Chaosium Digest Volume 21, Number 10 Date: Sunday, September 14, 1997 Number: 3 of 4 Contents: Review: My CoC Collection (Eamon Honan) CALL OF CTHULHU -------------------- From: "Eamon Honan" Subject: Review: My CoC Collection System: Call of Cthulhu In my just over two years I've amassed a pretty large amount of Cthulhiania, mostly games related. So out of sheer boredom and the goodness of my heart here are capsule reviews of just about every book I can find in my collection. Note: I haven't run all this stuff nor have I used it all. Key: [J] - I have used extensively/run completely and in the original form. [K] - I haven't used, but have cannibalised for ideas/characters. [L] - I didn't consider worth using. [#] - I have used a little/run in a modified/shortened form. [?] - Stuff I haven't run yet. NOTE TO PLAYERS This article is intended for those poor barely sane overworked sods who usually shell out for this kind of stuff, that is Keepers. I have a fairly extensive collection of gear and it is possible that I may spoil some of the surprise for you if you read this article, you have been warned. One last point, this article was written based on the assumption that the average Keeper is smarter then the average player. No disrespect to CoC players intended, but we're smarter than you are, honest. Of course this is a personal opinion, and is of course open to debate. When I aired this particular opinion with two of my players one of them pointed out a certain flaw in my reasoning. "If you're so smart how come we come to your house every week and play for three hours, have fun, enjoy ourselves, and go away and live relatively normal lives for the rest of the week, while you spend your time trying to find out how to escape 19th Century Russian prisons or nwhat sort of tortures the Spainish Inquisition used." Any Keeper with a sort, pithy response to this particular line of argument will earn my eternal gratitude. Answers on a postcard please. ** NON-CTHULHU BOOKS ** REFERENCE BOOKS A 1934 Streetmap of Chicago [J] A gift from a kind-hearted distant relative of mine who works for the Chicago Tribune, here as an example of how you can use a period document to engage the players. This old map has seen more car chases then you've had hot dinners. The Bootleggers [J] (Arrow Books) Kenneth Allsop's brilliant book on Chicagos' gangsters in the 1920's. Essential reading for gangster campaigns. Long, but very detailed. Encyclopedia Brittanica CD [J] Just about the best general reference book you will ever find ever. With the option of using either the macropedia or micropedia you can get as much or as little information as you like. As a rule: clear, accurate and unbiased. The print version is bulkier (it takes up two shelves in my room) but just as informative. Find out about Secret Codes and Messages [#] (Treasure Press) A kid's book, but with more then enough material to keep an budding cryptographer going. I use it mostly for secret cultist stuff and as a guide for creating believable weird languages for translation. Nice, but hardly essential. Funk & Wagnall's Encyclopedia [J] (as part of the Infopedia CD package) Useful for filling in the gaps in my knowledge of American History and Americana in general. No where near as useful as the Briattanica however, though the pictures can be printed out and used for other purposes (I've used several 19th century Prohibitionists as cultists). Illustrated History of Small Arms [J] (Tiger Books International, London) Everything you ever needed to know about guns and then some. Also useful when you need to go to the toilet/get some food; my players go through it while I'm gone and look at the pretty pictures. Again, accurate and clear, covering all major firearms from muskets to assault rifles, so you only have to buy one book no matter what era you play in. Also includes statistics for most weapons (calibre, rpm, magazines, etc) making it relatively easy to extrapolate CoC stats. Instruments of Terror [#] (Vision paperbacks) An easily accessible look at how modern terrorists and cultists work, with particular attention being paid to the possibilites of weapons of mass destruction in their hands. Chilling stuff, useful for 1990s Keepers. New Larousse Encyclopedia of Mythology [J] (Hamlyn) All you ever wanted to know about world mythology and then some. Plenty of material for Keepers to work with here. Casual occultists may want to look for a less expensive and weighty volume, however. Obscure Deseases of the Abdomen [K] A gift from my father (Thanks Dad!). The only book more horrifying then the Necromonicon. Useful for icky medical sounding terms for use in autopsy reports. OTHER GAMES GangBusters [J] (TSR) I got my hands on a copy of the 2nd edition. Increibly useful for anybody running a gangster oriented 1920s campaign. It describes Lakefront City (a thinnly disguised Chicago) and provides plenty of scenario ideas, npcs (including two gangs, independents and police), and an array of low dives, ritzi nightclubs and hideouts to suit anybody's taste. It also includes good information on living in the 1920s as well as workable rules for dealing with numbers rackets, bootlegging and other such stuff. Highly recommended. GURPS Cliffhangers [J] (Steve Jackson Games) A useful potted guide to the '30s for more action oriented investigators. Invaluable for any Keeper wishing to run more "two-fisted" scenarios then the norm. I've used it to run a couple of one shots using my own "Full-Auto" CoC Action Movie System (see V13.6). Chock full of weird and wonderful ideas. Indiana Jones and the Rising Sun [#] (West End Games) An occidental Keeper's potted guide to Japan in the '30s. On the one occasion the investigators did visit Japan I was able to make the place seem relatively real and distinct from other nations, without having to structinise long winded academic treatises on the correct way to recite Haiku or eat Sushi. Though I did have to fall back on my knowledge of Mr. Moto films at one point (*shame*). ** CALL OF CTHULHU GAME BOOKS ** CTHULHU: 1990s The 1990s Handbook Supplement [J] "How to Kill things in the 1990s" would have been a better title. The information on guns and the military is useful for anybody running military/mercenery games (I've run a couple of Merc:2000 one shots using these rules). There is some infromation on organised crime and hit locations. The Story Seeds were pretty miserable, any decent keeper could have come up with them in the space of an hour. Surely the space could have been filled with a single scenario, rather then this padding? There is also some information on computers, that is again pretty basic, but functional, though I'm sure a computer literate Keeper (unlike myself) could come up with a better system. All-in-all a disappointing product from a CoC point of view, but useful in other ways. A Resection in Time Mini-Campaign [J] An excellant introductory scenario for novice players, particularly due to its "X-Files-sy" atmosphere. With dozens of handouts for puzzle solvers to muddle through, characters for roleplayers to interact with, and bad guys for computer gamers to kill (or at least try), it has something for everyone. Ideally suited to beginners, as it introduces them to the Mythos without giving them any major tomes and gives them a hint of what is happening in the "big picture" vis a vis us and the Old Ones. Playable in about 8-10 hours. Utatti Asfet Campaign [L] I'm sure this a playable campaign and that it would prove a highly enjoyable one to the players. However the style of the campaign just doesn't sit right with me. There are too many non-Mythos magical elements (voodoo, Egyptian mythology, and Tongan Shark Cults) given credence to satisfy the Mythos purist in me. This is purely a personal prejudice on my part, though I must admit the campaign did seem stylisticly speaking to be closer to early '80s horror movies than Lovecraftian Horror, and the mind boggles at the thought of any Keeper seriously contemplating using a Hunting Horror as part of a Mardi-Gra float. Not my kind of thing, but then again that's just me. CTHULHU: ANY ERA Keeper's Compendium Supplement [J] A non-essential reference work for Cthulhu. The best section is about Forbidden Books, expanded and more detailed than the Mythos Tomes section of the CoC Rulebook. There are also sections on Cults, Beasties, and Mythos Sites. What really makes this book shine is the fact that it gathers together all the material from the stories and organises it into categories, which allows you to fiddle with it and dismember it and put it back together, without having to trawl through them. My copy is very well thumbed. Strange Aeons One-Shot Scenarios (3) [J] Three adventures. One set during the Spainish Inquisition, a sparkling scenario, great fun (in the early stages it resembled our early Paranoia games, "Heretic!"--The Inquisition is your friend), with a tip of the hat to one of Bram Stoker's oft-neglected characters. One set on a Lunar base in 2010, that I found unappealing and will probably never run, again a strictly personal prejudice--anybody who liked some of the cornier Dark Conspiracy games will like this. The last scenario I itch to run and will do so soon. Set in Elizabethan London, to a background of plague and ignorance, it mixes some wonderful settings around the city and offers the chance for any of the players to exercise their Errol Flynn fantasies with a good swashbuckling climax. Taint of Madness Supplement [J] I must admit it was strictly the completist in me and the fact that Shannon Appel's name was on the front cover that got me to buy this. I was pleasently surprised; time spent in asylums was glossed over in my games up to then. Now, armed with a full knowledge of the sort of torture I could legally inflict on my players, it crawls by with the speed of a snail doing the run from Siberia to Moscow. Basicly it boils down to the following: incredibly detailed information on aslyums and insanity in general and the legal implications of insanity and the way it was treated through the ages. The 1890s scenario shines; insanity at close quarters is twice as scary. The 1920s and 1990s scenarios are competant, but uninspiring. The physciatric interview is particularily well dealt with and is now a permanent feature of my games. The book also includes complete statistics for numerous asylums scattered across the world, useful for globe trotting and mentally unstable investigators. Tales of Terror Supplement [J] A collection of scenario ideas for CoC, all based around a beginning with three different endings and/or explanations. Adaptable to just about all eras and situations. All of these can fleshed out in about 15-20 minutes. Some are duds, others are bloody good. CTHULHU: 1920s The King of Chicago & ... Mini-campaign/Suppl. [K/J] I don't know quite what to make of this, but I think it's brilliant. The book consists of two long scenarios that could be run over two-three sessions or could be stretched out to last for a whole campaign, as a sort of background story to scenarios set in the same milieu. The section on Marseilles is excellent, the criminal gangs of the port city and the gangster sub-culture is very well dealt with. I always knew the French were aliens! The section on Chicago is nowhere near as good. I just took the characters and used the gang war as a background against which to set a short Chicago based campaign. One niggle is the fact that it doesn't make it clear that the Chicago Police were incredibly corrupt, and that well-heeled investigators could literally get away with murder. Also the Mythos involvement seems pretty incidental to the gang warfare. There is also a small section on the economics of crime at the back, as well as black market weapons. Nice, but hardly essential. Buy this book, if only for the Marseilles section. Fearful Passages Scenarios(10) [#] A collection of ten scenarios all centered around travel in the twenties, each scenario taking as its base a different form of travel. As a rule the scenarios are good, suited to a mixture of playing styles. You'll find something you'll like in this for sure. "Slow Boat" - Full of pathos, horror, and dark romance, it terrified my players. It's nice to know somebody else knows Zothique exists as well. Evokes C.A. Smith's world very well. "Furious Driving"/"Along the Indus" - Two scenarios for investigators of a more philosophical bent, focusing on personal horror and enlightenment. A must for the more jaded CoC players. "Armoured Angels"/"Sleigh Ride" - Real Boy's Own paper stuff. Two excellent adventures for the physically inclined. Sleigh Ride is almost a mini-campaign, depending on whether the Keeper uses all of it; it would make an interesting addition to The Compact Trail of Tsathoggua. Both the adventures use their respective settings very well (India/Bolshevik Russia) with plenty of opportunities for roleplaying as well as adventure. "Fear of Flying"/"The Iron Ghost"/"Rigid Air" - Good quality standard Mythos stuff. "Crash Dive" - An excursion rather then a scenario, suitable for when not everybody can make it. However, the Dream Plate can easily be swapped for whatever Mythos doodad the investigators are after at the moment and can be tacked on to an existing campaign with ease. Also useful for allowing the investigators to pick up some diving skills. "Auto Chase Rules" - A two page appendix, simple and relatively streamlined while maintaining suspense for gangster/action games. Recommended. Fatal Experiments Suppl./Scenarios (3) [J] An unusual book, composed of some new weapons for CoC (with pretty pictures) and three scenarios. "New Weapons for CoC" - Deals with black powder guns and weird weapons, as well as big game shotguns and the dragon's breath round (decide whether you want your players to have this or not; mine couldn't live without them). Nice but hardly essential. "Tatterdemalion" - An excellent scenario centred around The King in Yellow. Keepers who are going to run it might look up the Annotated Unspeakable Oath #1 for some extra stuff on Carcosa. A weird trip with some excellent role-playing opportunities. "The Songs of Fantari" - A scenario ideally suited to novice players, giving an unusual introduction to the game. A strange close up look at an often over-used Mythos race. "The Lurker in The Crypt" - A lengthy and very deadly adventure that can be coupled with The Wail of the Witch from Curse of Cthulhu very easily. An interesting adventure, however there are two major pitfalls in it. It must not be allowed to degenerate into a "dungeon bash" and it must be made clear to the investigators that they will die unless they seek official help, something my players were very loath to do. The Compact Arkham Unveiled Supplement [J] An essential item for any beginning Keeper. With the adventures in the CoC Rulebook and this book, any Keeper will be well prepared to start an Arkham based Lovecraft Country campaign. The book consists of a catalogue of the city and all its Mythos sites, as well as the inhabitants. Plenty of campaign material. The London Guidebook Supplement [#] A comprehensive Guidebook to London in the 1920s. It covers the capital well and will well serve any Keeper too short of time to do his own research. Covers all aspects of 1920s London life and contains maps and illustrations that you can photocopy and use. Also contains one rather lack-lustre adventure. Manages to impart some of the atmosphere of the city, however I'd recommend checking out the city itself and any old films featuring it (anything to do with Basil Rathbone or Sexton Blake is a good bet). Cthulhu Casebook Scenarios (9) [J] Seven scenarios and two mini-campaigns running the gamut of CoC playing styles and subjects, with everything from world threatening horror to small town fear. An excellent buy for any beginning Keeper, as it provides her with a good base on which to build, most of the adventures being textbook examples of good CoC. A Campaign could very easily be cobbled together from these scenarios, and with a little work this book could keep an average group going for at least six months. Also included are Sinister Seeds (that's plot ideas to you and me - OK), Insta-plots (filler), Death Reports (nice, but not terribly useful), and The Ten Commandments of Cthulhu Hunting (very useful - my players swear by them and eaten every time). My first CoC supplement ever *sniff*. Escape from Innsmouth Suppl./Scenarios (2) [J] A good buy for anybody running a Lovecraft Country campaign. The corrupt township and its various denizens are dealt with in detail. Maps are provided and the whole place is dealt with comprehensively and well, with interesting supporting characters and sub-plots. The book contains two scenarios and three pages of ideas for others. However it would be a good idea to allow the characters to explore Innsmouth first, as after the first scenario they will be unable to return. The second scenario, however, is a real gem, a recreation of the 1928 federal raid on Innsmouth. The investigators are split up amongst the attackers and other players take the part of minor personalities in those forces (marines, submariners, etc), the action cutting from each assault group like a well cut film. The idea of supporting characters is an excellent one and one I've used again, allowing the players to really cut loose for once and have fun. The novelty of being part of Lovecraftian "history" really seemed to make it more enjoyable, to the extent that during the Arkham section of A Resection of Time, one of the players (the only who had been there) went to the now ruined Innsmouth... just to gloat. All in all an excellent supplement. [Editor's Note: A new, expanded edition of this is going to press very soon.] The Cairo Guidebook Supplement [#] A very well researched book, covering just about everything you ever wanted to know about Cairo during the 1920s. The only problem is that the whole thing is so chock full of information that you have to keep flicking through the index to find stuff, which can break the atmosphere. To get the full use out of this book, you would have to be setting a campaign or at least a good portion of it in Cairo. A scenario would have been nice (it helps to let players get the feel of the place through play ). A very well produced book, but non-essential to the casual visitor to Cairo; watching Death on the Nile and The Ghoul and grabbing a book on Eygptian archeaology from the library every so often will do. Return to Dunwich Supplement [#] A comprehensive tour of the sites and personalities of the township of Dunwich. No scenarios as such are included, though all the data required to re-stage the events in the story are gathered together in an appendix at the back. The organisation and layout of the supplement encourage a sort for meandering approach to the investigation of Dunwich's various horrors. This not being to my taste, I haven't used it as much as it deserves. However, given a bit of work, I'm sure a Keeper could concoct a scenario that would have the investigators scurrying about the countryside in fear of there lives. There is plenty of material in this book, with no one Mythos God or Beastie being the source of all the horror. This, as well as the mundane Rural Gothic Horror that infests the place, adds considerably to the longevity of the supplement. Not to my taste; I am far too much in love with cities to remain in the country for long. Curse of Cthulhu Campaign/Scenarios (3) [K] I haven't played the campaign in this volume; however I have used the NWI and Hauptman (with a touch of the hat to Bela Lugosi and Gary Aldman's Dracula) and his castle. The campaign seems well put together and eminently playable (the Celeano chapter needs rewriting--it hardly seems atmospheric enough--but that's another personal gripen), though without playing it I can't really judge. It would prove a much easier feat for a novice Keeper to run then The Masks of Nyarlhotep while still having the majesty of the world shattering campaign. "The Case" - This scenario, based on The Strange Case of Charles Dexter Ward, is a must for Lovecraft aficionados, especially people who would recognise the story and enjoy the re-staging of a classic. Perfect as a one-shot adventure to be played at a convention or where CoC Keepers gather together. Definitely recommended. "The Wail of Witch" - A standard CoC adventure, partially based on The Dreams in the Witch House. A textbook example of what a CoC adventure should be, with a good mixture of investigation, exploration, and going very, very crazy. "The Haunted House" - A beautifully crafted adventure revolving around the haunting of a large country house. Not your standard fare and investigators will have to be very clever to solve this on their first try, due to the masses of investigation necessary and the non-standard source of the haunting. For any aspiring Holmes or Sexton Blake. It is a sad testament to my players failings that they burned the place to the ground in frustration after the third session. The Compact Trail of Tsathoggua Mini-Campaign [?] An unusual pair of CoC scenarios close in style to the story "At the Mountains of Madness". The planet is not threatened and survival and knowledge will be the player's only reward. However, the possibilities for investigation and role-playing abound. While I haven't played this yet, I'd say it would take about 10-12 hours play to go through, as written. Based on C.A. Smith's writings, this looks like a treasure of an adventure. The Thing at the Threshold Campaign [L] This campaign didn't appeal to me at all, which is a pity since I was looking forward to playing this amateur British effort. The whole affair seems to have been put together hastily. It requires the investigators to make several rather tenuous connections to complete the campaign. This is coupled with the use of Mah Jong at the end of the first section and a ridiculous parody of the Headless Horseman story. Stylistically it didn't appeal either. The idea of dispelling Nyogtha using what amounts to a "holy water mortar round" just doesn't seem right. In terms of presentation it was a far cry from the usual CoC layout; some of it being in grey sidebars that were hard enough to read while I was browsing through it, hardly conducive to a quick scanning in mid-game frenzy. I'd be delighted to hear from anybody who can prove me wrong about this, but I found the book very disappointing, but then again that's just me. The Complete Masks of Nyarlathotep Campaign [?] Someday when I'm all grown up and I have dedicated players, the skill, the tenacity and the two years required to play this monster, I will. Is it the best campaign ever written? I don't know. If it isn't, it's bloody close. A sheer work of art from beginning to end, it's an honour just to read it. The Everest of Call of Cthulhu... someday I shall be worthy. ** FINAL COMMENTS ** If I was a novice Keeper and I was planning on splashing out on a few supplements, knowing what I know now, this is what I'd get, in order: * Call of Cthulhu 5th Ed. Rule book - duh... * Arkham Unveiled - A base around which to set my first campaign. * The Cthulhu Casebook - An excellent collection of adventures to allow me to find my feet. * Escape from Innsmouth - Simply because it's excellent. That, for just under L50, should keep any Keeper going for at least a year and a half, assuming she isn't without a scrap of adventure writing talent. EAMON GETS COWARDLY Before a great wave of fellow Cthulhu fans bury me beneath a kicking, clawing, biting mass of avenging gamers for having the temerity to criticise their favourite supplement or campaign... I'd just like to say that the above is simply my opinion and I am deeply sorry if I have offended any writer of CoC by criticising his/her "baby". To my fellow Keepers that's my two cents... take it as you will. To any players who happened to have learned something they shouldn't have, you were warned. --