Saturday, 14 November 2026
Trenchcoats & Tinies
Small Folk in Big Coats is published by Armstrong Games following a successful Kickstarter campaign. The game needs a single six-sided die and ten tokens per player, and it works best with at least three or four players who together choose from or roll on the tables that make up the first half of the slim rulebook. This includes ‘Species’, ‘In A’, and ‘Flourishes’, the latter the only thing that the Small Folk Player Characters can agree on. So for example, this might be ‘Ratmen In A Plumber’s Outfit’, ‘Little Mushroom Guys In A Cocktail Dress’, or ‘Owls In A Suit of Full Plate’, and their Flourish might be to ‘Down your pint’, ‘Leave a generous tip’, or ‘Do a backflip’. Each player’s Small Folk has two objectives, one big, one small. A Small Objective might be ‘Show of Skill’ such as to ‘Juggle something valuable’ or ‘Lie’ and ‘Reassure someone by saying you’re a doctor’. A Big Objective could be to ‘Defeat A Dragon’, ‘Change The World’ and ‘Found a Religion’, or ‘Win A Quiz for Boffins’. These objectives are kept secret, whereas a Player Character’s skills, of which he has two, need not be. Skills include Pickin’ Pockets, Inciting Riots, Knives (Chopping), Seamanship, Correct Dinner Party Etiquette, and (knowing) The Exits. Lastly, each player begins play with ten tokens. Everyone is randomly assigned a role—Head, Legs, or Limbs—and anyone who is Limbs receives a Mischief which is a different colour to the normal tokens. Set-up like this is simple and quick.
There are three Roles in Small Folk in Big Coats, which all together form the Stack. At the top is the Head, at the bottom is the Legs, and in between are the Limbs. One Player Character is the Head, another is the Legs, and everyone else is the Limbs. The Head is in charge—nominally—and can interact with the world and speak. If the Head wants to act and failure is likely, or better still, funny, his player must roll a six-sided die. The action is a success on a result of six, though if the Head has a relevant skill, there is a bonus. Alternatively, a player can spend coins to adjust the roll. If the Head succeeds, he can continue to act, but any failure is automatically a dramatic failure and can trigger a ‘Contest’ with his ‘allies’ lower down in the trenchcoat (or other outfit). The Legs handle movement, and whilst the Head can tell the Legs where to go, the Legs can negotiate the exact details of where he goes. If this takes too long, the Game Master can decide that the Player Character to the left of the Legs kicks him out and replaces him.
Player Characters who are Limbs cannot handle either the walking or the talking, but can add to the chaos by causing something that the Head has to deal with such as grabbing something, pushing a button, knocking a pile of crockery over, and so on. This requires a Mischief token. This is the only way in which Mischief tokens change hands and if the current Head later ends up as a Limb, then his player now has one or Mischief tokens to cause mayhem with.
Contests occur when everyone else in the Stack decides the Head is having it too good or too bad. A closed auction occurs with everyone bidding as many or as few of their tokens as they want. Whomever bids the most becomes the new Head, whilst whomever bids the lowest becomes the new Legs, and everyone becomes Limbs. However, everyone, but the new Head keeps his bid, half of which goes to the new Legs and the other half is lost. What this means is that both tokens and Mischief tokens can flow back and forth between the different roles and players can bid low in order to refresh or gain more tokens in readiness to try and grab the Head position later in the game. Game play continues until all but one player offers an empty fist in a bid to be the new Head.
Small Folk in Big Coats is a competitive roleplaying game, meaning that a player can win. This is determined by whomever scores the most points and points are scored by achieving Objectives and performing a Flourish. A Flourish can only be performed once an Objective has been achieved and the Head only has a short time in which to do it before the Legs and Limbs trigger a Contest.
Physically, Small Folk in Big Coats is decently, simply presented, with daft pictures. The writing is clear and simple.
Small Folk in Big Coats is a very quick and easy roleplaying game in every sense. That includes preparing it, learning it, and teaching it. That can all be done in minutes and so it is a perfect back up roleplaying game to have in the bag or on the shelf.
Friday, 13 November 2026
Friday Fantasy: The Serpent in the Henhouse
The Serpent in the Henhouse is a scenario for Shadow of the Weird Wizard, the roleplaying game from Schwalb Entertainment set on the world of Erth in the Borderlands between the remnants of once great empires and the realm of the Weird Wizard greatly changed by his magics. The unexplained disappearance of the Weird Wizard allowed all manner of creatures and strangeness to flood into the empires and kingdoms causing strife and civil war, as refugees fled into the borderlands and adventurers ventured into the Weird Wizard’s lands into explore its strangeness, hopefully stop any dangerous threats, and perhaps return with treasures both magical and mundane. Player Characters progress from Level One to Level Ten, their progress divided between three Paths—Novice, Expert, and Master, gaining greater ability, skill, and specialisation. A Novice Path begins at Level One, an Expert path at Level Three, and a Master Path at Level Seven. Adventures for Shadow of the Weird Wizard are tailored to these three Paths. The Serpent in the Henhouse is designed for Master Heroes and can be run as a scenario for experienced players and characters for Shadow of the Weird Wizard. It presents the Player Characters with a strange situation and a dark tomb to explore late into their careers for Shadow of the Weird Wizard.
Serpent in the Henhouse is a dungeon adventure with an emphasis on traps and puzzles, exploration, and combat. There is no real opportunity for roleplaying, but that should not be held against it as not every fantasy adventure needs to involve roleplaying. Plus, if the Sage wants to include some. she could add a scene with the patron of the Player Characters or have them talk to an inhabitant of the villages affected by the disappearances of people and subsequent appearance of the statues. Serpent in the Henhouse should satisfy players wanting some dungeon action and exploration for Shadow of the Weird Wizard.
Evade & Escape
The Imperials consider the psionically capable Zhodani as treacherous, mind-sucking scum, whereas the Zhodani believe the Imperials to be violent, expansionist, mentally disturbed, psionic bigots, and guilt-ridden liars and thieves. In other words, the peoples of the Third Imperium and the Zhodani Consulate hate each other and have fought multiple wars where their respective frontiers meet in the Spinward Marches. When there are no open hostilities, a state of Cold War exists between them as each side readies itself for the next conflict to come. As part of that preparation, Alspr Detspreflstebr, Vice-Admiral of the Cronor Fleet, Zhodani Consular Navy, renowned for her expertise in naval tactics, has analysed the current situation and has concluded that there is a weakness in the disposition of the 67th Frontier Fleet’s squadrons, especially along the ‘Dietevriabr Wall’, the border between the Third Imperium and the Zhodani Consulate that runs through the Cronor and Jewel subsectors. With tensions growing along the border in the run to what will later be called the Fifth Frontier War, the Admiral commandeers the Courier Priebr to get her, her assistant, and bodyguards—Naval Provost Marshals Dliant and Shetlke—to the frontier world of Chachtinch as fast as possible. Unfortunately, the journey does not go as planned, almost as soon as the Priebr enters Jump space, the sirens begin blaring. It is quickly obvious that the courier has misjumped, but where? The Admiral and her team as well as the crew of two have a week to wait and find out. A misjump could send them anywhere. When they exit Jump space, the news is probably the worst they could have expected. The Priebr has entered normal space, high above the ecliptic of a settled system, hurtling at high speed towards the system’s star, and if that is not dangerous enough, the world is in Imperial space! And then...
Delta 3 is Down is a scenario of danger and disaster for Traveller, the Science Fiction roleplaying game and setting published by Mongoose Publishing. The scenario itself is published by BITS UK Limited, or ‘British Isles Traveller Support’, a British organisation dedicated to supporting Traveller, especially at conventions. To that end, Delta 3 is Down began life as the BITS tournament adventure for Gen Con UK 1999. It is designed to be played in roughly four to five hours, but includes notes on pacing so that the Game Master can run it within the timeframe of a convention slot. It comes with six pre-generated Player Characters and is both demanding technically and in terms of roleplaying. Technically, because the Player Characters will be faced in the scenario by a series of technical challenges that cascade almost from the start. In terms of roleplaying because the six pre-generated Player Characters are all Zhodani and in standard Traveller scenarios and campaigns, the Zhodani are traditionally seen as the enemy! Although members of Humaniti, the Zhodani are also ‘aliens’ and have a decidedly different culture and outlook in comparison to Imperials. To that end, Delta 3 is Down does include a good overview of Zhodani society to provide to the players that gives them everything that they and the Game Master needs to know.
Delta 3 is Down is a scenario of escalating disaster and tension. First, the Player Characters realise that their ship has misjumped; second, it is hurtling towards the sun of the system it has misjumped into; third, the system is in the Third Imperium; fourth, the Imperial Navy is very quickly likely to spot their ship; and so on. The Player Characters are in a constant battle to prevent one disaster from overwhelming them before another strikes. Which does make the scenario feel like a series of skill challenges in places. Ultimately, the Player Characters will find themselves on the Imperial frontier world of Emerald and trying to either find the parts they need to repair their ship or find another way off world, all the whilst avoiding Imperial entanglements. As well as encounters with the local flora and fauna, the former including some large carnivorous plants, there are moments where the characters will be challenged in ways other than technical and allow the players some roleplaying creativity. This includes helping out a farmer who needs a tire changed, investigating a Scout Service research station, and even in the long term, helping to foment an uprising amongst the rebels in the outback!
The scenario is technical, and there are lots of things to analyse and lots of repairs to make from start to finish. Fortunately, the scenario breaks these tasks down succinctly so that the Game Master can work through them and present them easily to her players. It is also very well supported. It details and deckplans for both the Priebr, the Vehrsabl Class Courier that the Player Characters begin the scenario aboard and the Lintula Class Iiss Extended Duration Survey Vessel that the Player Characters might be able to steal towards the end of the scenario. There are details too and a map of the world of Emerald, as well as an assessment of its military capabilities by the Zhodani Consular Navy Strategic Intelligence Directorate; a list of the contents of the Ship’s Locker.
To support the play of the scenario, Delta 3 is Down does include some slightly alternative rules. The ‘BITS Generic Task System’ is designed to handle Classic Traveller, Mongoose Traveller, Traveller 4, GURPS Traveller, MegaTraveller, and Traveller T20, and despite all of those games systems were available in the noughties when Cold Dark Grave was first published, its inclusion has really been superseded by Mongoose Traveller as the dominant rules for Traveller. The ‘BITS Generic NPC System’ is more useful since it simplifies the handling and presentation of NPCs in the scenario.
Physically, Delta 3 is Down is solidly presented. The illustrations are all of a technical nature as is the writing in many places.
Delta 3 is Down is a good one-shot scenario, though likely too long for a traditional four hour convention slot. It has potential for combat, but firmly places an emphasis on avoiding combat and solving problems in order to engineer the escape attempt by the Player Characters. Its technical nature does mean that the Game Master has a lot of information to impart to her players and its technical nature means that it will not suit all players. lastly, and what Delta 3 is Down most enjoyably does is make the players roleplay characters who are traditionally regarded as the enemy in Traveller and see the Third Imperium from a different perspective.
Monday, 9 November 2026
Miskatonic Monday #474: The Black Tide Engine
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.
This is the set-up for The Black Tide Engine: An Industrial Horror Investigation, a four-part mini-campaign set in the northwest of England for Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos. Ordered by their superior in the Bureau of Occult Clearance to investigate the explosion at the dockyards in Liverpool, the campaign proper begins there two days after it occurred (though feeling as if it took place only hours before). After experiencing some of the strange effects described by the witness, the Investigators help in a rescue mission before having the chance to properly investigate the cause and who might have been behind the explosion. In traditional Call of Cthulhu, this would have involved interviews and visiting libraries for access to newspaper reports and occult tomes, but not so in The Black Tide Engine. Whilst there are plenty of NPCs to ask questions, the industrial nature of the campaign means that they are not consulting libraries or Mythos tomes—in fact, there is no Mythos involvement in this campaign—but looking through shipping manifests and railway timetables that point to conspiracy not of esoteric scale, but industrial scale. Whilst ‘Act 1: Smoke Over Liverpool’ begins in Liverpool, ‘Act 2: The Terncross Problem’ takes place in rural Lancashire where it becomes clear that the conspiracy has been operating as part of the country’s railway network and behind the cover of a former Admiralty programme which took place during the Great War and was subsequently and hastily shut down.
As a horror campaign, The Black Tide Engine leans more into its conspiracy and its industrial elements rather than its horror elements. It often feels as if the Investigators are facing the thirties equivalent of the ‘Men-in-Black’ rather than a horrifying threat. There is a surprisingly Sanity loss rate across the whole of the campaign and much like a ‘Men-in-Black’ style story, The Black Tide Engine is ultimately more about prevention and containment to the point that whatever the Prometheus Foundation is attempting to do or connect to, it is beyond the pay grade of the Investigators to know (or really, the Keeper).
Miskatonic Monday #473: Snowfall Over Arkham
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.
Elevator Pitch: “Sleigh bells ring
Pros
# Somniphobia
Sunday, 8 November 2026
Monks & Mysteries
This is the set-up for Rosewood Abbey: The play-to-find-out tabletop RPG of monastic mysteries. Published by The Rolistes, it is inspired primarily by The Name of the Rose, the 1981 novel by Umberto Eco, and its 1986 film, as well as the television mystery series, Cadfael, based on the books by Ellis Peters. The tone of the roleplaying game is one of mundanity, that is, there are no spiritual, folkloric, or horrifying explanations to events in and around the abbey and the village, though they are something that the brothers will have to refute and disprove. In fact, because Rosewood Abbey has roots in Walloon, Flemish, and European folklore, its attitude towards religion is irreverent. Thus, it engages with imagery of both the Catholic Church and God, as well as actions regarded as being sinful or virtuous. This includes acts of criminality, blasphemy, and intimacy and sexuality, as well as violence and murder. What this means is that Rosewood Abbey is a roleplaying game for mature players.
Rosewood Abbey is a Carved from Brindlewood roleplaying game, which means that it uses the same rules as Brindlewood Bay: A Dark & Cozy Mystery. This roleplaying game is notable because it changed how mystery scenarios in roleplaying are run and played. Traditionally, the Game Master starts the game knowing the answers to the mystery—the victim, the suspects, the culprit, the means, and the motive—and the players and their characters have to deduce which of these is correct. In Brindlewood Bay—and thus in a Carved from Brindlewood roleplaying game—there is no set solution to any mystery. Instead, the Game Master has a slew of suspects and motives, and it is up to the players and their characters to hypothesise who the culprit is and why he committed the heinous act, and put it to the test. If it passes, the mystery is solved. If not, the players and their characters must continue their sleuthing. In Brindlewood Bay: A Dark & Cozy Mystery (and Mavens of Mystery), this is as elderly female amateur detectives; in Cryptid Creeks, it is as young River Scouts; and in Rosewood Abbey, it is as monks, or Friars, of Fratres Herodoti.
However, what is noticeable about Rosewood Abbey: The play-to-find-out tabletop RPG of monastic mysteries is that half of its one-hundred-and eighty pages are not devoted to setting or rules as much as an example of a playthrough or ‘Replay’. This relates the complete transcript of the third playtest of the roleplaying game and in particular, its first scenario. Such lengthy presentations are extremely rare in roleplaying outside of the Japanese roleplaying hobby, and this at a time when not every roleplaying game includes useful or even any examples, whether of the rules or play. It gives the reader a good idea of how Rosewood Abbey is played, but it is as a whole rather than showcasing specific aspects of the roleplaying game. What this means is that if the reader wants to look up a specific example of a rule in play, he may have to flip through all eighty pages of the Replay.
A Friar is defined by his Name and Moniker, Place of Birth, a Monastic Purview, Abilities, a Friar Move, and several items that give him ‘Joy in Small Things’. The Monastic Purview is what his primary task is at the abbey, such as beekeeper, copyist, or illuminator and he has five Abilities—Vitality, Composure, Reason, Presence, and Community—each rated between ‘-3’ and ‘+3’. Of the Abilities, Community, used when a Friar attempts to sway a large group of people, replaces the standard Sensitivity of Brindlewood Bay, as obviously, the world of Rosewood Abbey is devoid of the supernatural. His Friar Move is a special benefit or action that can be brought into play, typically providing a bonus to an Ability, another item that gives him ‘Joy in Small Things’, a separate Move that only he can do, and so on. A Friar Move also indicates a saint that the Friar is devoted to or reveres. For example, the Friar Move of ‘St. Brendan the Voyager’ indicates that the Friar has travelled to the various courts across Europe and has given him a touch of charisma, represented by a bonus to his Presence Ability; ‘St. Agatha the Nursing’ means that the Friar has a medical background and thus a medical bag which grants him Advantage when used, but is never marked as used; and ‘St. Ralph the Liar’ which enables the Friar to potentially distract or deflect from the consequences of a failure by advancing a Rumour from the Rumour Mill by making a Move roll. The Friar has several ‘Joy in Small Things’ items, each of which can be used once to grant him Advantage on a Move roll.
To create a Friar, a player chooses his Name, Moniker, Place of Birth, Monastic Purview, assign a single point to an Ability, and chooses one Friar Move, whilst the items that give him ‘Joy in Small Things’ are selected by the other players and the Cantor (as the Game Master is called in Rosewood Abbey). The process is simple, but is hidden in the Cantor section of the rulebook and does feel underwritten.
Friar Mathias of Dorsetshire
Place of Birth: England
Monastic Purview: Bookbinder
Friar Move: St. Gabriel the Herald
ABILITIES
Vitality 0 Composure 0 Reason +1 Presence 0 Community 0
JOY IN SMALL THINGS
Needle and thread, quill, parchment, cross, knife
Mechanically, Rosewood Abbey uses the Carved from Brindlewood rules, a stripped down version of Powered by the Apocalypse, the mechanics first seen in Lumpley Games’ Apocalypse World. To undertake an action or ‘Move’, a player rolls two six-sided dice, adds one of his Friar’s Abilities and aims to roll high. The results are either a ‘Miss’, a failure on a roll of six or less or a ‘Hit’ and a success on seven or more. Some Moves provide a more granular ‘Hit’ with different results if the roll is seven or more, ten or more, or twelve or more. Under certain circumstances, the player may roll with Advantage or Disadvantage, meaning that he rolls three dice and counts the highest two if he has Advantage or or lowest two if he has Disadvantage. Advantage can be gained from a Move, use of an unused item from the Friar’s ‘Joy in Small Things’, or the situation, whilst Disadvantage can come from a Condition the Friar is suffering from or is appropriate for the situation.
Every Friar has access to the Basic Moves of Rosewood Abbey as well as his own Friar Move. Providence Moves are only triggered under certain circumstances. The Basic Moves include the ‘Pious Move’ for when a Friar does something risky or faces a fear when inside the walls of the abbey, whilst the ‘Profane Move’ does the same, but when outside the abbey. Searching for a Clue, conducting research, gathering information, and so on is covered by the ‘Meddling Monk Move’. The ‘In Horarium Move’ is a way of removing Conditions—which when suffered typically inflict Disadvantage to a Move—when two Friars directly interact with each other, whilst the ‘Every Work of the Lord Move’ enables the Friars to draw upon an inspirational passage that is relevant to a situation to introduce an element to the Mystery that the Friars are investigating. Lastly, the ‘Confabulation Move’ enables the Friars to conjecture a solution to the Mystery. The roll is modified by the total of Clues found so far and the Complexity of the Mystery. If the result is a ‘Hit’, the solution is correct, but if the roll is not high enough, it can result in complications, whereas a very good roll can have additional benefits.
Rosewood Abbey is more confrontational than most roleplaying games in terms of the Cantor exposing the Friars to adversity, even to the point of Friar death. However, a Friar has access to the ‘Prick of a Thorn Move’. This is an automatic Move that is used after the outcome of another Move has been narrated to change the outcome by shifting the result by one tier, so a ‘Miss’ becomes a ‘Hit’ and a ‘Hit’ can be improved. In this way, a Friar can change his fate, but it is not without its consequences. The ‘Prick of a Thorn Move’ will be tied to a Thorn of Virtue or a Thorn of Sin depending upon the circumstances. At a subsequent point in the Friar’s routine, the player narrates a memory associated with the virtue or the sin whether it applied to the Friar himself or someone else. When this happens, a rumour in and around the village or abbey will be designated as virtuous or sinful.
Much of the play of Rosewood Abbey revolves around the Rumour Mill which tracks the rumours flying around the village and the abbey over the course of a campaign. These rumours attribute mundane events to the work of God or malicious spirits, though underlying all the other rumours is the speculation that a deity known as the Ancient exists and maybe revealed soon, though the Friars very much doubt it. In the long term, at the end of a campaign, as more rumours are marked as either virtuous or sinful and they are associated with a particular individual, the reputation of that individual can arouse the adulation or the ire of the mob. If the individual is associated with virtuous rumours, then he attracts the attention of the Apostalic See which will investigate see if he deserves to be canonised, but attracts the attention of the Papal Inquisition, which will likely torture him and excommunicate him as heretic if the rumours are sinful. Effectively, the last scene of a campaign is likely to be the Friars going before the bishop to argue the case for or against the person under scrutiny. Depending upon the roll, this can end badly for any Friar involved!
In the short term, play focuses upon solving mysteries and refuting rumours. There is good advice for the Cantor on running and presenting a mystery, as well as structuring to set a campaign up, including creating Friars. There is relatively little advice on creating individual mysteries, but the Cantor can build them around the rumours that appear and spread and model them on the three included in Rosewood Abbey. They start with ‘The Rose in the Garden’ in which a rose that bloomed recently in the cemetery orchard despite the cold weather goes missing. This is intended as an introductory mystery and is used for the Replay earlier in the book. In ‘Mocking Grotesquery’, the Friars try and find out why one of the grotesques in the abbey has changed its appearance to a likeness of a local person, whilst in ‘Fugit Inreparabile Tempus’ the Friars are tasked with discovering why the abbey’s bell was not sounded at the appropriate time as this has dire consequences! All three mysteries come with clues, locations, and suspects that the Cantor can lay before the Friars and their players to investigate and deduce a solution to each mystery.
Physically, the small and compact Rosewood Abbey: The play-to-find-out tabletop RPG of monastic mysteries is well presented. It is lightly illustrated, but the writing is engaging and in the form of the Replay, also entertaining.
If the Cantor and her players have any experience with playing another Carved from Brindlewood roleplaying game, the likelihood is that they will have no issues adjusting to playing Rosewood Abbey. Even a Cantor with experience of other storytelling games should have no problem running the mysteries given in Rosewood Abbey, but the Game Master or players coming to the roleplaying game afresh may be daunted by its play style and certainly its campaign structure. The Replay at the front half of the book does show the Cantor how the roleplaying game is intended to be played, but as a learning tool it is imperfect. The problem is that it is not written to be consulted so much as read through from start to finish, so cannot be used as a workable reference. It does need more and clearer advice in terms of set-up for both the campaign framework and individual mysteries, but Rosewood Abbey: The play-to-find-out tabletop RPG of monastic mysteries is thematically accessible and lends itself first to one-shot mysteries, but second offers a depth to short campaigns that pull the Friars into a swirling morass of rumour and superstition that can escalate and put them onto a potentially dangerous stage at odds with their previously provincial existence.
Saturday, 7 November 2026
The SHIVER Files
This is the setting for SHIVER Classified, an expansion setting for Shiver – Role-playing Tales in the Strange & the Unknown, the horror roleplaying game published by Parable Games. It consists of two volumes, SHIVER Classified: Agents of L.A.N.C.E. and SHIVER Classified: The Unseen War. The first of these supplements introduces the setting and L.A.N.C.E. itself, explains its mission and its organisation, including its various departments and sub-agencies, and standard equipment carried by agents of L.A.N.C.E. It also provides guidance on creating agents of L.A.N.C.E. as Player Characters and investigations and case files that the Director can run as part of a SHIVER Classified campaign. The second supplement expands the setting with a complete timeline for L.A.N.C.E., details of its allies and enemies, a trilogy of adventures, and more case files. Where SHIVER Classified: Agents of L.A.N.C.E. focuses on investigative horror in a very familiar style, SHIVER Classified: The Unseen War goes to war with the Player Characters as members of Point Guard, the elite para-military arm of L.A.N.C.E., dedicated to fighting evil in all its forms, whether that is Doomsday cults, spectral killers, or malicious aliens.
All together, SHIVER Classified: Agents of L.A.N.C.E. presents multiple declassified files drawn from the archives of L.A.N.C.E. This enables the Director and her players to explore the history of L.A.N.C.E. and some of its most famous—or infamous—cases. What this means is that it presents a series of one-shots rather than a cohesive campaign involving Agents of L.A.N.C.E. Indeed, the investigations and case files in SHIVER Classified: Agents of L.A.N.C.E. could be used as one-shots, whether involving L.A.N.C.E. or not, but some of the investigations and case files, particularly those set in the last thirty years or so, could be used as origin stories that tell how Agents came to be recruited by L.A.N.C.E. Or they could even be used as training missions before the fresh-faced Agents are sent out on a case of their own. However, what this does mean is that the Director wanting to run a SHIVER Classified: Agents of L.A.N.C.E. campaign in the here and now will be disappointed by the lack of support that the supplement provides to that end. In such a case, the Director will need to create her content or perhaps even adapt the investigations and case files given to the modern day. (Another option, of course, is to look at SHIVER Classified: The Unseen War.)






