Showing posts with label chaosium. Show all posts
Showing posts with label chaosium. Show all posts

Wednesday, August 27, 2025

Interview: Mike Mearls

I've known Mike Mearls for a long time. We both toiled in the freelancer salt mines back in the late '90s and early 2000s, but Mike managed to make the leap to full-time game designer that I never did. Until 2023, he was employed by Wizards of the Coast, where he worked on Dungeons & Dragons in both its Fourth and Fifth Editions, rising to the post of the latter's Creative Director. After WotC, Mike went to Chaosium as Executive Producer of RPGs before recently being hired by Asmodee's as its new head. 

One of Mike's last projects at Chaosium was Cthulhu by Torchlight, which brings aspects of H.P. Lovecraft's Cthulhu Mythos into Dungeons & Dragons Fifth Edition. I recently asked Mike some questions about Cthulhu by Torchlight and its design, which he very kindly answered.

1. With
Cthulhu by Torchlight, you've gone from developing the Fifth Edition of Dungeons & Dragons to adapting those same rules for cosmic horror. What challenges did that pose, philosophically or mechanically?

The biggest challenge was figuring out how to approach horror in modern D&D. 5e sets the characters up as heroes taking on powerful enemies early in the game. Trying to make the characters feel weak or powerless runs against the game’s design, and I’m not sure that gamers playing 5e want that. If they wanted the full Call of Cthulhu experience, they could just play that game. The key was finding a way to make Mythos entities distinct without leaning into making them just more powerful than other creatures. With how D&D 5e scales, a tougher monster just has a higher Challenge Rating.

I also wanted to include a mechanic that evoked sanity from CoC without duplicating that game directly, again to preserve a more heroic feel. To that end, I took the concept of passions from the latest edition of RuneQuest and Pendragon and brought them into 5e. A passion in Cthulhu by Torchlight explains why your character charges headfirst into danger. It gives you a reason why your character pushes dangerous spots that even a hardened adventurer would avoid.

2. What was the core idea behind Cthulhu by Torchlight? Was it more about bringing Mythos horror to 5e or exploring how 5e could stretch into horror-adjacent modes?

The idea was to lean into the Mythos as a threat fully rooted in 5e’s approach to heroic fantasy, with some extra flourishes to make it stand out. There are two main ways the book does that.

First, it includes a framework for building mysteries and investigation into 5e. It’s a style of play that is common to Call of Cthulhu, so it felt like a no-brainer to bring that to D&D.

Second, the monsters in the book dabble in mechanics that you usually only see in really powerful 5e creatures. Stuff like legendary actions and legendary resistance show up a lot more often in Mythos creatures, especially at lower levels. It’s obviously not horror, but throwing 5e characters into the deep end of the pool helps create a sense of danger and threat that the Mythos brings to the table.

3. The inclusion of passions is a striking choice. What specifically inspired their use and how do they interact with the theme of cosmic horror as opposed to the courtly drama of Pendragon?

It all started with the realization that a lot of D&D players approach the game from a tactical mindset. They weigh options based on risk and reward. If you apply that calculation to the Mythos, the typical adventurer stays home.

I wanted a simple mechanical hook that explains why an adventurer steps into a creepy, abandoned mansion. Horror is filled with examples of characters who let their obsessions override their common sense. Thinking of Pendragon, with its elegant mechanics that create situations where a knight’s nature becomes their worst enemy, felt like a great match. Plus, I’ll jump on any excuse to take a design cue from Greg Stafford.

4. Meanwhile, the "dreadful insight" mechanic replaces insanity with obsession. What was your thinking behind this shift and how does it change the player experience of a Mythos-corrupted character?

I’ve played a lot of D&D over the years. One of the game’s strengths is its ability to cater to a lot of different players at one table. Dreadful insights are designed to shift how a character acts based on their exposure to the Mythos, but in a way that lets players find their comfort level.

Someone really into roleplay might take an insight and run with it, using it to color everything their character does. Another player who focuses on mechanics can use it strictly by its mechanical definition as a passion, an option that can give them some mechanical benefits if they follow it.

5. The Mythos often centers on helplessness in the face of the unknowable. How do you reconcile that with the more heroic power curve of 5e?

That’s one element of the Mythos that I had to leave by the wayside. D&D is very much a game where the players determine their own fate, and helplessness is obviously a bad match for that. I leaned into the idea that the characters are the one force that can stand up to the Mythos. I took a lot of inspiration from Ramsey Campbell’s fantasy stories, specifically his Ryre stories. Ryre is basically your classic sword and sorcery wanderer looking for wealth, and he ends up matched against eldritch horrors. What I love about those stories is how much Ryre disrupts things. He comes into an area where something truly Wrong is tolerated or endured and puts an end to it. That felt like a good starting point for mixing D&D with the Mythos. 

6. You’ve converted Mythos tomes and creatures to 5e. Did you find you had to reinterpret anything significantly to make them fit without losing their alien menace?

The hardest part was coming up with specific mechanics for D&D. So many Mythos creatures in Call of Cthulhu – quite correctly, to be clear – ask a Keeper to roll a die and kill that many investigators. For D&D, I needed to find some ways to add more texture to them. For entities like Dagon, I tried to think of how they would wreak havoc across an area simply by moving through it. I gave them abilities designed to make it seem like a natural disaster had swept over an area. Hopefully that gives DMs a clear sense of what’s at stake.

7. Did working on Mythos material change how you think about fantasy in general? What does horror make possible in fantasy RPGs that more traditional adventure sometimes doesn't?

In a lot of ways, this book synthesized a lot of what I’ve been thinking about fantasy. I mentioned Ramsey Campbell earlier, and his fantasy stories have been a big influence on me. Working on RuneQuest and Glorantha with Jeff Richard over the past year has also pulled me into a more mythic approach to things.

I think horror, with its direct refutation of the rational and scientific that sometimes bleeds into D&D, is a good way to bring a more mythic feel to a campaign. There’s always an urge to bring the rational and scientific to D&D. Look at all the "Ecology of …" articles that showed up in Dragon magazine over the years.

Horror refutes the idea that we can rationally measure, understand, and control the universe. I think that element is key to keep fantasy powerful and vital. There’s an impulse in gaming to pile layer upon layer of explanation on top of everything. Players want to ask why and get a good answer. I think that undermines what makes fantasy interesting and vital. Horror is a good excuse to pull that away and instead focus on the mythic, the idea that the world is far more malleable and contextual than we might want it to be.

8. What lessons from your previous time working on D&D did you bring into Cthulhu by Torchlight and were there any assumptions you had to leave behind?

The biggest lesson was to include an option that let players turn into a cat. This is the third time I’ve done that in a book, and I always see gamers excited about it. We have four cats, and there’s something aspirational to how they are domesticated animals that somehow run our household.

A funny assumption I had to leave behind – that I knew all the rules! It’s been years since I wrote anything for D&D, and I was lucky enough to work with two people who are absolute experts at the D&D system. Ian Pace developed the rules and nailed down the technical end of the manuscript, making sure that everything matched the D&D house style and that our rules synched with the D&D rulebooks. Chris Honkala, also known as Treantmonk on YouTube, brought his deep understanding of the D&D system to the project. He whipped the game mechanics into shape, making sure that they matched up with the power level of the game and would work well within the context of high level play.

9. The readership of this blog is obviously more geared toward earlier editions of D&D. Do you think that Cthulhu by Torchlight would still be of interest to players and referees of those older versions of the game and, if so, in what way?

If you play AD&D, Shadowdark, B/X, or OSE, I think the book still has a lot of value for you. The monsters and Mythos tomes need adjusting to get their numbers in the right place, but the general direction of the effects should provide plenty of fodder for DMs. Passions and dreadful insights can copy across to those takes on D&D almost directly, with maybe some tweaks to get the benefits of a passion to match up with your specific D&D-like.

Even with their grittier feel and less forgiving mechanics, I think earlier editions would benefit the most from using the monster design as a starting point for a conversion.

Wednesday, August 13, 2025

Retrospective: Call of Cthulhu

"Didn't James already do a Retrospective on Call of Cthulhu?" After four hundred posts in this series – this one is, in fact, the four hundredth – you would understandably think that, but it's not true. As I've discovered in the process of choosing the contents of my Grognardia anthologies, I didn't start writing Retrospective posts until September 17, 2008 and, even then, those posts didn't become consistent, weekly features of the blog for a while longer. 

Now, I did write a post – my first one on the subject – about Call of Cthulhu on October 31, 2008 that definitely has something of a Retrospective vibe about it. Indeed, I regularly link to that post as a kind of substitute for the fact that, even after all these years, I'd still never written a Retrospective on CoC, despite my immense affection for the game, which I consider among the greatest and most influential games and game designs in the history of the hobby.

Since I'm now nearly halfway through my The Shadow over August series honoring the memory of H.P. Lovecraft, I thought now might be the perfect time to rectify this very old oversight on my part. However, since my original post from 2008, "A Game for Grown-Ups," already covers much of the ground I'd usually cover in a Retrospective post, I've decided that this one will instead focus on a different aspect of Call of Cthulhu, namely, its place in the history of the hobby.

When the game first appeared in 1981, it was unlike anything that had come before it. Published by Chaosium and designed by Sandy Petersen and Lynn Willis, it was the first fully realized horror role-playing game. There had, of course, been fantasy games with horrific elements before it. Dungeons & Dragons, for instance, had more than its share of shambling undead and sanity-blasting monsters, but Call of Cthulhu was the first to make horror not merely an atmospheric seasoning but the whole meal. In doing so, it did more than simply introduce a new genre to the RPG marketplace; it reframed what a role-playing game could be.

The significance of being first is hard to overstate. By 1981, science fiction, post-apocalypse, superheroes, and espionage each had their own dedicated RPGs, often more than one. Horror, however, remained conspicuously absent, perhaps because many assumed its central emotion, fear, couldn’t be easily conjured at the table. Petersen’s ingenious solution was not to frighten the players directly, but to have them role-play fear. Dread emerged from the slow unravelling of an investigator’s mind, the accumulation of forbidden knowledge, and the grim realization that the forces at work could never be overcome in the usual, heroic way.

This approach has since become the template for almost all horror games, even when they are self-consciously attempting to distance themselves from it. Just Alfred North Whitehead famously called Western philosophy a series of footnotes to Plato, the same can be said of Call of Cthulhu's place in the realm of horror RPGs. The sanity mechanic, the emphasis on investigation over combat, and the focus on player knowledge versus character fragility all flowed from Petersen’s design choices in Call of Cthulhu. Nearly every horror RPG since has grappled with or responded to this foundation.

For Chaosium, Call of Cthulhu was similarly transformative. Before 1981, the company was best known for RuneQuest and its Glorantha setting, along with Basic Role-Playing, the streamlined system that powered it. These were critical successes but niche compared to the behemoth that was TSR. Call of Cthulhu changed the equation, thanks to its much wider appeal. By the mid-1980s, Call of Cthulhu was outselling everything else Chaosium produced and it became the company’s flagship line for decades. In many respects, Call of Cthulhu was Chaosium in the public mind and arguably is still the game most closely associated with the company.

It’s telling that Chaosium survived rough patches in its history largely because Call of Cthulhu never went out of print. Where other RPGs waxed and waned in popularity, CoC had a steady, international audience. Indeed, its scenarios and campaigns became not just supplements but cultural touchstones in RPG history. Many are considered landmarks whose influence extends far beyond their original audience, much like Call of Cthulhu itself. Looking back, the game’s influence is visible everywhere. Here are just a few that occur to me:

Dungeons & Dragons modules before 1981 were largely site-based adventures. By contrast, CoC’s scenarios pioneered investigation-driven play, where clues, interviews, and research were central. This structure seeped back into other genres, shaping how adventures were written.

Though frequently imitated, few mechanics have been as thematically perfect as CoC’s sanity rules, which track not just the erosion of mental stability but the cost of knowing too much. It’s become almost impossible to design a horror RPG without addressing the question: what’s your version of this mechanic?

Translations of CoC played a huge role in spreading RPGs worldwide, especially in countries where Lovecraft’s stories already had a foothold. In France, Japan, and elsewhere, it rather than, say, Dungeons & Dragons was often the gateway RPG.

More than four decades later, Call of Cthulhu is not merely Chaosium’s flagship; it is "the Dungeons & Dragons of horror gaming." It has become the lingua franca of the genre, the common framework through which players, Keepers, and designers alike approach tales of the uncanny and the unknown. It remains the benchmark for how to adapt a literary source faithfully without becoming a prisoner to it, preserving the essence of Lovecraft’s cosmic dread while evolving into a style of play all its own.

Like D&D, it has been endlessly imitated, parodied, expanded upon, and reimagined, yet the original endures – still recognizably itself and still drawing new players into its orbit. For many, it is not simply a horror RPG; it is the horror RPG, the game against which all others are measured. As long as players gather to face ancient secrets and watch their fragile investigators descend into madness, Call of Cthulhu will remain the universal tongue of tabletop terror.

Monday, August 11, 2025

Of Periwigs and Pallid Masks

Virgil Finlay's depiction of Lovecraft as an 18th century gentleman
Since its initial publication in 1981, the default setting of Call of Cthulhu has been the 1920s, reflecting the decade in which many of H.P. Lovecraft’s stories take place. Over the years, however, Chaosium has greatly expanded the scope of the game through a variety of alternate historical settings. Beginning with Cthulhu Now in 1987, these supplements have offered Keepers and players the chance to explore the Mythos in different cultural and technological contexts, each one shedding new light on Lovecraftian horror by viewing it through a fresh historical lens. These settings reveal how the themes of cosmic dread and forbidden knowledge persist across the centuries.

Yet one historical period remains conspicuously absent: colonial America. To the best of my knowledge, Chaosium has never released a full supplement set in 17th- or 18th-century British North America. That strikes me as a peculiar omission, especially given Lovecraft’s own lifelong fascination with the 18th century. Lovecraft spoke often and fondly of the colonial era, which he regarded as the last bastion of esthetic and intellectual refinement before the coarsening of the modern world. His affection for 18th-century diction, architecture, and worldview was not mere antiquarianism. It was, in his mind, a form of temporal displacement. In a letter, Lovecraft wrote:
"I know always that I am an outsider; a stranger in this century and among those who are still men. ... Everything I loved had been dead for two centuries
His disdain for the Revolution and American independence from Britain was equally unambiguous. In another letter, he declared:
“When my grandfather told me of the American Revolution, I shocked everyone by adopting a dissenting view ... Grover Cleveland was grandpa's ruler, but Her Majesty, Victoria, Queen of Great Britain & Ireland & Empress of India commanded my allegiance. 'God Save the Queen!' was a stock phrase of mine.”
When others rose to honor The Star-Spangled Banner, Lovecraft would famously remain seated or, in some cases, sing “To Anacreon in Heaven,” the 18th-century drinking song whose melody Francis Scott Key had used as the basis for his poem, later adopted as the U.S. national anthem.

More than a personal affectation, Lovecraft’s British colonial sympathies run deep in his fiction. His only novel, The Case of Charles Dexter Ward, which I discussed in my earlier post today, is perhaps the clearest example of what I am talking about, but it's far from the only one. In Dreams in the Witch House, for example, the 18th-century witch Keziah Mason enters into a pact with Nyarlathotep and survives (at least in some form) into the modern age. The Shunned House delves into the lingering corruption left behind by late 17th century Huguenot émigrés to Rhode Island. Over and over, Lovecraft imagines New England not simply as a place with a long history, but as a place haunted by its own past of Puritan zealotry, pre-Christian beliefs, and unsettling imports from the Old World.

With that in mind, I began to toy with the idea back in the 1990s of writing a Call of Cthulhu supplement set in 18th-century British America. To be clear, I don't mean Revolutionary America. As I've already noted, Lovecraft had little patience for the mythology of 1776. What intrigued him (and me) was the world just before that rupture, when Boston remained loyal to the Crown, when the frontier still loomed dark and unknown, and when superstition and science existed in uneasy proximity. It’s a setting steeped in ambiguity, where the Enlightenment had only just begun to push back the shadows and had not yet succeeded.

Beyond Lovecraft’s own writings, there’s ample real-world history to inspire such a setting. The Salem witch trials, with their mix of religious hysteria and communal fear; the First Great Awakening, with its itinerant preachers stirring up visions of damnation; the beliefs of cunning folk in rural hamlets; and the syncretic spiritual traditions that arose from the cross-pollination of Europe, America, and Africa. All offer rich material for investigators to explore. The coast is dotted with smugglers' coves, abandoned forts, and plague ships quarantined offshore. Whispered rumors persist of forgotten Norse ruins in the north, ancient earthworks in the Ohio Valley, and strange lights dancing over the Blue Ridge Mountains.

In my own early drafts, I imagined that investigators might include skeptical physicians educated in Edinburgh, disgraced ministers fleeing scandal, or agents of the Crown sent to look into troubling reports from the hinterlands. They might chase whispers of beings haunting the Green Mountains or discover ruins whose builders are unknown to any tribe or settler. A frontier printer might find references in colonial pamphlets to the Sussex Manuscript or a Dutch merchant in Albany might acquire a fragment of a tablet whose script matches that of no known human tongue.

One of the things that initially drew me to this idea was the clarity of the colonial setting. It offers fewer technological conveniences, fewer societal safety nets, and fewer distractions, all of which I felt heighten the tension and sense of isolation. Even so, the setting is anything but simplistic. The early 18th century was a period when science, superstition, and theology all vied for dominance in the human mind. A figure like Emanuel Swedenborg, for example, could be taken seriously not only as a scientist and engineer but also as a visionary who conversed with spirits. That intellectual ambiguity suits the Mythos perfectly. What better era than this to imagine the slow, dreadful replacement of the Puritan conception of God with something darker and utterly indifferent to mankind?

As I said, I never got very far in developing the supplement, mostly because I became absorbed in another, related idea for Call of Cthulhu (more on that in a future post). However, I still think about it from time to time. Given Chaosium’s longstanding embrace of historical settings, I remain surprised that colonial America has yet to claim its rightful place among them. If nothing else, such a setting would offer a subtle tribute to Lovecraft’s own longing for an age of powdered wigs, flintlocks, and candlelight.

Were I not already neck-deep in other projects, I might be tempted to take the idea up again. Perhaps one day I will, assuming, of course, that some other industrious soul doesn’t beat me to it ...

Wednesday, August 6, 2025

Retrospective: Alone Against the Wendigo

I've mentioned before that I'm really quite fascinated by the concept of solo roleplaying games and solitaire adventures. I don't have a lot of experience with either of them, aside from my teenage forays into the Fighting Fantasy and related series. From what I understand, they've made a big comeback since the late unpleasantness, so much so, in fact, that quite a few RPGs now include explicit rules for playing the game alone. 

Consequently, I missed out entirely on Chaosium's forays into this genre back in the early to mid-1980s, starting with SoloQuest for RuneQuest in 1982. A few years later, the company decided to expand the experiment to include Call of Cthulhu. Given that most Lovecraft stories typically involve a single protagonist, this makes the concept of a solitaire adventure very well suited to its source material, at least in principle.

Published in 1985, Alone Against the Wendigo is the first of two solitaire adventures for Call of Cthulhu. Written by Glen Rahman, perhaps best known for the fantasy boardgame, Divine Right, which he co-designed with his brother, Kenneth, the scenario puts the player takes in the role of Dr L. C. Nadelmann. Nadelmann's initials can stand for either Lawrence Christian or Laura Christine, depending on whether the player wishes to play a man or a woman. Dr Nadelmann is a Miskatonic University anthropologist leading a six-person expedition into the Canadian wilderness to investigate tales concerning a monstrous being, the Wendigo. The adventure begins with the assembling of the expedition and the journey northward into the wilds of Northern Ontario, a place of vast snow-covered forests, ancient legends, and unsettling silence. As the days progress, the expedition begins to unravel. Strange noises are heard in the night. Members disappear. The weather turns deadly. In the growing cold and fear, the line between reality and madness begins to blur. Ultimately, Nadelmann must survive not only the physical dangers of the wilderness but also unravel the truth about the Wendigo, an entity tied to cannibalism, madness, and the insatiable hunger of the void.

Like all solitaire adventures, Alone Against the Wendigo sought to provide an experience of playing a RPG, in this case Call of Cthulhu, to players who didn’t have regular gaming groups. How well it succeeded in this is difficult to say objectively. My own experience with solo adventures is that they're really their own thing, distinct both from traditional adventures and from literature, even though their format draws from both. In the case of this particular scenario, which I played through in preparation for this post, I would say that it does an adequate job of conveying a mix of isolation, existential dread, and Mythos-inflected horror. Its remote, frozen wilderness setting does a lot of the heavy lifting in terms of tone, creating a believable and menacing backdrop that mirrors the psychological disintegration of the player.

Like every solitaire adventure with which I am familiar, Alone Against the Wendigo consists of a series of numbered paragraphs that the player navigates in response to choice and the results of dice rolls. Some of the latter are skill rolls (e.g. "Try a Psychology roll. If you succeed, go to –27–; if you fail, go to –29–."), but some are simply random (e.g. "Roll a die; even go to –4–; odd, go to –5–."). This gives the scenario a decent amount of replayability, with branching narratives, multiple choices, outcomes, and side paths. Different decisions, like what gear to bring, how to interact with team members, where to explore, not to mention the aforementioned dice rolls, can thus radically alter the experience. In that respect, I think Alone Against the Wendigo is pretty good.

The adventure's integration of Call of Cthulhu mechanics, like skill and Sanity rolls are handled with a fair degree of elegance. Playing through the scenario still feels like you're playing Call of Cthulhu rather than some inferior imitation of it. That's an impressive feat in itself and I appreciate the care with which the rules were employed here. To be fair, Call of Cthulhu is a pretty mechanically simple game, especially when compared to, say, RuneQuest, but, even so, I think Rahman did a solid job here in translating its gameplay to a solo environment.

Aside from the inevitable limitations of the solitaire format – no game book, no matter how lengthy, could provide for every possibility available in face-to-face play – the main problems with Alone Against the Wendigo, in my opinion, are its underdeveloped NPCs. While all of the expedition members accompanying Dr Nadelmann have distinct roles, few are given much personality or depth, certainly not enough to make their loss (or survival) truly arresting. Again, that's perhaps an inevitable limitation of its format, but, for me at least, I felt it much more keenly than the limited array of choices in many circumstances.

That said, I like Alone Against the Wendigo for its ambition, if nothing else. As the first solo Call of Cthulhu scenario, it deserves credit not only for innovation but for capturing some of the spirit of Lovecraftian horror in a new and accessible format. Despite falling short of its mark in many ways, it demonstrated that horror roleplaying could be a solitary, introspective experience rather than being a group exercise in monster hunting. In that respect, I think it's much truer to its source material than many Call of Cthulhu adventures, even well-loved ones, are. Viewed from that perspective, I can't judge it too harshly. 

Saturday, August 2, 2025

Interview: Mike Mason

One of first things I wanted to do with the The Shadow over August series was to interview roleplaying game designers and creators who'd worked on RPGs influenced either directly or indirectly by the works of H.P. Lovecraft. Obviously, this meant reaching out to Mike Mason, the current creative director of Chaosium's venerable Call of Cthulhu, perhaps my favorite RPG to deal with Lovecraftian themes. Mike kindly agreed to answer my many questions about CoC, Lovecraft, and his own experiences with both.

1. What was your first exposure to H.P. Lovecraft’s writing and how did it shape your personal approach to horror and game design?

I was an eager reader of paperback horror stories in the 1970s, and I imagine I probably read at least one HPL short story during that time without realizing. A few years later in the early 1980s, I discovered the Call of Cthulhu RPG and HPL’s place in the creation of the Cthulhu Mythos, which then sent me off on a mission to track down HPL’s stories as well as those by August Derleth, Clark Ashton Smith, Ramsey Campbell, and so on. That was my first proper dive into Lovecraft’s writing. At that time in the UK, Granada had just published most of HPL’s works in a series of paperback books, which made it all very much easier to read them.

In reading these stories, I found these were not tales about murderers and crazed killers, or ghosts and goblins, which was the standard fare from popular horror anthologies the era, such as the Pan Horror series of books. The stories from the Lovecraft Circle were something different, dealing with bigger (cosmic!) themes, and were not really about petty human considerations (revenge etc.). The monsters were truly monstrous and unknowable (not mutated animals from atomic bomb testing) and alien. The books had strange books and lore which went well beyond anything I’d read before. All in all, this combination raised the Mythos stories above what I’d been used to reading, so they were more exciting, more involving, and made a deeper impression. It opens the door beyond “horror” fiction into “weird” fiction and I never looked back.

2. In what ways does Call of Cthulhu seek to capture the essence of Lovecraft’s cosmic horror that differs from other horror RPGs?

Being the first TTPRG to bring HPL’s creations into games, Call of Cthulhu was entirely different to every other RPG available. Here, the player characters were normal, average people, not superheroes or muscled-up barbarians, and so on. Here, the characters risked everything to save the day, with little more than a notebook and a pen, they delved into forbidden books for secrets, spells were deadly, and they could lose their minds when confronted with alien Mythos terrors. None of this was like bashing monsters to steal their treasures – the monsters in Call of Cthulhu were often more intelligent than the player characters, which added a new dimension, as the opponents were not only reactive to the players but also proactive. This dynamic shift elevated the game play and made the game stand out from the crowd. 

Today, these same considerations continue to make Call of Cthulhu stand out and attract new people to play. I think Call of Cthulhu is the second most popular game on online platforms like Roll20, and it’s the most played game in Japan. The game’s easy to learn rules and enthralling game play captures the imagination and keeps people coming back for more.

The game is very flexible, so people can play all manner of horror tropes and mysteries with it – be it slow-burn cosmic revelations, one-night only survival horror, or pulpy two-fisted action – people are able to find and develop the style of game they desire with Call of Cthulhu, making it very accessible and broad in scope, unlike many other horror games that tend to narrow their focus down to a single style of play and a single type of experience.

3. Lovecraft’s protagonists are often passive or doomed. How has Chaosium adapted this narrative fatalism into something playable and engaging for decades?

The game is about the players, who are usually the opposite of passive! We’re not retelling a HPL story – together, the players and their Keeper (game master) create a story – built up from the foundation of a pre-prepared scenario, which sets up a mystery or situation that the players engage with, and offers possible solutions to help guide the Keeper, and thereby the players, through to a satisfactory conclusion. The mechanics of the game mirror certain aspects from Cthulhu Mythos stories – humans are vulnerable, weak, and sensitive to the Mythos, which can both kill and corrupt their minds. There’s a downward spiral the player characters can find themselves on, however things are not set in stone and the characters can, sometimes, overcome and win the day with their minds and bodies intact. 

But it is a horror game, so character deaths and awful in-game events do happen too – often to the great amusement of the other players! While it’s horror, it is a game and meant to be fun too. Each group of players finds the right level of game for them. 

The key to the game is ensuring the players have the potential and possibility to win out, even though the odds are against them. This ensures the players have a chance to succeed, even if it’s minor victory. The players have to feel their actions can made a different, otherwise they become passive observers - and that’s no fun for anyone. 

4. The Mythos has been diluted in pop culture to the point of parody in some circles. How does Call of Cthulhu resist that trend and maintain Lovecraft’s original tone?

There’s loads of advice we’ve written into our game books and the Call of Cthulhu rulebooks on exactly this subject– too much to write here! But, in essence – by staying true to the concept of the game and the stories its based upon – keep the horror horrific, ensure the player characters have something worth fighting for, and ensure that the Mythos (be it monsters, cultists, spells, and tomes) remain mostly mysterious and unknowable. From time to time, a situation in the game may be amusing and funny - that’s great, as the players let their guards down a little, which means the next scene, where they face some form of horror, can hit harder. The monsters in the game aren’t plushies! 

5. What do you think Lovecraft would have made of Call of Cthulhu and its popularity? Do you think he would’ve approved or even played it?

I have no idea. HPL was a curious and strange person. I think the game would have amused him – seeing his creations sort of come to life, but then he’d probably get annoyed as we “weren’t doing Cthulhu right!” Or something like that. 

6. What’s one underrated Lovecraft story you think deserves more attention, especially from Call of Cthulhu players?

"The Music of Eric Zann." But, for players, I’d be pointed to "The Dunwich Horror," "The Call of Cthulhu," and At the Mountains of Madness. Perhaps also "The Colour Out of Space."  But then you really should go read some other Mythos authors, like Ramsey Campbell, Victor LaValle’s The Ballad of Black Tom, T.E.D. Klein’s The Ceremonies, and so many more!

7. What do you think the continued popularity of Call of Cthulhu says about the enduring appeal of Lovecraft’s vision, even a century later?

That cosmic horror is something that continues to be relevant to us – perhaps even more so than in HPL’s time. Lovecraft imagined humanity as insignificant in the greater cosmos. Everything we’ve seen and experienced over the latter 20th century and into the 21st has reinforced that idea. Once, we believed the Earth was the centre of the universe – now, we actually realize how small our planet is in relation to everything else, and how precious our planet is – it’s the only one we know that sustains life. Thus, the fear of losing it all, whether by cosmic whim or self-destruction, continues to impact upon us. The world has dramatically changed since Lovecraft’s time and our collective fear is so much greater now. Lovecraft foresaw a glimpse of that fear and channeled it into his stories.

Monday, June 30, 2025

Speaking of Call of Cthulhu ...

... what's the general opinion of its current (7th) edition, especially among long-time players? 

As I've explained many times before, I got into Call of Cthulhu with its first edition all the way back in 1981 and I've owned and played every edition of the game up through sixth, all of which were essentially identical rules-wise. However, I haven't played the game in many years, but I've lately begun thinking about the possibility of returning to it in some fashion. Chaosium has released some rather nice-looking supplements and adventures over the last few years, suggesting that this new edition has been well received, hence my curiosity.

At the same time, I'm a grumpy old man. I remember that, when 7th edition was announced, I was none too keen on many of its purported rules innovations (like percentile characteristics) or by the tone of its designers regarding how they had "improved" upon Sandy Petersen's classic game. Consequently, I haven't picked up the latest edition or any of its supplementary material. Am I mistaken in having avoided it thus far?

I'm quite keen to hear more from old timers who've played the new edition. I have long considered Call of Cthulhu to be close to perfect in the melding of its rules, content, and presentation, so I am naturally skeptical of any attempt to change it, even a little. If you've played and enjoyed this edition, please tell me why my concerns are misplaced. In this particular instance, I'd love to be shown the error of my ways.

Friday, June 27, 2025

Call of Cthulhu Advice

I was recently asked for some advice from a younger Call of Cthulhu Keeper who wishes to introduce the game to newcomers to both the game and Lovecraft: what adventure would I recommend as a good introduction to it? That's when I realized that I haven't played Call of Cthulhu in more than a decade, unless you count Delta Green, which I don't. Consequently, I don't have any good answers to this question. However, I suspect many of my readers might. 

So, if you were going to introduce new players to Call of Cthulhu, what adventure would you use? Bonus points if the scenario can be reasonably completed in two 4-hour sessions or less. It can be for any edition of the game or any publisher. Just don't say "The Haunting," because, much as I like it, I don't think it's all that representative of what Call of Cthulhu is about.

Thanks!

Wednesday, May 14, 2025

Retrospective: Nephilim

I think anyone who's been deeply involved in the hobby of roleplaying games for any length of time will eventually come across a game with which they become obsessed – not necessarily because they actually play it but because the game's concept or presentation happen to strike an unexpected chord with him. Over the decades since I was initiated into this hobby, I've had several such games. The one I want to talk about in this post continues to be an object of fascination for me more than 30 years after its publication, both for its virtues and its flaws. It's a game that I think could have been bigger and more successful than it was, if only it hadn't been produced by Chaosium in the mid-90s, a time of particular turmoil for the venerable California game company.

The English version of Nephilim – I have never seen any of the French editions – appeared on the scene in 1994. Though sometimes compared (favorably or otherwise) to White Wolf's "World of Darkness" games for its superficial similarity, Nephilim was in fact distinct because of its deep immersion in real world occultism, esotericism, and philosophy. This fact probably played a role in its limited impact on the wider RPG scene at the time. At best, Nephilim was, no pun intended, a cult classic, admired by some for its unique vision and polarizing to others due to its complexity and mysticism. With the benefit of hindsight, Nephilim appears to be a game that feels both ahead of and constrained by its time, with an ambitious yet flawed attempt to merge the metaphysical with the game mechanical.

Nephilim places the players in the roles of titular Nephilim, powerful elemental spirits who have been reincarnating through human bodies for millennia. These beings seek enlightenment and ultimate mastery over magic, all while hiding from secret societies such as the Templars and other forces bent on suppressing their supernatural influence. The game draws heavily from esoteric traditions, like alchemy, the Kabbalah, astrology, and the Tarot, in order to create a setting that’s more intellectual than visceral. The world of Nephilim isn’t about heroics or adventure in the traditional sense, but about the slow, unfolding journey of self-discovery, spiritual awakening, and the management of hidden knowledge.

The beauty of this game lies in its depth. The Nephilim characters are not ordinary adventurers but beings of great power, constantly at odds with the limitations of human existence. Reincarnation plays a central role: your character may have lived many lives, across different times and places, and will continue to do so for eternity. This concept of eternal recurrence provides a wealth of roleplaying opportunities, as players are tasked with piecing together fragmented memories and uncovering truths hidden in past lives. This frame invites a certain kind of player, one interested in exploring questions about identity, morality, and immortality against the backdrop of occult mysticism.

However, this central conceit is also a double-edged sword. The complex background of the game, while rich, can feel inaccessible to players unfamiliar with occultism or those simply hoping for a more traditional fantasy adventure. Nephilim doesn’t offer the more traditional gratifications of slaying monsters and looting treasure; it instead asks players to navigate a web of arcane lore and hidden agendas, which can be overwhelming or unsatisfying for those unprepared for its slow pace.

The game’s mechanics are built around the Basic Role-Playing system, which was a wise choice, because it was familiar to fans of Call of Cthulhu and RuneQuest, both of whom might well be interested in the subject matter of Nephilim. However, the game doesn’t fully embrace the simplicity of BRP. Instead, it introduces several layers of complexity with its systems for magic, past lives, and the metaphysical forces known as Ka.

The Ka system is central to the game, representing the elemental forces that shape each Nephilim. It’s a fascinating concept that ties into character development and the use of magic, but it can also become a burden to manage. Characters must balance their elemental affinities, harnessing them to gain power or enlightenment, but doing so requires a deep understanding of the system. The Ka system, while thematically rich, often feels clunky and opaque, especially for players who are more accustomed to streamlined mechanics.

The magic system is similarly intricate. Divided into a series of occult sciences – alchemy, astrology, summoning, and more – each one presents unique rules, rituals, and challenges. While these magical systems offer a degree of customization, they can quickly overwhelm players. The complexity isn’t inherently a problem, but the lack of clear guidance on how to use these systems often leaves players floundering. Nephilim can thus feel like a game in search of a user manual, where the richness of its background material is undermined by the difficulty of navigating its rules.

Further, the game's character creation is a daunting process, involving past lives, elemental alignments, and a variety of other factors that require significant attention to detail. While this deep character customization can be incredibly rewarding for dedicated players, it can also be a barrier to entry. Newcomers may find themselves lost in the weeds of the system before even getting to the heart of the game.

One of Nephilim's strongest aspects is its presentation. The art and layout, while not groundbreaking by modern standards, exude a gothic, surreal quality that perfectly complements the game’s mystical themes. The illustrations are dark, moody, and evocative, which nicely complements the atmosphere of the game, even if they occasionally obscure the clarity of the text.

At the same time, Nephilim's presentation does suffer from the typical issues found in many early '90s RPGs, such as dense blocks of text, inconsistent layout, and a tendency to overload players with information without clear guidance. The mysticism that pervades the game is often reflected in the game’s writing style, which can occasionally veer toward the impenetrable. This is a game that assumes players are already familiar with esoteric traditions and it doesn’t always make the effort to ease new players into its complex world.

At its best, Nephilim offered a unique approach to supernatural-themed RPGs, one that blended philosophy, magic, and exploration in a way that was unusual at the time (and probably still is). The game's background is rich with possibility and its mechanics take a "contemplative" approach to character growth and development. For those willing to put in the effort to understand the system and immerse themselves in the game’s themes, Nephilim could offer a truly unique roleplaying experience.

Unfortunately, I suspect that rarely happened. Nephilim has a lot of flaws. The complexity of its rules and the obscure nature of its background material can, as I said, be off-putting for many players. Its occult focus, while a selling point for some, may feel inaccessible or even pretentious to others. The game is undoubtedly aimed at a niche audience – players willing to invest time in deciphering its symbolism and mastering its systems – which no doubt played a role in its inability to achieve broader appeal.

If Nephilim had received better and more consistent support from Chaosium, or perhaps a streamlined edition, it might have had a much greater impact on the RPG world. Instead, it remains a fascinatingly flaw relic of the 1990s. Nevertheless, I continue to be intrigued by it and hope that, one day, I might have the chance to do something with it. It's definitely a contender for the RPG with which I'd most love to referee a long campaign, even if the odds of that are unlikely. 

Tuesday, May 13, 2025

REVIEW: Dragonbane

Last month, I mentioned that, because of the extended absence of a player in my ongoing Dolmenwood campaign, one of the other players offered to run a short adventure using Free League's Dragonbane rules. Despite my own deficiencies as a player, I welcomed this, both as a nice break from my own weekly refereeing duties and because I'd actually wanted to give Dragonbane a proper playtest. I've had a copy of the game for about two years and it wasn't until now that an opportunity to actually make use of it arose.

We concluded our playtest earlier this week and, as I expected I would, I had a great time. Originally, my intention was to write a short follow-up to the post linked above, in which I offered some further thoughts about the game. However, as I did so, I soon realized that my “short follow-up” was rapidly turning into something closer to full-on review, The result is what you're reading now, though be warned that this will be a somewhat idiosyncratic review based largely on my own interests rather a more "general" assessment of the game.

Case in point: I come at Dragonbane from the perspective of someone who's played a lot of Dungeons & Dragons over the decades. And while it's never been my system of choice, I also have a deep respect for Chaosium’s Basic Role-Playing, upon which Dragonbane's Swedish-language predecessor, Drakar och Demoner, was based. Consequently, I approached Dragonbane with a great deal of curiosity. I was eager to see how it would blend its BRP heritage with a more streamlined framework. After several sessions, I can confidently say Dragonbane delivers a fun, engaging experience that bridges the gap between D&D’s broad fantasy and BRP’s more grounded, skill-driven mechanics.

As I said, Dragonbane is built on the bones of Basic Role-Playing, a system known for its granular, skill-based mechanics. Free League, however, has distilled this foundation into something far lighter and more approachable, swapping BRP’s percentile dice for a d20-based system that might feel more familiar to D&D players. Character creation is quick: choose a kin (human, elf, dwarf, or even anthropomorphic creatures like wolfkin or mallard), a profession (knight, mage, artisan, etc.), and assign points to skills. Unlike the sometimes-fiddly process of building a Call of Cthulhu or RuneQuest character, Dragonbane keeps things brisk, almost rivaling old-school D&D’s straightforwardness even while retaining BRP’s emphasis on skills over character classes.

The core mechanic – roll a d20 under your skill or attribute score – will probably feel like second nature to BRP veterans, but the system’s boons and banes (the advantage/disadvantage mechanic that seems to be in every RPG these days) simplify modifiers in a way that keeps play moving. Opposed rolls and critical successes/failures add further depth without being overwhelming. For a D&D player, the shift from class-and-level progression to skill-based improvement is definitely a change. Even so, Dragonbane never feels too alien, aided not just by its use of d20 rolls but also its reliance on familiar fantasy archetypes (knights, rogues, mages, etc.).

One of Dragonbane’s most distinctive mechanical features is its use of willpower points. These function as a limited but flexible resource that can be spent to fuel both heroic abilities and spells or to reroll a failed skill check. I liked how this gave players a choice during play: burn a willpower point now to avoid a blunder or save it for a special combat move or spell later. It adds a welcome layer of resource management without being overly complex. 

Dragonbane thus feels both flexible and grounded. It lacks the sprawling feat trees or subclass options of, say, WotC-era Dungeons & Dragons, but compensates with a system that rewards player ingenuity. For some BRP fans, it's possible the game might seem too pared down. Where are the hit locations or complex magic systems of RuneQuest? But, for someone like me, more accustomed to D&D’s approach to these things, the streamlined rules felt right, emphasizing speed of play over simulationist detail.

As I noted in my earlier post, combat is where Dragonbane really shines and, as someone who often finds RPG combat a functional but unexciting necessity, I was glad of it. The system strikes a nice balance between simplicity and tactical depth, offering a dynamic experience that rivals D&D’s ease of use while avoiding the slog of overly complex BRP combat.

Each round, players draw initiative cards (reshuffled every round for unpredictability) and can move and act, with heroic abilities or even weapon choices allowing for creative flourishes. The card-based initiative is very simple and straightforward. Players can trade initiative or act out of turn in certain situations, which I found helps to keep everyone engaged. Combat maneuvers like disarming, grappling, or shoving provide further tactical options without requiring constant reference to the rulebook. Mechanics like morale checks and weapon durability add yet more stakes and flavor. For example, a critical hit includes the possibility of increased damage, ignoring armor, or gaining an additional attack.

Another feature I appreciated is the way Dragonbane distinguishes between monsters and NPCs. While NPCs use the same mechanics as player characters, monsters do not roll to attack. Instead, they act according to randomly determined behavior tables, intended to simplify referee workload and to reinforce the idea that monsters are unpredictable forces of nature. It’s an interesting design choice, but I'm not yet certain whether it works as well as intended. I'd need to play more to see how well it holds up to repeated use.

Compared to D&D and its descendants, where combat can feel like a regular cycle of attack rolls and spell slots, Dragonbane combat feels more unpredictable. Hit point totals are fairly low, which keeps fights brisk and the risk of injury or equipment failure makes every combat potentially deadly. BRP players will recognize the system’s DNA, but Dragonbane trims the fat, avoiding much of the bookkeeping that can bog down RuneQuest battles. The result is a combat system that’s both approachable and exciting, encouraging clever play without relying on too many subsystems or edge cases.

Dragonbane doesn’t come with a very detailed campaign setting of its own. Instead, its implied setting is gritty but evocative and seemed to me to take some inspiration from fairy tales (an impression born no doubt of its artwork, done by Johan Egerkrans, who also provided illustrations for the explicitly fairy tale-inspired Vaesen). The profession options suggest a world where heroism is hard-won, not guaranteed. Magic is potent but rare and monsters feel dangerous. This tone aligns more, I think, with games like RuneQuest than Dungeons & Dragons as it's often played, though the game seems flexible enough to handle varying degrees of character skill and power.

Free League’s production quality is, as usual, stellar. The rulebook included with the boxed set is relatively concise (112 pages) yet comprehensive. The set also includes dice, cards, and a second, 116-page book containing eleven sample adventures that can be strung together to form a campaign, making it a complete package for new players. Compared to a lot of RPGs these days, Dragonbane feels leaner and more focused, while still offering enough material to fuel a campaign. BRP fans accustomed to Chaosium’s dense rulebooks might find Dragonbane’s comparative brevity a relief.

In the end, I came away from our Dragonbane playtest impressed, not just by the mechanics, but by how much fun I had. It reminded me that a well-designed game doesn't need to be complex to offer meaningful choices and satisfying play. As someone who usually sits behind the referee’s screen, it was a pleasure to be a player again, especially in a system that hit such a sweet spot between familiarity and innovation. I’m glad I finally got to give Dragonbane a try and I hope I have the chance to return to it again in the future.

Monday, April 14, 2025

Initial Thoughts on Dragonbane

As I mentioned at the start of the month, my ongoing Dolmenwood campaign is on a short hiatus while one of the players is away traveling. In the meantime, another member of the group has kindly offered to run a few sessions of Dragonbane, Free League's fantasy roleplaying game, and I’ve taken the opportunity to step out from behind the screen and join as a player. I jumped at the chance, not only because Dragonbane has been on my radar for a while, and this seemed like the perfect time to give it a try.

For those unfamiliar with it, Dragonbane is the modern English-language evolution of Drakar och Demoner, Sweden’s first major fantasy RPG, originally released in 1982. That game was built on Chaosium’s Basic Role Playing (BRP) system, adapted under license and inspired in part by Magic World and RuneQuest. Over the decades, Drakar och Demoner went through numerous editions in Sweden, each refining or reshaping its rules. In 2023, Free League acquired the rights and reimagined the game as Dragonbane, distilling its BRP roots into something faster, lighter, and more accessible. While it retains the BRP hallmarks, like skill-based resolution, opposed rolls, it swaps out percentile dice for d20s and favors simplicity wherever it can.

While I’ve played my fair share of BRP-based games over the years, most of my fantasy RPG experience comes from Dungeons & Dragons and that likely shapes how I see other systems in the genre. That said, Dragonbane feels immediately familiar in all the best ways. Like older editions of D&D, character creation is fast and to the point: you choose a kin (i.e., race), a profession (class), some skills, and you’re good to go. It's more straightforward than making a character in RuneQuest and only marginally more involved than in D&D. You can feel the BRP ancestry throughout, but almost everywhere the system has been pared back to emphasize ease of play. The use of d20s streamlines resolution, and Dragonbane replaces modifiers with “boons and banes,” a system akin to advantage and disadvantage.

All of this is well and good, but what pleasantly surprised me was the combat system. I’m someone who often finds combat a necessary but uninspiring part of roleplaying games. I don’t dislike it outright, but I rarely look forward to it. In Dragonbane, though, combat has consistently been fun: brisk, dynamic, and full of opportunities for clever play. In fact, I’ve found myself anticipating combat encounters, which is not something I say lightly. It’s almost as if the Dice Gods are mocking me for having just written a post about my ambivalence toward combat mechanics. If so, I don’t mind. I’m grateful to have found a system that’s helping me understand what I do enjoy in RPG combat.

Each round, a Dragonbane can move and act. Special weapons or abilities can bend the rules in flavorful ways, but the core loop remains fast and approachable. Initiative is determined with cards rather than dice and reshuffles every round, introducing a layer of unpredictability. There are ways to act out of turn or swap initiative order, which adds some tactical flexibility. Beyond that, there are other mechanical wrinkles, such as morale checks, weapon breakage, special maneuvers, that bring the system to life without bogging it down.

That, for me, is what stands out about the Dragonbane combat system: it hits a sweet spot that’s hard to find. Too often, combat systems fall into one of two traps: they’re either so streamlined that they feel flat or they’re so loaded with options and subsystems that the pace suffers. Dragonbane threads the needle rather well in my opinion, offering just enough crunch to make combat engaging, but not so much that it becomes a slog. Whether this will remain my considered opinion over the long haul remains to be seen, but so far, it’s been a delight.

Thursday, March 6, 2025

REVIEW: Sun County

When RuneQuest burst upon the roleplaying game scene in 1978, it quickly became known for both its percentile-based skill system (which would later become the basis for Chaosium's house system, Basic Role-Playing) and its rich Bronze Age fantasy setting, Glorantha. Glorantha is steeped in mythology, both real and fictional, which not only distinguishes it from other fantasy RPG settings but has also made it one of my favorite imaginary settings of all time

Between 1979 and 1983, Chaosium released numerous superb supplements, many of them boxed sets, fleshing out Glorantha to the delectation of its growing legion of fans. Then, in 1984, Chaosium entered into a deal with wargames publisher, Avalon Hill, who'd publish a new edition of RuneQuest but stripped of Glorantha. Though the company reversed this decision later, its support for Glorantha was desultory at best, much to the disappointment of long-time devotees. 

I wasn't one of these devotees. I knew of RuneQuest, of course, but I was a diehard player of Dungeons & Dragons and indeed somewhat skeptical of RQ at the time. Consequently, I largely missed out on the game until the early 1990s, when Avalon Hill hired Ken Rolston to revitalize its version of the game. This he did through a renewed focus on Glorantha. His tenure kicked off a RuneQuest renaissance that gave birth to multiple excellent expansions of Glorantha, many of which are still regarded as classics. This was the period when I first fell in love with the setting, a love that has only grown in the three decades since. 

Currently, RuneQuest and Glorantha are undergoing what might well be called a second renaissance. Since the publication of RuneQuest: Roleplaying in Glorantha in 2018, Chaosium has released a steady stream of excellent new material for the game and its setting. Just as importantly, the company has made a lot of its older material available again in electronic and print-on-demand form, both through its own store and through DriveThruRPG. Its most recent classic re-release is Sun County, written by Michael O'Brien, with contributions from Rolston, Glorantha creator Greg Stafford, and others. 

Before discussing the contents of the book itself, I'd like to briefly comment on the 2024 remastering. The book's interior layout is clear and straightforward. It makes use of two columns and splashes of column – titles, headers and footers, tables, etc. It's been years since I saw the 1992 original, so I can't say if the use of color is new, but it's attractive nonetheless. There's a new foreword by Shannon Appelcline, which contextualizes Sun County within the larger history of RuneQuest (some of which I've mentioned above). As someone who enjoys learning about the history of the hobby, I love this sort of stuff and am glad it was included. 

Originally published in 1992, the 2024 re-release of Sun County is a 124-page sourcebook, packed with detailed setting material, rules expansions, and adventure scenarios. The first half of the book is dedicated to fleshing out the region of Sun County itself – its geography, culture, and history – while the second half presents a series of interconnected adventure that showcase different aspects of the rigid society of the Sun Dome Templars, a militant theocracy devoted to Yelmalio, Son of the Sun. As a setting, Sun County is one of isolationism and decline. The Sun Domers are a proud but stiflingly conservative people, desperately clinging to a past that has long since left them behind. Their deity, Yelmalio, is cold and indifferent sun and their stiff hierarchy, strict moral codes, and inflexible traditions make them an excellent counterpoint to the vibrant and increasingly chaotic world around them. Sun County leans into these themes, both in its descriptive text and in the several included scenarios.

From a presentation standpoint, Sun County stands out for its strong authorial voice. This is not an encyclopedic setting book filled with dispassionate information but rather a living, breathing culture, conveyed through in-character documents, legends, and anecdotes (as well as game mechanics). This has long been a hallmark of the better Gloranthan materials, but Sun County does it with a degree of clarity and usability that makes it, in my opinion, much more accessible than other books of this kind. The reader still needs to be already familiar with Glorantha, of course, but Sun County does a good job of explaining itself without too many references to other products.

The reader is treated to details about the cult of Yelmalio and related subcults, as well as the Sun Dome Temple itself, the seat of both religion and government within the County. Equally well detailed are its elite soldiers and citizen levies, which play significant roles here. A collection of random encounters and events serve both as sparks for adventures and to highlight unique aspects of Sun County, like the Yelmalian beadles who deal with unlicensed beggars or succubi who prey upon the sexually inhibited Sun Domers. These sorts of details flesh out the setting in straightforward, practical ways that I appreciate.

As I mentioned earlier, slightly more than half the book consists of adventures set in and around Sun County. Two of these pertain to a Harvest Festival in the town of Garhound, just beyond its borders. Garhound makes a great starting point for non-Yelmalian characters to visit the land of the Sun Domers. Another scenario affords characters the opportunity to become landowners in the County, while two further adventures concern the locating of lost artifacts associated with Yelmalio. There's also a collection of ideas for the Gamemaster to flesh out on his own. Taken together, these scenarios cover a lot of ground, though I do wish there'd been a few that dealt more directly with navigating the ins and outs of Sun County's often-strict society. 

The book features strong black-and-white illustrations by Merle Insinga and Roger Raupp (the latter of whom also did the cover) that reinforce the setting’s stark, sun-bleached aesthetic. The imagery depicts the militaristic and hierarchical nature of Sun County, though there are also plenty of pieces that highlight other sides of the setting, like the contests of the Harvest Festival and the hidden threats to the region. The maps, though functional, are generally not as evocative as those found in earlier, Chaosium era products like Pavis or Big Rubble, but they serve their purpose well enough.

Sun County is a great setting book. It captures something rarely seen in RPGs: a genuinely believable culture, shaped by its environment and history, filled with tensions that make it ripe for adventure. This is precisely the kind of supplement I like, where cultural and philosophical conflicts drive the action as much as physical threats. More than thirty years after its original release, Sun County holds up very well. Its portrayal of the Sun Domers is compelling but nuanced, like the best Gloranthan supplements, then or now. It makes a great addition to any campaign set in or near New Pavis and the River of Cradles. Sun County's main downsides are that it was written for RuneQuest's third (Avalon Hill) edition and, as such, its game statistics and the political situation depicted within it will need to be updated if used in conjunction with the current version of the game. That's a small criticism of what is otherwise an excellent and well-presented supplement. I hope its publication is a portent of more to come in this vein from Chaosium.

Tuesday, September 17, 2024

ElfQuest Returns

I've been an admirer of Chaosium boxed sets for a long time and consider many of them to be among the best RPG products ever released. That's why I was very quick to snap up the 40th anniversary reprint of Call of Cthulhu the company announced in 2021. Building on that success, Chaosium announced another re-release of a classic Basic Role-Playing-derived game, ElfQuest.

The remastered set will come in a 2" box and include not only the 2nd edition ElfQuest rulebook and related materials, but also The ElfQuest Companion, The Sea Elves, and Elf War supplements. Though I don't count myself a fan of ElfQuest, this announcement nevertheless makes me very happy. I love it when old RPGs are faithfully re-released for a new generation of fans to discover and appreciate. Chaosium has a very good track record when it comes to projects like this, so I think anyone who is an ElfQuest fan would do well to take a serious look at this.  

Tuesday, September 3, 2024

The Articles of Dragon: "Call of Cthulhu is a Challenge"

"Dragon's Augury" was the name given to Dragon magazine's recurring review section. At the time I first encountered it, "Dragon's Augury" had no single, dedicated reviewer. A different contributor reviewed each featured gaming product, though there were often contributors whose names I'd see quite regularly, such as Tony Watson and Ken Rolston. 

Sometimes, though, there'd be a review from a notable figure within TSR, like Gary Gygax, and these naturally caught my attention. A good example of this occurred in issue #61 (May 1982), in which David Cook, author of one of my favorite AD&D modules, wrote a review of the newly released Chaosium RPG, Call of Cthulhu. By the time this review appeared, I already owned a copy and was a great fan of it. Nevertheless, I was very curious to hear what Cook might have to say about it.

Though Cook had a lot of positive things to say about Call of Cthulhu, the overall tenor of his review could probably be called "mixed." After providing a nice overview of both the works of H.P. Lovecraft and the intended playstyle of CoC, he launches into his dissection of the game's flaws. For example, he points out that, while short, Basic Role-Playing, is not very complete, with many ambiguous rules. The same is true of the Call of Cthulhu rulebook itself, which, in addition to ambiguity, includes editorial errors that further contribute to its lack of clarity. In particular, Cook notes that the game's combat system lacks, among other things, "rules for how to deal with cover, movement, surprise, or other situations" that might come up in a fight. 

Cook singles out A Sourcebook for the 1920's as "the weakest part" of the boxed set. Its contents, he believes, appear to be little more than "notes and unfinished design work." He finds the alternate character generation rules – one of my favorite parts of the book – to be "inadequately explained" and a source of confusion. Another bone of contention is the game's lack of rules for generating and handling human NPCs, whom Cook imagines will play important roles in any Lovecraft-inspired adventure. Speaking of which, Cook speaks highly of the sample scenarios included in the rulebook.

The review is fairly lengthy and detailed, but it generally goes on in this direction. I get the impression that Cook, as a fan of Lovecraft, may have had high, or at least very specific, hopes for what Call of Cthulhu should have been like and those hopes were not fully met. Even so, he acknowledges that "when played, it's fun." He does caution that, because of its rules gaps, it demands a lot of the referee. Consequently, Call of Cthulhu "is a good game for experienced role-playing gamers and ambitious judges, especially if they like Lovecraft's type of story." 

As I mentioned, I already owned a copy of Call of Cthulhu by the time I read this review and was slightly baffled by it. My friends and I had been enjoying it without noticing any of the problems Cook pointed out in his review. That's probably because, as young people – I would have been twelve at the time – our grasp of the rules as written was not always the best and so we frequently made things up when we needed to do so. By contrast, Cook was already an accomplished game designer with a lot of experience both as a writer and a player of both wargames and RPGs. This undoubtedly colored the way he wrote his review, something I didn't appreciate at the time.

I also couldn't fathom why Cook had so many critical things to say about the game, despite his admission that he had found Call of Cthulhu fun in play. If he enjoyed the game, I thought, why point out its flaws? For that matter, how had he even noticed them in the first place? I thought about these and other related questions for some time afterward, which is precisely why I still remember this review more than four decades later. David Cook challenged my own assumptions and blind spots. He'd dared to say critical things about a new game my friends and I had enjoyed. In retrospect, I realize I learned a lot from his approach, even if, in 1982, it made little sense to me. 

Friday, May 31, 2024

REVIEW: Basic Roleplaying Universal Game Engine

When it comes to venerable roleplaying game systems, the percentile skill-driven one first introduced in 1978's RuneQuest is unquestionably one of the most enduring and influential. Two years later, Chaosium released it as a separate 16-page booklet entitled Basic Role-Playing, which it then used as the foundation upon which to build many other classic RPGs, from Call of Cthulhu to Stormbringer to Worlds of Wonder. In the years since, many other games published by Chaosium and other companies have either directly made use of these rules or have been inspired by them. Like D&D's class-and-level system or the point-buy system of Champions, there can be no question that BRP is a mainstay of the hobby.

Consequently, I was not at all surprised when Chaosium announced last year that a new edition of the game system would be released and released under the Open RPG Creative (ORC) License so that third parties could freely produce their own RPGs using this time-honored system. Of course, this latest iteration of Basic Roleplaying – take note of the disappearance of the hyphen – is a lot beefier than its original iteration. Weighing in at 256 pages, this latest version of the game is, in some ways, a bit more like GURPS in that it offers a large menu of rules options to choose from in creating one's own skill-driven RPG. This is a toolkit and not every tool is needed for every BRP-based game or campaign. 

Despite the wide array of options available, drawn from an array of sources, the fundamentals of BRP remain largely the same since their first appearance more than four decades ago. Characters possess seven characteristics – Strength, Constitution, Size, Intelligence, Power, Dexterity, and Charisma – and a number of points with which to purchase skills. However, how those scores are generated, how many skills points are available, and so on are subject to multiple options. There are even optional characteristics, like Education, that a referee can choose to use if he so desires. The skill list, too, is customizable, as are the "powers" available to characters, like magic, mutations, or psychic abilities. This level of customization sets the tone for the entire book, hence my earlier reference to GURPS.

It's important to point out, though, that Basic Roleplaying includes lots of examples and advice throughout, in order both to illustrate the range of options and the pros and cons of making use of them. This is important, I think, because the book is dense and I can easily imagine that its density might be off-putting to newcomers. Even with all of the examples and advice, this probably isn't an easy book for inexperienced roleplayers to digest. There's a lot within its 256 pages and, while clearly written, even I found myself frequently flipping back and forth between sections to make sense of what I'd just read. I don't mean this as a damning criticism, but it's a reality nonetheless.

Ultimately, this is a danger all "universal" game systems must face. In an effort to include rules and procedures for anything that might come up in genres of games as different as fantasy and science fiction or modern-day and ancient world, the page count will inevitably rise. This is especially true for a game system like Basic Roleplaying, whose overall philosophy tends toward simulation, especially with regards to actions like combat. When one takes into account all the options available for nearly everything – including options that simplify the rules – the end result is undeniably ponderous. 

Again, I say this not as a criticism but rather as an observation. Anyone who's played more than one BRP-based game knows how much they can differ from one another, in terms not just of content and focus but also in terms of complexity. Combat in RuneQuest, for example, is vastly more complicated than in Call of Cthulhu, never mind Pendragon. Yet, all three RPGs share unmistakable similarities that make it easier to pick up and play one if you already know how to play another, despite their differences. Basic Roleplaying provides rules, options, and guidance for building games as distinct as these and many more. I was genuinely amazed by the range of alternatives presented in this book, which is indeed a great strength. With this book, a referee would have no need for any others in constructing the BRP RPG to suit him and his players.

As a physical object, Basic Roleplaying is impressive, too. I own the hardcover version, which is sturdy and well-bound, with thick, parchment-like paper. The book is nicely illustrated with full-color art throughout. The layout is clear but dense, with the text being quite small in places (praise Lhankor Mhy for progressive lenses!). I haven't seen the PDF version, so I can't speak to its quality, but I cannot imagine it's much different. Since almost the entirety of its text has been released under the ORC License, you can take a look at its System Reference Document to see exactly what the book contains. If you do so, I think you'll understand what I mean about its density. At the same time, I'm very glad I own a physical copy of the book, but then I'm an old man who hates reading electronic documents, particularly long and complex ones like this book.

All that said, Basic Roleplaying is an excellent resource for anyone interested in using BRP for their own campaigns, regardless of the setting or genre. I highly recommend it.