Colonial Gothic RPG (Atomic Array 001)
It's the 4th of July, and we're celebrating by launching a new podcast about the games we love to play. In this first episode, we speak with Richard Iorio of Rogue Games.
If your fantasy game sometimes feels like it's constantly retreading old ground, give Colonial Gothic a read. This historical setting, grounded in colonial America on the eve of the War of Independence, will seem familiar to anyone who has studied the founding of the United States. Colonial Gothic captures the feel of that era, while exploiting the holes in our knowledge to add elements of the supernatural. We especially liked how Rogue Games has used little known historical facts and cultural elements to twist colonial history, bringing out a fantastic feel. With Colonial Gothic, truth truly is stranger than fiction.
Ed's Pick: Rabble in Arms
Rone's Rant: Edition wars
Colonial Gothic: Secrets
Some of the strange truths of colonial America are expanded in Secrets, the first Colonial Gothic supplement. The excellent bestiary is backed up by a robust section on secret societies and organizations, such as the Knights Templar and the Freemasons. There is a lot of material in this book, and it is obvious from the start that Rogue Games did their homework. Check out the bibliography for some solid sources for research.
Make sure to check out the New World Almanack.
We're giving away two Colonial Gothic book sets - each containing the Colonial Gothic Rulebook and Colonial Gothic: Secrets. Listen to find out what you must do to enter!
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We had a great time speaking with Richard, and hope you enjoy this episode. Feel free to leave a comment on the site, share Atomic Array with a friend, or contact us directly. In fact, we'd love to hear what you think about Colonial Gothic. Tell us what you like (or don't), and what you'd like to see from Rogue Games in the future.
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