Posted on September 12, 2009 by Flames
Rough Magicks
A magic supplement for the best-selling and award winning Trail of Cthulhu, written by the master of Lovecraft Lore, Kenneth Hite.
The latest eldritch tome for Trail of Cthulhu unfolds the darkest secrets of Lovecraftian magic to the shuddering gaze of Keepers and Investigators alike! Read it … if you dare!
This book assembles the core of Lovecraftian magic from hints and allusions — and blasts all certainty aside with twelve contradictory explanations for it!
Rough Magicks is available at the Flames Rising RPGNow Shop.
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Posted on July 30, 2009 by Megan
The Introduction dives straight in to the basic premise, that ancient and insane deities exist and are still trying to invade Earth and that someone has to stop them, whatever the cost to life and sanity. It then moves on to the burning question: there’s already a Call of Cthulhu RPG dealing with just that, so why a new game? The answer lies in the Gumshoe ruleset, developed by Pelgrane Press for the purpose of running games based around investigation and discovery, and built so that any adventure depending on certain clues being found will have those clues found! It’s designed for people – Keepers and players alike – who want to concentrate on figuring out what the clues mean, rather than having to wonder if they actually have all the clues. This game also aims to enable two styles of play – the Purist style of intellectual analysis which enjoys watching the horror unfold knowing that it will end in madness; and the Pulp style which allows for a more physical approach, value the actual struggle against evil… and pays a bit more regard to character survival. The best games mix a bit of both – certainly Lovecraft’s writing did! – but as parts of the rules favour one or the other style, they are marked so players can choose the bias they prefer, if any.
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Posted on April 3, 2009 by Flames
Pulp meets mutants. Can you picture it? Robin D Laws can, and did well.
The opening fiction caught my attention immediately. In two illustrated pages, it manages to cover most pulp detective crime scene tropes, and set the stage for a slightly tongue-in-cheek mutant x-factor (sorry, I had to.) Then the stage is set with a description of the game’s setting. Arbitrarily ten years in the future, the world has undergone the biggest ten years worth of change possible; due to an odd illness, people began exhibiting superpowers. Simple enough statement, but the quality comes from the explanation of how these mutants have changed sports, entertainment, law enforcement, et cetera. It’s serious, while still being able to put a gratifying smile on the reader’s face.
Review By David A Hill Jr
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Posted on February 21, 2009 by Flames
A stand-alone GUMSHOE game of contemporary super powers.
Ten years ago, 1% of the population gained mutant powers.
1% of the citizens means 1% of the criminals!
…and you’re the cops who clean up the mess.
EVER SINCE the Sudden Mutation Event, people have been able to fly. Phase through walls. Read minds. Shoot bolts of energy from their fingertips. Walk into dreams.
Police work will never be the same.
MUTANT CITY BLUES runs on GUMSHOE, the acclaimed investigative rules set powering the hit new game Trail Of Cthulhu. GUMSHOE offers a simple yet revolutionary method for writing, running and playing mystery scenarios. It ensures fast-flowing play, always giving you the informational puzzle pieces you need to propel your latest case toward its exciting final revelations.
Mutant City Blues is available at the Flames Rising RPGNow Shop.
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Posted on December 2, 2008 by Flames
The Doom from Below is a stand-alone (ish) Call of Cthulhu scenario from Super Genius Games. It can be, with minimum effort, tied directly to the events in their previous adventure Murder of Crows. The PDF weighs in at 38 pages (35 of these pages are pure meat) and seems quite generous for a one-shot adventure intended for four investigators.
First, a little blurb about the adventure itself. The Doom from Below takes investigators to the depths of a two-hundred foot chasm. The descent itself is semi-treacherous while The Things Not Meant To Be Seen at the bottom are even creepier.
Review by Todd Cash
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Posted on November 3, 2008 by Monica Valentinelli
When you listen to instrumental music or a movie soundtrack in the background while you’re playing game, it’s very challenging to find music that fits a Cthulhu game. Part of the problem is that there are a lot of droning, repetitious soundtracks that sound the same from song to song. The other side to that, of course, are the soundtracks so recognizable that no matter how softly you play them, every one of your players knows what songs you’re playing. In gaming, music often plays multiple roles to heighten or enhance a mood, to “speak” to the theme of the game and to be playable whether the dice is rolling or not. In a lot of ways, music played for any game has to have a lot of variety because there’s a lot of activity going on in game that will “drown out” the music playing in the background.
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Posted on October 28, 2008 by Flames
James Semple, sound designer and musician offers you four new contemporary tracks for your Esoterrorists game, or any game of contemporary horror. The music here incorporates contemporary rhythms, electric guitars and sound design elements in addition to the expected orchestral and cinematic elements.
“You’ve outdone yourself with the Esoterrorists and SSF themes. My reaction to the latter was, “I want to see this movie!”
- Robin D Laws, creator of the Esoterrorists
Dissonance: Music for Esoterrorists is available at RPGNow.com.
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Posted on September 30, 2008 by Matt-M-McElroy
Four Heart-Pounding Pulp Adventures for Trail of Cthulhu
The first supplement for Trail of Cthulhu this book has four new adventures written by Rodin D Laws. These pulp-style adventures are a good companion for the core book, helping folks get started with the Gumshoe system from Pelgrane Press. The book itself is 82 pages (including the handouts) and has a cover by the talented Jerome Huguenin. Most of the book’s layout is a three-column format with occasional sidebars and dark black-n-white images that show off some of the scenes for each adventure.
On with the adventures…One of the things I’m going to try to avoid in this review is revealing too many details about the adventures and the mysteries within them. That way, folks will still be surprised when they get the chance to play along. Hopefully I’ll still be able to provide enough information to let you know how useful the book is and whether or it will add to your Trail of Cthulhu game.
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Posted on May 31, 2008 by Matt-M-McElroy
The first print-run of Trail of Cthulhu is just about sold out. That is pretty damn cool. This has quickly become one of my favorite RPGs. The Gumshoe System is easy to learn and fun to play. Check out Grim’s review of the first three Gumshoe books for a bit more detail on the system.
So, even if the first printing is gone you haven’t missed out. You can pre-order a copy of the upcoming second print over at Indie Press Revolution. The books will be shipping in the early part of July.
There are also some great deals on Trail of Cthulhu eBooks at the Flames Rising RPGNow Shop. Instant download, no waiting…
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Posted on May 7, 2008 by Matt-M-McElroy
The folks over at Pelgrane Press have been busy with all kinds of new Trail of Cthulhu updates.
Over at RPGNow you can scoop up the Trail of Cthulhu Player’s Guide for $10.95. This slimmed down volume contains everything you need to play in the game. Of course, your GM should probably have the complete book, which is available at Indie Press Revolution (in a mix of options, including bundle deals) and in eBook format at RPGNow.com.
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