Category: The Esoterrorists

[Review] Esoterrorist 1st Edition Rulebook

Beyond the edge of our senses lies nothing but madness and doom, a Possibility so terrifying that if unleashed would destroy not only our humanity but with it, all Reality. This is the Outer Dark, a source of ultimate power, and unforgiving terror, which at in the same instant calls to those who would but listen, and consumes those who cannot turn away. This is the world of the Esoterrorists.

The Esoterrorists (1st Edition) is a simple and compact roleplaying game that successfully ushered in the GUMSHOE system. Written by Robin D. Laws and published by Pelgrane Press in 2006, it is a perfect example of both the strengths and limitations of what was to become a paradigm challenging game. As such, in this review I’m going to briefly break down the good, the bad and the ugly of The Esoterrorists and the system that would lead the way to numerous other GUMSHOE games, as well as a much expanded second edition in 2013.

For those unfamiliar with the GUMSHOE system, it arose from the author’s issue with roleplaying games where luck impacted the progression of a scenario’s core story-line or investigation (such as occurs when players need to roll skill checks to find leads or clues). Robin, from what I’ve read, wanted to have a simple system that allowed for competent characters to always find these important clues, and move the focus on to how the players interpreted them, rather than if they find them at all. I’ve seen and listened to arguments on both side of the fence on this underlying issue (and whether such mechanics resolve such problems, or simply create others), but from my experience the GUMSHOE system does achieve everything it was set out to do. The other side of the mechanics, that of general skill checks or combat, is a very straight forward D6 mechanic, which is easy to teach and does its best to get out of the way of the roleplaying.

Note this reviews was originally written for and published at rpggeek.com, and appears here for completionism reasons. 

 

[Scenario] Geist in the Shell

Geist in the Shell has been written as an introduction to a larger The Esoterrorists campaign; acting as a framework (or kicker) upon which Game Masters can build their
scenarios. While this was written for the 1st edition Esoterrorists ruleset, it can be easy adapted to the more recent 2nd edition with little need for change.

Karl Geist is dead. Although you wouldn’t have guessed it to look at him, Karl, a tall, lanky youth, barely out of his teens, knew more about the world of the Esoterrorist threat than even the most observant Ordos Veritatis operative could ever have imagined. And it was this knowledge that has seen him murdered. It is up to the OV operatives to find out just why Geist was killed and his brain removed. Of course, this mystery will lead the characters to discover so much more…

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