The Borellus Connection is a big demanding campaign that is going to take no little commitment upon the part of the Handler, her players, and their Agents to run, play, and complete. There is a fantastic sense of energy and grime to this campaign, of the Agents constantly wading through the seedy underbelly of both humanity and alchemy, caught between the mundane and the Mythos, and ultimately, out of game, how far and what strange places, The Borellus Connection takes one of H.P. Lovecraft’s most famous stories.
Sunday, 5 October 2025
The Curwen Connection
Saturday, 15 March 2025
A Conjunction of Conspiracies
Convergence, though, was not widely available when first published. This was in the pages of The Unspeakable Oath, Issue 7, published in the Autumn of 1992 by Pagan Publishing. Originally published for Call of Cthulhu, Fifth Edition, Arc Dream Publishing [has since updated the scenario for use with Delta Green: The Role-Playing Game. The scenario begins in September 1996, after the FBI and Georgia state troopers arrest Billy Ray Spivey, a teenager who has been on a strangely reluctant rampage, robbing gas stations and killing an attendant with punch, in pain, and fleeing his family after killing his father. Medical analysis of the teenager reveals that the muscles in his arms and legs have been entirely replaced with a strange tissue that mimics human muscle, but possesses non-human characteristics, and his arms and legs are covered with microscopic scars. This occurred after he disappeared for two days some nine days ago. The contact for the Agents—as the Player Characters in Delta Green: The Role-Playing Game—assigns them to travel to Spivey’s hometown of Groversville, Tennessee, investigate what happened to him and find out who or what performed the surgery on him.
The Player Characters are Federal Agents, but for this operation go undercover conducting an investigation into Spivey’s drug connections. Their investigation should be as low key as the town is sleepy and quiet, there being an air of melancholy to the place. In the course of their investigation, the Agents will discover classic signs of UFO activity—signs of abductions, cattle mutilation, and more… Then, Convergence really puts the knife in. The Agents are given a means of detecting the cause of Spivey’s condition and it is everywhere… If that is not enough, Convergence takes a firm grip of the handle of the knife and gives it a hard twist or two. Not only are the Agents being monitored—not once, but thrice over, by agents human and inhuman, and cowboy media ready to put them under the spotlight. In both ways, Convergence quickly amplifies its horror and the horror in which the Agents find themselves in. It serves this up in a couple of really great set-pieces, one of which will put the players off from going into motel bathrooms for life! There really are some scenes in the scenario which are going to make the players go, “Oh shit!” This is an indication of the quality of the writing, combined with the quality of the ideas underlying Delta Green. Ultimately, the play of Convergence boils down to two things. One is surviving. The other is surviving and conducting a successful cover up of the investigation. Both are incredibly challenging and there is high chance of a total party kill in the scenario.
Physically, Convergence is superbly presented in the standard style for Delta Green: The Role-Playing Game. The artwork is also great, as you would expect from Dennis Detwiller.
Convergence is short, no surprise given its original appearance as a scenario in a semi-professional magazine. But it packs a punch—quite literally. Convergence was a great introduction to the conspiratorial world of Delta Green in 1992, establishing the pattern for Delta Green operations and scenarios for decades to come. It is still a horrifyingly scary three decades on…
Saturday, 22 February 2025
When the Wind Walks
Jack Frost is a one-shot scenario designed to be played in two to three sessions with six pre-generated Player Characters, four of whom are scientists and two of whom are United States Air Force personnel. It is played out over the course of three days and three nights in the lead up to Christmas Day. Potentially, if there are any survivors, their experiences as part of Operation WEATHERWATCHER may drive them to switch sides and begin working for Delta Green rather than MAJESTIC. However, Jack Frost is a challenging scenario—in fact, a very challenging scenario—and the likelihood of the Player Characters surviving beyond the events in Alabama, let alone in the long term, is low. Anyone surviving long enough to work for Delta Green following an operation a la Control Group is going to be a very remarkable individual and it is going to take a lot of skill and luck upon the part of his player.
Jack Frost begins with the Player Characters being transported to Willis, Alabama, where the scenario proper opens with a briefing. By the standards of Delta Green: The Role-Playing Game, it is an incredibly extensive and detailed briefing, the wealth of knowledge presented to the players and their characters a radical contrast to that normally given Delta Green agents. What it highlights, even as it threatens to overwhelm the players, is the means and resources that MAJESTIC has to hand with its extensive governmental funding, whereas Delta Green is operating with virtually no budget! However, with that budget comes not just responsibility, but also oversight. In the case of Operation WEATHERWATCHER, quite literally, as there will be a two-man team assigned to the Player Characters from NRO DELTA to provide security, obviously to protect them and and the operation, but also to watch over their actions every day. As the scenario progresses and events get weirder and weirder, this need to watch the actions of the Player Characters transforms into paranoia. The situation is not entirely hopeless for the Player Characters though, as a combination of their persuasiveness and their knowledge, they may be able to convince them that their actions are the right ones...
Over the course of the three nights, the situation gets worse and worse. There are some truly horrible moments in the scenario as you would expect, some of which make you glad that it is a one-shot. The threat faced by the Player Characters is Itla-shua, the ‘wind walker’ of the far north, whose presence is felt nightly until the temperatures are cold enough to facilitate an appearance. Meanwhile, his children rise and if not stopped, will go on a rampage that might not end, but occur again and again in deep winters for decades to come. Stopping his coming and then banishing him is very, very difficult. The situation has to play out in a certain way and things have to go right for the Player Characters. There is definitely no guarantee that this will happen and there is the strong possibility of failure and death for all concerned.
Structurally, Jack Frost feels tightly constrained with its time limits and difficult choices made all the harder by the fact that the Player Characters will often need to get permission to follow them through. The information dump at the start of the scenario is daunting and the two Player Characters who are not scientists, but United States Air Force personnel, may initially find themselves with relatively little to do. As the action picks up on subsequent nights, this changes when they may become vital to the survival of everyone. There is scope for the players to each roleplay a secondary character, again from amongst the United States Air Force personnel, as they are better suited to the action scenes in the scenario.
Physically, Jack Frost is very well done. The artwork is excellent, for the most part, and the handouts are all equally as good.
MAJESTIC has always been portrayed as the villain in the Delta Green: The Role-Playing Game and Jack Frost is no different. Except that the players get to see this from the inside, by roleplaying members of the programme who believe in its aims and know that it is doing the right thing. Their experiences in Willis, Alabama will change that outlook—if they survive. Jack Frost takes Delta Green: The Role-Playing Game through the looking glass to discover just how mercilessly cold it is with a shocking, frigidly difficult investigation.
Saturday, 9 November 2024
Mother’s Madness
This is the set-up for Presence, a scenario published by Arc Dream Publishing for Delta Green: The Role-Playing Game. This is the modern roleplaying game of conspiratorial and Lovecraftian investigative horror with its conspiratorial agencies within the United States government investigating, confronting, and covering up the Unnatural. There are no specific requirements in terms of the Agents needed to play it, though strong interpersonal skills are going to be useful given the reaction that the Agents will receive during parts of the investigation. The investigation will switch from Vermont back to Alabama, which effectively means that the Green Mountain State is a diversion should the players surmise that its location suggests the involvement of the Mi-Go. What the Agents should learn is that Robyn has an interest in the New Age, astrology, and modern Wicca, and here the scenario is particularly modern in what they have to investigate—her social media presence. This will enable them to discover other several women in the same Facebook community who appear to have suffered similar situations to Robyn, and begin to close in on a suspect. The investigation is rich and superbly detailed and will take them into rural Alabama and take on a more physical nature.
If the players and their Agents have found the investigation difficult to date due to distrust of the Agents, it gets worse, as some of the inhabitants actively hate the Federal government and will not help the Agents at all. When they track down the culprit, it is effectively a ‘kill house’, but one infused with the Mythos as well as booby traps. It is a very nasty end to a difficult investigation.
This is a scenario that will directly change at least one of the Agents, such is the trauma and power of Robyn Bullock, and the scenario includes rules for that and the way in which they will be changed. These are psychic rituals, and there are six of these described. They include Apportation, Divination, Psychic Intrusion, and so on, and they all require the expenditure of Will Points and Hit Points to empower. This is in addition the Sanity loss involved too.
Friday, 12 July 2024
Awful Artefacts
Delta Green: ARCHINT is a supplement, for Delta Green: The Role-Playing Game. Published by Arc Dream Publishing, this is the modern roleplaying game of conspiratorial and Lovecraftian investigative horror with its conspiratorial agencies within the United States government investigating, confronting, and covering up the Unnatural. Delta Green: ARCHINT details some of the the conspiratorial agency’s worst, vilest, deadliest, and most insidious of objects its investigating Agents have discovered, recovered, examined, and in some cases, hidden away lest exposure to or experience of, drive others to kill, simply disappear, and ultimately lose their minds. The world of modern law enforcement and espionage both rely upon intelligence. Some analysts develop signals intelligence or SIGINT. Some develop human intelligence, HUMINT. Delta Green deals in both, as well as a third type of intelligence—archaeological intelligence. Delta Green: ARCHINT is a supplement for the conspiratorial agency’s worst, vilest, deadliest, and most insidious of objects its investigating Agents have discovered, recovered, examined, and in most cases, hidden away lest exposure to or experience of, drive others to kill, simply disappear, and ultimately lose their minds. These are objects which seem to run counter the laws of physics—let alone mathematics, come from beyond history, and defy ordinary classification.
Delta Green: ARCHINT details eleven items, some new to print, others drawn from previous scenarios. Some are modern, some are not. The collection opens with ‘The Amulet of the Ai-Apa’, one of the two items in the collection seen in an actual scenario for Delta Green: The Roleplaying Game, in this case, Delta Green: A Victim of the Art. Depicting the twin figures of a man and an intertwined flying beast, this is a meso-American artefact that willingly or unwillingly summons a deadly servant. The other is ‘The Stone of Yos’, from Delta Green: Sweetness, a large blob of obsidian which lets the user connected to it to ‘summon’ a shadowy figure. These are not the only commonalities that run throughout the supplement. ‘The Hunahpú Mask’ is also of South American origins, Mayan this time, and shaped like an over-size human skull, which of course, is deadly to anyone who spends time wearing it. Like ‘The Stone of Yos’, another item which seems to take the user inside itself is ‘The Gowdie Shape’, a green, metal dodecahedron with connections to seventeenth century Scottish witchcraft, that defies mathematical and spatial analysis. Once inside, the user is sorely tested. Similarly, ‘The Mironov Object’ defies analysis, a four hundred pound of unknowable metal that dangerously enhances and energises the user’s mathematical visualisation skills to the point where they begin to resemble reality. Two entries are more modern, one with a shockingly hidden purpose, the other a hidden purpose. Both are constructs of a kind. ‘The Kurville Executable’ is the former, an email-delivered virus that when seen on the screen inflicts what appears to be epileptic seizures so traumatic, that they physically injure the viewer. Their effect is so deadly, the files are physically stored under lock and key with numerous warnings on them. Several artefacts are stored like this by Delta Green, though in some cases the methods of secure storage are laughingly quaint by modern standards. The other constructed item is ‘The Reneteur Device’, an oddly anachronistic computer that tracks the activities of the Great Race of Yith throughout time and space. If only the Agents could decipher the device’s purpose, it could track the Great Race of Yith operatives down and discover what it is they are up to.
Of course, not all of the objects detailed in Delta Green: ARCHINT share such commonalities and where they do, it does not means that they are connected. In fact, as written they are not connected at all. What they do have in common though, is a high level of detail and description that will help the Handler describe them and how they work—or at least what happens when an Agent begins poking around in and about them. The detail and the description includes the known history of each device and how each came into possession of Delta Green. There is more than enough description here to help the Handler bring each and everyone of them into life, whilst also leaving some room for the Handler to add details to the history of each item as she wants. Many of the descriptions, though, will have the Handler repressing a feeling of shock or disgust, whilst also being amazed at how bizarrely inventive they are in detailing each item.
Physically, Delta Green: ARCHINT is well done, although it does need an edit in places. The artwork is as excellent as you would expect for a supplement for Delta Green: The Role-Playing Game.
Delta Green: ARCHINT is a good collection of thoroughly nasty objects and artefacts with histories both fearsome and foul. Yet that is all it is. Despite the rich detail accorded to every one of the eleven entries in the supplement, that is all that Delta Green: ARCHINT is. Of course, a Handler is going to be able to use that detail to create cases for her players and their Agents to investigate, but there are no scenario hooks given that might have helped. Equally, there is no broader background to how Delta Green as an organisation handles objects such as those detailed in the pages of Delta Green: ARCHINT or how its experts go about investigating them. For although the title of the supplement is Delta Green: ARCHINT, there is no discussion of the ‘ARCHINT’—the archaeological intelligence—of the title. That is a bigger missed opportunity than the lack of scenario hooks. Ultimately, though, the Handler is not going to be disappointed with the horrible objets d’art on show in Delta Green: ARCHINT—vile, murderous, tempting, and worse.
Saturday, 15 June 2024
Heaven & Hell
This is the set-up for Meridian, a scenario published by Arc Dream Publishing for Delta Green: The Role-Playing Game. This is the modern roleplaying game of conspiratorial and Lovecraftian investigative horror with its conspiratorial agencies within the United States government investigating, confronting, and covering up the Unnatural. It is ideally used as an introductory investigation with perhaps two or three Player Characters. To that end it includes three pre-generated Player Characters—two Agents and an optional character. The Two Agents consist of an FBI agent and an IRS investigator, whilst the optional character is a local social worker, who can either be a Player Character or an NPC. All three are possible recruits to Delta Green, the social worker as a Delta Green friendly. This set-up is not dissimilar to Control Group, the anthology of scenarios designed to create a pool of diverse Delta Green agents with varied origins and introductions to the Unnatural who can then go on to conduct investigations in secret for the conspiratorial organisation. So, Meridian can be used as an addition to that supplement or as a means to explain the addition of new agents to a campaign. To that end, the Unnatural element to the scenario is surprisingly low key.
Saturday, 20 April 2024
On A Dark Desert Highway
This is the set-up for Puppet Shows and Shadow Plays, a scenario published by Arc Dream Publishing for Delta Green: The Role-Playing Game. This is the modern roleplaying game of conspiratorial and Lovecraftian investigative horror with its conspiratorial agencies within the United States government investigating, confronting, and covering up the Unnatural—the forces and influences of Cosmic Horror—and long-time fans of Delta Green will recognise Puppet Shows and Shadow Plays. This is because it originally appeared in the Delta Green sourcebook for Call of Cthulhu, published in 1997, and was thus for many, their introduction to the world of Delta Green. Then it served as an introduction to the setting of Delta Green and the conspiracy of Delta Green, as well as a recruitment to the latter, and Puppet Shows and Shadow Plays does all three of these once again with this new version. More specifically, this version of Puppet Shows and Shadow Plays serves as an introduction to the setting of Delta Green and the conspiracy of Delta Green, as well as a recruitment to the latter, but as it was in the late nineties, when Delta Green was an off the books, unofficial, and cowboy conspiracy outside of the government, and its enemy, MAJESTIC, was very much inside. This then is an introductory scenario for Delta Green ‘Classic’, one updated to accompany Delta Green: The Conspiracy, the nineties sourcebook for Delta Green: The Role-Playing Game.
The scenario is designed for a small group, as most Delta Green scenarios are. Here, the Player Characters are specifically FBI agents, almost the default Agent background for Delta Green and certainly the most familiar to players. That is really due to familiarity with a big television series of the period, The X-Files, an influence certainly on how the player and the Handler then approached the setting of Delta Green, though notably, not an influence on the designers, since the creation and appearance of Delta Green as an organisation pre-date that of the broadcasting of the series. Another parallel perhaps is with the film The Hidden, but that is lesser known and if there are parallels, then Puppet Shows and Shadow Plays goes in a very different direction to that film, most obviously in the conspiracy of Delta Green and the Unnatural of Delta Green: The Role-Playing Game.
The investigation is relatively straightforward, but rich in details, and the Agents are soon faced by a wealth of clues, often strangely pointed out to by scavengers. What the Agents initially find is a series of both bloody and bloodless deaths along the highway and nearby, but the investigation then telescopes in and out, as first the Agents discover that the trail of death leads back across the USA, and second, outside agencies—what is actually Delta Green and its enemy—take an interest in the case, the latter a very direct interest in the case, and then the identification of the prime suspect sets up a manhunt across the Arizona desert. The investigation is hampered by the distrust locally—both at large and in law enforcement—and the need to be aware of Indigenous American cultural attitudes, and not just because of native attitudes towards to the Federal authorities. Essentially, if the Agents run roughshod over them, they will find that the local Apache tribe will no longer co-operate with them. This takes some careful roleplaying upon the part of the players.
In terms of the antagonists, the alien threat and the seemingly unstoppable killer of the original Puppet Shows and Shadow Plays from 1997 remains the same in the 2024 version. What is different in the new version is the naming of the horror at the heart of the scenario and the development of the presence of the Unnatural in the scenario. This includes tying the scavenger to a particular Unnatural deity and then to a particular figure in the Delta Green Mythos, one whom only veteran players of Delta Green will recognise. Of course, if the scenario serves as the introduction to a Delta Green campaign, then that figure can appear and serve as a callback to Puppet Shows and Shadow Plays.
Puppet Shows and Shadow Plays is designed to introduce the classic period of Delta Green for Delta Green: The Role-Playing Game to the players, and introduce new Agents to the conspiracy of Delta Green. To that end, the Agents are both hounded by NRO DELTA Agents of MAJESTIC and recruited by Delta Green. That said, Puppet Shows and Shadow Plays can be played as a one-shot. For campaigns set in the contemporary period of the core rules for Delta Green: The Role-Playing Game, then it could possibly be run as a flashback, especially if one of the Agents is a veteran of Delta Green. There are notes on running the scenario if the Agents are already members of Delta Green, although sadly, not for adapting it to the modern period of Delta Green.
Physically, Puppet Shows and Shadow Plays is well done. Now in full colour rather than black and white as in the original Delta Green sourcebook, all of the scenario’s illustrations, handouts, and maps have been redone.
Puppet Shows and Shadow Plays has aways been regarded as a classic scenario for the Delta Green setting and after twenty-five years since it was originally published, it still stands up as a great scenario. It has fantastic cinematic pacing to it, especially in the often-desperate action scenes against its antagonist, but it gets up close and personal—especially in the autopsy scenes—where it becomes really creepy and unsettlingly, before leading to desperate action scenes once again. In many ways, Puppet Shows and Shadow Plays set Delta Green up, and it is good have it doing that job once again for the nineties for Delta Green: The Role-Playing Game.
Tuesday, 31 October 2023
Memetic Madness
Impossible Landscapes – A Pursuit of the Terrors of Carcosa and the King in Yellow is a campaign for Delta Green: The Role-Playing Game, published by Arc Dream Publishing. Its origins lie not just in Robert W. Chambers’ King in Yellow Mythos, but also in the writings of two Delta Green stalwarts. First in John Scott Tynes’ own attempts to write a campaign focused on the King in Yellow that would lead to both short stories and his lengthy exploration of ‘The Hastur Mythos’ in Delta Green: Countdown. Second, in Dennis Detwiller’s ‘Night Floors’, a highly regarded scenario for Call of Cthulhu, also found in Delta Green: Countdown in which the Agents investigate the disappearance of a tenant from the Macallistar Building in New York and discover how easy it is to get lost in the building and its new floors at night. It is ‘Night Floors’ that forms the basis of the opening part of Impossible Landscapes, greatly expanded and connected to the rest of the campaign. In terms of scope, Impossible Landscapes is both a small campaign, encompassing just New York and Boston as its key locations, and a huge campaign, taking in as it does, the whole of unreality.
The campaign opens in 1995 with the reiteration of ‘The Night Floors’. Abigail Wright has gone missing from her New York apartment in the Macallister Building. As part of Operation ALICE, the Agents are to assist the FBI in collecting evidence from her apartment connected to her disappearance and determine whether or not there is something unnatural behind it. Almost from the start, the collection of evidence will appear strange, a random assortment of oddities glued to the wall in layers, but the building itself is stranger still. The other residents are initially recalcitrant and self-absorbed, but they seem to change at night, as does the building itself. There are new floors to the building, which seems to go up and up, yet never changes from the outside. ‘The Night Floors’ lays the foundations for the campaign, showcasing a duality between night and day, between reality and unreality, between rationality and irrationality, all of which runs throughout the initial parts of the campaign until they all begin to blur into one another. ‘The Night Floors’ is creepy and weird—and whilst the rest of the campaign is also creepy and weird, here it seems constrained and containable. Of course, it is far from that, but it does not seem to sprawl as it does in the rest of the campaign. The scenario also shows the Agents for the first time, that survival is their best and only hope.
‘The Night Floors’ is likely to end without a sense of any real achievement. It is not intended to, but this is not helped by the radical shift as the campaign jumps forward two decades for the second part, ‘A Volume of Secret Faces’. The options here are the Agents to have been deactivated during the intervening twenty years or the Handler to run some cases set during that period. The jump in timeframe has another effect though. It enforces the sense of unreality as connections begin to be spotted between the encounters in the here and now of 2015 and the past investigation of 1995,and that the Agents are being called back to that sense of unreality, and for them, that it truly never went away. In the second part of the campaign, the Agents are asked to investigate Dorchester House, a Boston psychiatric facility dealing in trauma where other Delta Green agents have been committed and disappeared. What the Agents will discover is a similar, but worse duality to that of the Macallister Building that will draw them deeper into the Impossible Landscapes. Here the campaign seems to pulsate with its unreality, expanding out to some utterly bizarre and frightening encounters, before contracting again to focus solely on the corridors and rooms—and beyond—of Dorchester House. Ultimately, the Agents will find themselves trapped in Dorchester House and its duality, but they will be able to escape.
The third part, ‘Like a Map Made of Skin’ turns the Agents’ paranoia back on themselves and sees them hunted, any trust issues they have fully justified now. The Agents will find themselves pushed and pulled, and though there are chances to revisit previous locations, ultimately, they have one choice and one destination, from where they can push on through to the other side—perhaps in pursuit of answers or even Abigail Wright still. This location, the Hotel Broadalbin, is one of many places in the campaign where it possible to transition between times and places in the campaign itself. Many of these are optional, and may or may not be discovered by the Agents. Hotel Broadalbin is not. Transitioning here will enable the Agents to make the final crossing into the Impossible Landscapes in the campaign’s last part, ‘The End of the World of the End’, and onwards towards Carcosa itself. Here the Agents will find war and despair as they search for a way to attend the court of the King in Yellow.
In terms of what the players and their Agents will confront—or is it what will confront the players and their Agents?—it is primarily a sense of the ineffable, of uncertainty, of never knowing quite what is going on and who to trust. That lack of trust has always been present in Delta Green and in Delta Green, but here the author winds this up so that it is not just a case of the Agents barely being able to trust who they work for as operatives of Delta Green, but they can no longer trust reality. Once exposed to the influence of the Yellow King, the surrealism never lets up, the motifs of Carcosa and The King in Yellow seeping in everywhere. Nowhere does this show more than in the clues the Agents will discover and the cascade of connections between persons and places in the campaign that never once seems to let up. There is moment at the beginning of Masks of Nyarlathotep in which having confronted the killers of Jackson Elias, the Investigators are presented with a thick wodge of clues that connect from New York to the rest of the campaign and in its opening moments threatens to overwhelm the Investigators with too much information. Impossible Landscapes is like that moment, but it never seems to end.
As a consequence, Impossible Landscapes all too often actually feels impossible in terms of an investigation. Although the campaign is quite linear in structure, determining where and what to investigate, what clues to follow up, can be daunting for the players. At other times, the campaign funnels down to one choice, and whilst the Keeper is provided with suggestions and tools with which to push the players and their Agents forward, this does undermine the agency of the players. To an extent this fits the campaign and its intentional uncertainty, but at the same time, it feels as if the author is writing the Agents and their players into a labyrinth, thus getting them lost, and then having to force them out again via a deus ex machina and into the next…
The campaign is also deadly. There are scenes and moments where it is physically deadly, but these seem almost inconsequential to the way in which the various encounters, discoveries, and more importantly, the realisations about the connectivity of one clue or fact or encounter to another constantly threatens to scour away at each Agent’s Sanity. Actual Sanity losses are individually low throughout the bulk of the campaign, but they are ever present and they mount up over the course of the Agents’ investigation. In addition, the influence of the Yellow King and each Agent’s susceptibility is measured by a separate track—Corruption. As this increases, invariably through actions and decisions upon the part of the player and his Agent, each Agent has the chance to learn more and access other locations, thus encountering ever greater moments of surrealist uncertainty. There are moments—few and far between—when an Agent can regain Sanity and lose Corruption, but once gained, Corruption can never be truly lost. Any Agent who actually survives Impossible Landscapes will be both scarred and corrupted by his experiences in the Impossible Landscapes, but to be clear, when the Handler decides to run this campaign, there is no play beyond it.
Physically, it is clear that Impossible Landscapes is not just a roleplaying campaign or a roleplaying book. It is a tome in and of itself, subtly recursive as if trying to infect the Handler as she reads and prepares the campaign. Images are not placed in the book, they taped in place haphazardly with masking tape, as if some unknown Delta Green agent is attempting to put together a file on the investigation for the archives. The influence of the Yellow King seeps into the pages with every mention of him marked and appended with the question, “Have you seen it?” There are subtle changes throughout the volume that startle both Handler and reader, just further adding to its atmosphere and tone of uncertainty. Throughout, the book is annotated by different voices whose identities can only be guessed at, throwing in weird anagrams and comments that suggest further connections, and suggesting that somehow, these annotations have been made post publication to the copy in the Handler’s hands. And then there are the handouts. There have never been handouts like this before. They are used to enforce the campaign’s surrealist uncertainty for much like the campaign itself, they are layered, they cannot be taken at face value, and they hide their ‘true’ information. In essence, the handouts have to be investigated in themselves in order to become useful clues to the investigation. For all this, as well as the fantastically accessible, but layered graphic design and the excellent artwork, it is no wonder that Impossible Landscapes won the 2022 Gold ENnie Award for Best Graphic Design and Layout. (It is also a travesty that Impossible Landscapes only won the 2022 Gold ENnie Award for Best Graphic Design and Layout. It deserved more.)
As to the writing, Impossible Landscapes is well written and easy to grasp. This does not mean that the campaign is far from challenging to prepare and run, given the complexity of the connections that snake back and forth across its length—though there is good advice given to both ends. What it does mean is that the writing does not complicate the process of either preparing to run or actually running the campaign.
Impossible Landscapes – A Pursuit of the Terrors of Carcosa and the King in Yellow begins with surrealism and uncertainty and never lets up on either, let alone the tension. This is superb creation, one which supplants the very way in which the King in Yellow is presented as a threat in other scenarios—typically as an attempt to stage a performance of The King in Yellow, with or without the Investigators’ involvement, to pull them or others into Carcosa. Impossible Landscapes does that to an extent, but always seems to be skirting the performance, instead focusing on the reality destabilising/unreality enforcing that takes place somewhere between our world and that of Carcosa. This is not an experience that any Agent can win nor does it involve a threat that any Agent can defeat. Rather it is an experience to understand and survive, a threat to be avoided, knowing that its infectious, reality warping surrealism is never going to be stopped. As a result, Impossible Landscapes elevates the Yellow King and his influence into an existential contamination that unbinds, rebinds, and connects reality and truly delivers a superlative cosmic horror campaign and playing experience.
Monday, 30 October 2023
Miskatonic Monday #240: Beyond the Veil of Dreams: Susupti
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 Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise 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.
Author: Byron the Bard
Setting: 1980s Arkham
What You Get: Fifty-nine page, 1.79 MB Full Colour PDF
Elevator Pitch: Sometimes the missing disappear for a reason
Plot Support: Eighteen handouts, eight maps, ten NPCs, one Mythos artefact, and one Mythos creature.
Pros
Saturday, 29 April 2023
Magazine Madness 19: Wyrd Science – The Horror Issue
The gaming magazine is dead. After all, when was the last time that you were able to purchase a gaming magazine at your nearest newsagent? Games Workshop’s White Dwarf is of course the exception, but it has been over a decade since Dragon appeared in print. However, in more recent times, the hobby has found other means to bring the magazine format to the market. Digitally, of course, but publishers have also created their own in-house titles and sold them direct or through distribution. Another vehicle has been Kickststarter.com, which has allowed amateurs to write, create, fund, and publish titles of their own, much like the fanzines of Kickstarter’s ZineQuest. The resulting titles are not fanzines though, being longer, tackling broader subject matters, and more professional in terms of their layout and design.
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Most magazines for the roleplaying hobby give the gamer support for the game of his choice, or at the very least, support for the hobby’s more popular roleplaying games. Whether that is new monsters, spells, treasures, reviews of newly released titles, scenarios, discussions of how to play, painting guides, and the like… That is how it has been all the way back to the earliest days of The Dragon and White Dwarf magazines. Wyrd Science is different—and Wyrd Science – The Horror Issue (Wyrd Science Vol. 1/Issue 3) is different in comparison to both Wyrd Science Session Zero and Wyrd Science – Expert Rules. Gone is the ‘BECMI’ colour coding of the colours and the focus upon fantasy and the Old School Renaissance. Instead, the issue focuses on a much darker genre—horror, and instead of providing new monsters or scenarios, it explores the genre which has threaded its way through roleplaying since 1981 with the publication of Call of Cthulhu with a range of interviews and articles. This is not say that other genres are completely ignored, but the emphasis in this issue is very much on the dark and the forbidding, the scary and the spinetingling, and the unknown and the uncertain.
Wyrd Science – The Horror Issue (Vol. 1/Issue 3) was published by Best in Show in September, 2021 following a successful Kickstarter campaign. There are some ten interviews in the issue, beginning with ‘Publish & Be Damned: The Merry Mushmen’, or rather Eric Nieudan and Olivier Revenu, the French publishers best known for Knock! #1 An Adventure Gaming Bric-à-Brac and its subsequent issues. They give a little of their history and how they came to work together and their interest in the Old School Renaissance, including both Knock! and other projects. ‘Cast Pod: the Vintage RPG Podcast’ continues the magazine’s showcasing of a podcast in each issue and this time it is the podcast, The Vintage RPG Podcast run by Stu Horvath and John ‘Hambome’ McGuire. The podcast is dedicated to the history and art of RPGs, but the interviewees explain how they came to hosting a podcast and how they about creating an episode and in the process create a community around themselves.
Two artists are interviewed in Wyrd Science – The Horror Issue. The first is Tazio Bettin in ‘Art of Darkness: Tazio Bettin – Fighting Fantasy’. An Italian artist, he is the illustrator of Secrets of Salmonis, one of the two titles released for the fortieth anniversary of the Fighting Fantasy series and the first to be written by the series’ co-creator, Steve Jackson. There is some fantastic artwork on show here alongside the interview, in which the artist talks about his work and his turning his interest and hobby into a full time occupation. The second is Jonathan Sacha. In ‘Monstrous Arcana: Goblins & Gardens’ we find out how he came to be interested in Tarot decks and adapting the monsters of Dungeons & Dragons in weirdly bucolic, but unsettling Tarot deck by combining them with a gardening book!
Where all of the previous interviews have been conducted by John Power Jr, the editor of the magazine, Will Salmon interviews David Hughes of Plumeria Pictures on the release on Blu-ray of the 1982 television film starring Tom Hanks, Monsters & Mazes. The interview provides some context for the film and is more positive about it than others might be.
The issue’s horror theme swings into action with ‘I Will Show You Fear In A Handful Of Games...’ by Shannon Appelcline, which takes the reader through a history of the horror genre in roleplaying. He does this in a series of one-page mini essays, each one dedicated to a particular ear. Thus we begin in the early days of the hobby and Dungeons & Dragons, in which its horror was best seen in modules such as X1 Isle of Dread and I1 Dwellers of the Forbidden City veering towards the Lovecraftian, but quickly steering away following issues with Deities & Demigods and mostly adhering to Pulp horror. The title of the opening essay, ‘Dark Shadows: 1974-1986’ is a nice nod to the soap opera of the period. The article really takes off with the appearance of Call of Cthulhu, the Satanic Panic of the eighties (of which the aforementioned Mazes & Monsters was a partial instigator), and the appearance of Vampire: The Masquerade in 1990, tracing their evolution over the past forty years and coming up to date with the more recent broadening of means, such as the Jenga of Dread, and areas explore, like LGBT adolescence with Monsterhearts and the feminine fairytale in Bluebeard’s Bride. It is an excellent history and with any luck, should future issues of Wyrd Science explore other genres, there will be similar articles.
Roleplaying games and the Gothic collide in Jack Shear’s ‘Wuthering Frights’. Here he looks at his favorite setting, Ravenloft. First seen in the 1983 module, I6 Ravenloft, this would be later developed into a full setting with the Realm of Terror boxed set in 1990. Shear examines the origins of Dungeons & Dragons’ signature villain, Count Strahd von Zarovich, of I6 Ravenloft fame, in Dracula and then each of the other Domains and their villains more recently for Dungeons & Dragons, Fifth Edition presented in Van Richten’s Guide to Ravenloft. A clearer bibliography might have helped what is otherwise an informative article and useful accompaniment to whichever version of the Ravenloft setting that the Dungeon Master is using.
Just as horror roleplaying games have changed over the decade, so have their portrayal of mental health. After all, the nature of the genre is all about the loss of self and control—physically, emotionally, and mentally. However, as Stuart Martyn points out in ‘Mind Games’, the portrayal of that loss, especially the mental loss, has not always been an accurate one, often leading to the enforcement of stereotypes about mental health and a lack of understanding of those suffering from poor mental health. To be fair, much of this can be explained by a game’s age. Call of Cthulhu is rightfully acknowledged as the first roleplaying game to explore fear and model the loss of control through its Sanity mechanics, but Call of Cthulhu and Vampire: The Masquerade are singled out as leading examples poor portrayals of mental health. However, as the article moves into the twenty-first century and comes up-to-date, it makes clear that modern iterations of these roleplaying games, as well as others, designers have shown more awareness and understanding of the subject and better tried to reflect that in their games. This is a fascinating look at a key mechanic, or least concept, that almost no roleplaying game can really avoid dealing with, and how it has changed over the years.
John Power Jr. takes us temporarily to the ‘Mythic North’ of Scandinavia, before returning to the British Isles in ‘This Septic Isle’ and an interview with Graeme Davis about Mythic Britain & Ireland, his supplement for Vaesen – Nordic Horror Roleplaying. This highlights the stronger tensions and divisions present in nineteenth century Britain, discusses some of the new Vaesen to be found in the new setting, and interestingly, suggests how the limited geography of the setting can lead to distinct variations upon the Vaesen within only a few miles. Davis also draws the distinction between the horror of Vaesen – Nordic Horror Roleplaying and the horror of Call of Cthulhu, primarily in that the later the aim at best is not to lose, whilst in the former, it is possible to resolve situations without necessarily resorting to despair. A different type of horror roleplaying game, Campfire, is discussed in ‘Flames of Fear!’, Samantha Nelson’s interview with its creators, Adam Vass and Will Jobst. Campfire is a storytelling game inspired by the horror anthologies such as Creepshow and Are You Afraid Of The Dark? The game uses decks of cards as prompts to encourage the players to tell horror stories about the protagonists rather than a single character each and also allows the players to step back from the story itself to comment upon the ongoing narrative as they are watching it unfold. This is shared storytelling and designed for shorter sessions than most roleplaying games.
Just as Call of Cthulhu remains the template for horror roleplaying in general, Ridley Scott’s 1979 Alien remains the template for all Science Fiction horror games. John Power Jr.’s ‘Dark Future’ looks the three roleplaying games and how they handle horror and fear in examining this meeting of genres. Most obvious here is Free League Publishing’s Alien: The Roleplaying Game, but Mothership Sci-Fi Horror RPG – Player’s Survival Guide is also inspired by the film too. The third roleplaying game is The Wretched, a solo-journalling game about the last survivor aboard a spaceship whose crew was killed by alien monstrosity except for the survivor. One aspect of these settings that the article does not really explore is the class distinction between these and other horror roleplaying games. These are all Blue-Collar sci-Fi horror roleplaying games whereas many horror roleplaying games are not. Again, this is a legacy of the film Alien. Featuring interviews with the designers of three roleplaying games, article however, does nicely balance the unknown, but not cosmic, nature of the sub-genre’s horror against the possibility of survival—and even hope.
Wyrd Science – The Horror Issue also interviews the team at Rowan, Rook, & Deckard. They talk to Luke Frostick in ‘The Importance of Powerful Deaths’ about the origins of Spire: The City Must Fall and the consequences that its protagonists—Drow rebels seen as terrorists by the High Elf state—suffer in acting against the regime. Spire is not necessarily seen as a horror roleplaying game, at least not in the traditional sense, but the article makes it clear that it has strong horror elements. The article explores how the team works together and some of the ideas and concepts which make it into the setting, but without restricting the setting for the Game Master and her creativity. The issue returns to the Old School Renaissance with ‘In The Darkest Recesses of Ourselves’, an interview by Walton Wood with Paolo Greco of Lost Pages about The Book of Gaub. This brings out the horrific nature of the book and its spells and their broader effect upon a campaign. It is a pity that this book comes from Old School Renaissance, because being systems agnostic it can have a wider use in non-fantasy genres and settings too. The interview does not necessarily suggest this, but it highlights the nature of the book and will hopefully bring it to the attention of a wider audience. The interview by John Power Jr. of Guilherme Gontijo, in ‘Silver Scream’ turns to mundane horror, but horror, nonetheless. Blurred Lines – Giallo Detective Solo RPG is the Brazilian designer’s solo journalling game designed by the Italian giallo cinema of the sixties in which the protagonist is a crime scene photographer who hunting, and in turn being hunted, by a serial killer. Like the earlier The Wretched, this explores the notion of playing alone and at night, how that can immerse the player deeper into the game. The interview also notes the difficulty in bringing designs from Latin America to the English-speaking hobby and various attempts to support this.
The last two articles in Wyrd Science – The Horror Issue do not switch subject, but they do switch format under discussion. In ‘Roll & Fright’, Dan Thurot asks whether a sense of horror can be created in playing a board game, pointing to hidden identity or movement games such as Fury of Dracula or Battlestar Galactica, as possible vehicles as they both add a high degree of uncertainty to play. Whilst he acknowledges that most horror board games are merely themed, adding the veneer of the genre, he ultimately concludes that it is possible, if only under its terms. The challenge being that sense of immersion and the loss of control at the heart of the genre makes it all the more difficult to do in a board game. The last interview in the magazine is again by John Power Jr. and with wargames designer, Joseph McCullough. In ‘A Field of Horror’, the designer of the highly regarded Frostgrave: Fantasy Wargames in the Frozen City talks about his latest design, The Silver Bayonet, which fuses Napoleonic wargaming with horror and narrative storytelling. This looks to be a fascinating setting and with rules for solo play included suggests it can be played on a more casual basis without the need for more confrontational play of traditional wargaming.
Wyrd Science – The Horror Issue is rounded out with ‘Hit Points’, its extensive reviews sections. It includes reviews of wargames such as Warlord Games’ Sláine – Kiss My Axe Starter Set, roleplaying games like the RuneQuest Starter set from Chaosium, Inc. and Orbital Blues from Soulmuppet Publishing, board games such as Tales From The Loop: The Boardgame from Free League Publishing, and a range solo games (all revewed by Anna Blackwell), like Be Like a Crow and Bucket of Bolts, before looking at Christopher Frayling’s Vampire Cinema – The First one Hundred Years and various films and television series, which has a report from the FrightFest 2022. Two of the more interesting reviews here are of The Elusive Shift: How Role-Playing Games Forged Their Identity by Jon Peterson and Slaying the Dragon: A Secret History of Dungeons & Dragons by Ben Riggs, pleasingly placed opposite each other in an entirely appropriate pairing. Lastly, the issue catches up with the adventures of Mira Manga in ‘Appendix M’. It adds a personal touch to the magazine and brings it to a close.
Physically, Wyrd Science – The Horror Issue is impressively bright and breezy—despite its subject matter. The layout is clean and tidy, but the issue does need another edit in places though.
Wyrd Science – The Horror Issue covers a wide range of roleplaying games in exploring the issue’s genre. Some of the roleplaying games and supplements, such as Call of Cthulhu, Van Richten’s Guide to Ravenloft, and Mythic Britain & Ireland obviously fall into the horror genre, others less obviously so, for example, The Book of Gaub. There is a lot to read and discover in the pages of the magazine and that is where it is at its best, finding out about a game you never heard of or wanted to know more about. Yet the format of the magazine, or at least this issue, makes it unbalanced and often not as engaging to read as it deserves to be. There are simply too many interviews in the issue compared to other articles, so that the other articles, whether Shannon Appelcline’s ‘I Will Show You Fear In A Handful Of Games...’ and Jack Shear’s ‘Wuthering Frights’ stand out more because they are different rather just because they are both interesting and informative. Consequently, whilst the issue is interesting and informative, providing an engaging look at a particular genre in roleplaying, Wyrd Science – The Horror Issue is better for what it covers rather than the way it covers its content.









