Reviews from R'lyeh: 1984: Railway Rivals

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Showing posts with label Miskatonic River Press. Show all posts
Showing posts with label Miskatonic River Press. Show all posts

Saturday, 16 August 2014

Big Easy Fears

Posted on 12:19 by Anthony Carold
Tales of the Crescent City: Adventures in Jazz Era New Orleans is the second offering from Golden Goblin Press for Call of Cthulhu, following on from Island of Ignorance – The Third Cthulhu Companion. Again funded via Kickstarter, Tales of the Crescent City is a companion volume to Chasoium, Inc.’s Secrets of New Orleans: A 1920s Sourcebook to the Crescent City and a sequel of sorts to Miskatonic River Press’ anthology of scenarios set in New York, Tales of the Sleepless City. It presents an introduction to, and an overview of, the city of New Orleans; an examination of both a major figure in the Mythos and a major Mythos influence upon the city; and a septet of scenarios, including a revised reprint of a classic adventure. The latter, like the rest of the scenarios in the collection are written for use with Call of Cthulhu, Sixth Edition, though as with all Call of Cthulhu scenarios, they are compatible with the forthcoming Call of Cthulhu, Seventh Edition.

The first good news about Tales of the Crescent City is that it is a better book than Island of Ignorance. It is physically neater and better designed, the editing is clean and tidy, and of course, the subject matter and setting give the anthology focus. It feels closely modelled upon the aforementioned Tales of the Sleepless City and as a result, is an assured product that bodes well for future releases from Golden Goblin Press.

Although the Keeper and his players will get the most out of Tales of the Crescent City if they have access to copy of Chaosium’s Secrets of New Orleans—previously printed as The New Orleans Guidebook, it is not absolutely necessary for either to own a copy of that supplement. Included in this new anthology is an introduction to the Big Easy, one that nicely sums up the key points that everyone needs to know—the matter of race and colour, the rampant corruption, the endemic presence of crime and gangsters, the importance of civility and thus the Credit Rating skill, and the fact that the city is below sea level. This is accompanied by a thorough overview of the city’s various neighbourhoods and parishes, including floor plans for its typical dwellings. Illustrated throughout with period photographs, there is enough information here that a Keeper need not refer to Secrets of New Orleans when running Tales of the Crescent City.

Readers familiar with H.P. Lovecraft’s fiction will know that New Orleans is home to Étienne-Laurent de Marigny, America’s most knowledgeable mystic, mathematician, and orientalist. It is fitting that he is accorded a lengthy article all to himself, providing an autobiography of the man as well as hinting at what he knows about the Mythos—which is actually quite a lot given that he is not actually insane. There is the danger in having a figure such as de Marigny present in a campaign—and that is what Tales of the Crescent City is really intended to be part of—in that he becomes a crutch the players and their investigators come to rely upon when their investigations fail. Offsetting that possibility is one of the key points raised earlier in the book, that of the need for civility and thus the Credit Rating skill in their dealings with de Marigny. As fascinated as he is with the outré and the occult, he has no desire to be involved in scandal or criminal activities, both of which the investigators are likely to find themselves involved in. Rounding out this short series of articles are some notes on the Yellow Sign and The King in Yellow, yet more support for the scenarios that follow in Tales of the Crescent City. 

The support is certainly required in the case of said notes on the Yellow Sign, since the septet of scenarios is bookended by appearances of the Yellow Sign and The King in Yellow. The first of these is a reprint and update of Kevin Ross’ classic ‘Tell me, have You Seen the Yellow Sign?’ originally published in Chaosium’s long out of print The Great Old Ones. Like many scenarios that deal with the Yellow Sign and The King in Yellow, at the heart of ‘Have You Seen the Yellow Sign?’ is an attempt to bring to Earth both Hastur and the city of Carcosa; thus it feels like a cliché. Yet that is unfair, as arguably, ‘Tell me, have You Seen the Yellow Sign?’ set the pattern for such scenarios to come and what matters is the story built around the cultists’ plans to bring Hastur to Earth. In this case, ‘Tell me, have You Seen the Yellow Sign?’ draws the investigators into a richly portrayal of New Orleans life and culture, in particular, that of Mardi Gras. This is carnival season, a big celebration, in which it is socially acceptable to join ‘Krewes’ and participate in big masked parades.

The investigators find themselves asked by Étienne-Laurent de Marigny to investigate an occult symbol found clutched in the hand of a recently deceased reporter. The police think it was suicide, but his editor thinks otherwise, especially after the reporter told him that he believed that one of the krewes he was writing about was involved in the occult. De Marigny does not have the time to investigate, which is where the player characters come in. Experienced Call of Cthulhu players will recognise the symbol, but they will enjoy both the investigation into the reporter’s death and into identifying the symbol. Both will take the investigators to the heights of the city’s high society and deep into the sodden wilderness. As the investigators draw ever closer to identifying the symbol, the symbol seems to draw closer to them and the city… This is a richly detailed scenario, with lots of investigation and atmosphere with a pleasingly personal element to the story.

As the title of C. Michael Hurst’s ‘Bloodlines’ suggests, this is a scenario about questionable parentage and the degeneration of the species, classic Lovecratian themes both. The investigators are hired by a researcher to confirm the lineage and wealth of his employer’s fiancée—what the researcher has learned threatens what is his only source of income. By the time they go to meet him, the researcher is dead and his mother begs them to continue the task lest she be made destitute. How did the researcher come to die and did it have anything to do with the family history of Cora DeCroix? Once again, this takes the investigators from the heights of society to swamps beyond the city, though the society is somewhat dissolute… In comparison with the previous scenario, ‘Bloodlines’ is a more restrained affair, the Mythos not as intentionally malign in nature, and morally, more grey than black and white. Indeed, distinguishing the villains of the piece may leave the investigators with a dilemma on their hands. That said, the Egyptian-themed Great Old One feels a little out of place in the city and almost incidental to the plot, although its use explains the supposed ‘monsters’ of the piece, plus of course, it has been used in other scenarios.

By coincidence, the third scenario, ‘Needles’, also has an Egyptian theme. By Daniel Harms, it also begins with the investigators coming to the aid of someone else, though not at his request. Instead, they respond to a scream in the night to discover a local doctor in deadly peril from a trio of dark, surgically masked men. Coming to his aid, they will soon learn that the doctor is a wanted man, but by whom lies at the heart of the scenario. This is not a scenario for anyone suffering from Trypophobia, and makes an interesting use of Glaaki, even though that Great Old One does not make an appearance. The scenario very much has a pulp sensibility, which makes it quite a lot of fun especially in its ‘house of horrors’ denouement, but this also means that some of the cult’s motivation is underwritten rather than being fully developed as it should be. At its heart though is the Mythos fuelled interpretation of the ‘Night Doctors’ of both African American and New Orleans folklore, an aspect that may not necessarily come to the fore as much as it should—unless the investigators have contacts with the Black community of the Crescent City or one of their number is Black.

Almost as if one theme is being carried over from one scenario to the next, there is a medical aspect to Stuart Boon’s ‘The Quickening Spiral’ in which the investigators must race against the clock to prevent a deadly contagion known as Red River Fever from overwhelming first New Orleans, then Louisiana, and beyond! The investigators are asked to look into the possibility that it might have been caused by something unnatural—could it be the result of a Voodoo curse? What is curious about this scenario is that its human plot—a heady mix of small ‘conspiracies’, Voodoo, and revenge—is very much more pulpy than the almost incidental Mythos plot. Nevertheless, this is a pacier affair the presents a potential threat to the world on a relatively small scale.

Oscar Rios’ own contribution to Tales of the Crescent City is ‘Song and Dance’ and concerns the effect of the subversion and its effect by one god of another. The first is the Great Old One is Y’Golonac, who subverts not other figures of the Mythos, but figures from a real world mythology. This is a big audacious piece, assured in its aims, but one that might be seen to veer away from the Mythos in its use of real world mythology figures and perhaps in its tone as the ending feels more like that of a James Bond movie as the investigators have to stage a rescue from the villain of the piece’s lair. Set in 1925, it opens with a wave of depression that sweeps the world, driving artists and performers into depression and then suicide, but then the reverse happens—mania!  This manifests at yet another of New Orleans’ great celebrations, at which the investigators are present, but it works all the better if they become more intimately involved and one of their number be an affected artist. The downside to the mania is not just debilitating, but drives its sufferers to the grave giving the scenario a desperate deadline. To be fair, there is relatively little plot to ‘Song and Dance’, but it oozes atmosphere and at times menace. 

The penultimate adventure in Tales of the Crescent City is Jeff Moeller’s ‘Five Lights at the Crossroads’, which is a much slighter affair then the other six in the anthology. It begins with the investigators’ discovery of the body of a well-dressed black man, seemingly crushed where he lies. If the investigators do the decent thing and go and tell his employer about his death, he is nowhere to be found and his other servants are oddly evasive. Where is he and how did his servant come to die under such odd circumstances? Unfortunately, whilst the scenario does involve a decent amount of investigative legwork to get to its climatic confrontation, at its heart it does something that may frustrate the players—keep them from their quarry until it is all but too late. Given the grave, not to say, deadly consequences of their failure, their efforts may seem out of all proportion to said consequences… Nevertheless, the scenario can be said to be about gathering the clues and information enough to get to its confrontation. It is disappointing though, and the least interesting scenario in the anthology especially given that the author has written better scenarios. 

Rounding out the scenarios is the other bookend to ‘Tell me, have you seen the Yellow Sign?’. Again written by Kevin Ross, ‘Asylum: The Return of the Yellow Sign’ is a sequel of sorts that takes place two years after ‘Have you seen the Yellow Sign?’ and notes are included to that end. Much like in the previous ‘The Light at the Crossroads’, the investigators will find themselves chasing after someone, in this case the strangely pallid figure who gate-crashed the high class soiree, the Disabled Veterans Benefit Ball and confronted swell about town, Alan Leroy. What did the stranger want with the charismatic young man who fled in the turbulent aftermath of the confrontation? As the investigators look for clues, they will also find themselves on Leroy’s trail and as their efforts progress, not only will the stranger come to them, but New Orleans begins to fall—perhaps once again?—under a curious madness…

This is a less heavily plotted affair than the earlier ‘Tell me, have you seen the Yellow Sign?’. It is potentially no less atmospheric, for it is expected that the Keeper build much of the minor, though no less weird or creepy, details around the investigators’ efforts. At its heart the investigators are caught up in the effort by the infamous play, The King in Yellow, to reassert its inevitability. Of course, the outcome of ‘Asylum: The Return of the Yellow Sign’ is not necessarily inevitable, but attempting to achieve any other outcome presents a difficult challenge. Overall, despite it needing careful handling upon the part of the Keeper, ‘Asylum: The Return of the Yellow Sign’ is an excellent scenario that brings Tales of the Crescent City to mature and malign climax.

Physically, Tales of the Crescent City is well presented. The layout is clean and very readable, whilst the book is solidly edited. If there is a downside to the book’s look, it is that the art is perhaps a little too cartoon-like in places. Elsewhere the art is well done, as is the cartography.

Undoubtedly, the material supporting the septet of scenarios in Tales of the Crescent City is excellent given the relatively few pages devoted to the setting. Unfortunately, as a whole, the scenarios are not excellent, being uneven in tone and plot, perhaps even flat in feel in the one case. The septet does have a pulp feel, especially the middle scenarios—and they also have another weakness. As much as the scenarios in Tales from the Crescent City present a broad swathe of challenges and foes to contend with and investigate, what it does not do is present much in the way of depth. It dwells too much upon high society and its mores as well as Voodoo and Mardi Gras, and so never gives the investigators the opportunity to explore a fleshed out view of the city. Nevertheless, the addition of notes in each of the scenarios to help turn the seven into a loose campaign set within the Big Easy are a very welcome addition.

Uneven in places, Tales of the Crescent City does a fine job of presenting the public face of New Orleans and the insidious influences that lurk behind the joyously bravura façade. It brings back a classic scenario and gives it a much deserved sequel—could there be a sequel to make ‘Tell me, have you seen the Yellow Sign?’ and ‘Asylum: The Return of the Yellow Sign’ part of a trilogy? Perhaps in a second volume of scenarios set in New Orleans, one that delves deeper into its secrets and themes…? Tales of the Crescent City: Adventures in Jazz Era New Orleans is a solid anthology that shows Golden Goblin Press' books are getting better and better.
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Posted in Call of Cthulhu, Cthulhu, Golden Goblin Press, Historical, Horror, Lovecraftian Horror, Miskatonic River Press, Oscar Rios | No comments

Sunday, 30 March 2014

Pagan Publishing's Peculiar

Posted on 01:52 by Anthony Carold
The early years of the 21st century was a fallow period for Pagan Publishing with no new material for Call of Cthulhu from the highly regarded publisher until the publication of the scenario, Final Flight, in 2007. That one-shot would be followed in 2009 by a sourcebook, which if it had been released by its intended publisher, would have meant that Pagan Publishing would have gone the whole decade without releasing any new material, let alone a sourcebook. The Mysteries of Mesoamerica began life as a project for author and illustrator, by Blair Reynolds’ RM308 Graphics & Publishing. Unfortunately, RM308 was unable to complete The Mysteries of Mesoamerica and it would be Pagan Publishing that brought the sourcebook to fruition, though five years on, the same cannot yet be said of The Mysteries of Mesoamerica’s sister book, Mysteries of the Old West. Despite his not publishing the book, Blair Reynolds’ touch is indelibly worked into every one of the sourcebook’s pages—The Mysteries of Mesoamerica is beautifully and thematically illustrated and laid out. This should be no surprise given the visual quality of Pagan Publishing’s earlier The Realm of Shadows, but to date, certainly no English-speaking Call of Cthulhu publisher has managed to release a book as visually appealing and as visually well designed as The Mysteries of Mesoamerica—though certain titles from Miskatonic River Press have come close.

The Mysteries of Mesoamerica: 1920s Sourcebook and Mythos Adventures for Mexico and Central America is a supplement devoted to the burgeoning field of Mesoamerican archaeology during Call of Cthulhu’s classic period of the Jazz Age. It has thus a diverse number of subjects to cover, both ancient and modern. These subjects include the various cultures that dominated the region of Central America prior to the coming of Christopher Columbus—the Olmecs, the Toltecs, the Mayans, the Aztecs, and others; their numerous deities and their religion—with its fixation upon blood, sacrifice, and death; their weapons of war and how they fought their wars; and calendrics, the highly involved means used by the pre-Columbian inhabitants to keep the time and organise their society. It brings the history up to date, covering the status of the countries of Central America—British Honduras, El Salvador, Guatemala, Honduras, and Mexico—during the first three decades of the twentieth century, as well as their geographies and politics. The Mysteries of Mesoamerica also details various figures of note that travelled throughout the region and brought to light the fantastic historical finds long left hidden under the region’s thick jungle canopy.

So what of the Mythos and The Mysteries of Mesoamerica? Right from the outset, its intent, as made clear in the introduction, is not to equate the deities of the ancient Mesoamerica with those of the Cthulhu Mythos. Rather, as the introduction also states, this is left up to individual cults and cultists to interpret however the Keeper wants. Examples of this underwrite several of the supplement’s scenarios. The supplement though, does present a means of combining Mesoamerican archaeology with Mythos in the form of glyphs for seven of the most notable deities of the Mythos. These can be used add flavour and detail to a Keeper’s scenario without his having to equate the deities himself.

The setting material in The Mysteries of Mesoamerica is supported by four scenarios. Three of these are set during the 1920s, so can be slotted into an ongoing campaign with little difficulty. The first though, is set in 1914, so is more difficult to run as more than a one-shot, though it might work as a prequel adventure that introduces a group to the dangers of, if not the Mythos, then at least that there is something outré out there and that it is very, very dangerous. (Indeed, it would make for an interesting first encounter for the investigators with the late, much lamented, Jackson Elias of Masks of Nyarlathotep fame). This first of the four is ‘The Well of Sacrifice’, which in the years since has gained a reputation as a sanguinary party killer. Written by John H. Crowe III—an author best known for the campaign’s Walker In The Wastes and The Realm of Shadows as well as the recent anthology, Bumps in the Night—it initially feels underwhelming with the investigators having already arrived in Mérida, the capital of the Yucatán in Mexico, having already worked at various archaeological sites in the region. The investigators have the opportunity to explore and catalogue a previously unknown city, but its ruinous condition leaves only one site of interest. Shorn of the Mythos, ‘The Well of Sacrifice’ is a survival horror scenario, one that is short and sweet, so it would actually work well as a one-shot or convention scenario.

Essentially, ‘The Well of Sacrifice’ sets the pattern for the following three scenarios—the investigators visit somewhere ancient, investigate the site, and then discover something inordinately evil that will probably be their undoing. Now to extent, this is symptomatic of the archaeologically themed scenario and whilst it is difficult to get away from, at least one of the other scenarios offers a variation upon this.

Brian Appleton’s ‘Menhirs in the Grotto’ moves the quartet on to 1923 and a dig near Texcoco, not far from Mexico City. Here a new Aztec site has been uncovered and the investigators and their employers have been permission to excavate it, although under the close supervision of the University of Mexico City. In comparison to ‘The Well of Sacrifice’, this is much more of a traditional Call of Cthulhu scenario, complete with strange deaths, curious lights over the site, and a cult with its own agenda. It is a well-executed affair, with much more going on around the site than in the other scenarios, but it is not quite as interesting as the third scenario, ‘The Heretics’. Written by John H. Crowe III, it is set in 1925 and as the title hints at, it casts the investigators between two rival Mythos sects, each with a radically different interpretation of a certain deity. It begins in the city of Mérida, where unlike ‘The Well of Sacrifice’, the investigators have time to conduct some research and enjoy some local colour—and are given the detail to do so—before moving off into the jungle. Once at the site, the ancient city of Mayapán, the investigators will eventually find themselves caught between the two cults as they battle for possession of a certain sacred site… Like ‘Menhirs in the Grotto’ before it, ‘The Heretics’ is an involving scenario, one which has a good build up to its hectic climax.

Rounding out the quartet is ‘The Temple of the Toad’ by Brian Appleton. A sequel to the Robert E. Howard story, ‘The Thing on the Roof’, it is set in Honduras in 1927. The investigators are asked by a colleague to join him in the search for the Temple of the Toad. A short if somewhat linear affair, it has some pleasing connections to the Call of Cthulhu canon, and a pulpier feel than the previous three scenarios. The scenarios in the quartet are a bit too spread out to be run as a continuous campaign and probably too similar in structure.

As good as the background information is and the scenarios are in The Mysteries of Mesoamerica, it is not a perfect sourcebook. The problem is one of support for the Keeper in helping him run scenarios and campaigns set in Central America during the period. There is no guidance as to how to set up a campaign in the region and no advice as to how to involve the investigators in general, let alone information about how they might reach the region. Some of this appears in individual scenarios, just as information about how to set up an archaeological expedition and its requirements are covered in one of the scenarios, but not in any campaign or setting advice. Outside of this, there is no advice as what types of characters are needed to play The Mysteries of Mesoamerica or what Occupations would be appropriate for the setting. Certainly, there is no advice on playing investigators or portraying NPCs from the region, whether of Hispanic or native origins.

This lack of application also applies to the scenarios themselves. All four do take place in Mesoamerica yes, but they feel isolated from their contemporary settings. There is little within each of the four scenarios to indicate what is going on in the countries when and where they are set. Which seems a pity given the setting material presented earlier in The Mysteries of Mesoamerica.

Physically, The Mysteries of Mesoamerica is, as has already been mentioned, a beautiful book. Its layout is thematically crisp with rich detailed artwork. A nice touch is the R.I.P. notices for the investigators who died in the process of playtesting the four scenarios; each includes illustration of the investigator—or investigators, the dates of his or their deaths, and a poignant quote. The only downside to the layout is that the boxed text is slightly difficult to read, especially if the Keeper needs to refer to it in a hurry. The book includes an extensive bibliography, but sadly not an index.

The Mysteries of Mesoamerica is thus incomplete. Its source material is excellent, its scenarios are solid, and it is beautifully presented, but its lack of application, its lack of advice, and its lack of support for the Keeper, all undermine the intent of the designers and the publishers. Perhaps the most disappointing book published by Pagan Publishing, it nevertheless contains content that is solid and useful. Thus, The Mysteries of Mesoamerica: 1920s Sourcebook and Mythos Adventures for Mexico and Central America is Pagan Publishing’s curate’s egg.
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Posted in Call of Cthulhu, Historical, Horror, Lovecraftian Horror, Miskatonic River Press, Pagan Publishing, RM308 Graphics & Publishing, Survival Horror | No comments

Saturday, 21 December 2013

Ogrecave.com Christmas Dozen 2013

Posted on 09:51 by Anthony Carold
Since 2001, Ogrecave.com has run a series of list in December, suggesting not necessarily the best board and roleplaying games of the preceding year, but the titles that you might like to receive and give. Continuing the break with tradition – in that the following is just the one list and in that for reasons beyond our control, this list is not appearing at OgreCave.com – Reviews from R’lyeh would once again like present its own list. Further, as is also traditional, Reviews from R’lyeh has not devolved into the need to cast about “Baleful Blandishments” to all concerned or otherwise based upon the arbitrary organisation of days. So as Reviews from R’lyeh presents the dozenth’s Ogrecave.com Christmas List Dozen, we can only hope that the twelve below includes one of your favourites, or even better still, includes a game that you do not have and someone is happy to hide in gaudy paper and place under that dead tree for you.


Tales of the Sleepless City 
(Miskatonic River Press), $29.95/£21.99
It is sad news indeed that Tales of the Sleepless City, an anthology of scenarios set in New York during the Jazz Age, is Miskatonic River Press’ swansong for Call of Cthulhu. This beautifully presented book contains six scenarios that bring the Big Apple to life like no supplement for Call of Cthulhu before! Let your investigators discover how far reactionaries will go to preserve the fabric of New York, expose them to bloody horrors in the museum, or have them experience Harlem in mourning. Send them into Hell’s Kitchen to live in a slum tenement owned by the worst slum landlord possible, have them expose a dark future for one young child in Chinatown, or let them truly enjoy a night at the opera… Tales of the Sleepless City is the best Call of Cthulhu title of 2013 – it is such a pity that we shall not see its like again from Miskatonic River Press.


Hanabi (Cocktail Games), $11.99/£8.99
Remember how 7 Wonders made the Ogrecave.com Christmas list back in 2011 after not winning the ‘Spiel des Jahres’ (German ‘Game of the Year’), but winning its new bigger brother award, the ‘Kennerspiel des Jahres’ (roughly ‘Connoisseur-Enthusiast Game of the Year’)? Well this year we include an actual ‘Spiel des Jahres’ winner, one from the designer of 7 Wonders – Antoine Bauz. His award winning design is Hanabi, a clever game in which the players race to bring about the most impressive fireworks display. This requires that the players work together in order to launch the fireworks in the right order, which means everyone playing their cards in the right order. The twist in this co-operative card game is that everyone can see each other’s cards, but they cannot see their own! This is a clever little card game about communicating the right information with your other players in order to win the game.


13th Age (Pelgrane Press), $44.95/£39.99
What do you get when a designer of Dungeons & Dragons, Fourth Edition and a designer of Dungeons & Dragons, Third Edition decide to create a fantasy RPG together? The result is Rob Heinsoo and Jonathon Tweet’s 13th Age, a furiously fun take upon playing Dungeons & Dragons. It still uses the d20 System, but streamlines the mechanics and play style for faster game, combining well-designed character Classes with story-telling aspects that both tie the heroes into the broadly drawn setting and make them stand out as potentially epic champions. With Dungeons & Dragons Fifth Edition not out until GenCon 2014, 13th Age is the freshest take upon Dungeons & Dragons-style roleplaying in years.


Ogre Designer’s Edition
(Steve Jackson Games), $100/£85
If in 2013 the gaming hobby, the elephant in the room that is Dungeons & Dragons was on holiday, then pound for pound, its spot was occupied by a 26 lbs. tank. Big enough and heavy enough to scare your game’s collection, the Ogre Designer’s Edition brings back Steve Jackson’s first game design in a very complete combination of the original classic Ogre and G.E.V. two-player game, plus more. Five maps, hundreds of counters, and over seventy 3D Ogres and buildings, all in a big box! What’s an ‘Ogre’ you ask? A big tank, a big damned tank under the command of an A.I. and bristling with big guns, big rockets, and big nukes, all rumbling towards you… Can you stop it before it stops the units under your command…?


Pathfinder Adventure Card Game: Rise of the Runelords - Base Set 
(Paizo Publishing), $59.99/£49.99
Remember the original Adventure Path campaign for Rise of the Runelords and how we liked it last year enough to include Rise of the Runelords Adventure Path Anniversary Edition on the 2012 Ogrecave.com Christmas List? This year, you get to play it all over again with the Pathfinder Adventure Card Game: Rise of the Runelords, a game that distils the essence of both the Pathfinder Roleplaying Game and Rise of the Runelords into an elegant and quick playing deck-building card game that plays equally well for four players as it does for the single player. The game pitches a party of adventurers in a series of scenarios against various villains and their henchmen who are hidden – find the henchmen and the heroes have a chance of finding and defeating the villain. The adventurers need to have the right skills, right spells, and right equipment all at the right time – and if they succeed they get better. All represented on the cards, which makes for both slick game play and extended game play over the course of the Rise of the Runelords campaign.


Firefly: The Game
(Gale Force Nine), $50/£44.99 
If there is one RPG that we are looking forward to in 2014, it is Margaret Weis Productions’ Firefly Role-Playing Game – of which you can find a taster here – but that is coming in 2014. In the meantime, you can fly the ‘friendly’ ‘Verse in search of a profit aboard your own Firefly Class transport in this well-appointed boardgame from Gale Force Nine. Some jobs will be legal, some jobs will be illegal, and some may bring the attention of the Alliance or worse, Reavers! All you need is the right ship, the right crew, and the right job – maybe it’s a job for Badger, maybe for Niska, but it just needs to go shiny. The game does not always go smooth, but if you are a fan of the television series, then is exactly what you want. Find a crew. Find a job. Keep flying…


Fate Core System (Evil Hat Productions), $25/£16.99
In most RPGs you sit down, create a character and start playing a world of the GM’s creation (or purchase). In Fate Core System, the new edition of the Fate System first seen in Spirit of the Century, you sit down and work with your fellow players and the GM to decide upon a world and the elements in it. This presents enormous flexibility in creating the game that everyone wants to play, whether that is protecting small town Texas from the scum of the universe in 1961, strapping on a jetpack to free the Solar System from the yoke of the Mongol Horde, or wielding the arcane arts against the greatest of Napoleon Bonaparte’s sorcerers! It means that right from the start, the players have narrative control of who their characters are and what their place in the world is, the GM taking his cue from these characters and the narrative that they demand. This is a game about dramatic characters and their adventures and the means to build and run them. (Two supplements – Fate Worlds: Worlds on Fire and Fate Worlds: Worlds in Shadow each come with six ready-to-play settings should the GM and his players not have the time to create worlds of their own, or just want to cut to the chase).


Love Letter (Alderac Entertainment Group), $11.99/£7.99
Princess Annette is unhappy and has locked herself away in the castle; as a suitor can you make her happy once again? To do that you need to get a love letter to her, but between you and the Princess stands the palace bureaucracy – from the lowly guards and priests up through the barons, handmaidens, the King, and the Prince to the Countess and the Princess herself. Each and every one of these august – and not august personages – has a special ability that will advance or block your path to the Princess, but no suitor knows whose favours his rivals currently possess. This is a quick-playing game of bluff and deduction that plays perfectly between other games.


Adventures in Kaphornia 01 – Draconian Rhapsody: A Fantasy Movie For Your Game Table (Chronicle City), $19.99/£13.99
Sadly, roleplaying takes time and there are times when it would be great to have something that you can pick and play with a minimum of preparation. Originally published in German by Ulisses Spiele GmbH, Draconian Rhapsody is just one solution. It is not an RPG as such, but rather a scenario that comes with everything necessary to play – except dice of course! It includes ready-to-play characters, simple rules, and of course an adventure that everyone can jump straight into. Arriving in Kaphornia, through circumstances beyond their control the adventurers discover that Countess Esmeralda of Belzheim needs a dragon, alive and inside of a week. Can they capture the dragon for her in this definitely cinematic, if slightly humorous adventure? Draconian Rhapsody is at its heart a fantasy action movie that you can play through in an evening.


Numenera (Monte Cook Games), $59.99/£39.99
Were the people of the Ninth Age ignorant of the past, then perhaps Clarke’s Law, that “Any sufficiently advanced technology is indistinguishable from magic” might be true. In the very far future of the Ninth Age, humanity is surrounded by the fragments and remains of the previous ages – swirls of nanotechnology, impossibly manicured buildings and landscapes, creatures and peoples bio-engineered to some unknown ends, data streams from still-orbiting satellites, and devices and objects weird and wondrous. Such devices, known as the ‘numenera’, can often be used by the peoples of the Ninth Age, or if not, adapted to a new purpose – perhaps by the Amber Priests. With Numenera, the author’s first RPG of his own design, Monte Cook lets us explore a world of fantastical science to build a bright new future.



Eternal Lies (Pelgrane Press), $49.95/£32.95 
In the 1920s, doughty and stalwart men and women banded together to investigate and thwart the menace presented by threats beyond mankind’s understanding and sanity. We have played out such attempts in Masks of Nyarlathotep, Shadows of Yog-Sothoth, and The Day of the Beast, each in their own way classic campaigns for Call of Cthulhu, but there is one question that has never been asked. What if they failed? This is the set-up for Eternal Lies, the first full campaign for Trail of Cthulhu, Pelgrane Press’ RPG of clue-orientated Lovecraftian investigative horror. In this globe-spanning campaign, the investigators must follow in the footsteps of their predecessors, uncovering clues old and new, not just to reveal the nature of the menace, but to determine where their predecessors went wrong. This is superb interpretation of a classic format that promises month after month of sanity searing play around the world.


Star Wars: Edge of the Empire Roleplaying Game (Fantasy Flight Games), $59.95/£39.99
The gaming hobby feels all the better for having an RPG based in the Star Wars universe on its shelves and in Star Wars: Edge of the Empire, Fantasy Flight Games gives us the first of a trilogy of new Star Wars RPGs. In the one you play Bounty Hunters, Colonists, Explorers, Hired Guns, Smugglers, and Technicians attempting to get by on the Outer Rim, far from the centre of the galaxy, but not so far that the Empire is no longer a threat. The new mechanics use a set of dice particular to the game whose results drive the adventure onwards with results that might ensure a hero’s successes whilst upping the threat or giving him an advantage, all in support of the game’s cinematic style of play. Already supported with several supplements, the Star Wars: Edge of the Empire – Beginner Game is also available to help you get started.


Against the Slave Lords
(Wizards of the Coast), $49.95/£34.99 
With no new official Dungeons & Dragons titles of note this year, perhaps the best were the nostalgia titles repackaged and re-released by Wizards of the Coast. Against the Slave Lords collates four scenarios – A1: Slave Pits of the Undercity, A2: Secret of the Slavers Stockade, A3: Assault on the Aerie of the Slave Lords, and A4: In the Dungeons of the Slave Lords for Advanced Dungeons & Dragons First Edition. Previously released as the collection, Scourge of the Slave Lords (A1–4) which was voted the twentieth greatest Dungeons & Dragons scenario of all time, Against the Slave Lords is a campaign for characters of fourth through seventh levels set in the World of Greyhawk that pitches them against an insidious gang of slavers. Presented as a pleasing hardback that not contains the original four scenarios, but also adds a fifth scenario designed to introduce player characters to the campaign, which means that Against the Slave Lords can not only be played by us old nostalgic players, but new ones too.

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Posted in Alderac Entertainment Group, Chronicle City, Evil Hat Games, Fantasy Flight Games, Gale Force Nine, Miskatonic River Press, Monte Cook Games, Ogrecave, Paizo Publishing, Pelgrane Press, Steve Jackson Games, WotC | No comments

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

Saturday, 19 October 2013

Ignorance Imparted

Posted on 11:28 by Anthony Carold
Traditionally, the first supplement published for a role playing game is a ‘companion’. It collects many, if not all, of the content that was written for, but not included in the core Rulebook. Extra background material, advice, scenarios, and more were the typical content of the RPG Companion. Such supplements are rare these days, for where a Companion will address a number of diverse topics, the modern supplement typically focuses upon particular aspects of an RPG's setting or rules. Call of Cthulhu has received two such ‘companions’. The first, the Cthulhu Companion: Ghastly Adventures & Erudite Lore from 1983 is best remembered for its decent scenarios, its Mythos parody of Chattanooga Choo-Choo, and its list of Mythos adverbs and descriptors. The second, Fragments of Fear: The Second Cthulhu Companion from 1985, is best known for its foldout size comparison of various Mythos gods and entities. Of the two, the Cthulhu Companion is the better regarded and the more useful, but now both supplements stand to be compared by a third supplement of a very similar nature. 

Island of Ignorance – The Third Cthulhu Companion is the first release from new publisher, Golden Goblin Press, the newest Chaosium licensee. At its head is perhaps one of the most prolific of Call of Cthulhu authors – Oscar Rios, best known for The Legacy of Arrius Lurco, the campaign for use with Chaosium, Inc.’s Cthulhu Invictus. The company takes its name from the fictitious company in the Robert E. Howard stories ‘The Black Stone’ and ‘The Thing on the Roof’, and it this name that provides the title for the first of the octet of articles in Island of Ignorance. Geoff Gillan’s ‘The Golden Goblin’ examines the significance and history of the Native American figurine that inspired the founder of Golden Goblin Press in Howard’s stories. As eponymously fitting as this article is in the supplement, it does feel slightly trite, almost as if the publisher had to get the joke out of the way.

Daniel Harms offers the reader ‘The Walshes: A Cthulhu Cult’, a description of what happens when certain New England rumrunners come to worship a certain drowned god and use their gained knowledge to run the dangerous waters along the New England coast. The result is a heavily armed gang with a fast boat and a secret hideout that is feared by rival gangs and the Coast Guard alike – not to say factions native to dread Innsmouth! Now that takes some doing – all summed up in this nicely done write-up. This is followed by ‘Massa di Requiem per Shuggay: A History of the Devil’s Opera’, penned by the creator of the Massa di Requiem per Shuggay, Scott David Aniolowski. Intimately tied up with the history of the Shan, the Insects from Shaggai, the complete history of this three act opera is given here for the first time. Most notably includes the most recent appearance of this banned opera in the pages of Call of Cthulhu, in Mikael Hedberg’s scenario ‘A Night at the Opera’, from Miskatonic River Press’ New York set anthology, Tales of from Sleepless City.

‘When Johnny Came Marching Home’ is the first of two articles in Island of Ignorance by its publisher, Oscar Rios. With it he offers the means to create investigators who served in the Great War. Although the rules cover the military training, the combat experiences, and their possible after effects, and the economic hardships that a veteran might all experience, they are not comprehensive. Primarily because its focus is on the American investigator and again on the American investigator who fought on the front lines, rather than served in a support capacity. Nevertheless, this is a quick and dirty method and handles something not covered in Call of Cthulhu itself. Next, in ‘Dweller in Darkness’, Tyler Hudak brings to light the Great Old One known as Bugg-Shash, expanding up the nature of this entity and its rare cultists to provide enough information for the Keeper to use them in his own campaign.

As described by Eckhard Huelshoff, the ‘The Knjiga Mrtva (or Book of the Dead)’ is collection of Serbian observations and writings that initially focuses on the undead and then later on certain creatures of the Mythos. It feels a little scrappy around the edges, but that comes from its varied content more than the writing. This is a useful addition that opens up the possibility of exploring the Mythos in Eastern Europe. This is followed by Tom Lynch’s description of one the secrets of the infamous Abdul Alhazred, ‘The Silks of Irem’. Not unsurprisingly, these are as potentially deadly as they are useful and they would make for a different MacGuffin. Rounding out the articles section of the Island of Ignorance is Oscar Rios’ second article, ‘Raggedy Clothes and Worn Out Shoes: A Look at the American Hobo’. This examines the place of the hobo and his life and how he can be played as a Mythos investigator, covering not only the hobo, but also the tramp and the bum. It is a thoroughly engaging piece that provides enough detail to support the background of any hobo should the reader want to play one of these characters and bring them to life in his next Call of Cthulhu game – and after reading this article, he should. (Although the rules are incompatible, Trail of Cthulhu Keepers and players will find this article of use as the hobo is a given character type in that game, and the background is certainly not incompatible). This is arguably, the highlight of the octet of articles in Island of Ignorance.

Opening up the quintet of scenarios in Island of Ignorance is Brian M. Sammons’ ‘Consumption’, a gruesome sequel to H.P. Lovecraft’s ‘The Picture in the House’. A grizzly encounter on the road between Arkham and Dunwich puts the investigators in the sights of a set of horribly human monsters with a necrophagous predilection. This set will go to almost any lengths to protect their inhuman habits and this is after having firmly made itself part of local society, making the act of investigating the activities of its members more than a little challenging. Despite there being very little Mythos involvement in ‘Consumption’ this scenario does not feel out of place in this supplement with a strong investigative aspect and suitably nasty secrets to reveal.

The second scenario is also set in Lovecraft Country, but in little visited Aylesbury rather than in Arkham, where several the town’s children, all of them poor workers at a local textile mill, have vanished under mysterious circumstances – only to appear a few days later seemingly unperturbed. ‘Let the Children Come to Me’ by Mark Shireman forces the investigators to make a ghastly comparison. Which is worse – the evils perpetrated by mankind on its own kin or the uncaring entities that would take advantage of such crimes? Again, the perpetrators hide behind a façade of respectability, making getting to the truth another challenge. The scenario’s denouement feels a little complex and needs careful handling upon the part of the Keeper as there are several possible outcomes. Equally, in coming to the climax of this scenario, the investigators will find themselves facing a moral dilemma in trying to determine the right outcome for this scenario.

Oscar Rios’ own contribution to the scenarios in Island of Ignorance is ‘The Lonely Point Lighthouse’, which will again present a moral dilemma to the investigators come its climax. They are hired by the city council of the port of New London, Connecticut to determine if the Lonely Point Lighthouse, located some three miles offshore, is haunted. After all, the last two keepers quit after supposedly hearing moans, tapping, and scratching sounds inside the lighthouse, plus when the investigators start asking around town, there are rumours about a sea monster haunting the waters around the lighthouse. Is there really a monster or is this an attempt to drum up the tourist trade? Of course, the investigators have to visit the lighthouse, so the time they have to unearth more facts in town is short. The investigative process adheres to the author’s trademark penchant for legwork rather than poring over books and nicely sets everything up for the isolated investigation at the lighthouse and another good dilemma for the investigators to solve.

The investigators find themselves solving another haunting in ‘With Blue Uncertain Stumbling’ by Jeffrey Moeller, and again, it takes place offshore. Not at a lighthouse, but on the island of Key West in Florida where the ghost of a woman has been seen in the mirrors of a hotel. This is not an easy investigation to get into and once a few facts are known, finding a solution to the mystery is not easy either. It makes much of the folklore of the island to present a twist upon the ‘returned from the grave’ story, but one that is pleasingly original and creepy. 

The last scenario in Island of Ignorance is Jon Hook’s ‘Darkness Illuminated’. Returning the quintet to Arkham, this is the most Pulp of the scenarios in the supplement, combining as it does John Wyndham’s The Midwich Cuckoos with the Mythos. The investigators are hired by the parents of a student at a local school for the blind to find out why their son has become withdrawn and distant from them and if it could be as the result of a new drug administered by Doctor James Herrington. Equally, the school for the blind does not want to talk about its students or indeed its doctor… Despite its pulp leanings, ‘Darkness Illuminated’ is a surprisingly sophisticated affair, but in places it feels rushed and very much in need of another edit. Again, it establishes a satisfying moral dilemma at the end and this more than makes up for the sometimes eyebrow raising Pulp elements.

Rounding out Island of Ignorance is ‘Heroes and Heroines of the Lovecraft Country’, a collection of eighteen pre-generated investigators already to play or drop into a scenario. The collection is decent enough, and despite having been thoroughly playtested at innumerable conventions, they amount to just the numbers. It is a pity that none of them comes with their own background to help ease their use in play or help spark a player’s imagination. Only one investigator comes with any background and that is Walt ‘Mashed Potatoes’ Johnson, a Hobo who is discussed in the earlier ‘Raggedy Clothes and Worn Out Shoes: A Look at the American Hobo’. In some ways, the accompanying checklist of typical investigator equipment is of more use. It rules are simple – an investigator just uses his Credit Rating score as points to spend on the listed equipment, so if he wants camera and film it will cost him four points, whereas a bottle of fine wine or brandy will cost five points. It is a pity that this sheet has been specifically designed for use with the eighteen listed pre-generated investigators as it would work well in general for any game set during the Roaring Twenties or the Desperate Decade of the 1930s.

Physically, Island of Ignorance – The Third Cthulhu Companion is neatly and cleanly presented in a style that feels reminiscent of the original Cthulhu Companion as well as the books published by the late Miskatonic River Press. This is no surprise since Oscar Rios was heavily involved with Miskatonic River Press. The supplement’s illustrations by Reuben Dodd are well done and nicely capture the action within the scenarios and whilst Alyssa Faden’s exterior cartography is excellent, her interior cartography is pedestrian at best. Where Island of Ignorance suffers is in its editing, which feels rushed in places and could have been done one more time.

So the question is, how does Island of Ignorance – The Third Cthulhu Companion compare with the earlier Cthulhu Companion: Ghastly Adventures & Erudite Lore and Fragments of Fear: The Second Cthulhu Companion? It is far superior in every way to Fragments of Fear: The Second Cthulhu Companion, so that is not a fair comparison. A fair comparison would be with the Cthulhu Companion: Ghastly Adventures & Erudite Lore and in doing so, the articles are broadly superior – though some of the content has since been superseded – to those in Island of Ignorance, but the scenarios are better in Island of Ignorance. Indeed, all five scenarios are mature and sophisticated affairs that handle their often adult themes in a suitably restrained fashion. The best of them challenge not only the investigators’ ability to withstand creeps, shocks, and scares, but difficult choices too. Island of Ignorance – The Third Cthulhu Companion is a good first book from a new publisher. All that publisher needs to do with its next books is maintain the quality of the material and match it by giving them the editorial polish that they need and they will be very good books indeed.
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Posted in Call of Cthulhu, Chaosium, Golden Goblin Press, Historical, Miskatonic River Press, Oscar Rios | No comments

Sunday, 14 April 2013

Empire City Fears

Posted on 03:48 by Anthony Carold

New York stands tall in Call of Cthulhu canon. Not only are numerous scenarios set there, such as “Dead Man Stomp” from the Call of Cthulhurulebook, but the city forms the backdrop for the opening sequences of three classic campaigns – Day of the Beast, Masks of Nyarlathotep, and Beyond the Mountains of Madness and for the whole of the modern campaign, Unseen Masters. Of course it has its sourcebook in the form of Secrets of New York, but even the invariably Pelgrane Press’ anglophile Trail of Cthulhu has its own anthology of New York set scenarios in the form of Arkham Detective Tales Extended Edition. The city has of course been visited in Lovecraft’s fiction, most notably in his “The Horror at Red Hook,” a short story that has itself been revisited three times by Lovecraftian investigative horror roleplaying. The city, coming into its ascendancy in the 1920s, stands equally tall in our collective imagination with its melange of cultures old and new, its drive to conquer the financial world as well as the sky itself with its monumental skyscrapers, and its vibrancy. It is this rich and heady, not so say hedonistic mix that has presented fertile ground for Lovecraftian investigative horror roleplaying in the past and does so again with the fifth release from Miskatonic River Press, Tales of the Sleepless City.

The release of Tales of the Sleepless City gets 2013 off to a great start in terms of printed titles for Call of Cthulhu and not just because it was actually released in the same week as Atomic Age Cthulhu from Chaosium,Inc. (A review of that will follow soon). Rather it gets 2013 off to a great start both because it is simply a good book and because it comes as a more than welcome relief – not to say a curative tonic – after the low plumbed with the release of Chaosium, Inc.’s Terror from the Skies late last year. Marking Miskatonic River Press’ third anthology, Tales of the Sleepless City brings together six scenarios that explore life as it is lived in the city of New York in the Roaring Twenties.

Behind Paul Carrick’s dream-like cover, what strikes you first about Tales of the Sleepless City is how good the book looks. It is neat and tidy with various elements – side bars and hand outs, artwork and maps – judiciously placed to break up the text. In particular, the choice of typefaces perfectly evokes the period in which the contents of the book are set, while the use of the single interior artist further gives the book a cohesive feel, with many of the illustrations capturing some singularly nasty moments in the scenarios. Similarly, the use of the same map of New York again and again, each annotated with the different locations for each scenario also adds to book’s singular look. It is interesting to note that the map for each scenario includes its subtitle on the map. Lastly, each of the anthology’s hand outs, courtesy of the H. P. Lovecraft Historical Society, is a beautiful piece of work that should help immerse the players further into of each the anthology’s scenarios.

The collection opens with Dan Harms’ “To Awaken What Never Sleeps”, which literally brings New York alive. It does call for the use of experienced investigators who have some knowledge of the Cthulhu Mythos, though this is as much for effect as it is for the actual knowledge. Steeped in the recent history of the city, it draws upon the works of both Fritz Leiber and H.P. Lovecraft to present antagonists who are literally opposed to its thrusting modernity. Beginning on a very specific date in 1928, it starts with a bang and goes on to infuse the very fabric of the metropolis with an unnerving sense of unease. Initially this is a difficult scenario to get into and the scenario also seems to take on elements of the Dreamlands before coming back to reality. Nevertheless, there are some nice set pieces that move it along and get the investigation moving along into a bruising finale.

The second scenario is both a much more traditional and a more familiar affair. Inspired by the craze for all things Ancient Egyptian that followed the 1922 opening of Tutankhamen’s tomb – and also by certain urban legends – “The Terror from the Museum” by Brian Sammons is another tale of “revenge from beyond the grave.” This mania is brought to New York in decidedly grisly fashion as the consequences of a recent visit to Egypt comes back to bite a number of academics. It feeds into a heady, movie-like mix that combines xenophobia, a particularly pulp villain, and a certain Mythos artefact that makes its second appearance here. At its worst, this scenario could be a morass of clichés, but fortunately, the author lifts “The Terror from the Museum” above the clichés and leaves the Keeper with an interesting paradox as to the nature and status of the aforementioned artefact.

If “To Awaken What Never Sleeps” literally brings New York alive, then C. Michael Hurst’s “The Fishers of Men” brings it to life by taking player and Keeper alike into the vibrant hotbed that is Harlem. The death of Doctor Harold Bejoujou, a local religious leader and noted manufacturer of the tonic ‘Dr. Harry’s Enlightenment’, brings the investigators to his funeral and an interview with his wife who believes that he did not commit suicide as the police believe. Getting the investigators involved in this scenario will not be easy, both because of the subject of race and the somewhat closed nature of the scenario. A mixed race group of investigators would go some way to alleviate this problem. Once involved though, they find themselves mixed up in community politics and strange magic. Its climax feels absurdly theatrical, but overall, this feels like a well-judged treatment of Harlem.

“The Tenement” by Oscar Rios takes the investigators to the heart of a very New York problem – the slum tenements and slum landlords of Hell’s Kitchen. The investigators are hired by a well-meaning lawyer to prove a case against a slum landlord, Mister Edmund Grey. This involves their having to living in one of his buildings, the Buckley Arms, and persuading the much put upon tenants to give statements as to their ill treatment and the conditions in the building. This involves lots of dog work upon the part of the investigators as try and persuade their new, and often, recalcitrant neighbours. These NPCs are lightly drawn, but are no less interesting, so the Keeper should have roleplaying each and every one of them. As they gather evidence, Mister Grey becomes aware of the investigators’ efforts, the conditions in the tenement seem to worsen even as he sends in his muscle to coerce them. The climax to this well-written affair is shockingly deadly, so the investigators will need to follow up every lead if they are to be forewarned and thus have any chance of survival.

Mikael Hedberg’s “A Night at the Opera” is a grand treatment of a subject familiar to Call of Cthulhu, the performance of Massa di Requiem per Shuggay, and indeed, it is a grandiose affair. The investigators receive tickets for the inaugural performance of a new opera at the Metropolitan Opera House, a performance that will also be attended by the rich and famous, such as Zelda Fitzgerald and John D. Rockefeller, JR. As the evening progresses – the events of the scenario literally playing out over the course of just a few hours – the observant investigators will begin to notice strange events occurring, and as the ones to have seen them, it is up to them to prevent the full ramifications of the opera being performed coming to fruition. Although it could be said that the scenario is too linear, there is much for the investigators to do within the confines of the Metropolitan Opera House and it is only a short scenario anyway. Indeed, this is a race to save not just everyone at the performance, but also the whole of New York all played out in one single evening, one single session.

Rounding out Tales of the Sleepless City is the oddly titled “Értóng hé Kūqì de Mǔqīn” or “The Child and the Weeping Mother”, co-authored by Tom Lynch and Scott David Aniolowski. Like the earlier “The Fishers of Men”, this scenario takes place in one of New York’s communities, but Chinatown rather than Harlem. The investigators are asked by a local family to find its missing daughter. Yet both father and mother have something to hide and the investigators’ progress will be hampered by the intransigence of the tiny community and the criminal politics, if they tread carefully, both allies and informants can be found. As with the earlier “The Terror from the Museum”, this is a pulpy treatment of the exotic, though one with a nod towards the Wuxia genre rather than the horror movies from Universal Pictures.

Coming to the end of Tales of the Sleepless City, it is far from easy to find fault with its contents. Such faults as there are can only be described as minor. It could be argued that the layout is too busy in places, but to be fair, everything about the layout evokes the Jazz Age in which its six scenarios are set. In places the tone of scenarios feels uneven – more so with “The Terror from the Museum” and “The Fishers of Men”, but these are minor marks against what is otherwise a solid selection of scenarios.

With Tales of the Sleepless City, Miskatonic River Press continues its sure-footed treatment of the Mythos in Call of Cthulhu – five books on and the publisher has yet to put foot wrong in its support for the game. There is not a poor scenario amongst the six in this anthology, such that it would seem unreasonable to highlight any one of them over another, but it would not be unreasonable to say that the second three scenarios are more interesting than the first three. At its worst, Tales of the Sleepless City provides a solid set of playable scenarios that present some fine shocks and scares; at its best, Tales of the Sleepless City does not tell what New York was like in the Roaring Twenties for Call of Cthulhu, but actually shows you what it was like.
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Posted in Call of Cthulhu, Cthulhu, Historical, Horror, Lovecraftian Horror, Miskatonic River Press | No comments

Sunday, 25 December 2011

The Ogrecave.com Christmas List

Posted on 05:10 by Anthony Carold

It has been vaguely traditional for the past decade that in the first weeks of December, OgreCave.com runs a series lists suggesting not necessarily the best board and roleplaying games of the preceding year, but the titles that you might like to receive and give. Breaking with that tradition – in that the following is just the one list and in that for reasons beyond our control, this list is not appearing at OgreCave.com – Reviews from R’lyeh would like present its own list. Further, as is also traditional, Reviews from R’lyeh has not devolved into the need to cast about “Baleful Blandishments” to all concerned or otherwise based upon the arbitrary organisation of days.

Nevertheless, Happy Gaming and enjoy the suggestions. Consider them perfect for purchase for yourself. If the world is to end in 2012 – and the denizens of Reviews from R’lyeh doubt that the stars have come right as yet – then at least enjoy a few last rolls of the dice with a favourite new game…

Elder Sign (Fantasy Flight Games), $34.95
For its third game of Lovecraftian investigative horror, Fantasy Flight Games brings us a co-operative dice game of battling the Mythos, monsters, and madmen at Arkham Museum where a concentration of eldritch artefacts have weakened the barriers that prevent the return of an Ancient One. Designed for between one and eight investigators, they must make the best use of their tools, allies, spells, and clues to locate Elder Signs if they are to re-seal the barriers between worlds and so prevent the Ancient One’s return. Fail to find the Elder Signs, and the Ancient One and his minions grow stronger until the investigators must face the Ancient One armed only with their stamina and their sanity. With sixteen investigators to choose from and eight different Ancient Ones to face, Elder Sign offers plenty of replay value as well as a challenge every time. Also available as an App.

Pathfinder Roleplaying Game Beginner Box (Paizo Publishing), $35
With this weighty box, Paizo Publishing enables you to get playing one of the most popular and certainly best supported of fantasy RPGs of recent years. Not only is it designed to get you playing quickly by letting you play one of the four pre-generated adventurers and reading up on them while the GM reads the first few encounters, but in the long term, it provides the rules needed to create a human, dwarf, or elf cleric, fighter, rogue, or wizard character and then take that hero from first up to fifth level. The GM gets just as much support, first with an introductory adventure, and then with advice on creating your own in a variety of environments, plus there are maps and tokens for both the characters and the monsters to help bring your adventurers to life on the table. With its slightly streamlined rules and some great art work, the Pathfinder Roleplaying Game Beginner Box is an attractively easy way into the hobby.

7 Wonders (Asmodée Éditions), $49.95
If there was one game that deserved to win the “Spiel des Jahres” (German “Game of the Year”) award in 2011, it was 7 Wonders, a civilisation themed card game that can be played with as many as seven players in forty-five minutes. It did not win the “Spiel des Jahres,” but it did win its new bigger brother award, the "Kennerspiel des Jahres" (roughly "Connoisseur-Enthusiast Game of the Year"). Played one card at a time over the course of three ages with players passing their card hands to their neighbour after every turn, 7 Wonders tracks up to seven ancient civilisations as they attempt to establish and trade for resources, build their militaries, enhance their cultures, advance their scientific knowledge, and of course, complete one of the wonders of the age. Not only is 7 Wonders a lovely looking game, its multiple paths to victory give it a high replay value.

Abney Park's Airship Pirates RPG (Cubicle Seven Entertainment), $49.99
In the Neo-Victorian era of 2150 AD, America has become a great wilderness, home to mammoths and sabre-toothed cats, criss-crossed by the tracks of the armoured railroads that connect Emperor Victor III’s walled cities within which nothing ever changes and within which his clockwork policemen ensure nothing ever changes. Freedom can only be found with the Neobedouins who cross the wilderness and aboard the vessels of the airship pirates that sail the skies ready to pounce from behind the clouds. Based on songs of the Seattle Steampunk band, Abney Park, in Airship Pirates the player characters take to the skies in command of a skyship, perhaps as a band or merchants or mercenaries, setting to discover the secrets of this Steampunk, Post-Apocalypse, Pirate, Time Travel RPG!

Paris Connection (Queens Games) $62.99
A surprisingly light game from hard core train game designer/publisher, Winsome Games, Paris Connection has been given an attractive new look by Queen Games. It is a track and share game played across France, the players building six networks out from Paris, connecting to the nation’s various towns, cities, and ports to increase the share value of each network. Every player begins with a hidden allotment of shares, but cannot hide the shares they pick up during the game, often necessary if they are to acquire any shares that are increasing in value. The clever, but still simple aspect of Paris Connection is that its wooden train pieces represent both track pieces and shares in each network, so eventually, every player must ask themselves, at what point do share/track pieces become more valuable as shares than as track? Answering that question will keep this lovely looking, light and quick filler game coming back to the table.

Bookhounds of London (Pelgrane Press), $34.95
The book has always been important to Lovecraftian investigative horror, but Bookhounds of London, written by Ken Hite for Trail of Cthulhu, brings it to the fore like never before. This is a campaign setting in which the investigators are bookhounds in Depression Era London, working the book trade for the “squiz” (an exquisite item in bookseller’s slang) that will keep the doors of their “fine books” shop open. With debts and death duties to pay, England’s finest families have ransacked their extensive libraries leading to the market being flooded with both mundane and esoteric titles. Are the bookhounds willing to make money on these, even if it means selling a copy of Unaussprechlichen Kulten to some all too ambitious occultist? These are the choices faced by the book sellers, all played out against fog bound haze of a city full of ancient secrets behind its bureaucratic indifference and metropolitan façade. Bookhounds of London is another seedily evocative campaign from the pen of Ken Hite and another fine book for Trail of Cthulhu.

Discworld: Ankh-Morkpork (Treefrog Games), $60
Lord Vetinari is dead! Or on holiday. Either way, this is your chance to take control of Ankh-Morkpork in what is Martin Wallace’s most a commercial game yet, being based on Terry Prachett’s Discworld novels. Designed for two to four players each with a secret personality and a secret aim – are they Chrysophrase the troll (who wants money), the Dragon King of Arms (who wants to be king again), Sam Vimes of the Guards (who literally does not want any trouble), or Vetinari himself (secretly returned to sniff out his rivals) – Ankh-Morkpork is an area control game in which every action is card driven with every card and its actions being designed around the Discworld personality on each card. Another great looking game, Discworld: Ankh-Morkpork has enough game play for the dedicated gamer and enough theme without too much complexity to be enjoyed by the Discworld fans too.

The One Ring: Adventures over the Edge of the Wild (Cubicle Seven Entertainment), $59.99
With Smaug and the Battle of Five Armies won, a kind of peace has come to the peoples of Northern Middle Earth. Dangers still lurk beyond the borders of civilisation, whether from the Orc-holds of the mountains or the deepest recesses of Mirkwood where a corrupting foulness resides to reach out again and taint the hearts of the free peoples… This is the setting for The One Ring, the latest RPG based on the works of J.R.R. Tolkien that focuses on character and culture, and on the fellowship that the characters form and becomes a character of its own as they progress. Notably, this is a fantasy RPG that does not include any magic casting player characters, but that is perfectly in keeping with Tolkien’s setting. Lastly, it comes as a beautiful rule set complete with maps and dice, all within a sturdy slipcase.

Ticket to Ride Map Collection: Volume 1 - Team Asia & Legendary Asia (Days of Wonder), $30
It has been a long wait since Switzerland for what the Ticket to Ride fan really wants: more maps with destinations to reach and routes to claim. With Ticket to Ride Map Collection: Volume 1 - Team Asia & Legendary Asia, you get not only two maps – on a double-sided board, but two different ways to play. François Valentyne's Legendary Asia map lets you take the long Silk Road or climb the high passes of the Himalayas with the new mountain routes. With Ticket to Ride’s designer Alan R. Moon's Team Asia map, you can add a sixth player by playing in teams of two working together to claim routes. Neither member of a team is allowed to talk strategy with the other, but they can hint at it by playing destination and train cards from their hands to a wooden card holder that both can see. With six of these card holders in this expansion, they can just easily be used in other Ticket to Ride titles or even other games!

The Legacy of Arrius Lurco (Miskatonic River Press), $29.95
In an age when the appearance of a campaign for Call of Cthulhu is a rare occurrence, 2011 brings us a campaign not for Call of Cthulhu, but for its Ancient Rome setting, Cthulhu Invictus. The investigators are asked to look into why wealthy patrician, Arrius Lurco, went missing in Crete years before and why he cannot recall what he did. Uncovering this mystery and the mystery of Lurco’s strange behaviour will take the investigators across the Empire to reveal an ancient horror behind a creature born of legend and a cult prepared to move against the investigators as they uncover its secrets. This is a very different Call of Cthulhu campaign, involving more classic detective work than sifting through dusty libraries, and some quite, quite horrible moments for investigators and players alike. Not a campaign for the timid or anyone looking for an easy game, The Legacy of Arrius Lurco is not only the best campaign for Call of Cthulhu for years, but it also sets the standard by which all future Cthulhu Invictus titles will be measured.

Stars Without Number Core Edition (Mongoose Publishing), $39.99
One of the very few Science Fiction RPGs to come out of the “Old School Renaissance,” Stars Without Number is far from an old school RPG. Rather it is an “Edition Zero” tool kit that comes with everything necessary to both play and build a campaign of the GM’s creation, whether that is set within one of his devising or the setting provided. This is set in the far future in an age of recovery following a long collapse. There are old worlds to be re-discovered, new dangers that have taken advantage of the chaos to be faced, and secrets of the pre-Scream Golden Age to be revealed. Supported by extensive advice and ideas, Stars Without Number is the perfect RPG for exploring a Science Fiction “sandbox.”

Cosmic Patrol (Catalyst Game Labs), $24.99
Inspired by the Golden Age broadcast Science Fiction of Tom Corbett, Space Cadet and X MINUS ONE as well as the writings of Robert A. Heinlein, Poul Anderson, and E.E. “Doc” Smith, Cosmic Patrol is a light storytelling RPG in which the characters are stalwart members of the Grand Union’s last line of defence against a dangerous universe. As Patrolmen, they crew rocketships sent out to explore the galaxy, to investigate its strange phenomena, protect the Solar System, and respond to emergencies as necessary. The mechanics are kept light with everyone taking it turn to narrate scenes in the current adventure with heroics being encouraged. Plus the little rulebook is a work of art itself, looking exactly like a handbook for the Cosmic Patrol itself.

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Posted in Asmodée Éditions, Catalyst Game Labs, Cubicle Seven, Days of Wonder, Fantasy Flight Games, Miskatonic River Press, Mongoose Publishing, Ogrecave, Paizo Publishing, Pelgrane Press, Queens Games, Treefrog Games | No comments
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