This sketch artifact description is also part of 'Ken Writes About Stuff Vol 1' (and you should consider to rather by that). It is a interesting and thoughtful read with good ideas how to introdruce the artifact in a campaign or to set up a whole compaign around the artifact.
However, it is _only_ a sketch and only _one_ artifact. Nothing more and nothing less. Kenneth Hite has tons of clever ideas (and famous historic knowledge). But AFAIK, he was not written a full-blown advanture and/or campaign so far. That's a real pitty!
If you looking for ideas and/or some inspiration to chisel a campaign on your own (or you are VERY good at improvisation) this might be all you want....
Date Added: 03/24/2017 15:54:00
This is a collection of adventures in a cthulhuid version of the early 40s in North America, an era known as the Great Depression.
The books starts with an essay about the era. For me it was an interesting and atmospheric dense read (as I'm european, I haven't know much about this era in America before). It gives some idea for player character backgrounds but has very few (if any) information about the Cthulhu myth. It inspired me to have a look into Steinbeck's 'The Grapes of Wrath'.
However, the adventure fall short to this. They all fall into the category 'hounded house'. And it does not help that this theme is variegated in all permutations.
Don't get me wrong: the adventures are not-that-bad as one-shots. But there connection to the Great Depression is rather thin.
Technical this is one of the rare few PDFs with extreme deficiencies: on my tablet, I was only able to read them with the 'real' Adobe PDF reader. Several other readers crashed. Certainly there is no PDF en...
Date Added: 03/24/2017 15:29:44
This is a Cthulhu campaign constructed on a very special background. As such it will be very difficult to integrate it into a more 'normal' Cthulhu setup.
This is because the world of Queensguard is mixture of elements from a steampunk scenario (steam engine high tech, magic, but no electricity and/or computers, no areoplanes and no internal combustion engines), a cold war scenario (2 superpower kingdoms fighting with each other, with (northern) america as their main frontier with a 'neutral' zone between the opponents), and aftermath elements (declining knowledge about tech and magic, mostly because of the dualism of the world).
Background and adventure(s) are tightly coupled, with some brilliant ideas. There is some rail-roading involved (and a clever plot for having (nearly) the same showdown at the end independant of what the players undertake).
As consequence, your satisfaction with the adventure will depend on your attidute towards the background. Queensguard is atmosph...
This book is a role playing introduction for an _acting class_. As such, it's about real enacting on a real stage. It is suitable for live roleplaying (and maybe freeform) but it is not designed for coach potatoes sitting round a table looking for profund rule discussion and a challenging dice war.
Forsooth uses a GM-less system where the players agree on a historic background before they begin. Playing followings the rules of a theatre drama in lines of the stage plays by Shakespeare.
To have fun with this you need a group of people with knack of acting. With some knowledge of Shakespeare plays and having some gusto for histrionic gestures, you could have a stunning evening with Forsooth!.
Excelent product. Based on The Black Hack adds some really interesting "Oriental" flavors, a cool duel mechanic (which can be used for western showdowns as well). If you enjoy Oriental Adventures, OSR and Black Hack this is a must have product!
Date Added: 03/24/2017 12:54:32
This is complete compaign consisting of three parts (adventures) that leads the players/characters starting as juvenile adventures to become wise leaders of a clan (and the unavoidable viking boat(s)). As such, there is some rail-roading involved (as the sequence of parts is fixed and cannot be altered easily). It is also not that easy for the GM to 'loose' one of the player characters before the campaign is over.
The book includes some atmospheric (and historic) background about the vikings. But this material does not extend much over what you learn in school about this time period (at least, if you have been schooled in Europe).
Sound handcrafting, but I'm missing some unusual ideas and scenario twists. ...
Pulp one-shot with simple (but complelling) plot that leaves room for everything between empatic role playing and hack and slash. As there is no obvious way to get out most players will finally conscent to die (or going mad) with style.
Compelling system where each player plays a whole fraction/family within a settler/sect setting. The GM only needs a sketch (not a full-detailed adventure). As some sketches are included, the whole thing could be played with minimal preparation (after GM has read the rules).
The background is part of the sketch and could be everything from mystic historical to science fiction. My advice is that the playing group should agree on the appropriate setting at least some days before taking seats in session.
As the players are indended to play a fraction (not a single character), and the played time could easy cover some generations, experienced players and a experienced master are needed to run a successful session.
Playing this makes some effort but it pays off!