Posted on August 17, 2010 by Flames
Flames Rising is pleased to present you with a guest post from Silvia Moreno-Garcia, the publisher at Innsmouth Free Press. According to the “About Innsmouth Free Press” page, this webzine is “a fictional newspaper publishing faux news pieces – lovingly called Monster Bytes – in a Lovecraftian/Cthulhu Mythos universe, as well as original short fiction stories.” Uncover the sordid details behind these Monster Bytes, how Silvia fell in love with Lovecraft’s work, and how you can be a part of this Mythos-inspired ‘zine:
Every few months Innsmouth Free Press will get an earnest e-mail from someone who thinks Innsmouth is a real place. Oddly enough, it actually exists, at least in our collective minds.
Innsmouth Free Press is a zine that publishes daily articles, interviews and reviews about all things horror and speculative. Three times a year, we produce a free issue of Lovecraftian fiction.
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Posted on August 16, 2010 by Flames
What do you and Cthulhu have in common? A love of the mythos, of course! In this post, we take a look at your favorite reviews of Cthulhu and other Mythos-related music, games, comics, books and films that you’ve enjoyed over the years. While we have an extensive selection of Lovecraft-related reviews and articles on the site, we chose these twenty not only because you really enjoyed reading these, but also because we felt that they were definitely worth a second look during Cthulhu Week. After all, who better to recommend something Cthulhu-related than your fellow cultists readers here on FlamesRising.com?
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Posted on August 16, 2010 by Flames
Did you know that H.P. Lovecraft was born on August 20th in 1890? We did! In honor of H.P. Lovecraft’s birthday, we’re having a week filled with Cthulhu! Whether you’re a gamer or a horror aficionado, we will have something for everyone.
Cthulhu Week at FlamesRising.com is special in a lot of ways because of Lovecraft’s influence on the horror genre. Over the years, we’ve covered books, movies, games and music that were either directly or indirectly related to the Cthulhu Mythos. Hands down, Cthulhu is definitely your favorite elder god. From our interviews with Kenneth Hite, Joseph Vargo and A. Scott Glancy to our coverage of the Trail of Cthulhu RPG, Unspeakable Words board game, the Beyond the Wall of Sleep review and several other books, comics, movies and games, it’s clear what an influence Lovecraft has had on the horror genre. We have a lot of really great goodies in the pipeline, including a wonderful contribution from Robin D. Laws, who provided the rules design for TRAIL OF CTHULHU!!!
If you don’t want to lose your mind, be sure to stay tuned this week as we travel to the underwater city of Ry’leh to embrace all things Cthulhu! “Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn!”
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Posted on July 13, 2010 by spikexan
Shadows of Leningrad is the third in Goodman Games’ Age of Cthulhu series. These adventures, set in the 1920s, allow for pulpish globetrotting (Luxor and London set the scenes for the first two adventures). While these adventures can possibly become rather violent, their design strongly favors a traditional investigative format. With an unforgiving setting (early Communist Russia), a generous sampling of supernatural entities, and mundane threats, the adventure proves to be a daunting one.
The book’s smart layout ran a printer-friendly gambit of basic two-column text, minimal artwork, and good looking bordering along the headers and footers. When sidebars popped up, they were positioned at the bottoms of the pages.
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Posted on June 28, 2010 by Flames
I wasn’t overly familiar with the works of John Wick before I picked up the first two Acts of this Curse of the Yellow Sign series (presumably a trilogy), but on the strength of what I’ve read I’m encouraged to seek out more. That’s always a good sign (pun not intended). Since then I’ve noticed that his name has been linked to some other reputable games, such as Legend of the Five Rings and 7th Sea and, more recently, Houses of the Blooded.
To a certain extent there is much to compare the Curse of the Yellow Sign series with the trilogy of scenarios within the Chaosium monograph Ripples of Carcosa – three scenarios that explore the ‘Hastur Mythos’ over different eras.
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Posted on June 1, 2010 by Flames
INSYLUM, a role-playing-game by Dennis Detwiller, has players locked away in an asylum as Patients, with the gamesmaster playing the asylum Facilitator hoping to cure them. The Patients are all linked in a strange and vague way, all recollecting fragments of their past. At night they are able to escape their cells, venturing out into a surreal dreamscape beyond the walls of the asylum, known as The Night World.
I’d suggest the game is for experienced gamesmasters with some knowledge of the background material (see below). The Patients all begin the game with amnesia. They all have the same stats (and only three of those). The core premise is that that they have no memory of why they’ve been locked away, and their key motivation being to discover the truth that sent them there, by regaining first Lucidity and then Memory. Only by regaining Memory can the Patient hope to be cured.
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Posted on April 17, 2010 by Flames
Ex Occultus is a globetrotting, serialized epic combining elements of Indiana Jones, H. P. Lovecraft and The X-Files as it follows the exploits of adventurer and fortune-hunter Francis Wakefield, the gruff and grizzled Englishman with a tortuous past, and his protégé, a young man only known as Hollander, as they journey through the arcane in search of treasures and fortune, righting wrongs as they go.
The Seal of Solomon
1874. Sofia, Bulgaria. Wakefield and Hollander are hired by a mysterious nobleman to track down the fabled Seal of Solomon, a ring of supernatural origin with the abilities to summon and control demons. What first appears to be a simple mission, however, soon becomes something far more deadly.
Ex Occultus: Seal of Solomon is available at DriveThruComics.com.
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Posted on March 30, 2010 by Flames
Your friends cannot be trusted, your knowledge means nothing, and everything you hold dear turns to dust.
Blending Lovecraft with Hitchcock, The Watchers In The Sky is the new adventure from Graham Walmsley, the author of The Dying of St Margaret’s.
A madman feeds the birds, paranoid they are watching him. Later, the same strange birds stare from the rooftops, warping the laws of physics and chemistry. And, when the Investigators dissect one of the creatures, they find something monstrous inside.
The Watchers In The Sky is available at the Flames Rising RPGNow Shop.
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Posted on December 10, 2009 by spikexan
I’m surprised it took this long. I know there have been flirtations between Dungeons & Dragons and Call of Cthulhu in the past; however, the affair is now fully public. Two of the biggest games in the market now have a serious connection. This book offers nearly fifty pages of how to bring Lovecraft’s creations into your beloved fantasy game. It’s essentially a small book of monsters. It’s just happens to be a damn good book of monsters.
Erik Nowak’s graphic design and layout catches the reader’s attention towards exactly what you need. Stats are blocked out differently than the flavor text. Bold fonts and borders keep the reader wrangled into the material.
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Posted on November 18, 2009 by spikexan
Super Genius Games brings us another piece of Lovecraftian horror with After Lovecraft: The Horror at Red Hook. Lovecraft’s creations have been responsible for a tremendous amount of gaming material. The After Lovecraft project takes an innovative approach to Lovecraft’s work. This line transforms Lovecraft’s writing into in-game materials. Since many of Lovecraft’s tales come from the First Person perspective, they make wonderful “diaries.”
You can even download the source material at supergeniusgames.com should you or your players need it (or you want to trick it out as an in-game prop). Because awesome people work at Super Genius Games you can also find a copy within the game as a handout.
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Posted on October 12, 2009 by spikexan
From the moment you see the cover to Rough Magicks, you know you have something a little demented in your hands. This supplement to Trail of Cthulhu defines magic for that game. You know magic? It’s that aspect to a Cthulhu game that simultaneously levels the playing field (or at least works towards that effect) and causes your character to consider a lengthy stay at the nearest sanitarium. This slight book comes from Kenneth Hite, so the demented disclaimer probably should get mentioned again.
The book’s layout is really tight, but a bit drab. The bulk of the text falls into a three column format, which works well for it. “Chapter” lead-ins are set aside nicely by invoking a certain Twenties style one might find on business cards from that period.
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Posted on October 6, 2009 by Billzilla
In Twilight Creations’ board game Innsmouth Escape, one player takes on the role of the human trying to free her friends and flee from the accursed town infested with frog-like worshipers of Cthulhu, while the rest play the nefarious Deep Ones themselves, intent on keeping their dark secret away from the prying eyes of outsiders.
The board is a simple six-by-six grid. Some of the squares are marked with symbols indicating places to rescue human captives, obtain equipment and have encounters (all for the human player) and to spawn Deep Ones, summon a Shoggoth (more on that later) and draw cards for the Deep One player(s).
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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 June 19, 2009 by Flames
“The Malleus Monstrorum: Creatures, Gods & Forbidden Knowledge” is a supplement for the Call of Cthulhu RPG by Chaosium Inc. The book includes entries on all of the creatures described in the works of H.P. Lovecraft as well as other authors who dabbled in the Cthulhu Mythos, such as Ramsey Campbell and Clark Ashton Smith. Also included are some of the critters created specifically for CoC adventures and supplements.
Overall the Monstrorum is an excellent book, not only for CoC players, but for any fan of Lovecraft or the Mythos. It is a great source of adventure ideas just in reading the creature descriptions and story excerpts. Fans of the source material will enjoy having so many bizarre creatures in one volume, while those new to the Mythos will find themselves looking up the source material to learn more about the Elder Gods and their servants.
Review by Michael Erb
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Posted on May 26, 2009 by spikexan
In Jaws, Roy Scheider’s character tells us that “we’re gonna need a bigger boat.” That is
the chief message underlying CthulhuTech. We’ll explore the meaning of this later on. The Cthulhu mythos has seen some amazing variations since it’s conception nearly thirty years ago. The core rules evolved through six editions, not including solid side ventures like Delta Green. One of the hallmarks of these games is the sheer horror that comes when facing something you, well, can’t really beat. Chuck your stick of dynamite, hope you blow it up before you blow your sanity roll, and get the heck out of Dodge. I’ve always felt that these games were the Anti-Dungeons and Dragons based simply on the bleak outlook of the mythos and the mindset of the players.
Review by Todd Cash
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Posted on May 6, 2009 by Billzilla
The classic children’s book “Where the Wild Things Are” by Maurice Sendak has been parodied before, but rarely as successfully as in Ken Hite’s Where the Deep Ones Are. Ostensibly a childrens’ book, Deep Ones is a story of a boy who rebels and is banished to his room in punishment, subsequently discovering a hidden world that calls to him enchantingly.
Instead of Max, we now have Bobby, a boy who loves to eat fish. He also wears a frog-like costume with several tentacles dangling from the face, and it’s mentioned more than once in the text that he has a cousin named Larry Marsh. This boy is well on his way to becoming a Deep One himself, which parallels the story of Shadow Over Innsmouth, on which the actual tale of Where the Deep Ones Are is partly based.
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Posted on April 27, 2009 by Flames
Adamant Entertainment is pleased to announce that it has signed an agreement with Chaosium Inc. to produce supplements and adventures for the CALL OF CTHULHU roleplaying game.
“Call of Cthulhu has long been a touchstone in my personal gaming history,” said Gareth-Michael Skarka, owner and director of Adamant Entertainment. “It was one of the first games that I played, and I continue to come back to it through the years, so I’m incredibly excited to be able to add Adamant’s voice to the Call.”
Adamant will be releasing two new settings for the game: THIS SCEPTER’D ISLE, which brings the horrors of the Mythos to Elizabethan England; and SHADOWS OF THE RED HAND, a full treatment of 1920s gangland Chicago. Award-winning game designer and mythos author Ken Hite will be developing Adamant’s line of CALL OF CTHULHU products, which should be released in late 2009 and early 2010.
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Posted on February 24, 2009 by Billzilla
Once in a while a movie comes along so epic, so terrifying, that its review requires two authors. Call of Cthulhu (2005) is just such a movie. Produced by the H. P. Lovecraft Historical Society, this modern silent film treatment of the classic Lovecraft tale is remarkably effective: creepy but not gory, atmospheric but well-paced. The film is in black and white “Mythoscope,” meaning it’s artificially aged so as to seem vintage, and the soundtrack may be played in “Mythophone”, so that the music seems aged to match the film. Bill and Tracy offer their views below; Bill is a longtime Lovecraft aficionado, while Tracy prefers monsters of the Universal or Japanese vintage.
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Posted on February 18, 2009 by Flames
“Midnight Harvest” (OWC4003) is the second of three Call of Cthulhu adventures currently available from Super Genius Games. While “The Doom From Below” suggested ways to tie the other two adventures to it, this adventure does not. In this modern-day adventure designed for four to eight investigators, players are introduced to the town of Five Lanterns, Rhode Island (suggestions for running the adventure in either the 1890s or 1920s strengthen the book’s introduction) as it celebrates its annual Halloween bash. Of course, this is a CoC adventure so expect cultists, mad dreams, and more from the Things Man Is Not Meant To Know.
I like to start out with the book’s artwork and layout. The book’s cover art by Zak Plucinski depicts a group of trick-or-treaters going on their merry way while a dread skeletal figure looms just beyond their reach.
Review by Todd Cash
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Posted on January 8, 2009 by Flames
Goodman Games has a new Age of Cthulhu series, which starts with Death in Luxor. Set in 1924, this adventure centers around a group of investigators as they explore a murder/suicide and the events that could have provided the catalyst for the violence. This adventure comes in at exactly fifty pages (including cover art) and, due to its structure, is a hefty read.
The author, Harley Stroh, also directed the game’s art, which is one of its strongest features. The cover art provided by Eddie Sharam depicts the adventure’s more Sanity-blowing moments and is, quite simply, one of the better cover pieces I’ve seen in ages.
Review by Todd Cash
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