RPGNow.com
Close
New Account
 
  
 
 
You will lose your chance to get the free product of the week.
One-click unsubscribe later if you don't enjoy the newsletter.
Close
Log In
 
 Forgot password?
 

     or     Log In with your Facebook Account
Browse
 Publisher Info









Back
Other comments left for this publisher:
The Kaiin Player's Guide
by Cedric C. [Featured Reviewer] Date Added: 07/15/2012 13:25:34
Introduction

Despite the "d20 glut", the number of city settings one can choose from can be counted on one hand. This is a pity, as the city offers NPC interaction, combatless skullduggery, and other entertaining roleplaying not available in your everyday dungeon or wilderness adventure.

Enter "The Kaiin Player's Guide". Technically for the Dying Earth RPG, based on the works of Jack Vance, the KPG features one of the most entertaining fantasy cities I've read in a long time. Written by Robin D. Laws, designer of Feng Shui, Hero Wars, Rune, and aforementioned Dying Earth, the book is 200-some pages long, on heavy glossy paper. It's quite suitable for D&D or any other fantasy roleplaying game.

For GMs of Conventional Fantasy RPGs

Let me briefly mention what the book doesn't have. The maps have a "bird's eye view" of each section of the city, but not detailed maps of streets or locations. Stats for NPCs are for Dying Earth's skills, which focus on personality, and thus are quite usable in any roleplaying game. You'll definitely want to plug in the culture, personalities, and locations of Kaiin to a city with detailed street-by-street maps.

The information is portrayed from the perspective of a well-connected PC. As a result, the GM need no longer be a bottleneck for information. He can let the player peruse the book, or a particular section. Not all GMs will want to do this, but now they have this option. GMs will need to create any "secret" character details and specifics (not like they haven't had to do this with other city guides...)

For Dying Earth Players

As said, this book is written from the perspective of a resident of Kaiin. Despite the words "Player's Guide", there is no "Gamemaster Guide". The player peruses the book, selects a rumor, and the GM improvises, using the GMC creation rules. A few pages provide additional advice for the GM and player.

A City of Personalities

Most city books I've read are organized by locations. Each chapter discusses one of the quarters by providing an overview, then particular locations, each with their NPC residents (don't these people ever leave the house?). KPG provides an overview, but then focuses on the PC's contacts for the city and personages in the quarter. Contacts are a personality outline of a particular class of people in the quarter, which the GM (or player!) fleshes out as an NPC contact. Personally, I think contacts are a much more playable NPCs than the usual "Important People" section of a city setting.

Locations, calendar events, and rumors follow, then Taglines and Tweaks. Taglines and Tweaks are Dying Earth mechanics. Taglines are quotes which, if used by a player during play ("Call me parsimonious, but I am reluctant to become nourishment for anyone."), grants character improvement points. Tweaks are special bonuses that a character can have under certain social circumstances for their PC. Both should be adaptable to any fantasy rpg. Kaiin is composed of neighborhoods: Canal Town, where the city river "emits its last pathetic gasp before it empties into the bay" (avoid the oysters); The Fringe, home of the most destitute denizens and opportunistic bandits (razed to the ground periodically with lively festivals involving hangings); The Marketplace (including no less than three pages of cart-pulling "Unusual Mounts and Beasts"); Odkin Prospect, where reside the aristocrats and merchants they invest in and despise; The Palace & Environs, including the useful "Palace Intrigue Quick Reference" chart; The Scholasticarium District, an institution less of learning than of "rivals in an never-ending struggle for privelege and prestige"; The Threek, a medieval equivalent of the suburbs ("Although eighty percent of the population lives here, we cover it quickly"); The Tracks, where Dhejtar, a sort of cross between a weasel and a panther, race (or just bring your child here to throw rocks at defaulters in the punishment racks); and The Undercity, who has believed "the sun has already died, and they are the last survivors" (enjoy the spicy cuisine).

Last Words

Again, I'll emphasize that this is a book of personalities over locations. GMs looking for detailed maps of a city won't find them here, but should still consider KPG as a book of NPCs who will enliven any city. GMs who do not improvise city adventures will still need to create and prepare material. Still, the wealth of NPCs, especially the contacts, should enrich any city adventure, not just one for Dying Earth.

Rating:
[4 of 5 Stars!]
The Kaiin Player's Guide
Click to show product description

Add to RPGNow.com Order

Cthulhu Apocalypse: The Apocalypse Machine
by Alexie R. [Verified Purchaser] Date Added: 07/03/2012 23:57:05
In a nutshell: Trail of Chthulhu... after the End.

Sadly i didn't like this book. My biggest issue is that when i bought it, i -- perhaps mistakenly -- expected a series of ToC scenarios set in post-apocalyptic setting. However, there are no pre-made scenarios in this book; not even campaign frames like those in main ToC rulebook. There is a half-decent section on creating your own customised apocalypse and a short and too-vague GM advice section.

My second complaint is that this book is short -- only 73 pages and fully half of those are taken by standard ToC rules tweaked to post-apocalyptic setting. I've seen it all before in my ToC core book and i don't need to see it again, thank you very much.

But enough on the negative.

Like all other products by Pelgrane Press the writing is top-notch, well organised and full of great ideas. In short summary: the sanity system is slightly tweaked; there is a section on how cities decay into ruins with time; also a very useful system for scavenging equipment; an obligatory chapter on mutants; and of course the Apocalypse Machine itself -- scenario generator that lets you customise your own extinction event.

As a side note, i think this book would be useful for GMs running "Armitage Files" also by Pelrane Press as the subject matter is similar.

Unfortunately all that is not enough to raise this product from mediocrity and i cannot in all honesty give it a higher rating, though i really wish i could.

Rating:
[3 of 5 Stars!]
Cthulhu Apocalypse: The Apocalypse Machine
Click to show product description

Add to RPGNow.com Order

Publisher Reply:
I suggest you get Cthulhu Apocalypse: The Dead White World . This is the set of post-apocalyptic adventures you were looking for. The Machine is an optional companion volume for running post-apocalyptic adventures, so it appears you bought it under a misapprehension. I recommend you get a refund on this product and get Dead White World instead.
Mutant City Blues
by Anthony C. [Verified Purchaser] Date Added: 06/10/2012 20:29:00
I'm a huge fan of super heroes in a less than spandex setting (Heroes, 4400, and others in that vein). That is where Mutant City Blues falls into supers role-playing. Players take on characters who have some serious edges over normals, but not to the godlike stature of the JLA or Avengers.

Wins for this game:

- excellent details (powers have to follow a "logical" progression through a charting system). This chart works great as an investigating tool within the game.
- excellent writing. I love the setting and what characterization is given to it. I would have liked a bit more padding to the setting, but I suppose it's best left up to the individual game masters.
- solid system. It takes getting used to, but this game engine works tremendously well for detective style gaming.

Needs work?

- The art is sporadic and not consistently great throughout the book.
- supplements. This game doesn't have the love that Trail of Cthulhu has so there is little in the way of support for the lazy GM.

Overall, I think this is a much stronger RPG for playing super heroes rather than Smallville or the 2012 Marvel Super Heroes. It offers a fresh world without 50 years of backstory to contend with.

Rating:
[5 of 5 Stars!]
Mutant City Blues
Click to show product description

Add to RPGNow.com Order

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
Click to show product description

Add to RPGNow.com Order

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
Click to show product description

Add to RPGNow.com Order

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
Click to show product description

Add to RPGNow.com Order

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
Click to show product description

Add to RPGNow.com Order

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
Click to show product description

Add to RPGNow.com Order

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
Click to show product description

Add to RPGNow.com Order

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
Click to show product description

Add to RPGNow.com Order

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
Click to show product description

Add to RPGNow.com Order

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
Click to show product description

Add to RPGNow.com Order

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
Click to show product description

Add to RPGNow.com Order

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
Click to show product description

Add to RPGNow.com Order

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
Click to show product description

Add to RPGNow.com Order

Displaying 61 to 75 (of 180 reviews) Result Pages: [<< Prev]   1  2  3  4  5  6  7  8  9 ...  [Next >>] 
0 items
 Hottest Titles
 Gift Certificates
Powered by DrivethruRPG