Saturday, 30 November 2013
Misappropriating the Mythos
Not content with writing scenarios in this purist mode, Walmsley has gone one step further in presenting a means by which we can also think about writing our own – Stealing Cthulhu. Originally funded through IndieGoGo in 2011, Stealing Cthulhu is not a guide to writing scenarios for Call of Cthulhu or Trail of Cthulhu, or indeed any one of the several RPGs of Lovecraftian investigative horror currently available. Rather it is a way to look at writing scenarios, specifically Purist scenarios, for any one of them, for Stealing Cthulhu is completely systems neutral, even right down to not supporting Walmsley’s own RPG which is included in the pages of Stealing Cthulhu – ‘Cthulhu Dark’.
The concept at the heart of Stealing Cthulhu is suggested in the title, and yes, it does involve the theft of Cthulhu. Well almost, for what it actually involves is the theft of ideas from Lovecraft’s original fiction. The author suggests that the Keeper not only go back and reread Lovecraft’s fiction, but having done so, steal his ideas, and then adapt and reuse them, emphasising different aspects, combining different ideas or swapping them, even developing or twisting them in directions that Lovecraft never considered. To illustrate and discuss how this is done, the author draws on a particular type of Lovecraftian tale. Unsurprisingly, that type is Purist in tone and feel and consists of At the Mountains of Madness, The Call of Cthulhu, The Colour Out of Space, The Dreams in the Witch House, Nyarlathotep, The Shadow Out of Time, The Shadow Over Innsmouth, and The Whisperer in Darkness. The author in turn steals creatures, scenarios, locations, patterns, themes, and descriptions.
For example, what would happen if the incidents described in The Shadow Over Innsmouth are recast in Venice Beach, California or Weymouth (your choice of the original Weymouth in Dorset, or in Nova Scotia, Massachusetts, New Jersey, Tasmania, Auckland, or Barbados, though the Massachusetts might a bit too close to Innsmouth)? How would this change those events? What if instead of a Mi-Go corpse being found washed up on the banks of a river in Vermont as in The Whisperer in Darkness, it was found washed ashore on the beach at Venice Beach or Weymouth? Then again, what if a corpse was found, not with her brain precisely and surgically removed as in The Whisperer in Darkness, but with her reproductive organs missing in a similar manner? Just by thinking through the switching of details and elements, their theft from the original stories begins to open up new scenarios to explore and run.
In stealing each of these elements, Walmsley does something more – he analyses them, he places them in context, where he can he shows how they can be reconfigured, and he explains why and how they work. He draws parallels – for example, between Colours Out of Space and Lloigor – between elements to illustrate how they can be interchanged and he also suggests what to avoid, such as fish puns in a scenario involving Deep Ones. Lovecraft’s style is not ignored either, Walmsley also dissecting how the author begins and ends a story, creates and maintains horror before increasing it. At every turn Walmsley gives an example to support his ‘criminal’ process of theft and commingling, such that interspersed throughout the tome are a number of detailed scenario outlines that a Keeper worth his essential saltes should be able to develop further.
In examining the primary entities of the Mythos, Walmsley goes beyond Lovecraft’s creations to look at those of Blackwood, Campbell, Chambers, Lumley, and Wilson as well as Lovecraft’s. He still adheres to the key story where they appeared. Despite Stealing Cthulhu’s remit to explore Lovecraft’s Purist tales as they and their elements can be used in RPGs of Lovecraftian investigative horror, the book does not ignore those elements that might be seen as their antitheses. More commonly found in the Pulp style of story and thus many a Call of Cthulhu scenario, most notably Masks of Nyarlathotep, they are ‘Fights’, ‘Cultists’, and ‘Rituals’, what Stealing Cthulhu terms ‘Anomalies’. This is not to say that they do not appear in Lovecraft’s stories, but what the author suggests is reinvent them or replace so that they better fit the Purist style.
Rounding out the volume is a trio of appendices. These include a miscellany, a bibliography, and a complete game, ‘Cthulhu Dark’. A version of the latter has since been republished in The Unspeakable Oath #22, but here is the original version. It is a light story telling system that is wholly Purist and ultimately quite unforgiving in its play.
Lightly, but pleasingly illustrated, Stealing Cthulhu is simply laid out, more written as a set of notes or a journal, one in which the author’s voice shines strongly throughout – even though said author’s voice is mild and scholarly – constantly asking the reader, “What if you do this?”. His though is not the only voice in the book. Almost like a Mythos tome itself, there is a version of Stealing Cthulhu that has been annotated, not by one author, but three. Gareth Hanrahan, Ken Hite, and Jason Morningstar, each an author of Mythos related tomes in their own right, adds their own opinions, suggestions, and even counterpoints to Walmsley’s analysis and reconfiguration, and that in addition to the footnotes Walmsley makes on nearly every page. Their commentary expands greatly upon the author’s and furthers his ideas and their application.
Stealing Cthulhu is not a comprehensive tome. It does not deal with each and every one of Lovecraft’s stories nor does it examine all of Lovecraft’s creations, the creatures and entities of the Mythos – yet so many of them are interchangeable that this is a moot point. It focuses solely on the Purist tale, but that is its remit, and anyway so much of its contents could be applied to the Pulp style, were a Keeper so inclined, that again such an issue is moot. It lacks an index, but the layout and organisation is so light that its contents are easy to find.
In the past, attempts at giving advice on creating and running scenarios of Lovecraftian investigative horror, too be honest never more than mere essays, have invariably approached it from a gaming angle. With Stealing Cthulhu the approach is a literary one, one that begins almost a literary analysis of the source material, but the difference is that Walmsley does more than analyse – he applies it, or at least questions and suggests how it can be applied. In doing so, he does not provide the Keeper with a guide to creating and running scenarios of Lovecraftian investigative horror, but rather he gives us the tools and the prompts to think about the process. It may well be a manifesto, or a love letter to the Purist tale, but Stealing Cthulhu resurrects the essential saltes of Lovecraft’s original fiction from the catacombs that the clichés of Lovecraftian investigative roleplaying has oft consigned it. Having done so, Stealing Cthulhu thoughtfully and artfully prompts us to sift those saltes into something playable.
Saturday, 27 October 2012
Pulp Cthulhu
The Lure of the Long Beasts
Plot Type: Descension
Ally: Policeman
Plot Complication: Discovery
The investigators are on holiday in the county of Derbyshire. Following a tourist guide they decide to visit the world famous Blue John Caves near the town of Castleton, but get caught up in a disagreement between the locals and a visiting team of archaeologists from nearby Victoria University of Manchester, led by Professor Terence Chile Oakley. The professor is interested in the folklore and pre-Christian history of the area after reading a monograph entitled Secretis Druidum. The locals object to the professor’s interests and his plans to enact Druidic rites near the caves and the situation has developed into a stand-off between the two groups. The archaeologists have reported attacks in the night and possessions being stolen, and some of the students report suffering from headaches, but the local constable, Herbert Atteberry is at a loss as to what is going on.
Secretis Druidum: Trans Specubus veracis Populis Western Britanniam
Privately published in 1912, this monograph describes the folklore of the rural inhabitants of the British Isles, particularly around mountainous or hilly regions known for their network of caves. It includes several legends about enormous serpents that live underground and who worship one giant serpent, and how in the past the druids actually worshipped and sacrificed to both. The author lists several chants that he states that he was warned against uttering at particular cave mouths at certain times of the year. The author was last seen in the Derbyshire Peak District in England in 1914. The book is bound in oddly translucent leather. The only copy known to exist can be found in the anthropology section of the library of Victoria University of Manchester.
Author: Nicholas Checkley
Sunday, 8 April 2012
Brains, Bullets, & Sanity
Guns. Guns. Guns. They are a gamer’s best friend. When it comes to roleplaying in any historical period from the nineteenth century onwards, in the contemporary here and now, or some way into the future, one of the common questions a roleplayer will find himself asking is, “Can I have a gun?” followed by, “What is the coolest gun that I can have?” Never more so than in Call of Cthulhu, a game in which, if set in its classic period of the 1920s, has fewer limitations upon gun ownership and use than there are today. Of course, when it comes to Call of Cthulhu, guns are really only a sort of psychological crutch. Yes, they and the bullets that they fire will work against those insane enough to worship the creatures and entities that lie just beyond the true nature of reality, and it is possible that some of the lesser creatures that the player characters might encounter as part of their investigations, might be susceptible to a case or two of high velocity, hot leading poisoning, but not all. And certainly not the utterly alien, utterly incomprehensible “gods” that threaten to return to our world again.
Still, players do like their player characters to have their guns. Even if it is have one last bullet with which to apply an emergency trepanation so as to save their characters from madness. Which leaves the Keeper with a tiny headache – though not one caused by the emergency trepanation. Rather it is this. The Call of Cthulhu rulebook does not go into a great of depth when it comes to firearms. To be fair, it is not its focus, and when the game’s publisher has addressed the subject, it has all too often, been in a piecemeal fashion. Indeed, the only single supplement devoted to the use of firearms in Call of Cthulhu is Pagan Publishing’s The Weapons Compendium, and that has been out of print for almost two decades. Further, when firearms do appear in scenarios, supplements, and campaigns, they are often glossed over, mentioned by calibre and thus by damage type, rather than make or model. Now some Keepers will argue that such details do not matter. That firearms do not matter. Which is an admirable point of view, and one that could not be more wrong. Firearms do matter because they matter to the investigators. If they matter to the investigators, then the futility of their reliance upon them can be demonstrated in the game. They also matter because if detailed correctly and handled correctly, not only can this futility be demonstrated more readily, their presence can add verisimilitude to a game.
The answer to this omission for Call of Cthulhu comes courtesy of the first release from British publisher, Sixtystone Press Limited. Investigator Weapons, Volume 1: The 1920s & 1930s is written by, Hans-Christian Vortisch, who as a firearms expert has authored Cthulhu – Waffen-Handbuch, the only other firearms supplement available for Call of Cthulhu, but unfortunately only available in German, as well as GURPS High-Tech, GURPS Martial Arts: Fairbairn Close Combat Systems, and GURPS Tactical Shooting for Steve Jackson Games. It carries the subtitle, “the Complete guide to Bean-shooters, choppers, gats, heaters, mohsakas, pieces, rods and roscoes” and describes and gives game statistics for some twenty-five handguns, nine rifles, eight shotguns, two submachine guns, two machine guns, and their variants, as well as explosives, flamethrowers, and grenades. It contains not just these weapons, but also expanded rules for their use, expanded background that examines how to obtain them and the legal aspects of doing so, and in purely game terms, suggests the guns that not only each Occupation would typically wield, but also those that cultists might arms themselves with, continent by continent.
It is specifically written for use with Call of Cthulhu, Sixth Edition, and makes use of the 1920s Investigator’s Companion, the 1990s Handbook, and both the Keeper’s Companion and Keeper’s Companion 2 as well as various other supplements and sourcebooks. That said, this book is compatible with any version of Call of Cthulhu and with any Basic Role Play driven RPG.
Before I continue with the review, it should be pointed out that my name is listed in the credits. My contribution to the book was as part of a Peer Review group that read and reviewed each part of the book as it was written. That said, my influence over and input into this volume bar working through my Call of Cthulhu library in the name of research is minimal, enough such that I am comfortable in reviewing it.
Investigator Weapons, Volume 1: The 1920s & 1930s comes as a one-hundred-and-thirty-two page, 19.06 Mb PDF done in black and white with a colour cover. Chris Huth’s cover feels a little too cartoon-like, but it nevertheless captures the desperate flavour and feel of a Call of Cthulhu shoot out. Inside, the book is cleanly laid out and suitably illustrated with a range of photographs and period adverts. If there is an issue with the writing, it is that it is a little stilted in places, but to be fair, the author’s English is infinitely superior to either my Danish or my German. Nevertheless, the rules write-ups for each weapon and each variant are very clear and easy to read, and avoid any problems that could come with listing one similar firearm after another. A nice touch is that the weapons listed on the contents page are linked directly to their actual entries, so the reader can go straight to them with a simple click.
Every gun is presented in a standard format. Accompanied by an illustration and appropriate quote, each firearm is given a full write-up that covers everything from its history and list of users to its dimensions and suitability as an investigator’s weapon of choice. In addition, a simple guide to using the gun is given along with a discussion of the major variants and a list of films in which it can be seen being used. Each firearm and variant is accorded one stat. A line below this gives the weapon’s appropriate Skill, Base Chance, Damage, Base Range, Rate of Fire, Capacity, Hit Points, and Malfunction. As mentioned above, these lines are very easy to read, even when there are multiple variants, such as the seventeen given for the Mauser Gewehr 98 or the eighteen for the Mauser C96.
As to the guns themselves, the entries include the familiar, from the Colt Government (M1911) and Mauser C96 to the Colt M1918 BAR and Holland & Holland Royal Double (the so-called “elephant gun”) via the Enfield SMLE Mk III and the Auto-Ordnance Model 1921 Thompson. They also include the less familiar Colt Vest Pocket, Nambu Shiki, Remington MK III, Riverside Arms Model 315, and Bergmann M.P.18,I. Call of Cthulhu player favourites are also listed, for example, the Webley-Fosbery Automatic revolver also so beloved of fans of The Maltese Falcon, whilst other more obscure entries, such as the Lebman Machine Pistol, a fully automatic version of the Colt Government (M1911) deserve to become a player favourite.
The mix of firearms listed means that a Keeper should be able to easily arm the antagonists in his scenario wherever they happen to be encountered, whether that be Germany or Canada. This is intentional, not just in terms of actual global geography, but also in terms of Call of Cthulhu’s geography. The USA figures strongly here, since most of the scenarios for the game are set there, but Call of Cthulhu also happens to take the investigators to the United Kingdom, Australia, India, China, Africa, and numerous points elsewhere. In this way, it also supports the various points of call that the typical Call of Cthulhu campaign, such as the Complete Masks of Nyarlathotep, takes its investigators to. Besides the actual guns themselves, this aspect of the supplement is expanded upon with a lengthy section devoted to firearms and the law, detailing weapons permits and how to obtain a gun in various countries, the pitfalls of travelling with a gun, the exchange rates for various currencies in 1925, as well as actually giving the addresses of various major gun dealers from San Francisco to Shanghai and all points in between – in both directions! What this brings to the fore is the fact that buying and obtaining a firearm can actually be very simple or quite difficult, depending upon the desired firearm.
Dotted around all of the weapon entries are separate sections that detail new skills like Craft (Gunsmith) and Demolitions, describe the National Rifle Association in the 1920s – which it turns out, was a very handy place to learn Martial Arts (!), body armour, weapon lights, sound suppressors, and more. Besides all of the background detail, the Investigator Weapons, Volume 1: The 1920s & 1930s addresses the rules for their use in Call of Cthulhu. Primarily these are with a series of optional rules that cover skill competencies, concealment, quick draw, called shots, and automatic fire, as well as rules for shooting under various environmental conditions. All in cases, these rules are clear and simple, and supported with examples.
First though, the author addresses the confusing, frightening, and often deadly nature of gunfights. There are some radical suggestions here, most notably the rules for an investigator being surprised when fired upon from ambush, the likelihood that an investigator will simply fire as many shots as possible in the confusion of a gunfight, and imposing Sanity checks upon an investigator when he shoots someone. These are not unreasonable suggestions. After all, they add to the realism of the game, divorcing it from the concept of the Hollywood shootout, and they add another element of horror to the game.
So far, the Investigator Weapons, Volume 1: The 1920s & 1930s has been useful for both player and Keeper, but the Keeper also receives a section all of his very own. This addresses how guns can be brought to bear on the Mythos and their effects on its creatures and entities, which to be honest, can be best summed up as “woeful.” It suggests that some Mythos creatures should be able to dodge, just as the investigators can, and that any kind of aimed shooting at any Mythos entity, should involve a Sanity check. That is, if the investigator has not made one already. It also looks at how other types of ammunition might affect these beings and how certain types of magic might be applied to firearms. This option though, is really for a more Pulp style game.
Rounding out the supplement is a full set of tables that list every weapon and variant in the game. These are followed by summaries of its new rules and a new investigator sheet specifically designed for use in combat. These also come separately when the PDF version of the book is purchased.
It should be noted that although the Investigator Weapons, Volume 1: The 1920s & 1930s is written with Call of Cthulhu in mind, when divorced of the mechanics, the supplement’s descriptive and background detail should be useful for any RPG set in the period. This of course, includes other games of Lovecraftian investigative horror, such as Realms of Cthulhu, Trail of Cthulhu, or Cthulhu Hero. Perhaps, there is a possibility in there being a version of this supplement for each of these rules?
A perennial problem when it comes to running Call of Cthulhu is how exactly the rules for firearms work. Not that they do not work, but rather that players disagree how they should work. Much of it born of the fact that they have experience themselves with guns, but that is not necessarily the experience of their investigators. Investigator Weapons, Volume 1: The 1920s & 1930s addresses this problem, adding realism and detail in how Call of Cthulhu is played when it comes to guns and in the process adding flavour too. It does so in an immensely readable and informative fashion, and its contents are not only a ready resource for Call of Cthulhu players and Keepers alike, they are also useful for Call of Cthulhu writers and editors too. Whilst not every Keeper’s Call of Cthulhu campaign necessarily focuses on this aspect of the game, without a doubt, Investigator Weapons, Volume 1: The 1920s & 1930s is the definitive sourcebook when it comes to classic Call of Cthulhu and firearms.
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.
Sunday, 6 February 2011
The Box of Delights
Digression aside, there is a point about making the comparison, for Graham Walmesley’s Purist scenarios do actually form a campaign. They might not have an obvious connection beyond the fact that they are in turn one shot affairs with dark, inevitably nihilistic endings, but they do form a campaign. Even though they are designed to be played through in any order using different characters for each scenario, they nevertheless form a campaign. This being a Purist campaign, it not surprisingly, an unconventional campaign, for what actually makes it campaign is the fourth and last scenario in Walmesley’s Purist series, The Rending Box. What The Rending Box does is provide an explanation that caps the series while still providing another bleak story. What sets it apart from the previous three though is that it actually comes with a climatic ending. Well, a potential climatic ending right before the Mythos delivers its quietly uncaring riposte…
The Rending Box opens with the investigators receiving a postcard from a long-time acquaintance. Doctor Jakob Tulving, an academic with an interest in English folklore asks them to collect and deliver an antique box to him at the hotel he is staying at in the English Lake District. The box becomes an object of curiosity for investigators, its strangeness soon a source of questions that mere research cannot or does not want to answer. Perhaps the good doctor has them? Yet when they arrive at his hotel, it is cold and dark, almost deserted. What has Tulving got them involved in?
Thematically, as the capping scenario to the Purist Quartet, The Rending Box is all about revelations and the truth. Obviously, this being a scenario about Lovecraftian investigative horror, such revelations and truths can only have a negative impact upon the sanities of the characters, and this certainly proves to be the case as Walmesley takes the “Drive Yourself Crazy” mechanic he employed in the previous scenarios and pushes it as far it will go. In The Rending Box, the aim is not for the investigators to drive themselves crazy, but to drive themselves insane. As more and more of the truth around them is revealed, the investigators gain more knowledge about the Mythos and the spiral downwards into insanity grows faster and faster, but unlike in most Trail of Cthulhu or even Call of Cthulhu scenarios, the characters, even insane, remain functional for a time able to act in spite, or perhaps because of their madness. One more push, or revelation rather, is enough to break an investigator of his ability to carry on…
In addition to providing an explanation for the scenarios that have gone before, The Rending Box also provides another link to each one. It is possible through research to discover clues that refer back to events in those scenarios, the author suggesting that the clues be altered to account for what the investigators played by the players did in each one.
Physically, there is a conceit to The Rending Box that will be lost once it is properly published. Made only available at Dragon Meet 2010 as a limited edition of twenty copies, The Rending Box itself comes in a small three-inch square box, black with coloured markings. Inside can be found two six-sided dice that match the colour of the markings, along with four booklets and two sheaves of paper. The first of the sheaves contains the handouts, the second a set of five pre-generated investigators. Simply done in black and red with red highlights, the sheaves of each of the booklets have a rough feel to it. This is due to the fact that each copy of the boxed The Rending Box has been hand assembled. The result is that The Rending Box feels and is, quite rough around the edges, though there is a certain charm in that. The format of the four small booklets also means that not everything is quite where you want it to be, especially on an initial read through which has you looking for things that appear a few tiny pages later. The rough feel to The Rending Box is also due to the fact that this is a playest scenario, so there is the possibility that there may be changes to made it prior to publication. Certainly I think that at least one of the provided pre-generated investigators needs a hook into the scenario. Perhaps these small things will be fixed by the time that the scenario comes to be published, though in the meantime, the author is planning to release another set of twenty boxes – the collector in me hopes that they will be marked slightly differently to the edition that I already have.
In comparison with its predecessors, it is not as strong or as atmospheric an adventure, and it is certainly not as bleak or as grey as the first and best in the series, The Dying of St. Margaret’s. The horror of The Rending Box is also placed much more on show than in the previous scenarios, but that is due to its revelatory nature as much as any other factor. Nevertheless, there is the potential for some nice little moments in The Rending Box, most of them to do with the box itself. Despite its roughness, The Rending Box brings Walmsley’s Purist Quartet to a fittingly downbeat close.




