Following in the wake of their Kickstarters to put out special archival rereleases of old RuneQuest and Call of Cthulhu material, Chaosium have done the same for Elfquest. In some respects this is an odd call – Elfquest was always one of their less loved RPGs, in part because Steve Perrin ended up using it as a testbed for the 3rd edition RuneQuest mechanics, which were several orders of magnitude too crunchy than were called for when you’re doing a light RPG intended to appeal to fans of the Elfquest comic and be a gateway drug into roleplaying for them.
On the other hand, revisiting the game in this fashion also makes a certain amount of sense. Elfquest, despite never becoming a majorly famous franchise, has kept chugging along over the years, and with the broader propagation of RPGs into the cultural zeitgeist in the intervening decades perhaps there’s now more of an overlap between Elfquest fans and RPG players (or potential players).
In addition, the Elfquest line was fairly terse; there was the original boxed set, the Elfquest Companion, and two additional supplements, and then 2nd edition came out collecting the booklets from the boxed set and the Companion into a single book, and then that was kind of it. This means that there’s scope to put out the whole product line in a single special anniversary box and still have room left over for nice-to-have enhancement like standees, an additional colour map, and a few enhancements of the material here and there.
When I previously reviewed Elfquest, I was rather unsure about the whole Recognition mechanic by which elves recognise their soulmates – it’s a big deal in the comic (which is arguably a pioneering work of romantasy before the genre even had a label), I understand why it’s there, but equally if mishandled it can be a recipe for disaster at the gaming table. On rereading, I think I can at least see a route towards a method of handling it which is actually quite good: in character generation, if you roll Recognition and don’t choose to have another player’s elf be your Recognised soulmate, then you get to stat up the elf your character shares Recognition with, and either the referee plays them as an allied NPC or you get to play them yourself.
The latter strikes me as being an especially good option – and if you go even more radical with it and let the player play NPCs they end up Recognising during play, it opens up some genuinely interesting play options. Sure, it might take a little extra work for referees to give players a briefing on the NPC that they’ve recognised, though if you’re not up for that chore you don’t have to make the Recognition roll at all, and having a Recognition occur when meeting a new clan of elves during a scenario can be a really interesting wildcard way to take things in a new direction.
Most importantly, if tables go with the convention of “you get to play the character your PC ends up Recognising”, that’s simultaneously an interesting experiment with the format by allowing for multiple PCs and also eliminates almost all the potential squick from Recognition situations, because by definition if the player is playing both partners in that connection, anything that happens between them is something that player has decided is going to happen between them. There’s simply no better way to make sure this type of play respects a player’s boundaries than by giving them full control of the characters who are involved in it.
In these special anniversary reprints, there’s some additional sidebars and materials added in here and there, and I really think the Recognition stuff deserved a sidebar exploring it a bit further, because there’s a route to a really interesting twist on things which is present in the original text but which I think could do with more emphasis.
Beyond that however, I think the additions to the core material are highly welcome. All the errata originally identified in the Companion has been implemented, and the pointers provided there on simpler combat are integrated into the text as sidebars. It’s the combat where the overly-crunchy RuneQuest 3rd Edition rules really cause a problem for Elfquest, after all, so working in the tips for streamlining it into the core and encouraging people to consider them is a good idea; no more will people have to flip between two different books to implement the simpler combat system, a burden which would otherwise entirely undermine the point of having a streamlined combat system.
Important caveats are provided when it comes to the effect of these changes – for instance, if you take out parries and dodges you certainly speed combat up, but you sped it up by making it much bloodier – and at points the sidebars are outright critical of the original combat system. In particular, the suggestion for removing Strike Ranks is accompanied by a (more or less true) statement that Strike Ranks add the most complexity for the least impact out of all of the crunchier bits of the system. That isn’t to say they’re wholly worthless – I know some people quite like them – but unless you value what they bring to the table very highly I can see that they feel like they’re not quite worth the effort.
Beyond the core set and the Companion, you get The Sea Elves and Elf War here. Sea Elves is notable for being written by Elizabeth Cerritelli, who was also a major contributor to Elf War and the Companion. Cerritelli seems to be a bit of an enigmatic figure; looking her up on RPGGeek I saw that she and Lynda Bisson (who has no other RPG credits) had co-written The Assassin’s Guild for Dragon issue 64 back in 1982, expanding on what such an institution might look like (the Advanced Dungeons & Dragons rules alluding to their existence without providing much in the way of details). Other than that, Cerritelli’s RPG career seems to have been a brief burst of creativity focused solely on the Elfquest RPG.
A key clue is offered in Sea Elves, in which Cerritelli mentions that the dolphin-riding elf culture described there first appeared in The Siege of Suncliff Island in Yearnings, an Elfquest fanzine. A quick check of ISFDB and the Fanlore wiki reveals that the story was written by none other than Elizabeth herself under the name “Betty Cerritelli” (under which she seems to have been involved in several fanfic scenes), collaborating with Debra Vorgias.
For those asking the question “But who is the Elfquest RPG for?”, there is now an answer: it is, at least in some part, for Elizabeth. Questions may have arisen as to whether there was really enough of a crossover between Elfquest fans and RPG enthusiasts to justify the game, but here we find Elizabeth sat straight in the overlap of the Venn diagram.
It’s little wonder that Chaosium would eagerly work with Cerritelli once Elfquest was off the ground – having someone to hand who was both an enthusiast of the subject matter and fully conversant in RPGs must have felt like a godsend. If anything, it might have been good to have her involved from the get go, because the material she was involved with does a great job of communicating what you might do in an Elfquest game and how to fit PCs into this setting.
For someone who hasn’t read Elfquest in particular, Cerritelli’s contributions go some way towards building a case for how Elfquest roleplaying campaigns may differ from typical fantasy roleplaying fare, with exploring the world, making contact with disparate elven clans and smoothing over troubles between them being significant themes in the Elf War scenarios. This type of exploratory/diplomatic fantasy feels very ahead of its time, making this reprint by Chaosium doubly valuable – both showcasing the work of a designer who’d otherwise be forgotten and giving Elfquest‘s distinctive features another chance to be appreciated. It’s particularly appropriate that now, at last, Cerritelli’s name actually graces the front of the core rules, given her impact on the line as a whole.









