Sunday, 9 August 2026

Making Hounds Modern (Bookhounds of London)

I know you’re away from your excellent blog at the moment for personal reasons, but when you’re back (not sure if you take suggestions) I’d be really interested in how you’d generally approach updating Bookhounds to the present(ish) day.

Thanks to Fred for the suggestion! 

Would I update Bookhounds to the modern day, as in 2020s? I'm not sure. 

Part of my hesitation is due to the simple fact that there are plenty of modern-day horror games already, some of them very well established. Night's Black Agents and Esoterrorists being the two obvious examples. True, they have a different feel, being espionage-tinged rather than mystery-oriented. But they would be fighting for the same thoughtspace. 

That's a minor issue. 

The larger point has to do with M.R. James and emotional resonance.

Eton's master of ghost stories, M.R. James, was known to wax lyrical on the subject of atmosphere. 

 ... the setting seems to me all-important, since in it there is the greatest opportunity for variety.

It is upon this and upon the first glimmer of the appearance of the supernatural that pains must be lavished. But we need not, we should not, use all the colours in the box. In the infancy of the art we needed the haunted castle on a beetling rock to put us in the right frame: the tendency is not yet extinct, for I have but just read a story with a mysterious mansion on a desolate height in Cornwall and a gentleman practising the worst sort of magic. How often, too, have ruinous old houses been described or shown to me as fit scenes for stories.

‘Can’t you imagine some old monk or friar wandering about this long gallery?’ No, I can’t ...

Roughly speaking, the ghost should be a contemporary of the seer. Such was the elder Hamlet and such Jacob Marley. The latter I cite with confidence and in despite of critics, for, whatever may be urged against some parts of The Christmas Carol, it is, I hold, undeniable that the introduction, the advent, of Jacob Marley is tremendously effective.

And be it observed that the setting in both these classic examples is contemporary and even ordinary. The ramparts of the Kronborg and the chambers of Ebenezer Scrooge were, to those who frequented them, features of every-day life.

In a story-heavy game of this sort, you need to hit the key notes. You need to be able to persuade the players that this is where they want to spend their time. James makes an excellent point about the supernatural: the setting should be contemporary and ordinary.

But.

Emotional resonance requires a shared emotional state. You need to bring the players with you on the journey. You need to make this setting Bookhounds and at the same time make it modern. It needs to feel contemporary to those who inhabit the setting. 

The question then becomes, what makes a setting Bookhounds as opposed to, say, any other game setting, and how to make that modern while at the same time retaining its Bookhounds qualities? 

Once you know that, you can nail the Contemporary bit down.

The global Depression has driven an unprecedented number of collectors – both individual and institutional – to sell off their holdings for whatever they can get. The global crisis has also driven an unprecedented number of over-educated, morally bankrupt aristocrats and resentful would-be Great Beasts to experiment with black magic … including the Cthulhu Mythos. Between the two groups, sellers and buyers, a specialty market has sprung up in blasphemous tomes, no questions asked.

You cater to that market ...

Now, you could argue that sounds a lot like the 2020s, and broadly speaking, you're not wrong. However, I would argue there's a better version of London you could use. One that more accurately fits the great Depression/Great Depravity model, with its resentful Beasts and whinging aristocrats. One that is more Bookhounds than the 2020s.

The London Nobody Knows (James Mason)

Say hello to the late 1960s early 70s. 

You've had the Wars. You've had Suez. Mau-Mau and Maylasia. The Empire is on its way out. There's war damage, bombed out wastes and the occasional still-ticking bomb hidden away in the mess. Thirteen Wasted Years! (of Conservative rule). Vietnam is smoldering away and, while the UK isn't directly involved in that mess, several thousand troops are Over There along with a massive quantity of British made munitions. Mind you, if you don't like Over There there's always Across The Water, in Ireland, where things are getting very nasty. The economy's sputtering and while we haven't quite reached the age of constant strike action, you can see it without a telescope. The country (the world) is months away from an oil crisis, an economic collapse, a banking crisis, and in Britian's case a collapse of the government.

You've got a UK that's all but on its knees, and a London that still hasn't excavated itself from the rubble left behind by Nazi bombs. A London that's lost its shipping status and now has eight square miles of derelict land right at its heart, where its Docklands used to be. 

If that isn't ripe for horror storytelling I don't know what is. 

Added to that, you have the bonus of Fall of Delta Green, which is also a Gumshoe setting. This is happening at about the same time, and you can liberally borrow from it to enhance your game.

How would I adapt the existing rules for this setting? 

Well, the great thing about picking a period like the 1960s-70s is there's less of a need to adapt the character sheet or invent new abilities. Yes, technically there is Computing, but it's such a specialized skill and directly affects the lives of so few that I'd be inclined to leave it to the Boffins, to the NPC experts. Other than that, I don't think there are many, if any, abilities that need to be added or modified. 

I would be inclined to steal the Chase and Thrilling Chase rules from Night's Black Agents, if only to recreate The Sweeny.


                                                                                                                                                                        I don't think I'd change the character creation rules with its heavy emphasis on creating characters who run away. Running away is a good idea. There's no reason to create combat monsters. This still isn't a combat game.

Not sure I'd steal the Cherry rules. Again, this isn't that kind of game. You still aren't playing hyper-competent people. If anything, you're creating barely competent people. Flawed heroes. More likely flawed protagonists - forget the hero part.

What I might steal are the achievement rules. This feels like the kind of game where pools deplete more quickly than the original, and a means of instant refresh midway through a scene could improve play. Besides, in gaming, achievements aren't limited to the Halo and Modern Warfares of this world. Any game can have them. Even point-and-click adventures.  

The biggest rules draw, from my POV, is that you wouldn't have to change the Auction rules.

Auctions are at the heart of Bookhounds. A Bookhounds game without some backroom shenanigans and Lovejoy antics at the sales room just isn't a Bookhounds game.


Lovejoy Action At The Auction

I can't help but think, however, that if you introduce the internet and outside bids to the auction room you need some kind of rules finesse to account for it. Greater Auction pools, possibly, or some means of making the auction a Thrilling contest in the same way Night's Black Agents makes chases thrilling. Which would also mean bigger Auction pools or at least an easier way to get Auction refreshes mid-contest.

Admittedly in the 1960s-70s you have the option of telephone bidding, but it's relatively rare, in-period. You don't need a rules finesse for that.

In any setting change, TBH, one golden rule ought to be Keep It Simple. You can tack on a Stupid, there, if you like, for the whole KISS. Any settings change that lets me keep the major mechanic of the setting intact, no finesse or additional rules, is a good thing.

That's the rules bit discussed. 

However, the biggest setting change would have to be international travel.

There's a travel component in Bookhounds 1930s. You're expected to wander off to forgotten libraries in the Home Counties, perhaps to attend auctions on the continent. No further, though. It is Bookhounds of London, after all. Edinburgh, perhaps Berlin, is about as far afield as anyone expects you to go.

The 60s, though, is the dwindling of the Jet Set era. 

The Jet Set kicks off in the 1950s-ish, with international travel winging across the ocean blue. It's the purview of the rich and brainless, of course. The ones with cash to pay. But it's getting cheaper and cheaper all the time. By the time the late 1960s roll around, flights become truly international. Anyone can go anywhere. 

Which means your Bookhounds might as easily be in New York as Norwich. 

In fact, from a game perspective it might be fun for them to spend some time in New York since that city's famous Book Row still exists. It's dying off, of course. But from a plot perspective a dying Book Row is evocative, as well as a handy source of book stock. Besides, American buyers have deep pockets. You need buyers to keep yourself in the manner to which you would like to become accustomed.

Plus, if this is early 1970s then we're a couple short breaths from turning New York into a Warriors simulator. Which has its own plot lure.


However, and going back to London for a moment, one of the biggest draws to relocating Bookhounds to this period is London itself. You can still find relics of the Victorian age, the Edwardians, Art Deco rubbing shoulders with Nazi bomb sites. Anything you want to still be there in the 1960s can plausibly still be there in the 1960s. This becomes less and less likely the further you head into the future. Many of the things seen in the James Mason documentary (the full version of which is on YouTube) will be gone within a decade or so. 

Not all of them, mind. I'm reading the book on which that documentary is based and just come across a bit where it waxes lyrical about the Bunch of Grapes, a fun little pub on the river currently owned by Sir Ian McKellern and which hasn't changed all that much since it was built. 



Not every pub can have a famous savior, of course. The vast majority of the Docklands the Grapes was built in has long since vanished, including all the pubs that used to be next to the Grapes. Still, the boozer's a highly recommended venue, if you have an hour or two to spare in London. That rear balcony overlooking the river is not to be missed.

Leaving aside locations, this is also the last time period you can reasonably expect to have veterans of the First and the Second World War still living. Retired, probably, in the case of Great War vets, but still living. Whether this is useful to you will depend on your plots, but it can be very handy to have someone still living who remembers X - whatever X may be - and was a first-hand witness to events.

The main book goes to great lengths to describe each section of London and none of that has to change. The East End is still the East End. You don't see the great regeneration of the 1980s and 90s. Canary Wharf isn't even a glimmer in a developer's eye. 

If you've already played Bookhounds in the 1930s then you probably have established locations, NPCs, rivals, bookstores. Some of them will probably still be around. Even the ones that aren't leave memories behind. A place like Du Bourg's, for instance, which was already on its last legs, might have gone under at some point during or after the War. The building may still exist. Is its cadaverous founder still down there in the basement, waiting for its people to read out the finances of the last year?

What I'm getting at is, if you've already played 1930s and now want to move on, relocating to the late 1960s doesn't mean you have to throw everything away. The greasy spoon the 1930s characters went to time after time can still exist. Or, if it's changed and under new management, the management can be the kids or grandkids of the originals. Same for the pubs, the shops, the auction houses - everything stays broadly the same, just with greyer hair and a paunch. 

That eager beaver young constable, for instance, who walked the beat in the 1930s is probably still alive in the 1960s. Retired, likely, or very close to it. Probably had a promotion or two. But he still exists. Old Doctor Farringdon is most likely dead but the surgery he worked in is still there. The pub everyone went to at end of day is still there. Cracks in the walls, most likely, and there may be bomb damage. But it's still there.

Basically, if you go this route, then London is still London and is recognizably the London your players are already familiar with. Changed, yes. But still with enough similarity to the original that you don't have to start reinventing any wheels.

It's also one of the last times you'll see Old English traditions and customs in their unpolished state. Guy Fawkes. May Day. Old football. Cheese rolling. Yes, some of these things still exist in touristified form today, but it is touristified, made safe, made innocuous. It's not the way it was, for good or for ill.


From BFI's Barley Mow documentary

I don't think you'll find that one on YouTube but I recommend seeking out the BFI DVD if you like that sort of thing. Might be on the BFI Player as well; not sure.

In summary: 

If you want to update Bookhounds to a modern(ish) setting, have at it, but I would recommend the late 60s early 70s rather than current modern day. There's enough left of the past that you don't need to change much in your historic background. The rules can stay broadly the same, with some minor tweaks. The major markers of the setting - economic near-destitution, rocky politics, the desolation and depravity of the great and good - are all still there.

Enjoy!