Sunday, 14 March 2021
The Triumph of Terror
The Apocthulhu Roleplaying Game is published by Cthulhu Reborn, best known as the publisher of the well-received Convicts & Cthulhu: Call of Cthulhu Roleplaying in the Penal Colonies of 18th Century Australia. It explores futures and futures past—the Post-Apocalyptic worlds it posits all stem from the modern world, from the Victorian era onwards—in which the calendar has turned and Great Cthulhu has risen from his slumber under the Pacific and the coasts washed over with the oceans and strangely batrachian creatures; in which the Black Pharaoh was restored in Egypt and all became enthralled to his dark worship; in which the Black Goat of the Woods with a Thousand Young strides out of the deep jungle and the gifts the world with a rewilding of such fecundity that it boils over with rabidly radical births that spawn change after change; in which strange fungoid insects appear with promises of great gifts and new technology, only to enslave mankind in rapacious drive to strip the planet of its resources, including humanity itself; and in which Serpentine Humanoids are awoken from their aeons’ old slumber to reclaim their ancient empire and reclaim the planet from the primitive ape descendants which have stolen it in their absence.
Such disastrous turn of events may have only happened recently, they may have happened hundreds of years of the past, but as with many imagined Post-Apocalyptic worlds, the survivors are forced to pick over the bones of former civilisations and societies and compete with other survivors for scare resources in order to merely get by, let alone attempt to build a better future. Yet in a future where the forces of the Unnatural run wild, the survivors must contend with the knowledge of what exactly happened being all but lost, the lawless of the new world, with cultists and devotees of the Unnatural reveling in the worship of their true masters and their victory over mankind, and with confronting both devotees and masters, the resulting shocks to their psyche likely to claw at the bonds forged with family and community, if not drive them insane.
It should be noted that the Apocthulhu Roleplaying Game is both a roleplaying game of its very own and not a roleplaying game of its very own. It is not a roleplaying game of Lovecraftian investigative horror a la Call of Cthulhu, Seventh Edition or Delta Green: The Role-Playing Game, but somewhere in between and hewing towards the latter rather than former. It is a percentile driven roleplaying game, but not a Basic Roleplay variant. Rather it has been written under an ‘Open Game Licence’ much like Delta Green: The Role-Playing Game. It is not a Mythos roleplaying game in the sense that it does not simply replicate entity after entity, race after race of the Mythos or the Unnatural. In fact, it limits what entities it can mention to those which are out of copyright and points the Game Moderator in the direction of both Call of Cthulhu, Seventh Edition and Delta Green: The Role-Playing Game, as well as Trail of Cthulhu, as ready sources of such things, as well as spells and Mythos tomes (and that is in addition to the possibility of borrowing the ‘Apocalypse Machine’ from Trail of Cthulhu). Being written under an ‘Open Game Licence’ also means that there is a wide number of shifts in terminology to be found in the Apocthulhu Roleplaying Game, such as Rituals for spells and Tomes of Terror for Mythos tomes. These shifts are no more than a simple step to the left though, and the adjustment for a Keeper and her players from any other roleplaying game of Lovecraftian investigative horror will be relative slight. As much as the Apocthulhu Roleplaying Game encourages reference to those other earlier works, it does stand alone, and it does something further, it presents a future—or futures—of those games if the Investigators fail…
A Survivor in the Apocthulhu Roleplaying Game has six statistics—Strength, Constitution, Dexterity, Intelligence, Power, and Charisma, all ranging between three and eighteen. Willpower represents a Survivor’s mental fortitude and drive, and is equal to his Power. Willpower Points are lost when a Survivor attempts to suppress his mental illness, is exhausted, attempts to resist persuasion, suffers emotional burnout, or fuel unnatural phenomena—such as casting rituals. Besides a range of skills and a Sanity score, both rated as percentage values, a Survivor has Resources and Bonds. Resources, rated between one and twenty, represent supplies and personal possessions, their value determined by a Survivor’s Archetype (or Occupation), but can be increased at the cost of skill points. Bonds come in two types. Individual Bonds represent a Survivor’s relationships with friends, family, and so on, and are each equal to a Survivor’s Charisma, whilst his Community Bond represents the strength of the connection with a group and is equal to half his Resources rating. Both Bonds and Resources can be tested during play like statistics and both can change over time through play.
To create a Survivor in the Apocthulhu Roleplaying Game, a player rolls for his statistics (or chooses from an array), selects an Archetype, calculates his Resources and selects his Bonds. Archetypes are divided between those of the Recent Apocalypse, such as Former Military or Former Student, and those who Post-Apocalypse-Born, such as Muscle and Technology Salvager. Each recommends a particular statistic, grants some set skills and some further options, all at a set value, plus staring Resources and number of Bonds. A player can also customise his Survivor’s skills with extra Skill Point Picks. A player has ten of these, each of which adds twenty percentile points or they can be sacrificed to increase a Survivor’s level of Resources. A Survivor can also have more depending on the harshness of the post-apocalypse, but these can only be assigned to Post-Apocalypse skills, such as Scavenge or Survival.
Deved, Son of Bunker 242
Law Giver
Age 19
STR 14/70 (Wiry)
CON 12/60
DEX 13/65 (Agile)
INT 14/70 (Perceptive)
POW 15/75 (Determined)
CHA 17/85 (Magnetic)
Hit Points 13
Damage Bonus +1
Willpower Points 60
Sanity Points 60
Breaking Point 45
Mental Disorder: Dendrophilia
Bonds
My father, Commander of Bunker 242 17
Old Man John, Keeper of the Statutes 17
Nency, friend and companion 17
Community (Bunker 242) 14
Resources 10
Skills: Dodge 50%, Firearms 40%, Insight 70%, Law (Regulations According to Bunker 242) 60%, Melee Weapons 50%, Persuade 80%, Post-Apocalypse Lore (Fecund Forest) 40%, Research 30%, Scavenge 50%, Search 60%, Survival (Fecund Forest) 30%, Technology use 40%, Unarmed Combat 60%, Unnatural 20%
Mechanically, the Apocthulhu Roleplaying Game is a percentile game. The results of any test—statistic or skill related—can be a critical success, success, failure, or fumble. A critical success is a result of one or doubles up to the value of the statistic or skill being tested; a success is a roll equal to or under the statistic or skill; a failure is result over the statistic or skill; and a fumble is a result of double zero or doubles above the value of the statistic or skill. The deadliness of the Apocthulhu Roleplaying Game is reflected in the Luck mechanic, which is a straight 50% roll and many weapons, such as grenades or submachine guns possessing a Lethality percentile rating. If an attack is successful and the Lethality roll is also successful, the target is killed straight, and even if failed, the dice results of the Lethality roll are added together and inflicted as damage, so the larger the failure, the more damage inflicted!
The Sanity mechanics in the Apocthulhu Roleplaying Game are similar to those of the Delta Green: The Role-Playing Game. Sanity can be lost through exposure to three sources—Violence, Helplessness, and the Unnatural, and in the case of Violence and Helplessness, a Survivor can become inured to such sources, though this comes at cost to their personality and their Bonds. If a Sanity test is failed, a Survivor suffers from Temporary Insanity, and will either Flee, Struggle against the source of the insanity, or Submit and collapse. When a Survivor’s Sanity is reduced to below his Breaking Point—equal to four fifths of his starting Sanity score—the effects of the Sanity loss are not temporary, the Survivor gaining a Mental Disorder. The Mental Disorder can be triggered by further exposure to whatever caused it in the first place. Lost Sanity can be recovered by interacting with a Bond, defeating Unnatural creatures, destroying accounts of the Unnatural (which sets up a tension between the need to study such accounts in order to destroy them and the need to destroy the tomes to remove them from the world), fulfilling personal goals, and looking after others. The last two are conducted during periods of Downtime which follow any investigation into the Unnatural and narratively serve as a counterpoint to the horror which has gone on before.
In addition to rules for confronting the Unnatural, researching Tomes of Terror, and handling Supernatural Effects just as you would expect for a roleplaying game of Lovecraftian investigative horror, the Apocthulhu Roleplaying Game also includes rules for living and surviving in the apocalypse. These include rules for scavenging and jury-rigging found technology, resource scarcity, vehicles, and heavy weapons, all mainstays of the Post Apocalypse genre. It also integrates the effects of the Post Apocalypse futures in sanity. Each Post Apocalypse is graded on its degree of Harshness—either Normal(ish), Harsh, Very Harsh, or Nightmarish. The greater the degree of Harshness, the lower a Survivor’s beginning Sanity and the greater the likelihood of his beginning play with a Mental Disorder. This is offset by more skill adjustments and increased statistics during Survivor creation. For the Game Moderator, the Apocthulhu Roleplaying Game poses a number of questions such as, “What event triggered the Apocalypse?”, “What changed?”, “Is there any hope?”, and so on, which answering should ideally spur the creation of an Apocalypse of her own. In addition to this, the Apocthulhu Roleplaying Game provides eight example Apocalypses, each very different. For example, in ‘Apocalypse 1: The Stars Turn, Turn, Turn’, the stars have come right and multiple entities of the Mythos stalk the Earth, whilst in ‘Apocalypse 2: Nyarlathotep Unmasked’, the failure to prevent a summoning off the coast of China in the 1920s—in a knowing nod to Masks of Nyarlathotep indicative of the Apocthulhu Roleplaying Game’s potential role as a sequel—pushed the world into a nuclear strike and nuclear winter. Each of the eight Apocalypses provides answers to the eight questions plus some threats and tomes of terror, but is really only a snapshot of the Apocalypse in question, ready for further development upon the part of Game Moderator.
The Apocthulhu Roleplaying Game also comes with a campaign setting plus two quite lengthy, and very different scenarios, which together showcase the possibilities of the Lovecraftian-Post-Apocalypse genre. The campaign setting is an adaptation by Kevin Ross of William Hope Hodgson’s 1913 novel, The Night Land. Set millions of years into the future, this has the last of humanity surviving under a dwindling sun in the Great Redoubt, an eight-mile high pyramid, watched over by the leviathan Watchers, waiting to be able to crack open the Great Redoubt and consume the souls of the last of mankind. Although due to be developed into a full campaign setting of its own from Cthulhu Reborn, it comes with everything that a Game Moderator would need to get started. It covers technology and life in the Great Redoubt, psychic powers, and the geography and threats and allies of the Night Land, plus several scenario hooks. What is interesting about the setting is that although The Night Land has also been acknowledged as an influence upon H.P. Lovecraft, it has never been translated into a gameable setting before, primarily because, as Ross explains, the novel is impenetrable. The result of his efforts though, is a fascinating campaign setting, in some ways more of a Science Fiction setting akin to that of Marcus L Rowland’s Forgotten Futures, but combined with a terrifying and weird mythos of its very own.
The first of the two scenario’s in the Apocthulhu Roleplaying Game is ‘Kick the Can’ by Jeffrey Moeller, which is set in one of the earlier example Apocalypses given in the book, ‘Apocalypse 4: The Firelands of Melqart’. It takes place a year after civilisation has been reduced to ashes by a rain of fire following a prophecy by the weird cult-like, Church of Melqart. The Survivors, each of whom was initiated into the Church of Melqart, have spent the last year in a bunker and emerge into the ash-laden world because their supplies are running low and because they received a summons from the Church of Melqart to come to Washington, D.C. to participate in a great ceremony. As the Survivors make their way towards the capitol, they will discover some of the secrets of the apocalyptic event and the Church of Melqart, all of which point to a greater catastrophe to come. The scenario is linear, but has the scope for the Game Moderator to add her own scenes and the potential to become something of a slog as the Survivors cycle their way across America to Washington, D.C. Another problem is that it involves graphic, violent acts towards women and children, and whilst the Apocthulhu Roleplaying Game is a horror game, this may be outside of the players’ comfort zones. So, at the very least, the Game Moderator will want to establish that the players are fine with this in the context of the scenario or at least alter some of the more graphic elements. Otherwise, ‘Kick the Can’ is a solid one-shot with quite a lot of information and detail to it.
Similarly, Jo Kreil’s ‘A Yellow and Unpleasant Land’ will require some discussion with regard to the degrees of debauchery it involves and to what degree the Game Moderator wants to describe them. The scenario is set in Victorian England in the 1890s following multiple performances of a play called The King in Yellow, including for the late Queen Victoria, which saw the Yellow King come to Earth and corrupt the morals of every upstanding Englishman. This is an apocalypse of decadence and debauchery rather than death and destruction, one which the Survivors can hope to overturn if they follow the instructions of Myrddin and ensure the return of England’s one true king to bring an end to the rule of the Yellow King. ‘A Yellow and Unpleasant Land’ then, is a combination of The King in Yellow and Arthurian legend, a combination which could have clashed and it may take a little convincing upon the part of the players to accept the combination, since the Arthurian elements are not subtle, but as it turns out, works well together. ‘A Yellow and Unpleasant Land’ provides two possible endings—‘hopeful’ and ‘nihilistic’. The former is the more positive and grants the Survivors the capacity to defeat the Yellow King, whereas the latter does not, it being revealed to them that their efforts were naught but an entertainment for the Yellow King’s benefit. ‘A Yellow and Unpleasant Land’ is the least traditional Apocalypse in the Apocthulhu Roleplaying Game and is all the more interesting for it, highlighting not just the continued flexibility of the corruptive mythos of the Yellow King, but also the Post-Apocalyptic format too.
Physically, the Apocthulhu Roleplaying Game is presented in quite a bold fashion in terms of colours used and the layout. The full colour artwork is excellent throughout, but the maps do vary in quality. It also needs an edit in places. In general, the book is well written, but the title of the running example throughout the book, ‘The Making of ‘Mad’ Maxine’, is trite.
As a Post-Apocalyptic roleplaying game, the Apocthulhu Roleplaying Game is perhaps one of the harshest and deadliest available, though it avoids the more gonzo elements to be found amongst many of the similar treatments of the genre. As roleplaying game of Lovecraftian investigative horror, the Apocthulhu Roleplaying Game draws from many elements that are familiar, including mechanics, making it easy to adjust to—at least in terms of the streamlined rules and terminology, if not the setting. As a roleplaying game of Lovecraftian investigative horror, it adds a weirdness to the Post-Apocalypse’s brutal survival horror. As a roleplaying game of Post-Apocalyptic Lovecraftian investigative horror the Apocthulhu Roleplaying Game is far from innovative or ground-breaking, since it draws heavily on elements which have gone before it. However, it does push at the boundaries of the genre and it does provide the means for the Game Moderator to create and explore Apocalypses of her own, whether created from the ground up, or as a result of failure upon the part of her players’ Investigators. Perhaps in having the opportunity to explore the consequences of their failure, the Investigators—as Survivors—will have the opportunity to undo what they could not stop in the first place?
Friday, 2 May 2014
Good Georgians Aghast II
Dark Streets specifically begins in 1749 or 1750, not long after Henry Fielding has founded the Bow Street Runners. It is thirty years since the collapse of South Seas Bubble; George II, the second Hanoverian King of England has been on the throne for over twenty years; the Whigs, supporters of the Hanoverians and the aristocracy and tolerant of the religious non-conformists, have been in power for decades; while his younger brother is First Lord of the Treasury and governs the country in the king’s name, the Duke of Newcastle holds the purse strings and routinely buys the loyalty of Members of Parliament; Frederick, the Prince of Wales, actively opposes the Whigs and his father, primarily because the King refuses to support his dissolute lifestyle; and it is only four years since Prince William, the Duke of Cumberland, put down the Jacobite Rising and earned himself the nickname, ‘Butcher Cumberland’. Meanwhile on the streets of London, the rural poor pour into the city in search of work, but find little beyond destitution and disease, even if they do find work. Women find work in the burgeoning sex trade, prostitution being very common, whether in bawdy houses, high class brothels, or for the lucky few, kept as courtesans to the nobility. Other income can be made through crime, the fact that many crimes carry the death penalty or a sentence of transportation to the Americas, an indication that times are hard and the poor are desperate. The worst of the criminals hold court in rookeries like St. Giles, dense dark dank places where even the Bow Street Runners fear to tread. The wealthy and the aristocracy are above such concerns and also the law, though many have their vices, whether gambling, prostitution, the gin that seems to flow from every building, or the Hellfire Clubs where they can indulge in titillation or blasphemy away from prying eyes. Of course, the Society for the Reformation of Manners would do away with all of this, its members actively bringing prosecutions and testimony before London’s magistrates.
In Dark Streets the players take the roles of Bow Street Runners or those serving as Consultants to the Fielding brothers. Either choice restricts the Social Class and Professions that a player can select. In addition to skill points gained from his Social Class, Profession, and Free Skill points, a Bow Street Runner investigator receives extra skill points to spend on physical and combat skills as well as a badge of office, a small club with a gilt crown on it.
Our sample character is Tobias Perdue, the son of Sir Thomas Perdue, a wealthy landowner who purchased a place at university for his son to read the law. It was there that Tobias first got caught up in the wrong crowd, gambling and whoring for the first time. Although he graduated and was accepted to the bar, his profligacy would soon land him in trouble—he ran up debts that would lead his father to disown him and almost land him in debtor’s gaol, and saw him fight duels to protect his ‘good’ name. These days he rarely practices the law and is more circumspect about his habits—there are better card players in the capital than himself. He is a Bow Street Runner at Henry Fielding’s suggestion as the magistrate believes he will bring some manners to the rough men that he has in his employ.
Adventurer: Tobias Perdue
Nationality: English Age: 28
Homeland: England Gender: Male
Social Class: Gentry Profession: Rook
Family:
Connections: Political Affiliation: Whig
Righteousness
Righteousness Points: 54
Faction: Bow Street Runners Faction Zeal: 25
STR: 11 CON: 14 SIZ: 15 INT: 17
POW: 15 DEX: 16 CHA: 14
Damage Modifier: +1D4 Combat Order: 14
Movement: 15 metres
Armour
Type: Buff Coat AP: 2/1
Hit Points
Maximum: 15 Current: 15
Major Wound Level: 8
Sanity Points
Maximum: 15 Current: 15
Major Insanity Level: 8
Basic Skills:
Athletics 37%, Close Combat 58%, Culture (Own) 64%, Dance 40%, Dodge 62%, Drive 33%, Evaluate 61%, First Aid 33%, Gun Combat 33%, Influence 73%, Insight 77%, Lore (England) 64%, Perception 62%, Persistence 40%, Ranged Combat 33%, Resilience 28%, Ride 41%, Sing 29%, Sleight 55%, Stealth 33%, Unarmed Combat 37%
Advanced Skills:
Art (Prose Writing) 29%, Beliefs (Bow Street Runners) 59%, Disguise 31%, Commerce 31%, Courtesy 61%, Gambling 62%, Language (English) 81%, Language (French) 41%, Language (Latin) 41%, Language (Thieves’ Cant) 31%, Oratory 51%, Lore (Law) 54%, Lore (Law) 64%, Seduction 61%, Streetwise 50%
An extensive overview is provided of London as well as period maps. The overview covers the current social and political situation, religion, science, medicine, entertainment, and newspapers, but its primary focus is the law, crime and punishment, and vice and morality. The period maps support a gazetteer that details inner London and its most notable personages, from George II and the Duke of Newcastle down… A whole gang is described as is a Thieves’ Cant glossary, the latter nicely adding verisimilitude.
One of the interesting mechanics in Renaissance Deluxe is that of ‘Factions’, which handles a player character’s or an NPC’s allegiance to either himself or an organisation and its strength. Dark Streets adds gangs, the Bow Street Runners, the Jacobites, New Puritans, Tories, and Whigs as well as malignant Factions from aristocratic dinning clubs and murder clubs up to Mythos cults.
Dark Streets’ treatment of the Cthulhu Mythos is simple, unfussy, and straightforward. Magic is treated like witchcraft and cultists much like witches, the spells of the Mythos being kept generic. A few Mythos tomes are detailed, but unlike later periods of Lovecraftian investigative horror, books of the Mythos are not really a major element in Dark Streets. It keeps its Mythos ‘bestiary’ relatively short—just nine creatures and four gods, though some of the entries do feel a little exotic considering Dark Streets’ earthier feel. Of course, this being the Mythos and both Dark Streets and Renaissance Deluxe being Basic Roleplaying compatible, it is easy for the GM to find material to add to his campaign.
In terms of scenarios, Dark Streets is well supported, in fact it is better supported than Renaissance Deluxe itself in this regard. Nearly twenty scenario hooks are given, each relatively detailed and pleasingly, not all of them involving the Mythos. The supplement’s main scenario, ‘Gin & St. Giles’ is a detailed affair that draws the investigators deep into London’s worst Rookery on the trail of the worst gin the city—and that in London, is no mean feat. It is a solid adventure that should provide a session or two’s worth of play.
Physically, Dark Streets can be described as dour. Done in black and grey, it is perhaps a little oppressive in its look. The layout is for the most part workmanlike, but it grows wayward in places. In terms of content, the supplement is in places succinct. For example, although the book comes with a detailed overview of London and its life, vices, and personalities, its timeline ends in 1749 with the founding of the Bow Street Runners. This leaves the GM not knowing what will happen next unless he conducts some research himself, which seems odd given that Dark Streets is a historical game bar the influences of the Mythos. Also, as much background detail as there is in the book, it does lack advice in terms of setting up and running a campaign involving the Bow Street Runners. One hand-out that would be useful is a sheet detailing pertinent facts about London and what exactly the duties and powers of a Bow Street Runner are. After all, they are nothing like the police of later centuries.
The Dark Streets setting has the advantage of familiarity—at least from film and television, such as The Madness of King George (though this is set forty years later) or the television series Garrow’s Law and City of Vice. The latter in particular is useful watching since it is about the Fieldings and their establishing of the Bow Street Runners. Indeed, after watching City of Vice, it would be hard for the GM not to portray Henry Fielding as Ian McDiarmid and John Fielding as Iain Glen. Similarly, the Cthulhu Mythos will be familiar to many players, as will the processes of Lovecraftian investigative horror. Here though, as with many settings before Cthulhu by Gaslight and classic Call of Cthulhu, those processes involve less of a paper trail and more detective legwork, although that is beginning to change…
Dark Streets lacks the polish of other RPG settings of Lovecraftian investigative horror. It is a little rough around the edges, perhaps not as developed as it could be. Nevertheless, it is solid and accessible, presenting a fairly pulpy take upon investigating the Mythos whilst possessing an earthier tone that matches the vice, venality, and corruption of the setting.
Saturday, 8 June 2013
A Restricted Dig
Tuesday, 31 January 2012
Green & Unpleasant Land
Ian Edginton is no stranger to the Cosmic Horror that is the hallmark of the Cthulhu Mythos, his most notable contribution (with artist I.N.J. Culbard), being the graphic novel adaptation of Lovecraft’s At the Mountains of Madness. With his latest stories, Ampney Crucis Investigates…, he dabbles and hints at the Mythos rather than drawing directly from Lovecraft’s works, just as he did with 2003’s Leviathan. As with Leviathan, these new tales originally appeared in the British weekly comic, 2000 AD and are now collected into volume of their own.
Ampney Crucis Investigates… Vile Bodies introduces us to Ampney Crucis, upstanding member of the British nobility (and not a small village in the Cotswolds) and Eddie Cromwell, Crucis’ stalwart man servant. Once tipped for high things, a strange otherworldly encounter in No-Man’s Land during the Great War, tipped him into temporary madness from which he has since recovered. The encounter has also left him with both a sense for the outré and a certain strength to withstand its malign power. A decade onwards and Lord Crucis is drawn to investigating the occult as its insidious influence infects dissolutely the Green and Pleasant Land that he holds so dear.
Ampney Crucis Investigates… Vile Bodies contains two cases, the titular story being the first in which Crucis must come to the aid of Lady Calliope Wykes, once his fiancée, but now driven from her home by the overripe advances of her husband. The second story, “The End of the Pier Show,” sends Crucis to a Northern seaside resort gone all to hell after his Lordship’s man Crowell, receives a postcard from a friend he saw shot dead during the Great War. Of the two stories, “Vile Bodies” feels very much the pilot, being a straightforward horror tale whose apian fecundity suggests at the influence of Shub-Niggurath. “The End of the Pier Show” is where the author and artist, Simon Davis, begin to really enjoy themselves, whether it is Crucis’ quartet of maiden aunts being depicted as the United Kingdom’s leading acting dames of the twenty-first century or hinting at the seediness underlying the polite façade of a seaside town with an artistic nod to the saucy postcards of Donald McGill. The threat faced is less obviously Lovecraftian, much more open to interpretation, but far more grounded in the woes of the period.
As the hero of the piece, Ampney Crucis draws from a familiar British archetype – the upper class twit with his resourceful servant. He is in part Dorothy L. Sayers’ Lord Peter Wimsey and P.G. Wodehouse’s Bertie Wooster, but Crucis is no fool, and Cromwell no urbane Jeeves, but rather more akin to Parker of Thunderbirds. Initially and outwardly, the pair do feel like the stereotypes that the author draws from, but by placing them in dire circumstances, their polite façade drops and they become more comradely with each other, lifting their portrayal out of caricature.
Simon Davis’ rich illustrations capture the delineation between the threats and the threatened. The inhabitants of dissolute England are pallid and wain, whilst the threats that Crucis and Cromwell must face are painted in swathes of rich colour.
The characters and situations of Ampney Crucis Investigates… would work as easily in print as on the radio – the latter perhaps the only other medium where its colours could be as rich – helped as much by our familiarity with its characters as its situations. There are certainly and hopefully, more of his Lordship’s investigations to be told of and collected, as the tales in Vile Bodies are most entertaining. That they are not overly Lovecraftian should not dissuade the reader, for these delightfully place manners against monstrosities.
Friday, 25 November 2011
Tome Team
As the effects of Depression spread across England, the great families of the land, the aesthetes, and the bibliophiles have fallen on hard times. Turning to assets of least consequence, they ransack their libraries to pay the bills or death duties, resulting in a flood of horrid heirlooms and terrible tomes on the book trade. Ready to pick up the rarest and hopefully the most profitable of the titles are the Book Scouts, Book Sellers, and Catalogue Agents, working to get a cheap price and a high sale, no matter the book’s title, content, or provenance, let alone the nature of the purchaser. If it happens that this means that there is one more copy of William Pynchon’s 1539 “Monstres And Their Kynde” on the streets of London by their hand – the hand of an “artist” rather than a forger – what matter? And if the latest sale involves knowledge that no man should ever hunger for, what matter that either?
This is the set up for Bookhounds of London, Kenneth Hite’s new campaign setting for Pelgrane Press’ Trail of Cthulhu, the GUMSHOE System powered, clue orientated RPG of Lovecraftian investigative horror. As a setting, it brings to the fore one of the major elements of the genre, the Mythos Tome and all of the eldritch innards that lie between its covers. Not that books will be the only dangers faced by the bookhounds of the game’s title – there are rivals after the same books for sale; forgers are all too willing to “find” them the exact title that they are after; “occult” collectors equally as willing to do more (or even less) than pay to obtain certain titles; and of course, some of the all too dark secrets bound up in London’s history that might be revealed in the hunt for one book or another.
In Bookhounds of London, the player characters take the roles of the titular bookhounds, looking to make ends meet under the fog bound haze of smoking chimney stacks in the heart of an empire that has forgotten so many of its ancient secrets. This is a London that hides a rot behind a metropolitan façade and a bureaucratic indifference, a setting inspired by Alan Moore’s From Hell and the Roman Polanski film, Ninth Gate.
For its Occupations, Bookhounds of London suggests Antiquarian, Criminal, Dilettante, and Tramp (known as the Hobo in other campaign frames) as being suitable, whilst adding several new, altered, and particularly English Occupations suited to the setting: Book Scout, Book Seller, Catalogue Agent, Forger, and Occultist. Greed is added as a new Drive along with new abilities, including Auction, Bibliography, Document Analysis, and The Knowledge (of London).
So far, so English, but what is more interesting about the default Bookhounds of London campaign framework is that its set up provides the investigators with a base of operations – their shop. Best created collectively by the players, it becomes almost a character in itself, granting not just investigative points for the investigators to spend on clues, but also a means to create scenario hooks in the game. A really nice touch is that Hite acknowledges that the idea for the book shop did not come from him, but from a playtest group and was incorporated into the framework.
Naturally, the Book Trade is explored in detail, including ordinary titles and Mythos Tomes as well as the libraries of London and how to handle an auction in dramatic fashion. The latter, as with the running of the investigators’ bookshop, handled in such a way as to avoid their getting bogged down in the minutiae of half-crowns and ha’pennies. Libraries and in particular, the libraries of London are covered in some detail, including what they stock, how an investigator can gain access, and what bonuses such an access might grant.
Pride of place naturally goes to an exploration of the book, detailing in turn their format and condition, and both Occult and Mythos Tomes. Surprisingly, just seven Mythos Tomes are described in detail, but using the earlier detailing of the book formats and their conditions together with his knowledge of the genre, a Keeper should come up with more. Failing that, Trail of Cthulhu has more information on Mythos Tomes as does the Keeper’s Companion for Call of Cthulhu.
Beyond the shelves of the investigators’ bookshop, Bookhounds of London takes the reader on a flavoursome exploration of London in Thirties. This is broken down by area and supported by detailed contact types and rumours plus asides for various topics such as legendary London, law enforcement on the streets, the Underground and London underground, and London’s clubs. London’s physicality is delightfully captured with a stunning set of period maps, not just of her streets, but of her major buildings also. Many of them are done in full colour and like much of the material in Bookhounds of London, will find a use in Trail of Cthulhu in general as well as other RPGs set within the period.
As the heart and crossroads of the Empire, it is no surprise that London is home to numerous cults and secret societies. The presence of many of these, like the Ahnenerbe operating out of the German Embassy and the infamous Brotherhood of the Black, are no surprise, Bookhounds of London expanding upon their descriptions given in Trail of Cthulhu. Added to the expected cults and secret societies are the Hsieh-Tzu Fan, a network of terrorists, smugglers, slavers, and rebels headed by “The Scorpion,” which based out of a Limehouse opium den is most certainly a nod to the Si-Fan of Doctor Fu Manchu fame; and the Keirecheires, an insidious and highly placed cult devoted to Y’golonac. In each case, how the cults and organisations might be encountered in the book trade is discussed as well as how they might react to the investigators’ meddlings.
In addition to the London’s cults and monsters – the emphasis with the latter as is traditional in Trail of Cthulhu being upon their description more than their game stats -- the Keeper can further bring out the strangeness of London with “Megapolismancy,” a magic that uses the city itself as an engine to fuel its sorcery. Inspired by Fritz Leiber’s novel Our Lady of Darkness and developing from the rules given in Hite’s Rough Magicks, it is also a means by which the investigators can involve themselves in the ancient architecture of the city – if they possess the right Lore – or a means by which a Megapolismancer “madman” can turn the city against them.
Where Trail of Cthulhu offers two campaign styles – Pulp and Purist, Bookhounds of London, as part of its campaign advice, introduces three that they can be combined with. The “Arabesque” gives London a Dreamlands-like quality, described as “Baghdad on the Thames;” the “Sordid” offers a city of sin at its worst; whilst the “Technicolour” brings out London’s vibrancy, offering a hyperrealism that owes as much to Hammer Horror movies as it does the works of Dennis Wheatley and Sax Rohmer. Curiously, of the three, it is the Technicolour that is the most easily expanded upon within Trail of Cthulhu, its lurid colours easily bleaching away as the investigators journey into Shadows Over Filmland, a dream-like world merely a penny away. The Keeper is under no obligation to adhere to just the one of these new styles and can easily slip between the three depending on the nature of the dangers that the investigators face. Either way, these options enable the Keeper to flavour his game and serve to mark a Bookhounds of London campaign as being very different to a standard one.
The three campaign styles are supported with a hextet of ready-to-play NPCs. These include rivals and connections both, each including notes that enable the Keeper to configure them not only to the three campaign styles, but also to re-configure them so that they can be reused under different names and slightly different personalities. Each of their descriptions includes a singular element, that of how they might be tainted by through contact with the Cthulhu Mythos. It is a commendable method of presenting NPCs and the format begs, if not for the inclusion of more NPCs within this book, then for a sourcebook all of its very own.
Beyond the three new campaign styles, Bookhounds of London brings a new style of campaign to Trail of Cthulhu. In traditional Lovecraftian investigative horror, the Keeper presents the clues to the threat and the players react to it with their investigators. Here, with the placing of the campaign within a geographical location, it means that the investigators can literally go out and find the adventure. After all, the bookhounds do have to go out in search of a “Squiz,” and who knows what else they might turn up? Bookhounds of London explores this through its advice on running player driven campaigns in relatively short a fashion. Essentially it is a collaborative process, but if that fails, the advice comes down to aping Raymond Chandler’s suggestion of having “two men (or Things) with wavy daggers burst through the window.”
Rounding out Bookhounds of London is “Whitechapel Black-Letter,” a scenario that naturally has the investigators on the trail of a particular book. At the Keeper’s option, it can be tinged with the Ripper murders, but primarily it is a sandbox scenario in which the characters can explore an Occult London and uncover some of its dreadful secrets.
If there is an issue with Bookhounds of London, it is that in places it feels concise. For the most part, this leaves the reader wanting more rather than feeling that the author has not given him enough, except that is, for the somewhat mechanistic Megapolisomantic workings. The section feels as it does need more flesh, though the scenario does include a fully worked through example. Physically, the book is beautifully done, with Jérôme Huguenin’s artwork being excellent as ever.
Given the lack of a sourcebook detailing London within the genre of Lovecraftian investigative horror, Bookhounds of London is a much, much needed resource. Although its focus is primarily the book and the booktrade, the information on outré tomes is equally as relevant to Call of-, Realms of-, and Shadows of Cthulhu as they are Trail of Cthulhu. The background to London is equally as relevant and useful to all of these games.
To draw an analogy, Bookhounds of London is to Trail of Cthulhu as Star Trek: the Next Generation is to Star Trek: Deep Space Nine. It gives the campaign and its investigators a base of operations, in the form of their bookshop, so that adventures and characters can legitimately come to them as much as they can go to the adventures, whether those created by the Keeper or driven by the investigators in a Sandbox style campaign. The book itself brims with detail that supports the setting and brings it alive, though in places it feels perhaps a little too concise, as if it needs just a little more information. Otherwise, Bookhounds of London is another beautiful book for Trail of Cthulhu that brings the Old Smoke and its dissolution to life with the investigators on its intellectual coattails.
Saturday, 20 August 2011
Dae ya ken Cthulhu?
From “The Coven of Cannich” in Shadows of Yog-Sothoth to “The Horror of the Glen” in Green and Pleasant Land, Scotland has figured not infrequently in scenarios for Call of Cthulhu. Yet despite being mentioned in the unfortunately out of print Green and Pleasant Land, it has never received the attention it deserved, for the country north of the border is very different in character and culture to the England that usually predominates in any supplement devoted to the United Kingdom. Fortunately, the latest supplement in Cubicle Seven Entertainment’s Cthulhu Britannica series, Shadows Over Scotland: Call of Cthulhu Roleplaying in 1920s’ Scotland sets out to remedy this lack of attention.
Shadows Over Scotland comes as a sturdy hardback, done in greyscale throughout with excellent artwork and a tidy layout. The book is divided equally in two sections. The first provides a detailed description of Scotland’s culture and history, geography and major cities, and major Mythos dangers, whilst the second gives six ready to play scenarios. The geography sections are very well organised, being divided into three regions – the Lowlands, the Highlands, and the Islands. Each section details the people and culture, flora and fauna, climate, Mythos Threats, and major cities. These are all very informative, but the highlight in each of the three sections is the descriptions of the Mythos Threats to be found in each region. No mere thumbnail descriptions, these portrayals are highly detailed, presenting for each four subsections comprised of Intrigue, Introduction, Investigation, and Revelation, the result being that for each Mythos Threat the Keeper has the outline of a scenario that has everything bar a narrative structure.
The treatment of the Mythos in Shadows Over Scotland in both its outlined Threats and in the scenarios keeps itself to a narrow range of entities and species. Deep Ones, Ghouls, Mi-go, Serpent Men, and Shoggoths all make an appearance, as do a number of unique creatures. Rare is it that a Great Old One or Elder God makes an appearance, and for the most part, the more immediate Mythos dangers come in the form of cultists rather than the unknowable, although there is plenty of that also. In keeping with Scotland’s urban/rural divide, the creatures to be found in Scotland’s towns and cities differ greatly from those to be found across its varied countryside.
Scotland itself is described as country whose inhabitants are still reeling from the loss of life in the Great War and are yet to recover from the economic downturn that was a result of the Great War. With so many of her people impoverished, the country finds her masters in London to be wanting and seeks answers in radical politics of the Left, with both the Labour and the Communist Parties. This is in addition to a growing sense of nationalism. There is also a growing artistic movement and of course, Highland culture continues to be popular. From this a Keeper should be able to inject plenty of period and national details into his game, while a handy guide to the phrases and expressions of the period should allow him to add colour to many of the NPCs, if not mystify the investigators and players at the same time!
The first of the six scenarios in Shadows Over Scotland’s second half takes the investigators to Glasgow for “Death and Horror Incorporated.” Scotland’s second city is beset by a previously unknown plague and a rash of deaths culminating in the discovery of a sloop from Ireland with her hold full of corpses. Designed for experienced investigators, this requires plenty of detective work, some ferreting around underground, and probably the creation of some more newspaper hand-outs by the Keeper at the scenario’s start.
This is followed by “The Hand of Abyzou,” which changes locations to Edinburgh and the vaults below the city with the investigators being asked to determine how a friend came to be near comatose in an asylum. The friend happens to be an expert on cults, so what was it that left him in this state? Like “Death and Horror Incorporated” before it, “The Hand of Abyzou” takes the investigators underground, though, much, much deeper this time.
The introverted nature of village inhabitants is brought to the fore in “Uisge Beatha” or "The Water of Life.” They are as unwelcoming to the investigators as they are to the new Laird, the reason being relatively easy to uncover, but probably beyond the scope of the player characters to wholly deal with. This has a well done atmosphere to it supported by a cast that the Keeper can get his teeth into portraying.
The death of a famed Norwegian deep sea explorer brings the investigators to Inverness to discover clues that will take them down the Great Glen and along Loch Ness. “Heed the Kraken’s Call” has a slightly pulpy feel to it with an action-packed finale that will need careful handling given the number of participants beyond the investigators.
Privately owned by Sir George Bullough, the Western Isle of Rum has an increasingly dreadful reputation with its inhabitants either having disappeared or left all too suddenly. Few now are prepared to step ashore even the owner is paying high wages as part of his effort to turn it into a haven for the rich and famous. Members of Bullough’s new staff have begun disappearing and he wants to know why. It is up to the Keeper to build a sense of isolation and possible paranoia as the investigators uncover the cause. Suitable for investigators of any experience, this is relatively straightforward affair that should last a single session or two.
“Star Seed,” the last scenario, takes the investigators to the archaeological dig of Skara Brae on Orkney, where a colleague from Miskatonic University has uncovered a strange artefact. They need to determine the nature of the threat it represents and find a way to stop it before it is too late. This is the shortest of the six scenarios and perhaps the most mechanical. It is also least interesting, and perhaps the best candidate for being replaced with more background material on Scotland.
All six scenarios are of a uniformly decent standard, such that it is difficult to really distinguish between them in terms of highs and lows. Of the six, “Death and Horror Incorporated” is enjoyable for the investigative process; “Uisge Beatha” or “The Water of Life” for brooding sense of paranoia; and lastly, “Heed the Kraken’s Call” is enjoyable for its slightly pulpy feel.
The Keeper will need to be inventive if he wants to involve the investigators in any of these six scenarios. The issue is not with the scenarios themselves, but with the given means of involving the investigators – too often they are introduced to the problem via a letter from a friend or someone wanting their help having heard from “somewhere” that they are capable of dealing with strange matters. While the inclusion of Plot Maps that list each scenario’s locations, personas, relationships, motivations, and clues is more than welcome, each would be easier to run if the attribute, skill, and Sanity checks given in each scenario was clearly marked for the Keeper to pick out of the page.
One of the aspects that Shadows Over Scotland shares with Cubicle Seven’s earlier Avalon: The County of Somerset – A 1920s’ Reference for Call of Cthulhu, is that every explanation it has for a legend or folktale involves the Mythos. This includes not only the infamous cannibal, Sawney Bean, and the shipwrecking Blue Men of Minch, but also why so many clansmen failed to get away from Culloden and what might actually be in Loch Ness – though this is Scotland, so giving a Mythos explanation for the Loch Ness monster is a given. Where this aspect felt cloying in Avalon: The County of Somerset, in Shadows Over Scotland, it never feels oppressive because the book’s Mythos elements are spread out over a wider canvas, not crammed into a limited space. Further, because they are separate rather on top of each other, the Keeper is better able to choose the ones that he wants to include in his game.
Similarly, while it is hinted at that the Mythos is the subject of scholarly research, Shadows Over Scotland never makes it the feature that Avalon: The County of Somerset did. Again, the Keeper is free to embrace or ignore this, but unlike Avalon: The County of Somerset, it never threatens to overpowerShadows Over Scotland.
Whilst Shadows Over Scotland is a possible definitive sourcebook for the Mythos in Scotland in Call of Cthulhu, it is not the definitive sourcebook for Scotland in Call of Cthulhu. The distinction is important, because the sourcebook does not fully deal with the mundane Scotland. It covers Scotland effectively both in cultural and physical terms, but ignores it in legal terms (important because the legal system differs greatly from English law), in terms of how to get to the country, and in terms of the media. Further, in terms of the game, it utterly ignores the player. There is no advice on how to create and play an investigator from Scotland. So whilst Shadows Over Scotland has been written with Keeper alone in mind, it still leaves him with a certain amount of mundane research to do.
Physically, Shadows Over Scotland is a well-produced hardback. The writing is clear, the content is nicely organised, and the artwork is well done. The cartography is unfortunately in places disappointing and indistinct, the latter usually down to the choice of fount. Also, none of the larger scale maps reflect the physical geography of the country as described in the text, so that the reader is only able to gain a limited grasp of Scotland’s geography. Also disappointing is the editing, which in places feels rushed towards the end, and shows a lack of understanding of the Call of Cthulhu rules.
One fact not mentioned so far is that Shadows Over Scotland is the work of a first time author, and then a resident, rather than a native of Scotland. Although this needs to be taken into account, the fact that it is the work of a first time author does not show. Indeed the errors and issues with the book do not lie with the writing, but with the book’s editing and intent, for Shadows Over Scotland is packed with informative background, details about the Mythos, and material that can be played, whether it be the scenarios or the Mythos Threats. It is these that are the strengths of this supplement, so whilst it could have been just ever so slightly better, Shadows Over Scotland: Call of Cthulhu Roleplaying in 1920s’ Scotland gives decent support in properly introducing Scotland toCall of Cthulhu.
Saturday, 11 December 2010
Reckon 'ee be a grockle
With no sign of an actual sourcebook on the British Isles for Call of Cthulhu on the horizon, what Cubicle Seven Entertainment is instead doing is releasing supplements in its Cthulhu Britannica line that focus on particular regions of this “Green and Pleasant Land.” Shadows Over Scotland is due in early 2011, but the first is already here in the form of Avalon: The County of Somerset – A 1920s’ Reference for Call of Cthulhu. As the title suggests, this supplement takes us to the West Country and the home of King Arthur renowned for the strength of its cider – or as the locals would say, “zider” – and the tall tales of its natives. Yet this oft ignored rural hinterland hides several millennia’s worth of history, superstition, and folklore, below which runs dark bloody strands of truth and horror that few dare to question.
Written by Paul “Wiggy” Wade-Williams, whose numerous credits include All for One: Régime Diabolique and Slipstream for Savage Worlds, this new Call of Cthulhu supplement presents the history and geography of Somerset, its legends and customs, three scenarios set during the 1920s, along with extra adventure seeds, NPCs, and notes for the setting. Parts of it purport to be based upon a manuscript written by Professor Noah Ainley-Chant, a local historian and scholar of the Mythos who disappeared at the end of the nineteenth century, that the author of the supplement has himself seen and here occasionally annotates the Professor’s comments. Said manuscript has of course disappeared since the author saw it...
Avalon: The County of Somerset begins with a steady canter through the region’s history from Prehistory through the Roman Era to the Dark, Saxon, and Middle Ages, and thence to the Modern Period. Quickly we are onto the county’s geography, focusing in particular on the Somerset Levels, the wetlands bound by hills on every side bar the coast of the Bristol Channel to the West. The gazetteer describes Somerset’s notable places, both mundane and mysterious. The former includes the county’s major towns from Axbridge to Yeovil, while the latter include the triangular folly that is Alfred’s Tower, the caves of Cheddar Gorge and Wookey Hole, and of course, Glastonbury. The city of Bath receives particular attention, naturally with a discussion of its healing waters that date back to beyond Roman times, and it is suggested that as the county's social heart, the city could be used as a base of operations for a Somerset set game.
Up until this point, sections of boxed text are used to add further detail and give extra scenario seeds. These are much shorter than those given later in the book in their own section. The rest of the book does not have these boxed sections, beginning with the chapter on “Legends and Customs” that explores and explains some of the myths and truths about places such as Alfred’s Tower, Cadbury Castle, Glastonbury Abbey, and Wookey Hole. More outré happenings are likewise discussed, including Faeries, Ley Lines, Wassailing, and Witchcraft, with as the rest of the supplement, Professor Ainley-Chant giving us the Mythos origins for each.
In a nod back to Games Workshop’s supplement, Green and Pleasant Land: The British 1920s–30s Cthulhu Supplement and its missing article on “Mummerset” that eventually appeared in White Dwarf #90, there are two sections devoted to accents and phrases. The first describes how the Keeper can talk like a local, while the second gives a list of local words and phrases. These are useful and amusing, although in the case of the two derogatory terms given for outsiders and tourists, neither are local, and one dates from several decades after the time that his supplement is set.
The supplement comes with three adventures. Given the prominence placed upon the worship of Mother Hydra and Father Dagon and the influence that comes with the co-mingling of Deep Ones and mankind has had on the county, the danger was that the book’s scenarios would entirely focus upon this aspect. Fortunately, this is not the case, with just the single scenario being devoted to these batrachian horrors, or rather on the all too human cult devoted to them. Set very specifically in 1923 – and it could not be set at any other time, “Blood and Water” could be used as the starting point of a campaign, though there are no notes to that end. The other two scenarios are less constrictive, with the investigators looking into the disappearance of a noted archaeologist in “Strange Little Girl” and undertaking a delve into a cave in “St. Swithun’s Hole.” The latter is more a framework that can be run in an evening, and so would work as a one-shot, but either of two would serve as solid introductions to an ongoing Call of Cthulhu campaign. Both being set in United Kingdom also makes them suitable for use in conjunction with the Tatters of King campaign, especially as Somerset lies all too close to the Severn Valley.
The volume is rounded off with a further six adventure seeds and an appendix that describes several new Mythos tomes and eight NPCs that can be encountered whilst the investigators are in Somerset. What is interesting about these NPCs is that just two of them have any inkling as to the true nature of the Cthulhu Mythos, and this lack of any connection to the Mythos is a refreshing change to the rest of the book.
Another possible danger with a supplement such as Avalon: The County of Somerset is that its focus could have fallen too much upon a certain legendary figure. For example, the danger in Cthulhu by Gaslight supplement is that the focus will be upon the period trio of Sherlock Holmes, John Watson, and Jack the Ripper, here in Avalon: The County of Somerset, there is just the one figure and the one place, King Arthur and Glastonbury. This is always a danger when you have such icons associated with a place or time, but it is one that the author avoids, and rightly so. The two are of course, irrevocably linked, but their place in the collective imagination is not as prominent, and so neither are overused here, although Glastonbury figures in one of the scenarios. There is a Mythos explanation for the legends surrounding King Arthur, but these are pleasingly underplayed.
So the question is, what role has the Mythos played in the history of Somerset? It suggests that the worship of Mother Hydra and Father Dagon and the influence that comes with the co-mingling of Deep Ones spread in from the coast across the Somerset Levels, driving out and up on to the surrounding hills worshippers devoted to Shub-Niggurath and to Eihort. In turn, the Romans stamped out or co-opted these pagan practices; the Normans stamped them out; and then draining of the Levels drove the Deep Ones back into the sea. Beyond this long presence of the Deep Ones, the influence of other Mythos entities on the county is very much left up to the Keeper to decide and develop, whether from the various scenario hooks and seeds, or from his own ideas. Even though Avalon: The County of Somerset is a relatively short book, gaining a grasp of the influence that a Mythos entity or species has over the county is made all the more difficult because it is written into the narrative rather than being broken down case by case. Nor does the all too exhaustive index help. For example, it is mentioned in the text that the county was home to a Celtic tribe that worshipped Cthugua, but since it is not mentioned in the index...
As a gazetteer of Somerset in the early years of the twentieth century, Avalon: The County of Somerset is underwritten. In comparison with earlier ages, the modern period of the 1920s is barely touched upon, which when combined with the lack of period photographs, details such as the local newspapers, and how to get to the county, only serves to isolate the setting. Within the context of the game itself, this is not entirely a bad thing, but as far as the sourcebook is concerned, it isolates the setting from the reader, or rather the Keeper. As does the absence of a map that shows where Somerset lies in England, and that in addition to the lack of a map showing transport routes into and across the county. The likelihood is that this isolation will force the Keeper to rely upon existing what he knows already of the West Country, and that will be cliché ridden. I can count myself fortunate here in that I am, if not from Somerset as is the author, but at least from the West Country and can piece these missing details together, but anyone not native to these isles will only be at a disadvantage.
Physically, Avalon: The County of Somerset is decent looking book. The cover is pleasingly batrachian, the internal layout is clean, and the artwork reasonable. Yet it misses a trick in terms of design. As already mentioned, it is written as a manuscript with commentary from the missing Professor Ainley-Chant and then from the author himself. In effect, this gives three layers to the book. At the base there is basic fact, over which you have Professor Ainley-Chant’s interpretations, and then over that, you have Wade-Williams’ annotations. Yet because the extra comments from both men are never separated from the main body of the book’s text, merely being italicised, the supplement never transforms itself away from being a mundane text book. Had some graphical device such as handwriting in the margin or post-it notes being used to box text, it would have made the book look more interesting and made some use of the idea of commentary upon commentary.
The other issue with Professor Ainley-Chant’s interpretations is that anything odd to be found in the county of Somerset has a Mythos explanation. Now in places the author of the book dismisses some of the Professor’s suggestions, but if a Keeper were to ignore that, then the presence and explanation of the Mythos is the reason behind everything threatens to overwhelm, well, everything! It is as if nothing has a mundane explanation. The solution of course, is for the Keeper to pick and choose the Mythos elements that he wants in his campaign, but more mundane explanations should have been offered as well.
Ultimately, this is a supplement full of detail and brimming with scenario ideas and hooks. The scenarios themselves are playable and would slot easily into most English set campaigns. Yet – Avalon: The County of Somerset – A 1920s’ Reference for Call of Cthulhu is a book with a few problems, mostly stemming from a design and an intent that were not as well executed as they could have been. In places it obscures the setting for the reader with not enough of the mundane, while in others it overwhelms the reader with the overly outré, the effect being to force the Keeper to find his own clarity with the contents, and this will only be exacerbated if the Keeper is not of native stock, but rather an “Emmet” or “Grockle.”
Friday, 13 November 2009
Earl Grey. Milk or Lemon?
Fortunately for those demanding to see more scenarios from the collective minds of the Cult of Keepers, growing publisher Cubicle Seven Entertainment has come to your rescue with the anthology, Cthulhu Britannica. This collects five scenarios set across the ages, from the late Victorian period of Cthulhu by Gaslight to the near future prior to the End Times via Call of Cthulhu's classic period of the 1920s (well, 1930s, anyway), and the here and now. One important consideration for the potential Keeper is that the five scenarios are all based on convention scenarios and thus not all are suited for use with an existing campaign. In fact, the terminal nature of one or two of the scenarios makes them suited only for use as one-shots. This is no bad thing though, and even then one or two of the one-shots herein could be used as the starting point for a campaign.
Starting with its very cover – a tentacular and Punk inspired subversion of Jon Constable’s The Hay Wain, Cthulhu Britannica sticks two fingers up with a very British sensibility, and this wafts from every page. All of its scenarios are set in the United Kingdom, have been written by Britons, and the book itself has been released by a British publisher. Some of the scenarios could be set elsewhere, but some of the feel and the tone to those might well suffer in the process. Nevertheless, all five scenarios come with pre-generated investigators and are relatively easy to run.
The collection opens with “Bad Company” by Alan Bligh, a brutally bloody piece for Cthulhu by Gaslight. The investigators are well-to-do gentlemen of the right sort asked by a junior minister and peer to help locate his son, who has gone missing after having been seen in the wrong company. More importantly they need to do this while avoiding any whiff of a scandal. The “wrong company” in a question is a mysterious young woman of Eastern European extraction who has left a foul trail of defiled and ruined lovers and disciples in her wake. Getting to her leads the investigators through the capital’s seamier side and to their encountering numerous nasty ner-do-wells along the way before the final confrontation. This is a strong scenario, which suffers from being underwritten in places, in particular where the villainess of the piece is concerned. This is the easiest of the book’s scenarios to use in or to start an ongoing campaign, although it does no more than suggest that.
The second scenario is Mike Mason’s “Darkness, Descending,” which is set in 1934 (though it can be easily moved back into the 1920s) with the investigators joining an archaeological dig near the village of Middle Harling where evidence of a Roman settlement has been found. The author describes the setting as being quintessentially English, but it would be best to say that the adventure as a whole exemplifies the “things best left undisturbed” scenario to the point that it might be described as being clichéd. Similarly, the scenario’s NPCs can be best described as being archetypes, such that it would be incredibly easy for the Keeper to ham them up. For inspiration for that I would point the Keeper to episodes of The Archers on Radio 4... This would be an easy scenario to run, and rather than complain at the clichés, the Keeper should revel in them.
“Wrong Turn” by John French is the collection’s first true one-shot. It is set in the here and now, and casts the investigators as part of a television crew filming test shots at an abandoned radio telescope. Abandoned after a terrible experiment, one that will come back to haunt the team as darkness falls and something comes back to haunt and harry them. This is a short mood piece, strong on atmosphere and isolation that the author supports with solid staging advice.
It is followed by Keary Birch’s “King,” a very near future set scenario that is the first of the two that open with the characters awakening to find themselves in a strange situation. Here they find themselves patients recovering after eye surgery, the author suggesting that the players wear blindfolds during the initial stages of the scenario to simulate this. Once the bandages (or blindfolds) are off, the characters find themselves trapped in the hospital. The initial exploration of the surgery wing is nicely creepy, but then the scenario wants to wind up the tension and threat level with encounter upon encounter with Mythos creatures. Getting past them will be difficult enough, the scenario ending either in a blood bath or a lot of tense creeping about.
The last scenario is the interestingly named “My Little Sister Wants You to Suffer,” written by Paul Fricker, also the author of Gatsby & The Great Race. This is the weirdest adventure in the book and one that will divide Keeper and player alike (though only the latter after he has played it through and been subject to the scenario’s “big reveal.”), that opens with the characters having no memory whatsoever. Their memories will return as the scenario progresses, providing more background about themselves and their fellows. The adventure takes place for most of its course, aboard a damaged spaceship which the characters will have to fix and finally escape from, all the while with limited equipment and with their memories revealing unsettling facts. Like “King” before it, this is a short scenario and also another one-shot.
Physically, Cthulhu Britannica is a book of varying quality. Certainly the artwork is of varying quality, some of it being a little heavy handed in style, and the book does need another editorial pass. That said, the pre-generated investigators are in general nicely done, the maps all look good, and the writing style is all the better for being sparse and to the point, which along with the regular advice given on staging the scenarios, is not only indicative of the origins of the five scenarios (as convention scenarios), but also of the experience that the authors have in running them.
What the release of Cthulhu Britannica does highlight is the lack of a Call of Cthulhu supplement devoted to the United Kingdom. Perhaps Cubicle Seven Entertainment might be the publisher to attend to that omission. Yet while the collection effectively showcases the efforts of the Cult of Keepers, it does not actually serve the needs of Keeper running a campaign set in Great Britain – in any era. Granted that this is not the aim of Cthulhu Britannica, but a book devoted to scenarios (or a campaign) in Albion in the one period would be a very welcome sight. Perhaps the former members of the Cult of Keepers could devise something...?
I am not necessarily a fan of the one-shot (after all, how many books of one-shots do you need?), but I do like this collection more than others. Despite the unevenness in quality, the scenarios do maintain a strong tone, a solidly British sensibility, and a mood that will appeal to those who prefer not to play their Call of Cthulhu in a Pulp style. Each comes with consistently useful staging advice that will help make any one of their number a memorable playing experience, and that is where Cthulhu Britannica really shines.





