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Showing posts with label Cthulhu Invictus. Show all posts
Showing posts with label Cthulhu Invictus. Show all posts

Wednesday, 20 November 2013

Curse of Chaosium III

Posted on 03:34 by Anthony Carold
Were it not the fact that more than one publisher releases titles for Call of Cthulhu, it would have been a truly terrible year for the game’s fans in 2011. The reason being that Chaosium, Inc. released exactly one new title in the course of that year that was not either a reprint or an ill-thought through translation that actually turned out to be quite serviceable despite its many flaws. Further, if you take into account the fact that two thirds of that book previously appeared in a Miskatonic University Library Association Monograph, then Chaosium, Inc. published exactly one new scenario in 2011. Even then, if you consider that new scenario was not for its core game, but another setting, the only conclusion is that Chaosium, Inc. published nothing new for what is its core game, Call of Cthulhu, in 2011.
The book in question is the Cthulhu Invictus Companion, a supplement for the publisher’s popular setting, Cthulhu Invictus, that sends the reach of the Mythos into Ancient Rome. It is the first official support for the setting, bar the previous monographs Malam Umbra and Extrico Tabula, and Miskatonic River Press’ excellent campaign, The Legacy of Arrius Lurco. A slim sixty-eight page volume, the Cthulhu Invictus Companion contains three scenarios and descriptions of three new cults. Although all of this material will be new to the shelves of local friendly gaming shop, two of the scenarios are not actually new. Both “Chuma Invictus!” and “Morituri Te Salutamus” previously appeared in the original Cthulhu Invictus monograph (and they have been tightened up here and there for this reprint) , which means that if you already own a copy of said monograph, the Cthulhu Invictus Companion is not a worthwhile purchase. Though if you are a completest, it is another matter…

The supplement opens with “Chuma Invictus!”, set in A.D. 47 during the reign of the emperor, Claudius. The player characters are not investigators in the traditional sense, but legionaries, assigned as part of a trade envoy’s bodyguard. They are to accompany beyond the border of the Empire, South of Egypt to the Kingdom of Kush. This is a lucrative trade, but whilst both sides benefit, Kush is envious of its northern neighbour and Rome has a stationed a legion on the border. The journey involves a trip up the Nile, punctuated by ambushes by bandits and crocodiles, before reaching the capital of Kush, where a game of cat and mouse ensues. This is over a set of scrolls desired by both the envoy – actually a member of a secret society dedicated to collecting lost or rare tomes, and an Egyptian sorcerer, who wants to use the contents of the scrolls to his own ends. That is, bringing his god to the Earth, or rather both his god and his god’s home to Earth.
When I first reviewed this back in 2004 – for that was when the Cthulhu Invictus monograph was originally released – I was not impressed. That was as much because this was the first scenario for the setting, that the setting itself felt undeveloped, and that it took the game away from the Roman Empire, which was after all, where the game was meant to be set. Reading “Chuma Invictus!” now reveals it to be a well-paced and engaging one-shot that hints at Rome’s attitudes towards its neighbours. With there being more support available for the setting, it does not feel quite so out of place. Of course, it is still a one-shot and a set of pre-generated legionary characters to play would have been a nice touch.
Where as a travel log adventure, “Chuma Invictus!” is not the most traditional of adventures for Call of Cthulhu or Cthulhu Invictus, the second scenario and the second reprint in the Cthulhu Invictus Companion is certainly so. In fact, “Morituri Te Salutamus” is not only that, but it is also much more of an introductory scenario. It opens after a day at the races, with the characters coming across the attempted abduction of a woman of Equestrian status. In return for thwarting the kidnapping, the investigators receive both a reward and a request to investigate both this attempt and the disappearance of a number of other women across Rome. It feels pulpy in places, and its climax is probably a little difficult considering that the introductory nature of the scenario. Otherwise, this probably the easiest scenario in the supplement to integrate into an on-going campaign because it at least starts in Rome.
The third scenario, “Bacchanalia,” is the only new scenario in the volume and takes place at the other end of the Empire in a newly rebuilt Carthage. It begins almost Alien-like in a very dramatic fashion with the investigators as guests at a dinner party. This is the first move by a cult native to the city to reassert itself, one that involves – much like “Morituri Te Salutamus” – mass sacrifice. This is a shorter, much more focused affair, but one that is awkward to bring into a campaign given the scenario’s location.
Interspersed between the three scenarios are a set of short articles that describe five different cults particular to Cthulhu Invictus. They include an Egyptian avatar of Yog-Sothoth, the Wild Hunt that rides across Gaul and Germania, and a Black Wind that scours North Africa. Although interesting enough, their inclusion has no bearing upon the supplement’s scenarios and only contributes to the disparate feeling to Cthulhu Invictus Companion.
Putting aside the fact that so little of the Cthulhu Invictus Companion is new, its real problem is that it does feel disparate and it does feel desperate. It feels disparate because the supplement lacks focus, and feels desperate because the disparate nature of the content makes it feel as if the publisher has put it together from bits it had lying around on hard drives rather than by design or intent. Lastly, and arguably, a Companion supplement to a setting’s core source or rule book should be full of indispensable, useful information. The content in the Cthulhu Invictus Companion can certainly be made to be useful with some effort upon the part of the Keeper, but the last thing that this supplement is, is indispensable, and ultimately, the Cthulhu Invictus Companion does give Cthulhu Invictus the support it warrants.

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Posted in Ancient Rome, Call of Cthulhu, Chaosium, Cthulhu Invictus, Curse of Chaosium, Horror, Miskatonic River Press | No comments

Monday, 26 August 2013

Triple Ripple Yellow

Posted on 12:08 by Anthony Carold
Since 2003, the Miskatonic University Library Association series of monographs has been Chaosium, Inc.’s way of making other works available to players of both Call of Cthulhu and Basic RolePlay. Bar the printing, each monograph’s author is responsible for the writing, the editing, and the layout, so far the quality of entries in the series have varied widely and has led to some dreadful releases. Fortunately, Ripples from Carcosa: Confronting Hastur Across Time and Space is far from dreadful in terms of both editing and layout, or indeed storytelling and writing.

Ripples from Carcosa dates from 2005 and is Oscar Rios’ first campaign. As its title and subtitle suggests it presents a campaign against a single threat not in single era, but several. More specifically three eras, each of which at the time of publication were supported by Chaosium’s Call of Cthulhu, though not so currently. They include the Ancient Rome of CthulhuInvictus, then a fellow Monograph; the Dark Ages of Cthulhu Dark Ages, only recently translated from the German version; and End Time: Call of Cthulhu Roleplaying At The World's End, a Monograph that detailed a near future in which mankind has fled the Earth as the stars have come right. As of 2013, Cthulhu Invictus is in print as a full book available at your local friendly, gaming store and indeed would be the setting for Rios’ well-received campaign from Miskatonic River Press, The Legacy of Arrius Lurco. Of the other two supplements, Cthulhu Dark Ages remains out of print and End Time is still only available as a Monograph. Fortunately, none of these three supplements are absolutely necessary to running any of the scenarios in Ripples from Carcosa.

The trilogy opens with ‘Adventus Regis’ or “Arrival of the King” in which various Roman citizens have come to Vestalanium to undertake a vacation, some with their children. Treated to every luxury, the highlight of their week’s stay is sure to be the performance of a new play, the first in five years by the famed playwright, Livius Carbo. The town is rife with rumours about the play, which will be staged at the town’s arena the following night and the characters will see the following night. Worse everyone seems on edge, but perhaps once the play has been performed, tensions will lessen? The scenario consists of relatively little investigation, initially there is little for the characters to discover and little for them to put together. Instead, everything is revealed in a bloody climax of madness, mayhem, and murder that interestingly sees the characters coming to the aftermath of a Mythos summoning.

It continues with ‘Herald to the Yellow King’, which is set in the kingdom of Shereborne in Wessex during the Dark Ages. Ten years ago, Lord Boniface made a promise to Wessex’s oldest man not to cut down an ancient oak, but now that has happened and as part of his household, Lord Boniface tasks the characters to ride out to Derek’s Holding and offer an apology upon his behalf. Setting out in the last few days before the Yule festival, what the characters find is a village in disarray, a scene of madness. As the weather draws in, they are sent out again and again in search of answers to what happened in Derek’s Holding, but what they find is more madness, more mayhem, and more murder. As the season draws in, they must return to Lord Boniface’s castle where they find that the answers they seek have arrived before them.

The last scenario in Ripples in Carcosa is ‘Heir to Carcosa’ which takes place in The United Colonial Coalition Asteroid Colonies in 2147. There, four asteroids are home to a secret alliance between humans, Elder Things, and the Great Race of Yith, trying to remain hidden from both an Earth abandoned following the rise of R’lyeh in 2045 and the remnants of mankind on Mars. The characters are the crew of the UCC Gladius, an armed vessel tasked undertaking various missions and with keeping the existence of the colonies a secret. Via a trade with the Mi-go, they learn of another vessel operating near the colonies. The crew is ordered to intercept the ship, disable and board it in order to learn what the crew knows and then repair the ship for UCC use. Repairing the ship and determining the crew’s objective involves an interesting trip into the past.

In addition to the three scenarios, Ripples from Carcosa includes an examination of Hastur, the King in Yellow, and the play of the same name. Initially it only compiles what has been seen before, bearing in mind that this Monograph was published in 2005 and the Great Old, his avatar, and The King in Yellow have been revisited several times since. It expands upon this in supplementary chapters by examining the worship of Hastur in both the Roman Empire and the Dark Ages, including several adventure seeds also. Instead of presenting the worship of Hastur in the period of the End Time, the supplement instead presents enough background to run ‘Heir to Carcosa’ without recourse to owning the End TimeMonograph. That said, all three scenarios could be run without reference being made to their setting sourcebooks.

Each scenario in Ripples from Carcosa comes with a set of six pre-generated investigators, and whilst they can be used to play each of the scenarios as a one-shot, they are fundamental to playing the trilogy as a campaign. Variations upon each of the six characters appear in three scenarios and exposure to the Mythos of Hastur allows an investigator to recall dimly the events of a previous scenario to gain insight as to his current predicament. Whilst it would be possible for the Keeper to add further scenarios, these three – and it has to be three with Hastur! Hastur! Hastur! – do intentionally take place a millennium apart and the Keeper would have to develop the characters in each case.

Physically, Ripples from Carcosa is well produced. If the artwork is perhaps a little scrappy, there is at least some effort made to give the book a little style, and there is evidence of some editing. It feels cramped in places, especially the investigator sheets for each scenario.

Campaigns through time and using the reincarnation concept to provide continuity between eras have been done since the release of Ripples from Carcosa, most notably the Dungeons & Dragons influenced Red Eye of Azathoth from Open Design, but arguably Ripples from Carcosa was the first. The three scenarios here show a progressive spiral into madness that are the hallmarks of Hastur’s influences as well as what has become the author’s trademark avoidance of Call of Cthulhu’straditional investigative methods. As a campaign, Ripples from Carcosa is far from a traditional Call of Cthulhu campaign – it dispenses with the onionskin format and there is no climax to the campaign, instead has the characters face the same threat, or rather variations upon it, again and again. In a sense this is unsatisfying for both the players and the Keeper because of this, but each scenario in Ripples from Carcosa is satisfying enough to stand on its own. Together though, they impart a sense of continuing despair across the ages as Ripples from Carcosa: Confronting Hastur Across Time and Space.
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Posted in Ancient History, Ancient Rome, Call of Cthulhu, Chaosium, Cthulhu, Cthulhu Invictus, Historical, Lovecraftian Horror, Medieval, Modiphius Press, Monograph, Near Future | No comments
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