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Showing posts with label 1940s. Show all posts
Showing posts with label 1940s. Show all posts

Monday, 19 January 2026

Miskatonic Monday #410: The Vanishing

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: Raul Longoria

Setting: East Texas, 1997
Product: One-shot
What You Get: Sixteen-page, 1.01 MB Full Colour PDF

Elevator Pitch: A missing persons case casts a different colour on East Texas
Plot Hook: Investigate the town where missing students conducted a biology field trip
Plot Support: Staging advice, no pre-generated Investigators, some NPCs and wildlife, nine handouts, one map, and one Mythos monster.
Production Values: Decent

Pros
# Scenario for one or two Investigators
# Pleasing sense of mouldering decline and distrust
# Seplophobia
# Chromophobia
# Nosophobia

Cons
# Pre-generated Investigators for Calamity in Drywater Canyon
# Set-up as to who is employing the Investigators muddled
# The presence and details of the missing students should play a bigger role
# Obvious threat

Conclusion
# Recognisable threat developed into an eerie ecological horror
# Set-up needs clarification and development, but otherwise a decent treatment of a classic Mythos monster
# Reviews from R’lyeh Recommends

Miskatonic Monday #409: Attenzione, Shub-niggurato!

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: Wille Ruotsalainen

Setting: French-Italian border, 1945
Product: One-shot
What You Get: Twenty six-page, 2.03 MB Full Colour PDF

Elevator Pitch: Episodic horror on the forgotten front
Plot Hook: Can the soldiers survive more than the horrors of war?
Plot Support: Staging advice, four pre-generated Investigators, three NPCs, four maps, and two Mythos monsters.
Production Values: Plain

Pros
# Isolated, icy horror in the French alps
# Straightforward plotting
# Kinemortophobia
# Germanophobia
# Frigophobia

Cons
# Needs an edit
# Reads more like a narrative than a scenario
# Keeper will need to better develop the end of the scenario
# Does suggest that the Investigators might have to commit war crimes, but consequences left unexplored

Conclusion
# Heavily plotted survival horror that could have done with more investigation
# Too much focus on the monster not the monstrous

Monday, 24 November 2025

Miskatonic Monday #397: Operation Bottleneck

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—

Publisher: Chaosium, Inc.
Author: Chicho ‘Arkashka’ OCARIZ

Setting: World War II Spain
Product: Scenario
What You Get: Thirty-nine page, 20.62 MB Full Colour PDF

Elevator Pitch: A rock hunt takes Allied stalwarts from the Rock deep into Spain
Plot Hook: Spain is ‘neutral’ right now, but will it be after Tartessos Suchexpedition?
Plot Support: Staging advice, four pre-generated Investigators, five NPCs, nine maps, two Mythos monsters, and a giant robot.
Production Values: Decent

Pros
# Nicely detailed with lots for Investigators to do in Gibraltar
# Lovely period maps
# Batrachophobia
# Speluncaphobia
# Robophobia

Cons
# Needs an edit
# Initial Sanity penalties overblown
# More military operation than Mythos investigation
# Not clear what the Investigators achieve
# Ends in a big fight with little to discover

Conclusion
# Action and stealth-focused World War II scenario
# Ultimately does not feel as if the Investigators achieve much or push the plot forward very far

Friday, 1 November 2024

Miskatonic Monday #307: No Witness

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: Brendan Lahey

Setting: Montreal, 1943
Product: Scenario
What You Get: Fifty-one page, 10.18 MB Full Colour PDF

Elevator Pitch: Serial killer, murder Mythos mystery
Plot Hook: A suicide is murder by any other name... Unless it’s an actual murder
Plot Support: Staging advice, four pre-generated Investigators, twelve handouts, one map, eleven NPCs, two Mythos tomes, one Mythos spell, and six Mythos monsters.
Production Values: Good

Pros
# Clue rich, delightfully investigative scenario
# Suitably plotted like a Film Noir
# Good use of period photographs
# Could be the start of a series
# Hemophobia
# Wiccanophobia
# Foniasophobia

Cons
# A would be singer with no Sing skill?
# Needs a slight edit
# Many photographs could be handouts if organised better
# A floorplan or two would have been useful

Conclusion
# Enjoyably muscular investigative mystery
# “Down these Mythos streets, a man must go who is not himself Mythos, and who is neither insane nor afraid.” (with apologies to) – Raymond Chandler

Thursday, 31 October 2024

Miskatonic Monday #303: Flash Cthulhu – Lost in the Stacks

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: Michael Reid

Setting: Coventry, 1947
Product: One-Location, One-Hour Scenario
What You Get: Eight page, 2.22 MB Full Colour PDF

Elevator Pitch: “I have a longing for fiction – to try to believe in it and to disappear into it.” – Karl Ove Knausgard
Plot Hook: A hunt for a book turns into a hunt by the book
Plot Support: Staging advice, four pre-generated Investigators, one floorplan, two NPCs, one Mythos tome, and one Mythos spell.
Production Values: Decent

Pros
# Simple and short
# Slightly tweedy, seedy feel
# Has a growing sense of unreality, literarily
# Bibliophobia
# Pentiliarphobia
# Dementophobia

Cons
# Needs a slight edit

Conclusion
# Short, punchy, literary race against time
# Looking for a book? The book is looking for you.

Sunday, 13 October 2024

Screams on Screen

They say that if you want to make it big in Hollywood, you are going to have to sell your soul. Not necessarily the devil, but to some studio executive for certain. Life is hard trying to make it big in Tinseltown, but that does not stop a whole lot of people trying—and when they get there, from working just as hard to stay on top, or as close as they can get. Fame and fortune, and your name up in lights on the marquee at Grauman’s Chinese Theatre on Hollywood Boulevard beckon if you work hard enough, have got the talent, and get lucky. Right now, you got some of that and more—a contract. A contract with Starfall Studios, where, “The Brightest Stars are brought down to earth, just for you!”. In truth, you are a B-List actor, perhaps on the way up, perhaps on the way down, and also in truth, Starfall Studios has not had a hit in years. However, you know you can change that, because you know you are good and with the new management and the new funding, this could be your chance to get noticed. If not make a big hit, then big enough to maybe get an award nomination, get picked up by a bigger studio, and get put in bigger pictures.

This is the set-up for SHIVER Blockbuster: Legends of the Silver Scream, a cinema-themed campaign for Shiver – Role-playing Tales in the Strange & the Unknown, the horror roleplaying game published by Parable Games. In the campaign, the players take on the roles of actors working for a small film studio in Hollywood, trying to make some blockbusters and get noticed. It has five scripts, each bound to be a surefire hit in which the actors get to prove how good—or bad—they are and make Hollywood sit up and take notice! Effectively, each player is roleplaying an actor who is playing a role in five different films, so five times—and slightly more—the roleplaying as in any other campaign or roleplaying game, unless they always play the same role and play it to the camera. Then, the best thing of all, a roleplaying game like Shiver – Role-playing Tales in the Strange & the Unknown and thus SHIVER Blockbuster: Legends of the Silver Scream, has got a budget bigger than any Hollywood studio. So, it can make any film and it will never blow the budget!

Actor creation in SHIVER Blockbuster: Legends of the Silver Scream works like that in Shiver – Role-playing Tales in the Strange & the Unknown. First, a player selects an Archetype, a Background, and a Fear. Then for SHIVER Blockbuster: Legends of the Silver Scream, he selects a Starring Role. This can be ‘The Leading Hero’, ‘The Stunt Performer’, ‘The Thespian’, ‘The Heartthrob’, ‘The Love Interest’, ‘The Comic Relief’, ‘The Method’, and more. Each Starring Role has a Star Power and Audience Expectation. The Star Power is a unique ability that the Actor can perform once per quarter of the Doom Clock, whilst the Audience Expectation is something that if done on screen will gain the Actor the favour of both the audience and the Director, and so boost his career. So, for ‘The Love Interest’, the Star Power is a ‘A Healing Heart’ that enables the Actor to make a Heart Check and regain Hit Points if they perform a romantic scene, whilst the Audience Expectation ‘Break Heart/Bow Minds’ in which the Actor wants the audience’s favour to fall in love with them and so will make romantic confessions, and have moments of passion or tear-jerking moments to get the audience to love them.

Depending upon how well an Actor performed, he or she can receive an Accolade or a Review. Both are awarded by the Director. Engage in both Star Power and Audience Expectation and an Actor will earn an Accolade, but if not, he or she may be in line for a Bad Review. Accolades include the ‘Performance Award’, ‘Hall of Fame’, ‘Rabid Fanbase’, ‘Top Billing’, and so on, whilst Bad Reviews include ‘Hamming It Up’, ‘Worst Actor Ever’, and ‘Boring Performance’. Accolades provide a minor benefit, whilst Bad Reviews act as minor disadvantage. For example, ‘Performance Award’ gives the Actor a piece of armour to use in the next film, but once used, it is gone, whilst ‘Looking Fit’ grants Advantage on acts of athleticism. The Bad Review, ‘Diva Reputation’ means that if the Actor fails a Check that would advance the Doom Clock, if they also fail a Strange Check, they suffer Soul damage.

It is possible for a player to change his Actor’s Starring Role and the book suggests that if multiple players want their Actor to take a particular Starring Role, then they should audition! However, the awarding of Accolades and Bad Reviews is the purview of the Director and can be subjective. The problem is that they are effectively grading a player’s roleplaying skill and performance—good, bad, or indifferent—and that is not natural to roleplaying as a hobby. The advice on the matter is cursory, but nevertheless, this is a fun mechanic and enforces the film studio and life in pictures set-up of SHIVER Blockbuster: Legends of the Silver Scream. What the Director might want to do perhaps is encourage the input of the players in deciding the Accolades and Bad Reviews, possibly forming an association of Hollywood critics and roleplaying its members too to expand the roles that the players take?

Once set up, SHIVER Blockbuster: Legends of the Silver Scream presents five very different ‘scripts’ or scenarios. Each is very nicely formatted, including a set-up, a Classification Board, details of what the Director knows, enemies, weapons, and items, the epilogue, and the Doom Events. The Doom Events are the four events per scenario that can be triggered over the course of the script, whilst the Classification Board categorises the scenario. Actually the ‘SHIVER Board of Classification’, for each scenario it lists the length of play time, number of players required, Subgenre, Film Age Rating, Content Warning, Recommended Ability Level, and Watchlist. The latter includes the archetypal films that the script references and that the Director should watch for inspiration. Every film lists the roles required as well.

All five adventures in SHIVER Blockbuster: Legends of the Silver Scream can be played through in a single session, or two at the most. The first is ‘A Little Adventure’, which is inspired by Honey I Shrunk the Kids and The Incredible Shrinking Man and finds a family visiting Grandpa for the weekend only to find him missing and themselves suddenly shrunk into a big world where they must battle toys, pets, and insects from doll’s house across the garden to find a way to get back to the right scale. ‘Crossbones’ Treasure’ is inspired by Pirates of the Caribbean and The Goonies, and is a classic pirate tale that has the cast race across the Caribbean in search of pirate treasure and facing ghosts, undead, and a giant crab. The third scenario is ‘Intergalactic Planetary Temple of Terror’ is a Science Fiction film which is in parts Guardians of the Galaxy, Star Wars, and Flash Gordon. The Player Characters are galactic criminals who escape space prison and are chased by their robot masters known as the Authority all the way to an ice planet where they will be faced by a dilemma whose outcome will affect the universe! A combination of Lord of the Rings, Legend, and Clash of the Titans*, ‘Medieval Dead’ is a fantasy romp in which the Player Characters are would be heroes, apprentice members of the Adventurer’s Guild, who are forced to suddenly graduate to actual, proper heroes when at the annual Merry Heroism Festival, an army of skeletons and a skeletal dragon, led by the Necromancer kills them all. Plus, he also kidnaps the princess. So not only a revenge mission, but a rescue one too which pokes a little fun at Dungeons & Dragons too, all the way to Mount Gloom. The last scenario is ‘Deep Red Sea’ which is inspired by the Indiana Jones series of films, Jaws, and Atlantis: The Lost City. What starts as a shark hunt to improve the tourism of a Pacific coast town in 1941 turns into a confrontation with a big sea monster and an evil cult from under the sea!

* Hopefully the original and not the dire 2010 remake.

Now all five of the scenarios in SHIVER Blockbuster: Legends of the Silver Scream are linear. This is to be expected, as after all, they are meant to be films being shot by a film studio. They could also be extracted from the book and run as one-shots, but that would be to ignore the meta-level written into the campaign, that is, the fact that the Player Characters are Actors. Where the players get to roleplay Actors in five different films over the course of SHIVER Blockbuster: Legends of the Silver Scream, in between, they get to play the Actors themselves. Between each film there is an interlude. Starfall Studio is running a very busy schedule, so the Actors will have little time between wrapping up shooting on one picture and shooting the next, so will be confined to the Star Trailer Park. In the first interlude, between ‘A Little Adventure’ and ‘Crossbones’ Treasure’, the players get to introduce their Actors and what their Starring Role is and each is visited by their Agent for the dreaded Performance Review. This is when the Accolades and Bad Reviews are handed out. One odd issue perhaps is that the Actors all share the same Agent, but that does also suggest a certain creepiness to their situation and this is only enhanced by the ominous events which can occur to one or more of the Actors. These ominous events are inspired by the previous films which the Actors have just finished making and serve to add to the creepiness as more and more of them occur as more films are made. One option to offset the oddness of the single Agent, is to have the players roleplay the different Agents for their Actors, which will add another level of roleplay to the campaign and make it a little more like troupe play.

Over the course of the four interludes, life at the Starfall Studio lot gets more and more mysterious, like the scriptwriter on all five films going missing or a rabid fan running amok, until ‘The Last Reel’. Drawing inspiration from This is the End and Scream 2, in this campaign climax, the Actors are forced to step out of their heroic roles and become heroes themselves as they attend the Star Gala at Starfall Studios’ Ciné Star Megaplex and confront one big conspiracy and one big villain, who has been pulling the strings all along, proving, of course, just how evil Hollywood actually is!

Supporting the campaign in SHIVER Blockbuster: Legends of the Silver Scream is ‘The Compendium’. This lists all of the NPCs and monsters which appear in the various films, plus the Inventory for each.

SHIVER Blockbuster: Legends of the Silver Scream is not just a collection of film-themed and film inspired horror adventures. It is more than that and in part, that is where the campaign comes alive, in having the players not only roleplay the cast of characters onscreen in the campaign’s five films, but also step back from that to have them roleplay the Actors performing as the cast of characters. It calls for more roleplaying upon the part of the players, which can be as hammy as they like, because, after all, the Starring Roles are archetypes. And if they want to be inspired by particular actors who resemble those Starring Roles, then all the better.

SHIVER Blockbuster: Legends of the Silver Scream is a really entertaining campaign that in presenting five films to make, offers lots of variety, and having the players roleplay both the film casts and the Actors, gives them lots of roleplay to get their teeth into—a clever, well-executed combination.

Monday, 19 February 2024

Miskatonic Monday #263: Operation Midnight Sun

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: Chicho OCARIZ ‘Arkashka’

Setting: World War II Iceland
Product: Scenario
What You Get: Twenty-seven page, 13.25 MB Full Colour PDF

Elevator Pitch: Nazis versus dinosaurs versus ‘hoard of the Nibelungs’ meets Journey to the Centre of the Earth under Iceland… in World War II
Plot Hook: Iceland is neutral right now, but will it be after Operation Weserübung?
Plot Support: Staging advice, four pre-generated Investigators, eight NPCs, three maps, and one dinosaur type.
Production Values: Decent

Pros
# Straightforward scenario
# Easy to run one-shot or convention scenario
Nyctophobia
Speluncaphobia
Ornithoscelidaphobia

Cons
# Needs a good edit
# No location map
# More military operation than Mythos investigation
# No Mythos content

Conclusion
# Short, action and stealth-focused World War II scenario
Ultimately more military operation than Mythos investigation

Sunday, 22 October 2023

Terror for Two Again

Even Death Can Die is an anthology of scenarios for Cthulhu Confidential, the GUMSHOE One-2-One System version for Trail of Cthulhu, the roleplaying game of Lovecraftian investigative horror. Published by Pelgrane Press, Cthulhu Confidential is designed to be played head-to-head, with the player and his Investigator delving into a mystery, the Game Master helping to facilitate this and tell the story of the Investigator’s efforts. In addition to the new rules and a guide to Cthulhu Mythos and Cosmic Horror for beginners, Cthulhu Confidential also included three scenarios that were the highlight of the book. Each includes a different protagonist and is by a different author, and each brought noir horror and a different code of honour to a different city in the thirties and forties. The three Investigators are Dexter ‘Dex’ Raymond, a Private Investigator in Los Angeles, 1937, obviously inspired by works of Raymond Chandler and Dashiell Hammet; Vivian Sinclair, an investigative journalist and lady detective in thirties New York, inspired by Kerry Greenwood and Dorothy L. Sayers; and Langston Montgomery Wright, an African American invalided veteran Private Investigator in Washington D.C. towards the end of World War II, inspired by Walter Mosely and Chester Himes. These are created and written by Robin D. Laws for Dexter ‘Dex’ Raymond, Ruth Tillman for Vivian Sinclair, and Chris Spivey for Langston Montgomery Wright, and in each case, the authors also address the social and cultural aspects of their settings. This is where Even Death Can Die picks up.

Even Death Can Die consists of not one, but nine scenarios. Three for each of the three investigators. Over the course of the nonet, the Investigators will get thrown across time and space, back into their memories, and confront some familiar creatures and entities of the Mythos, get involved in local and national politics, and more. Each of the three scenarios for each Investigator is designed to be played as their first investigation or as sequels to the scenarios in Cthulhu Confidential for their respective Investigators. Thus, ‘The Fathomless Sleep’ in Los Angeles as Dexter ‘Dex’ Raymond, ‘Fatal Frequencies’ in New York as Vivian Sinclair, and ‘Capitol Colour’ Washington DC as Langston Montgomery Wright. All nine are complete with their own protagonists, settings, and Problems and Edges, and all the player has to do as part of his preparation is ensure that the Investigator for the scenario being played has a Problem that will make the Investigation all the more personally difficult. This can be a new one from the scenario, or the one carried over from the investigations in Cthulhu Confidential. In addition, throughout the anthology there are sections marked as ‘Handle With Care’, which are entirely optional, but which highlight a social situation or attitude that was unfortunately prevalent during the period when the individual scenarios are set.

Even Death Can Die does not waste any time in getting down to business. Following a quick explanation, it opens with ‘One For the Money’, the first of three scenarios for Langston Montgomery Wright, set in and around Washington DC. It opens with him being hired—in a menacing manner—by Rhino Jones, a local gangster, to find out who and why some attacked and killed his men just as they were conducting a robbery on a truck. This gets the anthology off to a great start as our protagonist attempts to locate the bodies of those killed, possible survivors, and whatever it was that was in the back of the truck. The scenario not so much veers into the Pulp genre as leans into it with its combination of corrupt businessmen and politicians, gangsters and the Mob, Nazi spies, and what those in the know hope is a war-winning secret weapon prototype. It all feels just a bit like a combination of The Rocketeer and ‘From Beyond’, made all the more woozy when the device gets turned on and sends everyone’s senses for a loop.

If ‘One For the Money’ is a just a bit bonkers, then for Langston Montgomery Wright ‘The Shadow Over Washington’ gets weird. He is hired to investigate why a young engineering student, placed in a sanatorium by his parents on medical grounds, is not getting better and does not appear to be receiving the treatment he should. Surprisingly, getting to the patient and to the doctor treating him is relatively easy, but only in following up on another private investigator’s enquiries does look like there are others suffering from the same problem as the student. Langston Montgomery Wright finds himself on bloody trail that leads to a strange youth movement, even stranger doings at Washington National Airport, and then an utterly weird situation in which he is both someone else and somewhere else. Similar situations have been depicted in many a scenario of Lovecraftian investigative horror, but always to NPCs. Here the author makes it both personal and desperate and it will probably the standout scene for the scenario.

If ‘One For the Money’ is bonkers and ‘The Shadow Over Washington’ weird, the third scenario for Langston Montgomery Wright gets horribly personal, delving back in his own terrible memories and those of others, depicting the terrible racism of their respective pasts. In ‘Preacher Man Blues’, Langston Montgomery Wright is hired by a number of different denomination churches to investigate a traveling fire and brimstone preacher who has come to the capitol. They want him gone because he is attracting their congregations and the police want him gone—at the very least—because he is disturbing the peace. This is a nasty scenario with some shocking scenes (with more shocking content in the optional descriptions), plus a very chilling interview with J. Edgar Hoover that results in our private investigator having the full weight of the law upon his back. Fortunately, the shocking scenes are handled with care and the cultural aspects of Langston Montgomery Wright’s own community portrayed with sensitivity. Which really does make the horror of ‘Preacher Man Blues’ that much worse…

‘The Howling Fog’ shifts the action to New York in the first of the three scenarios for investigative journalist Vivian Sinclair. An undercover investigation into the city’s mob run clipjoints where the male clientele are fleeced for as much money as possible turns nasty when the boss, a Made Man, is found dead on the street with his head all bent out of shape. As the mobsters begin to circle each other, Vivian Sinclair widens her investigation to include Harlem’s famous Cotton Club, but the investigation will ultimately lead back where she started. There is a pleasing contrast in interreacting and roleplaying with the women who work in the clipjoints and the increasingly wary members of the mob in the scenario, and as a whole, the scenario also contrasts with the previous three in being a much smaller scale investigation. It is also much grubbier and sleazier as you would expect given its setting and subject matter.

Labour relations are the subject of Vivian Sinclair’s next investigation in ‘Ex Astoria’. Reporting on a riot between striking labourers working on a big tunnelling project under New York and scab labour brought, reveals that the labour dispute is not without substance. The labourers, many of whom suffer from the bends due to rapid changes in pressure working underground are suffering from other injuries and a strange wasting disease following a badly handled demolition in the tunnel and exposure to an acidic fluid. Investigation means getting into the site itself and there Vivian Sinclair will discover the source of the corrosive liquid and a malign influence, which if not contained, will result in an environmental disaster for New York. The scenario has a neat epilogue which foreshadows a great event in the city in 1939—the World Fair—and it would be interesting to see a sequel to ‘Ex Astoria’ set at that event.

Vivian Sinclair gets some time off—or at least, she almost does—in her third and final scenario in the anthology. In ‘Boundary Waters’, she accepts an invitation to a benefit gala aboard a gambling ship out in international waters off New York, hosted by her third cousin, society heiress Tabitha ‘Tabby’ Sinclair. However, Vivian Sinclair has got wind that ship is doing more than just hosting booze, dice, and dancing parties, it is regularly making a diversion to offshore Long Island, where it locks the passengers in their cabins because of the weather and even has passengers who do not play the tables. What could the Buena Vida being doing in international waters off new York in 1938? The scenario balances dealing with Tabitha and her charity event, the private investigator hired by Tabitha’s father to keep a watch on her, a murder, and the odd activity of several illegal aliens aboard ship. It is a really good mix and having it set aboard ship—sadly without any deckplans—serves to keep everything shipshape and Bristol fashion and the investigation focused. If things do not go her way, there is a potentially nasty ending for Vivian Sinclair, but otherwise this is a nicely done period piece made all the more sparky by the presence of a noted literary wit.

The last trilogy of scenarios begins in traditional fashion when a widow walks into the offices of Dexter ‘Dex’ Raymond and asks him to confirm that the death of her husband in a car accident was not a suicide, which is what the insurance company suspects. ‘The House Up in the Hills’ looks at first to be an ordinary case, but when the private investigator visits the house of the husband’s new client, it begins to look stranger. The house itself is not only strange, but the background to its original architect took a tragic turn with a suicide attempt—as when explained by the architect from the high security cell of the psychiatric ward that is his home now—the house itself wanted to kill itself! Further investigation points toward the client’s friends and colleagues, who together once formed a sorcerous coven. Are any of them still practicing is a question that Dexter ‘Dex’ Raymond will have to answer as he suffers attacks by swarms of rats and illusions. The scenario—the only one in the anthology to include the traditional handouts of Lovecraftian investigative roleplaying—crosses elements of The Dreams in the Witch House with Rats in the Walls, but has potential to end as a weird whodunnit.

Film props are the MacGuffin in ‘High Voltage Kill’, the second scenario for Dexter ‘Dex’ Raymond in the anthology. Inspired by the film He Walked by Night and the true crime case which inspired that, the private investigator is hired to locate several key set pieces from 1931’s Frankenstein, all with an electrical theme, and all recently stolen him in a stick-up robbery. The clues all point to a desperate crook, who will stop at nothing to achieve his aims and who somehow is connected to some ordinary folks turned strangely unstoppable killers. This is the most complex of the nine scenarios in terms of its scene timing and the Game Master will have a good grasp of the options provided. More Science Fiction horror than eldritch horror, ‘High Voltage Kill’ is also the most combative scenario in the anthology.

The final scenario in Even Death Can Die is also the third of Dexter ‘Dex’ Raymond’s three cases. In ‘Skin and Teeth’, gangsters hire him to do them a favour: find out exactly what it is that a maid found under a bed of a hotel that they own. What she found looks like the completely flensed skin of a human male! From this gruesome start, connecting one crook to another, points to the involvement of a former city councillor whom the last crook is definite about said former city councillor being an imposter. He is also absolutely definite about wanting the names of board members at the city’s Department of Water and Power, likely connected to an environmental disaster about ten years before. Much like ‘The House Up in the Hills’ before it, ‘Skin and Teeth’ involves interviewing multiple persons before Dexter ‘Dex’ Raymond can locate and confront the ancient forces behind the bloody skin bag left behind, who can be found deep under the city, in a temple to an alien god. As with the scenarios before it, ‘Skin and Teeth’ is a rich and meaty investigation.

Physically, Even Death Can Die is as crisply presented a black and white book as was Cthulhu Confidential. It needs a slight edit in places, but is well written and engaging. It is very lightly illustrated and there are relatively few maps in the scenarios. The Game Master will definitely need to refer to Cthulhu Confidential for details of the three cities where the anthology’s scenarios are set.

One of the great features of Cthulhu Confidential with its use of the GUMSHOE One-2-One System, is that it makes Lovecraftian investigative horror a much more intense and personal experience in terms of both the investigative process and the horror itself. This feature is undoubtedly upheld in this anthology. The result is that Even Death Can Die makes both its horror and its roleplaying much more personal, as well as challenging because the player is on his own, and thus more intimate, and it does so with great set of scenarios, all strongly grounded in their time and place. Cthulhu Confidential, the combination of the background to Trail of Cthulhu with the GUMSHOE One-2-One System, is very well served with Even Death Can Die.

Sunday, 20 August 2023

Terror for Two

The aim of Cthulhu Confidential is to take a player and a Game Master “down these mean streets a man must go who is not himself mean, who is neither tarnished nor afraid. He is the hero; he is everything. He must be a complete man and a common man and yet an unusual man. He must be, to use a rather weathered phrase, a man of honour—by instinct, by inevitability, without thought of it, and certainly without saying it. He must be the best man in his world and a good enough man for any world.” And it is specifically a player and a Game Master, for Cthulhu Confidential is designed to be played head-to-head, with the player and his Investigator delving into a mystery, the Game Master helping to facilitate this and tell the story of the Investigator’s efforts. Published by Pelgrane Press, Cthulhu Confidential is set in the same world as the publisher’s Trail of Cthulhu, the roleplaying game of Lovecraftian investigative horror, but with major changes—most of them mechanical. This is to facilitate the change from the clue-orientated nature of Trail of Cthulhu using the GUMSHOE System and for several Investigators to the single player and single Game Master and the GUMSHOE One-2-One System. In addition to including the new rules, Cthulhu Confidential includes a guide for the Game Master to create her own GUMSHOE One-2-One System scenarios, a guide to Cthulhu Mythos and Cosmic Horror for beginners, and three scenarios. These are the highlight of Cthulhu Confidential, each with a different protagonist and by a different author, and each bringing noir horror and a different code of honour to another city in the thirties and forties.

Cthulhu Confidential assumes that the Game Master and player alike are familiar with both roleplaying and the cosmic horror of H.P. Lovecraft’s fiction. There are introductions to both in the book, but they are not its starting point. Similarly, there is a set of Starter Notes for the experienced GUMSHOE System Game Master in the appendix, but again this is not the starting point in Cthulhu Confidential. This the nature of the Investigator and the investigative process for one. Just like Trail of Cthulhu and the GUMSHOE System, an Investigator in Cthulhu Confidential and the GUMSHOE One-2-One System has two types of Abilities—Investigative Abilities and General Abilities. Investigative Abilities, such as Assess Honesty and Research, are used to gain information. If the Investigator has the Investigative Ability, he receives the information or the clue. General Abilities, like Driving and Shadowing, are more traditional in that their use requires dice to be rolled and a test passed to determine success or failure. Cthulhu Confidential then deviates from this in order to account for the fact that there is only the one Investigator rather than many as in Trail of Cthulhu. With multiple players, all of the Investigative Abilities would be accounted across the Investigators. Not so in Cthulhu Confidential. So, when an Investigator lacks an Investigative Ability, he can instead turn to an NPC or source for help. In Trail of Cthulhu, Investigative Abilities have pools of points which can be spent to gain extra clues about a situation, but in Cthulhu Confidential, the Investigator has Pushes, which the player can spend to gain the extra information or a benefit. This applies to any Investigative Ability and could be used to spring the Investigator from jail on a bogus arrest using the Law Investigative Ability, persuade the doorman at a suspect’s office that you have not been asking about his whereabouts, and so on. An Investigator begins a scenario with four Pushes and can earn more through play.

In Trail of Cthulhu, General Abilities also have pools of points, which are then expended to modify dice rolls for tests. In Cthulhu Confidential, General Abilities have one or two six-sided dice, which are also rolled on Tests. Tests are rolled when there is the possibility of failure in a situation, such as getting past a doorman to break into a suspect’s office or fleeing from the inhuman monster found in said suspect’s office, and are divided into two types. In either case, the player rolls the dice—if his Investigator has more than one—one at a time and totals their values. This is important because some Tests can be overcome with the roll of the one die rather than two dice. The Challenge is the more complex and more interesting of the two.

A Challenge gives three results—‘Advance’, ‘Hold’, and ‘Setback’. The ‘Advance’ is the equivalent of ‘Yes, and…’ and indicates a successful attempt with an extra benefit. This benefit is called an Edge and can prove useful later in the investigation. In addition, if the Challenge was overcome with the roll of a single die, then the Investigator is rewarded with an additional Push. The ‘Setback’ is the equivalent of ‘No, and…’ and indicates a failed attempt with an added Problem that will hamper the investigation. The ‘Hold’ lies somewhere in between with the Investigator no better or worse off, and also without an Edge or a Problem. It is also possible for the Investigator to suffer an Extra Problem in order to gain an additional die to roll in the hope of gaining an ‘Advance’.

For example, Dexter ‘Dex’ Raymond, the Private Investigator presented as the first protagonist in Cthulhu Confidential has been hired by the wife of Lorenzo Calderone, nightclub owner and suspected mob associate. She wants a divorce and suspects her husband of cooking the books to reduce her settlement and alimony. She does not think that the real account books are kept at home or the nightclub, but at the office of her husband’s lawyer, Crispin Grimes. To get those books, Raymond needs to get past the doorman and into the office. So, the Challenge could look like this:

COOKED BOOKS
Stealth
Advance 6+: You get past the doorman and into Grimes’ office where you find the account books. No one knows the books are missing and when they find out, who took them. Earn Edge: ‘Crooked Books.’
Hold 3-5: The doorman does his rounds just as you are about to break in and you are not going to get past him now.
Setback 2 or less: You initially get past the doorman, but just as you are about to get into Grimes’ office, he spots on his rounds. Triggers Challenge ‘Flee the Building.’
Extra Problem: ‘There was this one guy poking around…’

EDGE: ‘Crooked Books.’ You got the account books Mrs Calderone wanted, so case settled. But if you keep a copy yourself, it could keep her husband or his lawyer off your back.
PROBLEM: ‘There was this one guy poking around…’ The theft puts Lorenzo Calderone and Crispin Grimes on edge. A Push is needed to successfully use any Interpersonal skill with both.

In comparison, a Quick Test requires to simple roll to gain an ‘Advance’ result. The structure of Cthulhu Confidential and its scenarios presents Challenges as clear, black boxes of test and both Edges and Problems as essentially cards that are given to the player to add to his Investigator. Fights and both Horror and Madness, key elements of the two genres for Cthulhu Confidential—noir detective stories and Cosmic Horror—are handled as Challenges, typically using the Fighting General Ability for combat and the Stability General Ability when confronted with something horrifying. This is another place where Cthulhu Confidential differs from the multiplayer Trail of Cthulhu, because in Trail of Cthulhu, the Investigators can afford to lose one of their number, whether from a fight or madness, and such a loss is easily replaced. Not so in Cthulhu Confidential. Here a loss means the end of the investigation and the scenario, so whilst fights are dangerous, they are not lethal—and that applies to the NPCs or monsters as much as the Investigator. The investigator can suffer debilitating injury or loss, but can recover through the ‘Take Time to Recover’ action. Similarly, the antagonist, whether mundane or monstrous, is not killed, but suffers a loss that will benefit the Investigator in some way, represented by an Edge. Encounters or confrontations with horror work in the same fashion, although a ‘Setback’ will penalise the Investigator with a ‘Mythos Shock’ Problem. These cannot always be countered with the ‘Take Time to Recover’ action and instead require an Edge capable of countering a ‘Mythos Shock’ Problem. This is not to say that the Investigator cannot die or be sent mad, but this does not happen mid-story. Instead, it can become all too much at the end. This is especially so if the Investigator is left with a ‘Mythos Shock’ Problem or two or more that he has been unable to deal with in the course of the investigation. The remaining Problem cards will affect the narration of the investigation’s outcome and ending, typically in downbeat fashion to fit the twin genres of Cthulhu Confidential. If the Investigator survives, his player can retain these Problems to carry over into the next scenario—some he has to and some he can choose—and they will continue to influence the Investigator’s efforts until addressed. Even at the start of the first scenario, an Investigator has an ongoing problem, although the player is typically given a choice as to what that problem is.

For the Game Master there is advice on running the GUMSHOE One-2-One System. This covers guiding the player (gently) and avoiding the sticking points common to mystery and investigation scenarios, taking into account the nature of its single player and Investigator play style. This includes advice on running both sources and challenges and there is similar treatment on creating scenarios, building Challenges, and designing Edges. This is backed up with numerous examples which the Game Master can use for inspiration as well as model for her own scenarios. The appendix for Cthulhu Confidential includes a Rules Quick Reference, a Handout for New Roleplayers, lists of sources for all three protagonists, a guide to solving cases, sample Player Characters from other GUMSHOE System roleplaying games in the GUMSHOE One-2-One System format, such as an Ordo Veritas Agent from The Esoterrorists and a Mutant Cop from Mutant City Blues, and a set of generic Edges.

Two thirds of Cthulhu Confidential is dedicated to its three investigations and their protagonists, settings, and Problems and Edges. The three Investigators are Dexter ‘Dex’ Raymond, a Private Investigator in Los Angeles, 1937, obviously inspired by works of Raymond Chandler and Dashiell Hammet; Vivian Sinclair, an investigative journalist and lady detective in thirties New York, inspired by Kerry Greenwood and Dorothy L. Sayers; and Langston Montgomery Wright, an African American invalided veteran Private Investigator in Washington D.C. towards the end of World War II, inspired by Walter Mosely and Chester Himes. Each Investigator is accompanied by detailed descriptions of his or her sources and exceptionally good write-ups of their respective cities—Los Angeles, New York, and Washington, D.C. The write-ups are so good, they are better than the actual supplements dedicated to those cities previously published for Lovecraftian investigative roleplaying, and in the case of Washington, D.C., the definitive guide Lovecraftian investigative roleplaying, since no sourcebook has been published for the city, let alone an actual scenario. In addition, all three authors—Robin D. Laws for Dexter ‘Dex’ Raymond, Ruth Tillman for Vivian Sinclair, and Chris Spivey for Langston Montgomery Wright—address the social and cultural aspects of their settings. So, there are discussions of whether Dexter ‘Dex’ Raymond should be a ‘straight white guy’ or not; of Vivian Sinclair’s bisexuality and how to handle violence against women; of handling the racist attitudes that Langston Montgomery Wright will face. The advice is excellent throughout, being inclusive and helpful.

Then each Investigator has his or her own scenario. As Dexter ‘Dex’ Raymond, the player will investigate ‘The Fathomless Sleep’. Fast-living society girl Helen Deakin has fallen into catatonia and her smouldering sister wants to know how this happened in this classic, hardboiled tale of blackmail and dirty money with a dollop of weird mysticism. In ‘Fatal Frequencies’, Vivian Sinclair helps out Sadie Cane, whose fiancé, George Preston, disappeared three days after a murder in his apartment block. What has George got himself messed up in? Langston Montgomery Wright investigates another disappearance, that of Lynette Miller, a riveter, in ‘Capitol Colour’. Last time her father saw her, she had a new job, secret, but highly paid. Where has she gone and what does her disappearance have to do with the war effort? All three scenarios are excellent, detailed and involving, and should keep the player and his Investigator intrigued and enthralled to the end.

Physically, Cthulhu Confidential is a crisply presented black and white book. It needs a slight edit in places, but is well written and engaging. It is not extensively illustrated, but what artwork there is, is not only good, but also captures the shades of grey in the three North American cities and both the protagonists and antagonists the supplement depicts. The use of period maps and other illustrations also enforces each setting’s sense of place.

Cthulhu Confidential provides an intense roleplaying experience. It has elements of classic solo play because of its set-up, especially in the structure of its Challenge mechanics and the Edges and Problems gained through play, but the intensity comes from working with the Game Master and interacting with the NPCs she depicts and doing so alone, pushing the player to rely upon himself and his Investigator’s Abilities rather than having to work with other players and their Investigators. Of course, the involvement of the Game Master means there is more flexibility and scope to adapt when investigating a mystery than there would be in a solo adventure. The end result is that Cthulhu Confidential provides an enthralling and engaging means of play and a one-on-one experience that pushes Lovecraftian investigative roleplay closer to its cinematic and literary influences and models.

Friday, 24 February 2023

Friday Filler: Village Rails

Osprey Games is primarily known for its wargames rules, such as Frostgrave: Fantasy Wargames in the Frozen City, but it also publishes board and card games and roleplaying games too. The latter includes Gran Meccanismo: Clockpunk Roleplaying in da Vinci’s Florence, Jackals – Bronze Age Fantasy Roleplaying, and Heirs to Heresy: The fall of the Knights Templar, whilst the former includes titles such as Undaunted Normandy, Jonathan Strange & Mr Norrell, and Village Rails: A Game of Locomotives and Local Motives. The latter is rail-themed board game designed for two to four players aged up fourteen and over, and designed to be played in less than an hour. It has a delightfully cosy feel to it, being set in the English countryside during the Age of Steam during the thirties, forties, and fifties. Play is simple with each player only having to make a few choices and the game ends once everyone has taken twelve turns after which each player’s tableau or rail network is scored and the player with the highest score wins.

Village Rails: A Game of Locomotives and Local Motives consists of eighty Railway Cards, thirty-eight Terminus Cards, four Reference Cards and four Scoring Dials, Border Pieces, and almost fifty coins. The Border Pieces and coins are done in thick cardboard, as are the Scoring Dials, which do require some assembly. The Border Pieces are marked with the start of seven railway lines and are used to create an ‘L-shape’ into which the Railway Cards are placed as a three-by-five twelve-card grid. The Railway Cards are double-sided. On one side is Track, which depicts two single tracks running across terrain such as fields, pasture, forest, lakes, and villages. The Track side are also marked various symbols, including Barns, Farms, Halts, and Sidings. When they appear on a completed line, these will all score a player points, except for Sidings which are scored at the end of the game. On the other side of the Railway Cards are Trips, which score a player if their conditions are met. For example, ‘2 per type of feature on the line.’, ‘No Bulls on the line: 4 points’, and ‘Only straight tracks on the line: 6 points’. Terminus Cards earn a player money when played, the amount depending on the indicated features on the cards, for example, the number of tractors on the line, number of different terrain features on the line, and so on. The greater the number of features on the line, the more money a Terminus Card will earn.

At the start of the game, each player receives an ‘L-shape’ border and £5 in coins. Once the Railway Cards are shuffled, cards are drawn to form two markets—the Track Market and the Trip Market. These are two lines of cards from which a player can select a single Track card and a single Trip card respectively on his turn. The first card in each market is always free to take, but the cards further along the line and closer to the deck must be purchased, with cards closer to the deck being more expensive. This money is placed on the cards further away from the deck and if a player subsequently selects one of the cards with money on it, he receives both card and money. Each player receives three Terminus Cards which he keeps secret until played. On a turn, a player can conduct two actions. The first is to build tracks, which the player must do, the second is to plan a trip, which is optional, but can be done before or after building tracks. Planning a trip always costs money and the Trip card selected is placed next to the player’s L-shape border at the start of a line. Each line can have two Trip cards like this. When selected a Track card is placed into a player’s tableau, either next to a border or another Track card. If as a result of a Track card being placed, a railway line runs from the player’s ‘L-shape’ border to the edge of his tableau, it is considered completed and can be scored. Points are scored for the features on the line, for the bonus provided by the adjacent Trip card, and money if a Terminus card has been played. The Reference Cards help scoring easy for each player.

In Village Rails, each player is working to complete his own tableau and the game does not involve any direct interaction with each other. The interaction comes indirectly through the game’s two markets—the Track Market and the Trip Market. Here each player will be watching them for the best cards to become available, hopefully free in the case of the Track Market and cheap in the case of the Trip Market, and before another player takes them. Another reason to take a card is that it has money on it. Money will enable a player to purchase a better Track or Trip card than before another player can, or simply just buy a Trip card, and the right Trip card will score more points. What this means is that the players have to spend their money with care and take the opportunity of their Terminus cards to earn more. A player will always have three Terminus cards, so fortunately, there is always the opportunity for him to earn money when completing a line.

Placement of the Track cards also takes care and players tend to place their first Track cards at the outer corners of their L-shape and work inwards to fill in all twelve spaces in their tableaus. This is because those placed at the corners can often be completed first, scoring a player some points and potentially earning him money. It also initially gives a wider choice as to what cards a player can draw and play, but as more and more Track cards are placed, the choices begin to tighten as a player tries to balance trying to find the right Track card to add to a tableau and purchase the Trip card which will score him the most points. Throughout, a player will always be considering how he can maximise the number of points he can score and how much money he can earn. Play continues until every player has placed his twelfth Track card and the final scoring is done for the Sidings.

Physically, Village Railways is delightfully and sturdily presented. The first thing that you notice upon lifting up the rules booklet from the box is one single piece of design to the components—and not to the components of the game, but the packaging of the components that the players pull out to assemble the Scoring Dials and the Border Tiles. There is a notch in the corner where a finger can be inserted and the thick sheets of card pulled out. This only has to be done the once, but it just makes things that little bit easier. Otherwise, all of the game’s components are sturdy, appropriately cosy in theme, and easy to use, although the symbols on the Track Cards are not always easy to spot, especially on the Track Cards with a darker theme, such as the forests. The rule book itself is clearly presented and includes a good example of a single turn, and the artwork has a lovely period feel, especially the locomotive illustrations on the Trip cards.

If there is an issue with Village Railways, it is that it pitches itself as a railway game set in the English countryside where the locals are happy to allow tracks to be built by the players or railway companies, but make specific demands of them. Which sounds like the players are laying tracks, but where they go will often be dictated by intervening or vociferous busybodies or persons of note, but it is not that. It is instead, more of a puzzle game in which each player attempts to fill a grid with tracks and maximise their points. Essentially, Village Rails combines drafting from a marketplace, tile placement, and route planning and building with the almost puzzle-like element of placing Track cards and connecting railway lines in a way which every player hopes will optimise his railway network and his score. Not as light a game as it first seems, Village Rails: A Game of Locomotives and Local Motivess is simple to learn and quick to play, but it is more challenging and thoughtful than the average filler game.