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Posts Tagged ‘cthulhu’

Our Ladies of Sorrow

Friday, October 9th, 2009

Modern Maidens of Myth

When I became a patron for The Red Eye of Azathoth, I started keeping a closer eye on new Call of Cthulhu products. So when I got the opportunity to review Our Ladies of Sorrow, I jumped at the chance. In the interest of full disclosure I received the PDF for free and have not actually played through the module yet. On the other hand, I’m of the opinion that a GM has to get excited about a product with a read through or it won’t get played by many people. The PDF is quite a lot for your money: with 150+ pages and a trilogy of related adventures, it can be the basis of a short campaign. The art is only black and white line drawings. They are nicely done and probably helped keep the cost down.

In some ways these are not typical Call of Cthulhu adventures. It starts with a strange event and expects the players to want to investigate. There is nothing wrong with that approach, you just have to make certain that your players know what kind of expectations to have. It wouldn’t have been The X-Files if Mulder ignored strange occurrences around him, and this adventure would make an excellent X-Files episode.

In other ways these adventures are very different from your typical Call of Cthulhu fare. It has no real connection to the mythos. The primary antagonists are pulled from the world’s mythology. The main antagonists are a take on the Three Fates or Three Hags or many other stories about three women with magical powers. The author gives a few ways that they can be integrated more closely to the Cthulhu Mythos, but I think it stands better apart. Lovecraft experts and new comers alike will have their expectations challenged during the course of the adventures and I think that is half the fun of Call of Cthulhu.

The author definitely put a lot of work into this module. An appendix includes all the various mythological sources that the Ladies of Sorrow can be linked to. A fairly lengthy introduction gives one a sense for how the adventures are meant to be used. If the idea of running a modern supernatural mystery is appealing, this module is for you.

Apathy Rating: 3/5.

Want to learn more about Our Ladies of Sorrow? Read on…

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Digging for a Dead God

Wednesday, September 16th, 2009

Becoming a patron of the Open Design Project The Red Eye of Azathoth has rekindled my interest in Call of Cthulhu. This led me to poke around at Yog-Sothoth, the best source for news and information about all things Lovecraftian. Eventually I noticed a new trilogy of modules called Curse of the Yellow Sign. It is written by fantastic writer John Wick. I’m most familiar with his work from my days playing Legend of the Five Rings, but after reading this module I’m inclined to hunt for more.

First let me talk about Call of Cthulhu. This RPG has been around for as long as I have been gaming. The game is based upon the works of H. P. Lovecraft and other authors that expanded upon his ideas. One overriding theme to Lovecraft’s work is that there are things in the universe that the human mind cannot comprehend. There are terrible beings who barely even notice humanity, even when they are incidentally destroying or upsetting millions of lives. Against this backdrop characters are often expected to investigate mysterious occurrences, ancient ruins, and bizarre dimensions. Since exploring the unknown is a common theme the game is often set in the 1920’s and 30’s, the era in which Lovecraft wrote. In a time before satellite maps of every continent there were still places in the world to explore. There was room for massive pyramids in the unexplored Antarctic or complex hidden cave systems in the mountains around Los Angeles.

Call of Cthulhu is currently in its 6th edition, but the core rules really haven’t changed much over the years. The system is primarily skill based, with a simple advancement scheme where characters improve the skills they’ve used during a scenario. Unlike most role-playing games, more pages are spent dealing with a characters mental health than to combat. As characters learn more about the horrible things that lurk at the fringes of reality, they slowly drift toward madness. Role-playing insanity is one of the highlights of playing in a Call of Cthulhu game. More often a character’s career will end in the asylum than the graveyard. I have always felt this made the game best suited for one-shots, scenarios that are played out in one or two sessions. I’ve heard of people having longer campaigns, but I have never seen one.

Curse of the Yellow Sign – Act 1: Digging for a Dead God is designed to be played in a single evening as a standalone scenario. This might seem a little odd for part one of a trilogy, but the series is related by theme more than specific characters. The scenario comes with six pre-generated characters and it really should not be played without them. Unlike some adventures where premade characters are merely a convenience to get a game started quickly, much of the module’s story is built around the characters. The tension comes from the motivations and relationships that come with the characters. Many of the terrifying acts will be performed by the PCs against each other. Did I mention the player’s will be taking on the roles of Nazis?

The setting really starts quite simply. The group is a Nazi expedition to Africa whose goal is to secretly gather diamonds from a mine in the jungle before the British become aware of their presence in the area. A door with a gold symbol is uncovered by the workers, and when it is opened they learn a terrible secret. From there it is up to the players (with careful nudges from the GM) to do what they can to survive, and perhaps escape with some of the gold.

The scenario is definitely a sandbox. Probably half the module is advice on being a GM for a horror game. I should also emphasize the horror nature of the story. Unlike many Call of Cthulhu modules, there isn’t much of a mystery to discover. The characters may learn some horrible truths, but that isn’t the point. The point is to horrify your players and get them to be terrible to each other. Play on the player’s suspicions of one another; making just one character believe that another is betraying them is enough to spark everything into action. Whether they survive the night isn’t really as important as letting them have good interactions with each other.

As an inexpensive module this one is well worth picking up. If you’ve never played Call of Cthulhu this is a great way to try it out in a single evening. Just reading it made me want to run it. I just need to find six of my friends that I want subject unspeakable things to. Actually, what I really want is for John Wick to come over and run this scenario for myself and friends. I don’t think I can do it justice, but I’ll try.

Apathy Rating: 4/5.

Red Eye of Azathoth

Wednesday, September 9th, 2009

I’m a patron for Red Eye of Azathoth, one of the new Open Design projects. While the adventure was originally pitched for the Pathfinder RPG, the current poll (which ends the 23rd) has the Call of Cthulhu BRP system in a fairly commanding lead. This is looking to be the first true CoC patronage project! The only problem is, we need more patrons.

For those of you who haven’t been involved with a patronage project before, they are a unique way of creating adventures. Patrons interested in a specific project contribute money to help it cover production costs. This includes not just the writing, but professional illustration, editing, and layout. Patrons receive a PDF of the final product, with the option to buy print-on-demand versions at printing cost.

But patronage is more than just pre-ordering a limited edition product. It is also an opportunity to affect a number of decisions about how the adventure is made. You can contribute to brainstorming sessions. You also get to see the development process from start to finish. Even if you don’t contribute very much, it is a great experience to watch an adventure be created. If you’ve never been involved in a project like this, I highly recommend giving it a try.

As you can tell, I’m excited about this project. It looks like it will be a lot of fun, but we need patrons to make it happen!