I want to spend some time with one of the newer RPGs in Bloat Games' line of SURVIVE THIS!! Today I want to look at their modern monster-hunting horror game What Shadows Hide.
I say "newer," but these have been around for a bit. There are two books in the line, the Core Rules and the Cthulhu Sourcebook. For the purposes of this review I am considering both the PDF and Print versions of these books. There are at this time no Print On Demand versions, I bought these from Bloat Games at Gary Con in 2022.
SURVIVE THIS!! What Shadows Hide: The Roleplaying Game250 pages. Black & White cover and interior art.
$9.99 PDF.
If you have followed any of my reviews of the various Bloat Game offerings then you will know that I am a big fan of their games and the SURVIVE THIS!! system that powers their games. Like the previous games (in particular Dark Places & Demogornons and We Die Young) this is a horror game. Though the feel to this one is a bit different. This is not the 1980s or 1990s anymore, this is a game with real stakes, real horrors and people dedicated to fighting them.
Up front, if you have played or own any of the other SURVIVE THIS!! games then a lot here will feel familiar. The rules sections are largely the same as are the rules for creating characters, combat, and some of the monsters. This time the authors address this and mention this is done for maximum compatibility between the game lines. You can take classes from any SURVIVE THIS!! game and use them here and visa-versa.
The joy of this game though is what it brings that is new. And there is plenty of that.
The game largely follows a similar path to that first taken by the Chill RPG. You have professionals working in various areas of the government (or other places) and they interact with an organization known as C.A.R.E., Conservers of the Ancient Realm of Earth. Think of them like BPRD, SCP, or even good old SAVE. Many characters will be involved with C.A.R.E., but you don't have to do that in your games (CARE-less?), the point is there is a connected group that does it's best to fight back against the monsters of the night.
Character Creation
Characters can have a Race, Occupation, and a Class. Races include Dimensional Forsaken (Angels and Demons), Doppelgangers, Fairies, Ghosts, Ghouls, Greys, Half Mer-men, Humans, Jari-Ka (Mummies), Negator, Reptilians, Vampires, and Were-beasts. This moves it a little further afield from Chill and into World of Darkness territory.
Occupations have a random table with how much they make each year.
Classes include Academic, Arcane Thief, C.A.R.E. Field Agent, Exorcist, Medium, Monster Hunter, Mystic, Necromancer, Occultist, Paranormal Investigator, and Void Master. Some of these are from other books, but pay attention to the details as some do feel different.
Character creation follows the same process as other SURVIVE THIS!! games and by extension most Old-School games. Attributes are covered which include the standard six, plus the "Survive" attribute common to all SURVIVE THIS!! games.
Like the other games in this family, Hit Points start with a 2d6 and increase by 1d6 per level, regardless of class or race. Combat can be pretty deadly in these games for people used to the hardiness of even Old-School D&D characters.
Character creation, spells (rune tattoos), skills, and Equipment cover the first 140 pages of the book, so a little more than half.
Rules
Here we get our rules for playing the What Shadows Hide game. We get an overview of game terms, which is nice really. Rules for Curses, Exorcisms, and Madness are covered. Similar to the rules found in We Die Young. It looks to me like they could be backported to DP&D rather easily.
There is a fair number of combat rules. Likely this has come about from the authors' experiences with their other game Vigilante City.
We also get rules for XP & Leveling Up and Critical tables.
The Setting of What Shadows Hide
This is the real treat of the book. What makes this one different than the others. The world is filled with monsters, aliens, and other threats to well well-being of humankind. It is largely up to the characters (and those like them) to keep the world safe. Here we get into detail about C.A.R.E. and other organizations. We also cover the cults and organizations the characters are most likely to encounter and how to deal with them.
At the end of the book, there is a section of adventure seeds. There are some monsters here, but they are directly related to the adventures. For more monsters, you will need the second book in this line, the Cthulhu Sourcebook, or grab one of the other Survive This!! books such as the wonderful DARK PLACES & DEMOGORGONS - The Cryptid Manual are an excellent choice.
There is a bit here that can be found in other Bloat Games' Survive This!! games. But that is fine, because as an author/designer/publisher, you never know what someone's first book is going to be. So I am perfectly happy with seeing the Mystic again for example. Each book/game does add more to the sum total of the Survive This!! experience, so even in a class I know well (hello again Mystic) there is something new and often something a little different.
You can use all the games interchangeably, along with supplements made for the individual lines.
A quick read through the book at Gary Con 2022 and I knew right away I could use this core book to recreate any Chill or Conspiracy X game I played in. If I wanted to recreate ay Call of Cthulhu game, well for that I would need Book 2 in the series.
I agree about the greatness of this game!
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