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Invasive Procedures
by Wolfgang H. [Verified Purchaser] Date Added: 06/03/2012 03:30:12
This is one of the best horror one shots I have ever played. Don't expect to be able to use all of the ideas in the scenario when you play it with your group, there are just too many brilliant scenes ti fit into one evening. I decided to use this one as my introductory adventure into horror roleplaying and I am looking forward to play it again.

Rating:
[5 of 5 Stars!]
Invasive Procedures
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Trail of Cthulhu: The Black Drop
by Michael H. [Featured Reviewer] Date Added: 05/10/2012 13:52:21
The Black Drop was the first of Jason Morningstar's Trail of Cthulhu adventures. It's available as a 40-page PDF or in the Out of Time compilation of adventures. In either format, it consists of a three-column, gray-scale layout with some nice artwork and a very usable layout although it's tough to use on a tablet.

As written The Black Drop is designed to be easily adaptable to either the Pulp or Purist style of play, depending on the mood of the table - all that it really takes is a few tweaks to the tone of the Keeper's descriptions and scene framing.

The Black Drop pays homage to horror stories set in cold, remote places (e.g., Beyond the Mountains of Madness and even John Carpenter's The Thing), without really being derivative of any of them. It takes place Kerguelen archipelago in the southern region of the Indian Ocean. Its locations and history are also based in reality – this includes the names of several notable NPCs on the islands. However, unlike real history, things in the Kerguelen Islands will take a much more horrific turn as the adventure opens.

The premise for the investigation has the investigators aboard a freighter steaming into Port Couvreux in the Kerguelen Islands. The French government has has decided to abandon its failed settlement in the remote islands, and the ship's crew and passengers have been sent to either aid in the colony's abandonment or are taking advantage of the situation to visit the islands one last time. Meanwhile, further down the coast, a mysterious German-funded expedition has arrived, likely for no good purpose (the adventure is set in the 1930s so we're talking about Nazi Germany here). As expected, the investigators quickly find themselves wrapped up in a sinister plot involving an ancient evil about to rise again, cultists, Nazis, and a battle to save humanity.

The investigation itself is fairly straight forward, with a variety of clues that ultimately will lead the group (hopefully) to the the climactic finish. To its credit, the investigation has a very flexible structure that will let players head in a variety of directions rather than being forced down a very specific path to the end. There's also quite a bit for the Keeper to define and flesh-out in order to make the adventure their own, tailoring it to the style and tastes of the group. That said, there's more than enough detail for a novice to run straight out of the book.

Similarly, the pregenerated characters that are included are a good fit for the adventure, but are left undefined enough for players to make them their own. However, unlike some other Trail of Cthulhu adventures, the pregenerated characters aren't quite as tightly integrated in to the story and therefore The Black Drop is easier to fit into an ongoing campaign, using player-generated characters.

I really like The Black Drop: it's a dark, bleak adventure with the potential for a mixture of investigation and action. While I'm more of a fan of the more Purist-style ToC adventures, that's more of a matter of taste and The Black Drop can easily be adapted for that style with a minimal amount of effort given the quality of the writing and the nature of the story, and thus The Black Drop is well worth investigating.

Rating:
[4 of 5 Stars!]
Trail of Cthulhu: The Black Drop
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Trail of Cthulhu: The Repairer of Reputations
by NB N. [Featured Reviewer] Date Added: 04/29/2012 19:33:45
Do you want to live out your very own version of The Repairer of Reputations? Here's your chance! This scenario puts your characters at the center of an alternate universe from the original story.

In this case, The King in Yellow has indeed warped the world. Your characters unravel the conspiracy that is afoot and hope they aren't driven insane or worse in the meantime.

I really like this supplement from the perspective of a non-fanatic of Lovecraft. I haven't read all his stuff and am not intimately familiar with all the details of a given story. Are you like me? Good news! The entire Repairer of Reputations story is included. The rest of the details are fairly standard with an overview of the plot, detailed events, and in this case a Quick Character Creation section over pre-generated characters.

I like the idea of integrating an actual story into a scenario because it feels more "real" if that's a thing. It is awesome to see how Laws weaves the fiction into the scenario and allows you to have a go at combating the horrors that be. As always, I love ToC and highly recommend any new scenario that I can get my hands on.

Rating:
[5 of 5 Stars!]
Trail of Cthulhu: The Repairer of Reputations
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Trail of Cthulhu: The Watchers in the Sky
by Michael H. [Featured Reviewer] Date Added: 04/22/2012 09:30:07
The Watchers in the Sky is the second of four Purist scenarios written by Graham Walmsley (the first was The Dying of St. Margaret’s). While not meant to be a “sequel” to St. Margaret's the two scenarios share a certain feel and setting that make them work well as a series, albeit using different investigators.

The scenario is available as a thirty-six page gray-scale PDF (the cover is color) for a very reasonable $5.95. The layout and editing are good, with just a few minor errors. The three-column layout is easy to work with at the table when printed out, but makes the PDF very difficult to use on a tablet without a lot of zooming and repositioning. The scenario includes four handouts at the end of the PDF, each of which looks great.

The Watchers in the Sky is designed to be a standalone scenario, taking two-three sessions to complete. While it could be converted to a one-shot convention style play, doing so would require cutting out some of the auxiliary scenes that help develop the investigators and thus some of the richness of the scenario is lost. However, with a good group and tight, directed scene pacing, it's still possible to get a great experience even out of a single, four-hour session.

Speaking of Investigators, Watchers is constructed to make use of the five Investigators included with the scenario. While it can be adapted to other investigators, Keepers will find the scenario easier to run and a lot more powerful using these investigators since they've been tailored for the scenario, have a strong link to the story, and have been constructed to have a certain amount of friction between each other, as well as the story which really helps bring them to life at the table and get things moving quickly. Having used the investigators from Walmsley's adventures before, I think they really enhance the story and and recommend using them to get the most out of the scenario.

As explained in the scenario's description, The Watchers In The Sky blends elements of Hitchcock's [url= http://en.wikipedia.org/wiki/The_Birds_(film)]The Birds[/url] with Lovecraftian horror to create something new but which feels familiar. The scenario begins with a prologue, using the Direct Scenes technique Walmsley first introduced in The Dying of St. Margaret's. These help bring to bring the investigators to life, revealing their Sources of Stability and background in a meaningful, story-rich way rather than simply dumping info on players – in other words, this scenario is all about the principle of "show, don't tell." This technique also helps involve players whose characters aren't present in the scene by asking them to take on the role of a NPC, keeping all the players involved and helping create a unique experience.

Once the Prologue is out of the way, the investigation kicks in to full speed, with the group investigating the appearance of a strange flock of misshapen birds. With three different places for PCs to start, the scenario does a wonderful job of bringing the PCs together in a very natural way, having them meet up in the University of Brichester's library after a series of set-up scenes that introduce each of them to different clues regarding the investigation, though all involve strange misshapen birds that seem to be watching those involved. Once they meet in the library the pace of the investigation picks up, as the group pieces together clues to track down the origins of the strange flock of birds, uncover cultists, and ultimately discover part of the horrible truth behind the creatures.

The Watchers in the Sky is very well-written, with an immense amount of advice and guidelines on how to bring the scenario to life, although much of it is embedded in the text and thus it requires some careful reading to get the most out of it. For example, all of the major NPCs are succinctly, but vividly outlined, complete with suggestions on how to portray that at the table – for a Keeper who likes to really get into roles, this is awesome stuff, as it is to those new to the art of GMing, though the latter may find it all a bit intimidating at first.

Similarly, the scenario works best when a GM knows it inside and out, and where players take a proactive role in talking to NPCs, searching locations (though GUMSHOE's rules help a lot here), and actively following up clues. Without this active engagement the scenario is likely to fall flat and passive, “make the connections for us” type groups will find the scenario difficult or even boring. However, this is unlikely to be a problem for the vast majority of Trail of Cthulhu groups given the nature and focus of the game.

The scenario is also written in a wonderful, open-ended manner in which not all of the details of the Horrible Truth are provided. This approach may annoy some readers, but it keeps true to Lovecraft's own approach – particularly in his more “Purist” stories which Watchers is trying to emulate – in which only glimpses of creatures are provided and much of the real details are left to the reader's imagination. This helps provide an unsettling uncertainty to the whole story which I think really ramps up the suspense and mystery. It also lets the Keeper customize the scenario to his or her perspective on the Mythos and thus make it their own.

One other feature of the scenario bears mentioning: it includes a sidebar featuring alternative to the default ToC Insanity rules ( “Drive yourself Crazy”) in which the players take control of when their investigators suffer Stability loss rather than the GM – the players decide when to call for Stability Checks, thereby putting control of their character's descent into madness. These rules are a great addition to the game for seasoned players, especially those who want to play a character who is clearly out of their depth or losing their grip on reality. I love this approach and it's one I've adopted for nearly all my ToC games since it both offloads some of my work as a Keeper plus rewards players for engaging both the system and the genre. I also love it for use with these single scenarios using pregenerated characters since it lets players pace their character's slipping sanity. That said, the rules are not going to work for every group, particularly if you're playing with those who are unfamiliar with Lovecraftian horror or who are extremely gamist (i.e., you can make your character essentially impervious to the horror simply by choosing to never lose sanity – keep in mind that for some characters would make perfect sense).

The Watchers in the Sky is another excellent example of a Purist scenario in which the investigators are ultimately helpless against the forces they're up against and much of the story involves their battling with this realization. Similarly, Hitchcock's The Birds doesn't end with the good guys winning but rather with the protagonists driving away with huge flocks of birds. Thus, Watchers manages to stay true to both sources of inspiration, blending the two to create something new and interesting.

Watchers does a fine job of this: it is explicitly designed to be played in Purist mode and would be difficult to convert to a Pulp-style game and won't appeal to those looking for that style of game. That doesn't mean Watches is boring though. In fact it is engaging, well-paced, and has the potential for a lot of suspense. Hence, it delivers exactly what Purists want and does so in a novel way.

Watchers also helps demonstrate how robust the Trail of Cthulhu rules are, focusing on the Sources of Stability mechanic, bringing it to the forefront. The adventure is a perfect follow-up to The Dying of St. Margaret's, though at its heart it has a very different feel to it: While St. Margaret's is all about bleak despair and decay, Watcher's focuses on the mysterious and weird alien nature associated with the Mythos. As such, it's clear that Walmsley has a clear understanding of the different themes present in Lovecraft's stories and that's what makes these scenarios so great.

Rating:
[5 of 5 Stars!]
Trail of Cthulhu: The Watchers in the Sky
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Cthulhu Apocalypse: The Apocalypse Machine
by Heiko A. [Verified Purchaser] Date Added: 04/20/2012 01:36:33
It is absolutely unprintable on a b/w printer. I just produced about 70 black pages, wasting a printer cartridge that costs about twice as much as the book itself.

Rating:
[3 of 5 Stars!]
Cthulhu Apocalypse: The Apocalypse Machine
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Trail of Cthulhu: Many Fires
by JAMES U C. [Verified Purchaser] Date Added: 04/17/2012 06:29:40
Let the players bring their private planes and machineguns and carloads of dynamite - I can't see that any of it will help them much at the death, in the mountains where no-one will see. Notable, also, for how much the players know (between them) going in, neatly inverting an expectation of the classic game. The scenario successfully gives the players power without giving them safety, delivering high-stakes gaming.

Rating:
[4 of 5 Stars!]
Trail of Cthulhu: Many Fires
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Trail of Cthulhu: Hell Fire
by Jim C. [Verified Purchaser] Date Added: 04/17/2012 06:19:40
The central connection is essentially a sound idea and the trappings of Rationalism show a lot of potential as an era of play. This doesn't manage to build up to very memorable dangers, though, and indulges the author's reinterpretation of the being in question. Why do writers do that?

Rating:
[3 of 5 Stars!]
Trail of Cthulhu: Hell Fire
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Four Shadows: Music for Trail of Cthulhu
by Christopher H. [Featured Reviewer] Date Added: 04/16/2012 21:04:59
James Semple’s compositions for Four Shadows are beautifully conceived and performed, and they capture exactly the right tone of an investigation-based Cthulhu mythos game. Including both a “pulp version” and a “purist version” of the Trail of Cthulhu theme is a brilliant move (if you’re not familiar with Trail of Cthulhu, those are the two game styles described in the rules) and the music fits each label perfectly. Neither theme, however, is a “loop while playing” kind of composition, so their usefulness is really rather limited. The other two tracks, “Ruminations” and “Anagnorisis,” are wonderfully cinematic—but, unfortunately, rather too cinematic. Despite each track’s modest length (3:08 and 3:14, respectively), both exhibit definite movement and progression. Such distinct changes of mood, crescendos/decrescendos, and so on make the tracks ill-fitting for a freeform RPG where anything might happen. Therefore, while the music and the production values are of absolutely the highest quality, the product doesn’t well serve the purpose of scoring a Trail of Cthulhu play session. You could, I suppose, wait and play the tracks at just the right moment, once through instead of looping. The Eternal Lies Suite, also by James Semple’s team, serves better. Get Four Shadows for simple listening pleasure, not for constant background music during your game.

Rating:
[4 of 5 Stars!]
Four Shadows: Music for Trail of Cthulhu
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Trail of Cthulhu: Hell Fire
by Roger L. [Featured Reviewer] Date Added: 04/12/2012 04:01:25
Rezension Hellfire

„Hell Fire“ ist ein weiteres Abenteuer für „Trail of Cthulhu“, entgegen des üblichen bespielten Zeitabschnitts (1930er) findet das Abenteuer jedoch in der zweiten Hälfte des 18. Jahrhunderts statt und entführt die Spieler in die Welt der „Lords and Ladies“.

Das Empire befindet sich gerade in Bewegung: einerseits wächst die Kolonialmacht, anderseits muss sich das Empire jedoch mit Reformen im Inneren sowie dem aufkommenden Unabhängigkeitswillen Amerikas zurecht finden.

Die Geschichte beginnt mit der Verwicklung einiger Gentlemen des „Hellfire-Club“ in einen mysteriösen Mord, da es sich bei dem Opfer um eine Dame von Stand handelt, mit weit rechenden gesellschaftlichen Folgen. Schritt für Schritt offenbart sich, was sich tatsächlich hinter dem legendären „Hellfire-Club“ verbirgt und vor allem, dass man während des illustren Treibens der High Society die Aufmerksamkeit fremder Mächte geweckt hat. So müssen sich die Spieler nicht nur gegen Gesetzeshüter behaupten, sondern auch politisches Geschick beweisen. „Alles nur halb so wild“ könnte man meinen, aber für das zusätzliche Quäntchen Aufregung sorgt zweifelsohne der Mythos mit seinen Schergen.

Erscheinungsbild

Ebenso wie bei „Many Fires“ kommt das Abenteuer als hochwertiges PDF daher, besonders die Möglichkeit von Szene zu Szene springen zu können (via PDF-Inhaltsverzeichnis; Dateigröße: etwa 16 MB) gefällt mir sehr gut. Der Band ist wie gewohnt überwiegend in einem Drei-Spalten-Layout gehalten, nur hin und wieder wird dieses Schema mit Textboxen bzw. Bildern unterbrochen.

Inhalt

Zunächst erhält der Leser eine kurze Übersicht über den Plot sowie Informationen bzgl. der nötigen Regelanpassungen, um den Unterschieden zwischen der aktuell bespielten Epoche und der eigentlich vom System vorgesehenen Zeit (überwiegend 30er-Jahre) gerecht zu werden. Einige Fähigkeiten werden komplett gestrichen (einige technologische/wissenschaftliche Entdeckungen fehlen zu der bespielten Zeit schlichtweg), andere kommen hinzu (z.B. „Politics“ als Richtwert für das Talent des Charakters sich auf dem politischen Parkett zu bewegen).
Danach geht es mit den einzelnen Szenen direkt ans Eingemachte: über zwanzig Seiten Material um das noch blanke Skelett des Abenteuers mit dem nötigen „Fleisch“ auszustatten. Auch dieses Abenteuer glänzt durch seinen eher modularen Aufbau, ganz wie schon in der Rezension zu „Many Fires“ beschrieben.
Zwar gibt es einen „roten Faden“, jedoch kann durch das Verhalten der Spieler ein von Runde zu Runde unterschiedlicher Verlauf des Abenteuers entstehen. Meiner Auffassung nach ist das Abenteuer ausreichend konkret um allzu viel Vorbereitungsarbeit überflüssig zu machen und bleibt dabei ausreichend vage um es nach eigenem Belieben mit eigenen Details auszuschmücken zu können. Zum Abschluss des Bandes finden sich dann noch sechs Seiten mit vorgefertigten Charakteren.

Um ohne konkrete Spoiler auf die enthaltene Geschichte(n) eingehen zu wollen: über politische Intrige, cthulhoide Bedrohungen und den sündigen Untiefen der erlauchten Gesellschaft bereisen die Charaktere ein weites Feld. Hier sind weniger Abenteurer und Kämpfernaturen gefragt, eher Diplomaten und gesellschaftlich ambitionierte Figuren.

Wussten Sie, dass die „Erwachsenen-Literatur“ durch das Aufkommen günstiger Druckerzeugnisse regelrecht boomte?

Preis-/Leistungsverhältnis

Ein stimmiges, vielschichtiges Abenteuer für eine Handvoll Dollar? Dazu sollte man auf keinen Fall „Nein“ sagen.

Fazit

Wer sich für die Epoche erwärmen kann und „Socializing“-Rollenspiel favorisiert, sollte hier zugreifen. Mit ein wenig Arbeit lässt sich aber das für „Trail of Cthulhu“ verfasste Abenteuer vermutlich auch auf andere Systeme ummünzen, lediglich die Mythos-Fraktion müsste entsprechend umbesetzt werden. Handouts gibt es hier leider keine, man hätte den Band meiner Ansicht nach noch mit ein paar Ingame-Briefen aufpeppen können. Zwar gibt es hier und da kurze Textpassagen, die mit ein bisschen eigener Arbeit zu Handouts gemacht werden könnte, aber eben nichts Fertiges.

Bewertung

Erscheinungsbild – 4,5/5 (ich mag den Zeichenstil nicht)
Inhalt – 4/5 (Handouts!)
Preis-/Leistungsverhältnis - 5/5

http://www.teilzeithelden.de

Rating:
[4 of 5 Stars!]
Trail of Cthulhu: Hell Fire
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The Complete Eternal Lies Suite
by Christopher H. [Featured Reviewer] Date Added: 04/05/2012 00:02:45
Absolutely fantastic! This album is wonderfully conceived and beautifully executed, easily on par with Hollywood film scores. The tone is perfect for a Cthulhu-oriented game. It’s a little more expensive than a typical iTunes album, for comparison, but I personally think it’s well worth it. The album makes very enjoyable listening even when you’re not using it to score a game.

Rating:
[5 of 5 Stars!]
The Complete Eternal Lies Suite
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Trail of Cthulhu: Bookhounds of London
by Jeffrey V. [Verified Purchaser] Date Added: 03/24/2012 01:30:26
This is a pretty interesting variant on the usual "heroic Investigators versus the great unknown" theme of most CoC campaigns (or Tail of Cthulhu campaigns for that matter). While most of the stuff published for Trail thus far has been the dark and depressing kind (which, while it's true to the spirit of most of HPL's works is nonetheless...well...dark and depressing), and this one is too, this one at least provides a structure and REASON why the players are acting that way. Not because of their inherently nihilist state of mind, but rather because they need to make a quick buck (or pound, in this case) in order to put bread and milk in the icebox. The investigators can be one of several types of "bookhounds" which are specialty occupations (with their own advantages and disadvantages) in search of those rare tomes and volumes so desperately sought after by evil wizards and "Dudley Do-Rights" alike, with the added incentive of being able to discover nefarious plots and decide what to do about them. The characters are gritty, no better than they have to be, and just as likely to commit a crime in order to accomplish their goal as not. Sort of like Kolchak: the Night Stalker in that sense -- balancing on that thin gray area between the legal and the downright illegal, and frequently crossing from one side to the other as the adventures go on.

The book provides a campaign setting based in post-Great War London, though it would be relatively easy to transpose it to any major western city (such as New York or even LA for that noir effect) or time. The rules are complete (though you DO need Trail of Cthulhu to understand the mechanics of the game system), and provide plenty of ideas and concepts to allow you to run your players through this type of campaign. While as I noted above pretty much all of the stuff published for Trail to date have been darkly themed, and this one isn't that much different, it feels more pulpish than the others and, as noted, could easily be transformed into something a little less "futile" in terms of long-term outcome. Really the premise of the campaign setting is absolutely brilliant -- where else can you come up with a valid reason for allowing the players to get their hands on something truly awesome in terms of forbidden lore without having them actually confront Great Cthulhu in the process? Plus, given that the business they are in is SELLING BOOKS, you can just as easily take it away from them ("What, that old leather-covered Manuscript with the cramped lettering by Olaus somethingorother, and the worm damage?" the aged proprietor responded to my urgent question; "I sold that to a gentleman that came in last week. Got a tidy sum for it too. You really need to see if you can find another copy!")

All in all, Kenneth Hite continues to demonstrate why he is one of the best horror and fantasy authors writing today. This supplement is a must-own for any Keeper looking for a new hook to get his campaign off the ground. As always it is well written, succinct (which might just be another way of saying "well written"), with plenty of great ideas and plot seeds for the alert GM to follow. I strongly recommend this volume to everyone!

Rating:
[5 of 5 Stars!]
Trail of Cthulhu: Bookhounds of London
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Trail of Cthulhu: The Rending Box
by Michael H. [Featured Reviewer] Date Added: 03/21/2012 14:20:03
Graham Walmsley really knows how to take classic Lovecraftian tropes to create original and yet very "authentic" Trail of Cthulhu scenarios. The Rending Box is another investigation designed for Purist-mode adventure which highlights the horror of the setting and really pushes the characters to the edge of sanity. As such it makes a perfect one-shot adventure, and like all of Walmsley's ToC scenarios is simply a lot of fun to play if you're a fan of Lovecraft's stories and don't mind the likely outcome that their characters are unlikely to come out of the adventure unscathed. I would highly recommend this and the other adventures by Walmsley.

Rating:
[5 of 5 Stars!]
Trail of Cthulhu: The Rending Box
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Ashen Stars: Dead Rock Seven
by Michael H. [Featured Reviewer] Date Added: 03/21/2012 14:14:30
These are an excellent set of scenarios for Ashen Stars, taking the characters to a variety of colorful locations during their investigations. Although the included scenarios are linked, they can easily be played as single scenarios instead. Of the four scenarios, I liked "Dead Rock Seven" the best since it reminds me of some of my favorite sci-fi stories. One word of warning for potential buyers: the adventures are somewhat "adult" in nature, especially "The Pleasure Bringers" which centers around the search for a missing corporate investigator on a planet whose economy largely revolves around sex, drugs, and rock & roll. While the references aren't gratuitous (I would call it PG-13) and it's easy to push all of those references to the background, it's something that some readers might not like. Personally I love the fact that the author decided to write scenarios aimed directly at an adult audience rather than ignoring various tropes and elements that are perfect for the dark, gritty Ashen Stars setting. Kudos.

Rating:
[5 of 5 Stars!]
Ashen Stars: Dead Rock Seven
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Cthulhu Apocalypse: The Apocalypse Machine
by Michael H. [Featured Reviewer] Date Added: 03/21/2012 14:04:34
The Apocalypse Machine is an interesting read and a fresh take on Lovecraftian gaming. The book is well-written and rather than simply saying "here's how the apocalypse happened" it offers up a number of possibilities using a system (i.e., the Apocalypse Machine) to help generate a meaningful and interesting back story and setting to make each apocalypse unique. While the PDF is clearly designed for use with the Trail of Cthulhu RPG, most of it is system-free and thus could be used with a variety of games including Apocalypse World.

Rating:
[5 of 5 Stars!]
Cthulhu Apocalypse: The Apocalypse Machine
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Ashen Stars
by Devon K. [Featured Reviewer] Date Added: 03/01/2012 08:43:18
The first thing I'm going to say about this game is that it's GUMSHOE. I really, really like GUMSHOE. It's a wonderful system that really supports the style of games I like to run and play. So, as soon as I saw there was a new GUMSHOE game out, and that it was space opera, I was as giddy as a school girl and had very high expectations for this game.

After reading the game, I'm very please with it. But it didn't meet all my expectations.

The positive aspects of this game are many. It's GUMSHOE, so I know I already like the system. However, a few additional character traits have been added that I think will make for a few more interesting twists during game play. I like the addition of Drives in this game. I see them as adding an extra dimension and direction to the characters, one that I've not seen in the previous GUMSHOE games I've played. The Reputation score is also very intriguing and I'm excited to get my hands in there and tinker with that system and see how it works.

The only real negative aspect I saw in the game was the space combat. In theory, I like the process of setting a goal to achieve through combat and having all your exchanges add points towards achieving that goal. But, in this case, it felt like that system was just another step back from the action. It seemed like another layer of insulation between the characters and the players. Personally, I feel it is going to require a bit of tweaking and testing before I'm happy with how that runs in the game. And, I don't feel space battles really fit with the flavor of the rest of the game.

Even so, this is a wonderful book and if you're a fan of GUMSHOE, you really need to pick this one up. The sections on running the game have been the most helpful of any GUMSHOE game I've read. The setting is extremely interesting and has just enough detail to get my imagination going and enough blank spaces for me to insert my own creations. Wonderful job!

Check out the podcast @ http://podcast.sharkbonegames.com

Rating:
[4 of 5 Stars!]
Ashen Stars
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