor as annoyingly hip as some angst-ridden dark fantasy bull shit. In fact it’s refreshingly light in tone, possibly a little too hippy and cutsie for by liking, but the tone could easily be tweaked into something a little more weighty, something like Princess Mononoke or indeed the clash of cultures to be found in a Glorantha based RQ campaign, if the ref and the players want. Actually I imagine that the EQ comics must have been an influence on some of the Studio Ghibli anime films, although I might be talking crap again…
Anyway, back to the game system. As I said the rules are basically the same as RQ. Okay, the number of skills and spells is massively stripped down, but combat is about as complicated as ever. Actually it is only in combat that I have a problem with the game (as fact that won’t surprise anyone who has had been unfortunate to read any of my other reviews) and where I imagine that the system might fail to evoke the comics, because unless a major character dies on every other page then I feel combat in EQ the RPG is far far FAR (!) too fucking deadly. As I have stated elsewhere on this blog, the RQ/Basic game system and its many variants needs constant fudging by the beleaguered ref to keep the players alive. But one facet of the RQ combat system that I probably didn’t emphasis enough is the utter importance of armour in allowing the poor players any reasonable chance of surviving even the simplest of combat encounters. Without armour basically any hit from any standard weapon will kill or seriously incapacitate any character. Certainly any two hits will kill them. In case you don’t know armour in RQ works in the standard non-D&D way of subtracting damage from the total damage. Now this is okay in Glorantha for RQ or the Young Kingdoms for Stormbringer, as armour is fairly plentiful in these setting, but this is not the case in the ElfQuest universe, where metal armour is basically unknown. Things are made worse by the inclusion of RQ’s hit location system, something which Strormbringer and Pendragon wisely ditched. RQ’s hit location system means that not only do characters have to worry about their total Hit Points being reduced to zero, but also each hit location’s HP also. Needless to say that an arm or a head have much few HP than a character’s total HP. Things are made worse in EQ by how HP are determined. Old hands at RQ-related games will know that HP are derived from the stats Constitution and Size and don’t go up with levels as nonsense like levels just don’t exist (just like real life). Now an average human will have ~11 HP or a pissy 4-5 HP in each location, but an average Woldrider will have a mere 7-8 HP meaning only 2-3 HP per location due to his tiny size. Baring in mind that in EQ more than 1-2 Armour Points in any given hit location will be a rarity and that a short sword does 1d6+1 points of damage not including any STR/SIZ bonus,meaning that a single hit will easily hew off an arm and quite probably slay a character! This is obviously realistic, but surely it makes any kind of standard combat encounter as found in any mainstream fantasy RPG far too deadly and turns every combat encounter into a fudging nightmare for all but the most putative of referees.
Which I suppose should mean that most EQ games will be fairly combat-lite, which suits me as I hated running fights as a ref. Boring, boring! Which is fine! Players will have to find non-violent means as a way to overcoming the odds. However judging by the three sample scenarios in the Worldbook this is not how Chaosium imagined the game to be played. Actually I use the word ’scenarios’ in the loosest of ways as basically the ’scenarios’ consist of little more than three combat encounters. The premise of them all is okay and would certainly fit into the overall campaign structure that I suggested earlier, but I just fail to see how any of the players would survive them unless they put all their previous experience skill points into the ever useful Dodge and Parry skills; and even then I think you’re looking at a bunch of dead elves.
However I think I see a rule-tweak which might work, although one that bares no semblance to how damage works in reality. The total HP should be a buffer to be used, after which point damage goes to the hit location. Not very realistic but easy to remember and it doesn’t require a massive rewrite of the game system. Also it still keeps some of the lethality of the combat system.
Moving on… Magic is simply a bunch of skill-like special psychic abilities that fall into Telekinetic and Telepathic Powers. They are the remnants of the psychic powers inherited from the original High Ones and have massively atrophied over the millennia. The only good thing I can say about it is that it is at least simple and there aren’t many boring spell descriptions to wade through, which suits me as reading endless lists of hardware and spellware is something that I have little intention to ever doing again. However, elf-magic isn’t very evocative. But functional: yes it is.
So, would I play it and am I going to sell it like I’ve done with so many other games? Well, I’m definitely going to keep it and if I ever role-play again then yes, I would certainly consider running EQ, especially for beginning players. The basic EQ set-up gives a limited and distinct framework for players to work in: the PC’s being young bucks in a tribe who are trying to survive and procreate. Everything is against them from the icy wilderness, to tribal squabbles (internal and external) and the threat of humans. Keeping one eye open for your Recognition partner so you can get some gives your character a good cultural reason to go a wondering and check rumours of other elf tribes. Perfect roleplay potential! It might not have the cultural depth of some settings, such as Tekemul or Glorantha, but its more intuitive and it doesn’t require reading hundreds of pages of pretentious mock-history to ‘get’ it. Obviously EQ also has bucket-loads more than originality and potential for cultural role-playing than Forgotten Realms ever had.
However I do think that EQ is still a bit skimpy in places. There’s no real information as to how a tribe is structured or how the division of labour is organised. What’s the deal with Recognition and gender roles? If an elf-gal is Recognised by an elf from another tribe, do they just let her go. I guess there’s less imperative to guard the women-folk if none of them have been Recognised by any of the fellers from that tribe. Of course all these aspects could make interesting fulcrums for many a game session and some refs might enjoy the freedom this brings (I think I’d one of them), but I do think that it needs thinking about rather than just ignoring. Religion is also strangely absent. I guess this means that the poor ref has to put in some extra leg work. Actually while we’re at it, it would be nice to know how big an average tribe is in EQ? Quite small I’d imagine… Of course all these questions (and more) might be answered in the comics, so I might have to see if I can pick some up nice and cheap on eBay while I still have some PayPal credit left… Or of course you could just come to your own conclusions.
If I was to run EQ then I think I’d also dig out GURPS Ice Age and the ye oldie AD&D Wilderness Survival Guide, as well as any supplements or games that deal with shamanism and such-like, as I think further understanding of the human tribes, the wilderness and shamanistic magic would add much to the game. I think EQ would suit a relatively freeform style of gaming, with the ref handing over much of the responsibility of the campaign over to the players. Actually I think the game would also suit a Ars Magica style of troupe play, with the players creating a handful of characters from the larger tribe-pool of PC/NPCs each from which they can draw from as needed in their quest for resources and survival. Considering the lethality of EQ this seems to make sense. I’d probably adapt Pendragon’s Winter Phase system to run EQ as a large-scale style of campaign play. Indeed I see an EQ campaign to be run along similar lines as post-apocalypse style games like Living Steel which gave the players a large group of survivors to use as a character pool.
So what happened to EQ? Well, it, like so many other games licensed from niche sources, was largely unsupported by Chaosium and it died soon after. In total Chaosium produced three supplements for the game: the Elfquest Companion, which I don’t own, and Sea Elves, which I do. There is also something called Elf War. I imagine the Companion to be fairly typical of Chaosium companions from this era, i.e. a few extra monsters and spells and two or three adventures, but if I see it I’ll buy it and review it here. Strangely a few weeks after getting EQ on eBay, I saw Sea Elves, which I bought for very little and I’ll review it on here some day.

Cover artwork not by Wendy Peni this tim, but this is still - to my tiered eyes - a very pretty cover indeed
Overall: I like EQ, I like it a lot. It’s not ‘kewl’ and it’s not stupid, it’s just a nice simple little game. It’s a simple, unpretentious and potentially interesting – and, even, thought-provoking game, which would be ideal for a moderately experience ref to introduce RPG-virgins to… Now that’s a phrase which could be read into in many many ways!

As you can see the art, taken from the comics, is really very lovely. A bit cutesy in places for those raised on Games Workshop's crass 'chaos-spiky-bits' but for the rest of us...
- Linky to a less kind, but very fair review, which goes into greater detail about the history of the game and the comics.
- And for those, like me who know next to nothing about the ElfQuest comics, here’s a link to the Wiki page.