Showing posts with label Chaosium. Show all posts
Showing posts with label Chaosium. Show all posts

Sunday, 26 April 2026

UK Travel & Other Stuff (Bookhounds)

A heads-up for the moment, but if you're planning on attending the UK Chaosium Con in May 2026 you may see me there, in one of them there speaking roles. Keris McDonald and I will host a panel at the Expo, all about Yanks and their peculiar ways in the Gaslight era. Come one, come all!

I will also be at the Birmingham Expo but I shan't be hosting any panels there. Popping in on the Friday to see the sights and buy stuff. Not a lot of stuff, my suitcase won't stand it. But, y'know, stuff ... 

There's been some writing gigs as well, and you may see my name attached to a project I hadn't thought was on the bingo card in 2026. However, more on that later once it becomes more of a thing.  

This does mean I shall be off island and away from keyboard in May, from about the 17th to the end of the month, so if you're wondering why I shan't be posting over that period, now you know. 

Speaking of, I do have a Bluesky account if any of you want to pop over and say hi. 

***

I've never been to Milton Keynes

It's kinda the iconic UK destination. Not iconic in the sense everyone wants to go. But it's the sort of place everyone thinks of as quintessentially UK, in much the same way that Main Street USA is quintessentially American. It has that 'green belt but with houses in it' vibe that many English towns strive for. Or at least, it's supposed to have it; having never been, I can't say for sure. 

I mention this because I've got to go through Milton Keynes to get to Cranfield, where the Expo's held. I'm curious to see what the place is actually like. 

Of course, in period there's no such thing as Milton Keynes, at least not the modern version which was founded in the 1960s. The older version is a gaggle of villages, hamlets and stately homes a short(ish) train ride outside of London proper. 

It's the sort of place you might find many a 'maudlin and monstrous pile,' a stately home with little of the stately left. The gothic-tudor-baroque mess put together at some point in the 1800s by someone with more money than sense, now rotting thanks to death duties and other unfortunate accidents. Bletchley Park of sainted memory was one such.

With that in mind:

A Visit to the Country

One of the shop's more reliable scouts has come back from a trip to the countryside. According to the scout there's a blessed pile moldering up near Milton Keynes, put together by some nabob back in 1820-somthing-or-other and left to rot after the grandson caught a packet at the Somme. Or perhaps it was the great grandson, but whichever it may have been there's none of the family left now and the place is in the hands of the trustees. Apparently there's some legal kerfuffle and the relatives, all of whom live in the States or the Colonies, are fighting it out among themselves. 

Meanwhile here's the pile, out in the country miles from anywhere, looked after by some doddering old retainer. There's meant to be a fantastic library, at least as far as the old catalogues can say. The paterfamilias (or perhaps it was the pater's pater) was rather keen on tales of folklore and witchcraft and built up a significant collection before popping his clogs the day before Edward VII's coronation. Dicky heart, they say. 

Do the Hounds fancy a visit to Milton Keynes?

Option One: Trust But Verify. Yes, the pile exists, and yes, it is looked after by a doddering retainer. Lonely spot out in the middle of nowhere, check. Valuable library, check. Is it ripe for the plucking? Well, theoretically ... if someone can deal with the ghost that's haunting it. The deceased is meant to be a witchfinder of the olden days bound to a collection of trial documents, but that could be a load of old piffle. Whether the spectre is or is not a witchfinder, there's something in that library.

Option Two: It's More of a Cult. The dead collector was an important member of the Witch-Cult, and surviving members of that same cult keep an eye on the place in their memory. Occasionally the woods near the house are used for sacrifices, and the doddering retainer is far less doddery than they seem. There are wards in place to keep the library secure. 

Option Three: Can't Get The Staff. The retainer has had plenty of time to study the texts in the library. They fancy themselves a bit of a Faustus and are working up the courage to attempt a summoning. Up till now they haven't felt the urgency. There's always tomorrow. But if the Hounds start poking around the place the retainer will realize that tomorrow's come earlier than expected, and will start the ritual they've been planning all this while. The consequences will be spectacular.

That's it for this week. Enjoy! 

  

Sunday, 21 July 2024

Not Quite Book Review Corner: Regency Cthulhu

Regency Cthulhu: Dark Designs in Jane Austen's England, Chaosium 2022, Andrew Peregrine, Lynne Hardy & Friends


This is a fun one!

I'm always happy to see Cthulhu taken to new and interesting historical periods. Setting an entire campaign in the English Regency (late 1700s early 1800s) has a lot of charm. If you're a fan of the old Gothics (Sheridan LeFanu, Matthew Lewis, Mary Shelley and the like) this is meat and drink to you. Ghosties, ghoulies and long-leggedy beasties! What could be better?

Peregrine does the Keeper an incredible favor by including the setting of Tarryford, a quaint little town in Wiltshire, partway between Bath and Salisbury. Lots of valleys, high downland, and remnants of ancient forest to get lost in, plus the occasional barrow mound, dolmen and stone circle to marvel at. Even if, as Keeper, you never use either of the scenarios in the book you still have plenty of material to draw on for your campaign. Peregrine also updates it for 1913, which means if you want to have a century-spanning game with dark secrets from the past looming over the 'present day', you can have that and welcome!

All told, you're looking at a little shy of 80 pages worth of history and setting, with two substantial scenarios and a further 35 pages of Appendices - equipment tables, pregens, maps, handouts and the like.

I'm going to start with the things I didn't love and then pass on to the things I did.

Personally, I'd have liked to see a little more history outside England proper, for two reasons: first, this is when England fights a lot of the wars that will define it, and the Empire. Second, this is the period of the Grand Tour, when well-to-do Englishmen went abroad for their education. The English are going damn near everywhere, establishing colonies where they please, and it seems a pity not to explore that.  

It might also have been interesting to go into a little more depth about what it means to be a town in England. As opposed to a Cathedral town, or a village. It feels at times as if the book assumes you already know a lot of things that aren't really common knowledge outside England. The history of Catholicism in England, for instance, is something that people outside England might not understand, and it could have been interesting to explore that.

The scenarios are both solid, with lots for the characters to do, but I didn't really fall in love with the opposition. I dunno; I'm sure it's me, but it felt a little as if the core concept went ahead of its skis. The second scenario, The Emptiness, seems stronger than the first.

It’s difficult to get into this without spoilers, but to misquote Stephen King a little bit: these concepts do not come up to you, grab you by the lapels and say: ‘I have this story. I want to tell it to you.’ They stand at a respectful distance and whisper ‘if it’s not too much trouble, I would like to menace you now.’

The art is solid and serviceable. No real standouts. It does what it was supposed to. There are a few moments where the artist clearly draws on art ideas from the period, which is an excellent way to go. I would have liked a little more creepiness; the cover art for Green and Pleasant Land is more inspiring, for instance.

OK, having said all that … 

I think the historical information that is on the page is great. I wish there were more of it, but if wishes were horses, then writers would ride. I especially liked the section on Race and Ethnicity and appreciated the reference to Mary Prince, since her day is coming up (2nd August) – she’s an important part of our history.  

I think the extra Regency rules are interesting, and the section on Reputation could be very valuable if played out. It’s ideas like this that sell a setting. If you’re going to have a campaign set in a particular period, you need to be able to say what makes this time different from any other and having the option to make Reputation a kind of extra Sanity pool (slowly it drains away …) is clever. It implies penalties for character missteps, but unlike Health or Sanity if the Reputation pool drains the character is still alive and (theoretically) capable of taking action. It’s more of a roleplay tool than anything and encouraging roleplay can only be a good thing. 

The idea of a fictional town that isn’t Arkham, Kingsport or any of the usual suspects as a setting for an extended Cthulhu campaign is stellar! There’s a lot of information here for the Keeper to use as they see fit. This could have been twice the length and I’d have enjoyed every bit, but as with the historical info I shall take what I can get. 

Would I recommend this? Yes, to people looking for something a little different. If it has one besetting sin, it's that it doesn't feel all that different from Cthulhu by Gaslight, though there's a new edition of that coming soon so it's possible my opinion may change when I see Gaslight. The Reputation rules are its main standout, the thing that makes it different from other eras. What might have made it a little more interesting is using those rules in one of the scenarios; a touch of Wicked Little Letters, for instance.


It's not a must-have in anyone's collection, but it's a useful add-on. 







Wednesday, 7 February 2018

The Man Downstairs (Miskatonic Repository)

Well, I said I'd do it, and it's done.

The Man Downstairs, a CoC scenario set in Jazz Age Harlem, New York, is up on the Miskatonic Repository at DriveThruRPG. This is very much an experiment for me. I want to see whether it has legs.

If any of you buy it, I hope you enjoy it - a review would be appreciated!




The tenants at 224 Lenox Avenue, between W 121st and W122nd, New York City, have a neighbor they have never met, and never knew existed until a few weeks ago, yet he has always been there. Josef Voorzanger has been hiding for more than forty years, but time has eaten his once-sharp mind, and his wards are no longer strong enough to keep out the curious. Josef made a bad bargain a long time ago, and now the entity he bartered with is sending the Man with Lightning Flowers to collect - unless the investigators, hired by the owners of 224 Lenox, can find Josef first.


Sunday, 28 January 2018

Miskatonic Repository Teaser

First this week, a teaser. You may be aware that, over at DriveThruRPG, Chaosium have opened up what it calls the Miskatonic Repository, an official online collection of user-made content. Sounds like fun. I thought I'd dip my toe into those unholy waters, and see what develops. Hopefully not some kind of fungal infection, but you never know ...

At any rate, consider this your official notice. The scenario's written, formatted, and almost ready for prime time. There's a few last tweaks I need to complete before sending it off into the great unknown. This is an experiment, to see just how viable the platform is. If it looks as if it's a winner, I may put more resources into this. Being more of a GUMSHOE fella, I'd love it if Pelgrane did something similar, but I'm a CoC guy from way back too, so writing this material is no great hardship for me.

Those of you who've got copies of The Long Con and The Many Deaths of Edward Bigsby, both of which were originally written to help fund YSDC and which are now available via Pelgrane, may wonder if this is a London-based scenario. No, not this time: the action is set in Harlem, NYC. I shan't say more than that; a full promo will be published here when the scenario hits the digital shelves.

Price tag provisionally set at $4 a copy for a 24 page document, which is broadly the same rate charged for The Long Con and Edward Bigsby. This is, I freely admit, a practical decision; the way DriveThru calculates who gets what from each sale means it's much easier to keep track of everything if we're all dealing in round numbers. So where $3.95 would be a sod to calc, $4 is blissfully simple.

Anyway, once it comes out, I hope you enjoy it! If it works, I will publish more via Miskatonic.

Monday, 31 October 2011

Hell Fire

As some of you may already know, my latest Pelgrane project. Hell Fire, has hit the electronic shelves. I'm very pleased to see it; it's been a while in gestation, and there's nothing like the satisfaction you get from seeing a creative work of yours take wing.

I thought I'd talk a little bit about the scenario writing process, and use Hell Fire as an example.

When I first pitched to Pelgrane, lo these many moons ago, it was for the scenario that eventually became Brick Kiln and appeared in the Unspeakable Oath. It didn't really appeal to the folks at Pelgrane, as it felt a bit too much like a haunted house scenario, and they were trying to steer clear of those. Then we talked about The Zeppelin Raid, a scenario which has yet to see the light of day and is based on a painting I saw at the Queen's House in Greenwich, London. Initial response was positive as they thought there were actually zeppelins in the scenario, something I hadn't really planned on, and parts of that idea were recycled into Suited and Booted, a Call of Cthulhu scenario that, as luck would have it, also ended up in that same issue of the Unspeakable Oath. From zeppelins war stories inevitably followed, and I successfully pitched Not So Quiet, which is now part of the Out of Time collection.

Since then we've talked about several other projects, one of which became Hell Fire.

I enjoy history. My personal bookshelves are split about 50/50 these days between history, (a broad term in which I lump such diverse subjects as stage magic, occultism, the Great War, piracy on the high seas, Prohibition, Victorian England, Medieval Europe and the great ocean liners of the early 20th Century, among others), and fiction, much of which tends to be historical fiction (ie. this sort of thing) these days.  So the attraction of what amounts to a spy story set in the 18th Century and involves the Chevalier d'Eon and a heavily disguised Benjamin Franklin ought to be fairly obvious. That I was then able to set part of it in Bermuda only sweetened the deal.

Why disguise Benjamin? Well, the answer has nothing to do with worries I may have had about plunging a real person into the depths. After all, the real person did have (nebulous) links with Dashwood's Hell Fire Club and may or may not have been involved in espionage, both of which subjects are important parts of the scenario. No, the reason for changing the character was that, as written, the odds were fairly high he'd die (though of course in an RPG scenario nothing is certain) and I didn't feel entirely comfortable changing established events to that extent.

One of the major problems with writing for print is how to get the characters in the same room following the same plot. Many of the old Chaosium scenarios assumed that the characters were 'into that sort of thing' and were likely to take a leave of absence from their jobs and scuttle off to, oh, Mississippi, or Maylasia, at the least hint (delivered by newspaper clipping, more often than not) that Something Wicked This Way Went. There wasn't any attempt to rationalize it. While this does have its good points - frankly I'm not sure you need to rationalize that sort of thing - it does create an atmosphere of desperate cliche right at the start of the session, which really isn't something you as Keeper want to foster. It's the horror equivalent of going to the travellers inn and talking to the mysterious man in the hooded cloak, and not (for example) the barmaid with the bubbly personality who doesn't have an adventure hook but does seem like more fun to be around.

Another option is to be summoned to the plot location by a dear old friend. This has been done more than once, and starts off at least one famous campaign. I've used it myself in Brick Kiln, though I tried to add to it by saying that the dear old friend wanted them to value something he'd picked up in France. Again, it's not a bad way to start a game, and it does get them all in the same room at the same time, but it has been used many times now and is starting to look frayed.

A third is pure accident: the characters end up at the plot location by chance and then have to deal with what follows. I used this in Not So Quiet, and it's an important part of the scenario Mr Corbitt in Mansions of Madness. I like it as a concept, but it's the sort of thing you can only really get away with in one-shots or in the opening scenario of a campaign. Otherwise it starts to feel as though the characters are the unluckiest group of misfits since Scooby Doo, wandering by simple chance from disaster area to disaster area.

A fourth, which is the Hell Fire option, is to start with the characters already up to their necks in trouble, forcing them to start swimming or drown. As they're already heavily involved in the plot (or what appears to be the plot) they've every reason to start working together, since if they strike out on their own they probably won't make it. I haven't seen this in published scenarios that often. The Cthulhu Now scenario In Media Res, first published in the Unspeakable Oath issue 10, uses it, and there are others. The idea lends itself to pregenerated characters but I suppose there's no reason why that has to be so. Nor does it have to be a one-shot; you could start a decent Golden Dawn or Delta Green campaign that way. Of course it does assume that all the characters have broadly similar beliefs or tastes. In a Golden Dawn setting all the characters would have to be members of that occult group, while in Hell Fire the protagonists are all members of the same Club.

The trick is that whatever option you (as writer) choose, it has to be sufficiently open to cover all the bases. You don't know what player characters will come tramping through the front door, not bothering to wipe their boots and tracking mud all over the clues. It might be one of several scenarios in someone's campaign, or it might be a one-shot. They could be anybody. A group of tweedy academics from Miskatonic, professional spook hunters a la Carnacki, or a few darn kids and their talking dog; the list is endless, but the point is you have to consider all possibilities, and close off as few of them as possible. So you can't afford to be too picky, when it comes to the opening scenes. Yes, the dear old friend ploy may be riddled with cliche, as might the funeral gambit or the haunted house scenario. That shouldn't matter. What should matter is efficiency: does this format serve the purpose of getting the group to the plot as quickly as possible? If the answer is yes, then go for it.

In RPG writing, the plot is what's important. The opening scenes are just a means to an end. This is slightly different from fiction writing, in which the opening sentence is supposed to be where you put your wow factor; in fiction, you're trying to tempt the reader into reading the whole thing, so the first thing they see is critical to your success. In RPG writing, that isn't so. The characters will never know what your first sentence was, and they certainly won't care too much about the ropey opening scene if what follows is sufficiently engaging. People soon forget about the desperate, threadbare nature of the plot hook in Masks of Nyarlathotep (for example) because once they're invovled in the plot it occupies all of their attention, and to this day Masks is considered one of the best Call of Cthulhu campaigns out there.

Of course, if the players don't like the plot, they'll probably also complain about the opening scenes, but that's just them babbling. They didn't like the whole of it, so they'll pick apart the whole of it. At that stage it doesn't matter if the opening scenes were first class or rubbish; they're just part of the target area which they're currently carpet bombing.

That's enough of that, I think. Next time, something other than RPG stuff!

Tuesday, 11 October 2011

Trail of Cthulhu

I've written a few things for Trail in the last year or so. Not So Quiet is already in electronic print, and is now one of the scenarios in Pelgrane's Out of Time compilation. Other Pelgrane projects are in playtest stage, including a few Great War scenarios and a historical piece set just before the American Revolution. The Unspeakable Oath has published another Trail scenario, The Brick Kiln. I also helped with the map indexing for Bookhounds of London, a suppliment I very much admire.I've been discussing other projects with Pelgrane and those may come to fruition; if they do, they'll probably see print next year, as I haven't finished writing the most recent one. What with playtesting, layout, editing and other issues, I don't see that getting done before Christmas.

I suppose I ought to discuss Trail as a system, and say why I've grown to like it more than its parent RPG system, Call of Cthulhu (Chaosium). As this is where I discuss books, I'll treat Trail to the Bookshelf format. So, here goes!

My copy is the 2008 hardback edition, with Jerome Huguenin's evocative artwork on the cover. I think I bought this at Dragonmeet in London, which would mean I had it the same year it came out. I remember being a little reluctant. Not that I didn't like it - I did - but I was between jobs then and I was money conscious. For some reason the Yankee Dollar price and the GBP price for RPG stuff tends to be roughly the same, which means the book cost me forty quid, roundabout. That was about thirty nine quid more than I really wanted to spend on anything, leave alone a system I knew little about beyond a few favourable words on Yog-Sothoth. However I bit the bullet, though when the fella behind the counter tried to persuade me to buy something else I declined. I suppose I ought to regret that, since whatever it was is certainly out of print by now. I don't. I've never been very good at impulse buying. I tend to keep my hand on my wallet and smile politely.

Though I suppose if you want to look at it in crude money terms then the cash I've earned from scenario sales by now outweighs the initial investment by at least a hundred to one. So there's that. If only everything I invested in had the same result!

The book is well put together and sturdy, which is saying something for the RPG market. The binding is stitch, not glue, and it stands up to hard wear. I've owned hardback suppliments that collapsed after three or four months, shedding pages like a dog does fleas. In fact, the only other time in my recollection that I've bought a hardback RPG book which actually took punishment was when I bought the AD&D DMG, Player's Handbook and Monster Manuals. I've still got those in a box somewhere. The pages may be yellowed, but they never once fell apart, despite the hundreds of hours they spent being knocked around at school or dragged from house to house. Hopefully this book will last as long.

The rules are based on Robin Laws' GUMSHOE system, which tends to emphasise roleplay over dice rolling. In GUMSHOE each player character has a certain number of points spread over several investigative abilities. When an ability is used, the player is supposed to spend a point and describe how he's going about the investigation. So if it's a situation where X is in a shady part of town trying to track down a hired gunman, he might say something like: "I go to my usual haunts, chasing up snitches. I spread a little payola around, because what else are you going to do? Whisper sweet nothings in their ears?" Then a Streetwise point is spent (representing the character's known interest in snitches and shady places), and the result of his investigations is adjudicated by the Keeper. It's a fairly simple system which doesn't need dice to make it work, most of the time. The key thing is, it lends itself to player control. It was the player who decided to have a point in Streetwise, the player who decided, not just to spend it, but how it was spent.

That's the key issue for me. I prefer a roleplay style of game. Anything that promotes roleplay is aces in my book, and leaving the responsibility in the hands of the player makes things very interesting. The Keeper has to think of more eventualities, anticipate players' responses to the ongoing plot. The players have to take responsibility for their characters' actions; it isn't just a roll of the dice any more. If anything, the GUMSHOE design reminds me not a little of the old Troupe style of play popularised by Ars Magica. In that game, everyone had responsibility for world design as well as character design. Building a covenant of magi was a group activity, based on point spend with a set budget. The group had to decide what they had and did not have, and in the process they ended up describing a fair part of the world they lived in. So too here with Trail, except that now the group is de-emphasised and the individual has control.

Take the Streetwise example. The player only spent one point, enough to get the information. If the player had spent two points, they could have had the information and also bought themselves an additional asset - the Black Cat Club, for example, and its owner Jack Quimper, half-French former crook turned solid citizen, who passes the player the information and also says that the gunman will be in the Black Cat later on, as he always shows up when Lola's singing. The player gets the Black Cat, which he can return to again and again in future scenarios. The game world gets a new location, which the Keeper can then  plan around for his own nefarious purposes. It's a brilliant idea, and one I wish more players were courageous enough to use.

The other standout for me is the game's treatment of its bestiary. The Cthulhu universe is well populated, and by now veteran players will have worked out what most of the creatures can and cannot do. Trail specifically encourages the Keeper to "rework the creature to suit the setting or the scenario, keeping their basic nature the same. Should ghouls be albino, almost insectoid creatures like Morlocks, and attack subway trains instead of grave robbers? Should byakhee emerge from deep wells or simply assemble themselves out of trace metals and corpses in the vicinity? How does the Colour work as the Sound out of Space?"

This is giving the Keeper carte blanche to do as they like. Of course, Keepers have always had that power, but they battled against player expecation. If the players know that X is X, then they're justifiably suspicious when X suddenly resembles Y, or Z. For much the same reason rolling dice behind the Keeper's screen is perilous, as is fudging die rolls. The fudge itself isn't the problem. The issue is the Keeper's basic sense of fairness. If the players get even a whiff of an idea that the Keeper isn't playing by the same rules they are, they'll start wondering whether the result of the last few dice rolls had more to do with a personal vendetta than good game play. Once that idea gets into people's heads it's impossible to dislodge, and can ruin a long-running game. This way, both sides know ahead of time that the Keeper may change things to suit the situation and the rules allow for that to happen. The fairness issue is taken off the table.

Moreover the statistics are streamlined. There's just enough here to be useful and not enough to be cumbersome, while some entities have no statistics at all, on the understanding that the Keeper has the final word as to what it can and cannot do. This speeds things along while keeping the player in control, since the existing stats are less 'what It can do' as modifiers to the player's dice roll. The Stealth Modifier affects the player's chance to Sense Trouble, its Alertness Modifier affects the player's chance to Sneak. That and a small scattering of abilities and armour is the sum total of most creatures' write-up.

Now, pros and cons.

Pro One: This is a well-designed roleplay system which puts emphasis on player's actions and responses, as well as encouraging more Role (and less Roll) play. People looking for a less dice-heavy game should look no further.

Pro Two: It's a very faithful adaptation of Cthulhu mythology. I haven't discussed the Sanity and Stability mechanics in any detail, but they do work well in a Purist setting, where the assumption is that everyone is doomed from the outset as the Horrors reveal themselves. It also lends itself nicely to a more Pulp style game, particularly if the Bookhounds of London suppliment is used.

Pro Three: The emphasis on storytelling and scenes rather than dungeon crawling is a welcome change. Veterans of CoC may remember some of the older scenarios with their vast, mapped-out locations crawling with unspeakable things, and shudder as I do not at the horror but at the prospect of working through the bloody thing room by room and corridor by corridor, changing characters every third or forth chamber as the previous ones get et. This isn't that sort of game.

Con One: While not strictly diceless, it is remarkably dice free. That will be a turn-off to some gamers.

Con Two: The players may be overwhelmed at first by the amount of responsibility put on their shoulders. Gamers are used to the Keeper doing most of the work. They sometimes seem afraid to spend points, or reluctant to embrace the challenge. This can be a stumbling block at first, though overcoming it (provided everyone's willing) isn't impossible.

That's it from me! Have a good one. 

Thursday, 28 July 2011

Introduction

Hello there!

I'm Adam. I post as Karloff on the YSDC forums and contribute The Bookshelf to their ongoing podcast, Yog Radio. I write, and have been published by Chaosium, Pagan Publishing, Miskatonic River Press, Pelgrane Press, and the Escapist, among others.

In this blog I'll be expanding on my Bookshelf reviews, concentrating initially on the books I've already covered for Yog Radio and then dealing with new material. I'll also be talking about my RPG work, describing the creative process as best I can. I hope this will be useful for Keepers and players alike! I'll probably concentrate on Trail of Cthulhu, Pelgrane's latest, as I find that the most interesting of the current horror tabletop games.

I hope you enjoy the blog!

Best
K