Author: Marcus Bone Page 2 of 9

A Study in Quaint Horror: A Review of Casting the Runes

…It began, like all these stories do, with a brief message from a friend. This note was simple enough, and at the time one could little expect it to have as much an impact on my life and future as it would. So it was with little concern or trepidation that I clicked on the link provided in the aforementioned communique, expecting to find within it nothing more than a spark of light entertainment or, at worse, a selection of humour that one would find reluctant to share in one’s workplace. Imagine then, dear reader, my despair to discover that this link did not only lead me deep within the internet but would also reveal a dark and mischievous plot dedicated to parting your humble author from his hard-earned coin… yet another RPG Kickstarter!

Casting the Runes is a roleplaying game of Edwardian1 ghost stories and mysteries, written by Paul StJohn Macintosh, and published by The Design Mechanism. Based on the works of M R James, an English scholar and weird tale author of that period (whose style I have so ham-fistedly attempted to replicate above), it uses the GUMSHOE mechanics to reproduce investigative mysteries steepled in British graveyards, sprawling mansions, and occult practices.

For anyone who knows me, it will come as no surprise that this sort of setting and system are right in my wheelhouse, so much so that I’ve even attempted to do my own version of a gaslit GUMSHOE game once or twice in the past. The core book was funded via Kickstarter in early 2020, and I received my copy of the deluxe edition hardback a few weeks ago 2. Given the myriad of other Kickstarter games and items I’ve backed in the past, you have to be impressed by both the speed and quality of this crowdfunding campaign (although I believe at the time of this writing, the last of the North American backers are yet to get their copies – not long now, Covid impacts I believe!). I suppose I shouldn’t be too surprised at such a professional approach to the crowdfunding campaign, as the talent behind The Design Mechanism, Lawrence Whitaker, and Pete Nash, are top blokes, but in this day and age, even the most successful of publishers seem to be beset with delays and issues (only some of which, I reluctantly mention seem to be outside their influence).

[Scenario] Operation Parcel Post – The Esoterrorists

“Just a quick and dirty pick up they said… a cake walk, huh?
Well, we’ll just see about that shall we…”

OPERATION PARCEL POST is a quickstart scenario written for Pelgrane Press’ The ESOTERRORISTS Roleplaying Game. Complete with three pre-generated characters, this adventure is designed to be run as either a one-night sample session or as a pick-up game at a convention.

In this scenario, the are Operatives assigned to investigate a strange crate that has been stopped passing through Customs in a large, international airport near where they operate. Arriving amidst an influx of holiday session travellers, the party will discover that the package in question contains an artifact infused with an Outer Dark Entity (ODE). Of course, what starts as a nice and simple ‘locate and grab’ mission soon escalates into a bizarre game of cat and mouse as the ODE uses its influence and power to escape the airport and the perhaps our heroes!

Coming in at 31 pages (and including 3 pregenerated characters), it is now available over at DrivethruRPG for a very reasonable US$4 – https://www.drivethrurpg.com/en/product/507492/the-esoterrorists-operation-parcel-post

 

[Review] The Esoterror Summoning Guide

If I’ve ever publicly made a complaint about Pelgrane Press’ The Esoterrorists roleplaying game (powered as it is by the GUMSHOE system), then it has been the fact that no concerted effort has ever seemed to be made to really define its setting and background. As such, it often gets called a knock-off of other, more detailed, modern horror settings such as Delta Green, Hunter, or even good old Conspiracy X. (As an aside, I personally think this is an opinion that is a little unfair, given the unique approach The Esoterrorists takes on the conspiracy-horror genre, but hey!)

Despite this, it is still a valid point to say that if there is anywhere that Pelgrane Press has not done the game justice then it has been in its ongoing support. Sure, over the years we’ve had an expanded second edition of the game, a couple of official scenarios and even a campaign or two, but what has always been missing is that comprehensive explanation of the Esoterrorists world, i.e. the ‘this is The Esoterrorists bible’ or a guide that explains the game fictional premise in a concise manner. If that wasn’t unfortunate enough, what information there is about the ‘world of The Esoterrorists’ is spread between three separate products (these being the core rulebook, the excellent Esoterror Fact Book, and the supplement to which this review is dedicated – The Esoterror Summoning Guide)1.

So, why do I call The Esoterror Summoning Guide a vital part of the Esoterrorists’ core, and just what does this supplement add to the game? Well, read on and let’s see what’s inside this short but intriguing supplement, one that I think should be in everyone’s The Esoterrorists collection.

[Scenario] The Stench of an Open Grave – Updated to V1.1

Something rots in the heart of Somerset… and where old traditions met new, death is the only outcome…

The Stench of an Open Grave is a short adventure designed to introduce a small group of players to the atmosphere and intrigue of Cthulhu Dark Ages 3rd Edition for the first time. Ideal also for Keepers looking to run a dark – yet simple – mystery set in the early Middle Ages, it gives you everything you need (including three pregenerated characters – created specifically for the scenario) to bring this world – and its horrors – to life.

—- Buy this scenario on DriveThruRPG.com —-

Updated to version 1.1 November 2024 – 

With ‘Stench’ successfully reaching Copper status at DrivethruRPG, I thought it was high time that this scenario got a good edit and update. While none of the content has been altered for this version, the text has been tidied up in places and should have far fewer spelling and grammar errors (sorry about that!). I have also done a bit of tinkering with the fonts and styles to align the document with my next planned Cthulhu Dark Ages adventure set around Glastingberi Abbey (no date as yet for a release).

Should you buy this scenario?

This scenario was created with the express purpose of introducing new players to Cthulhu Dark Ages and as such presents what I hope is a simple, almost linear, mystery for them to explore. With this audience in mind, ‘Stench’ attempts to downplay the more fantastical elements that can sometimes seep into Dark Ages games and instead tries to bring to life the culture and experience of living in the Early Middle Ages. Of course, this may mean more experienced role-players (especially those well versed in the Dark Ages) might find the story a little too simplistic for their tastes, but nevertheless I would still like to think that you ‘hold in your hand’ a well thought out, fun scenario; one that can give a good night or two’s entertainment for any fan of the Cthulhu Mythos.

After much effort and time Stench of an Open Grave (for Cthulhu Dark Ages 3rd Edition) is now available up on Drive Thru RPG for sale (my first non ‘pay-what-you-want’ offering).

You can get it here for just $6.00 US. I’m hoping – if this sells well – it might break the shackles and motivate me to produce some of the myriad of other Call of Cthulhu scenarios (and campaigns) I have floating around on my various drives.

[Review] Sub Rosa – 1st Edition

“Three may keep a secret… if two of them are dead.”
– Benjamin Franklin,
Poor Richard’s Almanack

While Conspiracy X is best known for its setting focused on humanity’s ongoing struggle against aliens, monsters, and the supernatural, perhaps its most intriguing notion – its diamond hidden in the rough, so to speak – is its exploration into the very concept of ‘conspiracy’ itself. Sub Rosa: The Conspiracy Creation Sourcebook, is the game’s deep dive into this very subject, a supplement that aims to present a theoretical examination of how conspiracies come about, how they are run, and most importantly how they are created within the Conspiracy X ruleset.

But just how well does it succeed in this task? Do we get nothing more than a shallow look at the same old tired conspiracies we see in so many other game lines, or will it break the shackles and truly deliver a sourcebook that allows Game Masters to build brand new layers of intrigue into their existing campaigns? Well, dear reader, read on and we shall find out…

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