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.