Showing posts with label Cthulhu. Show all posts
Showing posts with label Cthulhu. Show all posts

Wednesday, October 19, 2022

Halloween Mega Sale at DTRPG: My OSE Recommendations

 The Halloween sale is on at DriveThruRPG. For the next 14 days, more than 14.000 horror-themed rpg titles are available at reduced price!

The list of OSR titles currently discounted counts a big 588 items, which is a lot.

The sheer amount of titles available makes it hard to create a list of OSR recommendations, so this time I'll focus on some of the titles listed for Old-School Essentials and for Labyrinth Lord, as BXDnD is my current go-to ruleset.

Pumpkin man courtesy of Nightcafe AI art generator

Adventures

Of the Necrotic Gnome's official adventures for OSE, the only one available during this sale is the Ennie award winning Halls of the Blood King by Diogo Nogueira: exploring the interdimensional castle of a vampire lord sounds like a great scenario for a Halloween game indeed.

Ominous Crypt of the Blood Moss - is a very good 10 room dungeon which develops the cliché theme of "crypt with undead" with interesting twists and consequences, and a horror from beyond space and time. I've reviewed it here.

Falkrest Abbey - Ghost, wights, and ravenous zombies in a ruined abbey. Written by Andrea Mollica and me. More about it here.

The Frost Spire - An excellent creepy-fairy-frosty level 3 dungeon adventure with an interesting moral dilemma. Reviewed it here.

The Demon Tower of Valdig Fel - An intriguing scenario for Labyrinth Lord, with a flying citadel shaped like a demon head, for characters level 5-7. Short and sweet.

Witches of Frostwyck - A long, mystery scenario for characters level 1-4, with witches and a cursed village in frozen forest.

The Haunted Hamlet - A best-selling location based scenario by Lazy Litch.

The Stygian Library - A hugely successful and widely acclaimed infinite dungeon-library with lots of random content.

Sourcebooks, Supplements & Zines

Of my very own Lands of Legends zine series, the Grim volume is now on sale, (and the five zines are also currently bundled up in PDF + Print on Demand.

Realms of Crawling Chaos - A classic Labyrinth Lord supplement to introduce the Cthulhu Mythos in your OSE/LL/BX campaign.

Into the Wyrd and Wild - A supplement to make wilderness adventures more interesting, with a strong accent on the weird and terrifying side of things out there.

Don't forget the Trick or Treat specials!

During the Halloween sale, you should check the DTRPG Home page and click on the big orange banner at the top of the page, because you'll find three titles offered for free, on a rotation with new titles every 24 hours!

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Into OSR? Check my other OSR posts and reviews!

Thursday, January 20, 2022

Want Cthulhu? Stay Away from Cthulhu

A couple days ago a friend of mine recalled a conversation we had in the '10s or something, about how, if you want to run a game of lovecraftian horror, you should stay away from Lovecraft.

The idea is not original, and probably came from some blog that we read at the time. Let me expand on that.

Running a horror campaign (whatever ruleset you use) with Deep Ones, Mi-Go, Shoggoths, and the other canonical creatures and gods of the Cthulhu Mythos, is not going to make your players experience lovecraftian horror at all. All those entities have become pop culture icons, so widely known and, in the nerdsphere collective imagination, they are domesticated to the point of becoming the subjects for plushies, funkopops, cool t-shirts, mugs, political satire ("Vote Cthulhu"), board games and comical stories.

They are, quite literally, a comfort zone, which is quite literally the opposite of lovecraftian horror. 

If you achieve to have your players experience even just a bit of lovecraftian horror with such set pieces, you probably are a great GM running a great scenario.

The point is, the canonical pieces of the Cthulhu Mythos can't surprise. Cosmic dread, madness, and the horror of the unknowable and incomprehensible is gone.

The only way to truly make an attempt is to create your own Mythos. Your unique creatures, entities, gods, and books. Or even better, no creatures, gods and books at all. Go for unprecedented, or at least less abused, categories. One of the points of lovecraftian horror should be: facing something that can't be fully understood, and being able to categorize it is a big step towards understanding... The other points should be: something that threatens you, and that the more you understand it, the more it questions your understanding of reality itself.

I know, it sounds daunting! Even if what you come up with is a half-botched attempt, it still has much better chances of disturbing your players' imagination a little bit.

And potentially, there's more. If you propose your group to play Call of Cthulhu, Trail of Cthulhu, Tiny Cthulhu, The Cthulhu Hack, Realms of Cthulhu, Cthulhu in Space, Cyber-Cthulhu (and the list could go on and on AND ON), well, you've already lost them. You are already telling them "We are going to play a game with the cliche of cosmic dread, madness, and the horror of the unknowable and incomprehensible, so play along".

And they might. I mean it will be a game of lovecraftian horror, except the horror.

What to do in order to pull it? In theory, the best way would be to let that horror seep into something else, just like it crawled into the lives of Lovecraft's protagonists without a warning. Let those themes (and your own cosmic Mythos) creep into another game. In theory, the further away the starting setting is from lovecraftian horror, the more impactful it becomes.

That's what they did with True Detective season 1 or, to a lesser degree, with Archive 81,  or Annihilation.

But is that ok, ultimately, with RPGs? There is a final, and not trivial, conundrum.

In my opinion, players should not be sold an epic fantasy campaign, only to see it slowly become a horror campaign. Not fair at all. They signed in for A, not for B. They might hate it, and lose trust in you as a GM. The campaign might feature themes and topics some people don't want to see in a game: body horror, mental illness, religions, you name it. Not fair at all to have those things dropped on players who expected to play college drama, space opera, western action, or whatever.

So what? Probably, the best way is to inject lovecraftian horror into games that already are supposed to be horror, but belong into very different horror niches. Zombie apocalypse games. Vampires. Gothic horror. Heck, even most Sword & Sorcery rpgs might do. You'll avoid pulling a very bad trick to your players, but may still have a chance to go lovecraftian. An Apocalypse World game starting with zombies and slowly turning cosmic horror sounds like a great campaign to me.

So am I saying all those Cthulhu-branded games are worthless?

Naaa. They are fine, good games in their own way. Just know that horror, the way Lovecraft tried to convey it, will hardly be part of your campaign. You're still in for a lot of fun, with so many great adventures and campaigns available.

I'm absolutely in favor of playing within one's comfort zone. I even enjoy vanilla fantasy and will probably write a post about its merits soon!

I think most of the times gamers just want to have fun, not to experience negative emotions such as actual fear, inquietude, uneasiness, doubt. Let alone questioning their understanding of life! Sometimes it's fun to just blast your shotgun into a Deep One's face, and send the inhuman temple into orbit via dynamite... or end up squished to bits or locked at the asylum for trying.



Wednesday, September 9, 2020

10 QUESTIONS TO: Marco Arnaudo


Marco Arnaudo has recently released Four Against the Great Old Ones, a pen-and-paper solo game that pits intrepid investigators against Lovecraftian cults and entities in the 1930s.

But who is Marco Arnaudo? Marco is a scholar of history and culture, a family man, a martial artist, a carnivorous plants enthusiast, and a big time solo-player!

Now, let’s see how good professor Arnaudo is at answering questions.

Nessuna descrizione disponibile.


1 Hello Marco. Tell us about Four Against the Great Old Ones as if you were trying to sell it to your aunt!

My aunts are all dead or insane, so it’s perfect; it’s like they played the game already. FatGOO (also known as “Fat Goo”) is a solo and cooperative narrative game set in the world of H. P. Lovecraft. It is based on the core engine of Four against Darkness, but it is a standalone game, and contains significant deviations adopted to fit the theme. The players start controlling a party of four investigators, and may recruit many helpers along the way. A great ritual is rumored to take place in 40 days to summon one of six possible cosmic horrors. The players must discover the clues to identify the location of the ritual, and must rush there to prevent the completion of the ritual. Happy now, aunt Pina?


2 Let’s talk about design. How long did you work on it? Was it a night job? How would you describe your creative process?


I’ve been playing FaD for a long time, and I had been toying with the idea of a Lovecraftian version for almost as long. Originally I thought of a dungeon crawler in which you’d explore a modular temple, but it felt too derivative, and did not really capture the spirit of Lovecraft’s cosmic dread. In the last year I reread basically all of Lovecraft’s works (including the collaborations), and made notes about the elements I wanted to include. Once I did that, and I was inspired by Four against the Titans to use an outdoors map, I started filling up encounter tables for different locations using my notes. I probably started doing this last January. At that point, I playtested it furiously to tighten and smoothen all parts, create connections between locations, ensure that it was balanced (by which I mean: lethal), and most importantly check that it was fun. By May I had a solid draft, which I sent out to external playtesters. They gave me further recommendations but overall said they really enjoyed the game. And here we are!!


3 Let’s get deeper into design. Four Against Darkness is a dungeon crawl game, and you adapted it to become a more story-driven game. Which was the hardest part of designing FAtGOO? And which was the easiest?

A big change I implemented from FaD to increase the narrative sense is that most events can be resolved only once per game. In FaD you can encounter hordes of goblins over and over again, and that’s ok, but how does it make sense to keep meeting Herbert West or Keziah Mason multiple times, always as if for the first time? I think by making most encounters unique I vastly increased the narrative element of the experience.

The hardest part was to fit all the most fascinating locations from Lovecraft’s world in a single map. I could set the story in the U.S. only, but then how would I include the settings of At the Mountains of Madness, Under the Pyramids, or The Temple? or I could use a world map, but then I would miss the original focus, which still is the U.S. The solution I found manages to hold together these two perspectives (I think!).

The easiest part was where to place most of the content. I wanted to be as faithful to Lovecraft as possible, so things generally speaking are in my game where Lovecraft placed them in his works. In some cases the location is undefined or underdefined in the original works, so I adopted my personal interpretation, and that was fun to decide.


4 Let’s talk about the publishing side of it. How did you get to publish FAtGOO with Ganesha Games?

Since my game was based on FaD, it was a natural choice to approach Andrea Sfiligoi and ask him if he’d be interested in publishing it. Which he did, hooray!


5 Are you satisfied with the reception it got so far?

It has only been 2 weeks or so, but all the reception has been very positive. Early players have spotted some mistakes that had escaped proofreading, and that we were able to correct before we produced the first printed copies. People seem to be having a good time with it, which is the point of course!!


6 Are you thinking of making more games? Are you already working on something game-related?

I am working on the first expansion for Fat Goo, Carcosa Rising, based on elements of the mythos coming from Bierce and Chambers. I also recently had a skirmish miniature game accepted by a major publisher. It is called Pulp!! and it is set in the fabulous world of the pulp fiction of the 1930s. It should come out in 2021, or 2022.


7 You are quite fond of solo and of historical games. Can you suggest a beginners-friendly game, and one for expert players?

For beginners, any game in the States of Siege system. For advanced players, D-Day at Omaha Beach.


8 You frequently play with your kids. How old are they, and what games have engaged them the most? Any tips for playing with kids?

They are 8 and 10. They both like fantasy games and eurogames, and the 8yo also likes historical wargames. The trick to playing with kids is: let them win the first game, to get them hooked, and then play honestly. Also, get them started ASAP, and ignore the age indications on the box. They have zero value.


9 Now let’s get back to your aunt. Please explain to her your book, Storytelling in the Modern Board Game: Narrative Trends from the Late 1960s to Today!

Ok aunt Pina, you haven’t read a single book in your life, and you only speak Piedmontese, but you are really going to enjoy this book in English. Also you hate games, so this is really an opportunity for you to branch out and discover how games learned to tell stories between the late 1960s and now. First wargames influenced the invention of role-playing games, and RPGs in return lent their narrative perspective to board games. The book tells the development of narrative trends in tabletop gaming in the constant interaction between board games and RPGs.



10 RPGs. What are your favorites?

Dungeons & Dragons and Pathfinder. It may make me sound basic, but it is what it is.


11 I know, they were supposed to be 10, but I have one more question before we say goodbye. Please point us to a song you think we should listen to.

Too Many Friends by Placebo!





Great song. Thank you Marco! Bye!

Stay tuned for more interviews! Hit me on the Axian Spice Facebook pageon Twitter or even on Telegram to never miss one! 

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