Another blogfest.
But this one is only for one day and not till May.
http://alexjcavanaugh.blogspot.com/2012/04/friendly-to-z-challenge-and-next.html
Looking forward to it!
Friday, April 6, 2012
F is for Faery's Tale
Fairy tales do not tell children the dragons exist.
Children already know that dragons exist.
Fairy tales tell children the dragons can be killed.
-G. K. Chesterton (attributed)
The biggest Fantasy RPG of history, Dungeons and Dragons, shares many of the same elements of faerie tales, but D&D can be hard to learn, difficult to master and sometimes even scary. Not the game you might want to introduce a 6-year old to.
Well thankfully there has been a trend in the last few years in gaming; the trend to write games for a younger audience. Faery’s Tale represents one of the best of this trend.
Published originally by Firefly Games, http://www.firefly-games.com/, and presently by Green Ronin, Faery’s Tale is an enchanting game great for kids, and sophisticated enough for adults.
For starters you play a faery, a denizen of the Bright Wood. You can play a Friendly Faery like a pixie, sprite, brownie or a pooka. Or you can play a Dark Faery like a fallen faery or a goblin. You can encounter intelligent animals, other faery types, hags, witches, trolls, even humans and dragons.
Characters are defines, stat wise by their Attributes (Mind, Body and Spirit) and Gifts (magical abilities). There are also boons, titles and charms. Archetypes are called “Patterns” and think it gives it a nice mystical feel. Some faeries have natural gifts, others can be “bought”. Titles can likewise be bought.
The rules themselves are very easy. It is a simple dice-pool system based on the number you have for your necessary Attribute and Gift. So sneaking past a sleeping dragon might need Body and Acrobat. So if your faery has a Body of 2 and Acrobat 3 you roll 5 dice. Odd numbers are not counted and evens are a “Success”. The Narrator or Game Master decides how man Success are needed to complete the task. So she decides 3 Success are need to sneak past the dragon then they need at least 3 dice to come up to even numbers. A 6 “explodes”, allowing you to roll it again for maybe another success. That simple. All sorts of contests can be resolved this way.
The book gives all sorts of examples of play and suggestions, all the while never forgetting that the target audience for this is children and their adults.
Frankly. I love this little game. Like many I think I bought it to see what I could mine for other games, but finding not only a good little game but an extremely well written and though out one that works for both children and adults.
If you have young children that you want to introduce to gaming, then this is the game for you.
I also have to add. The art in this book is fantastic. It captures the feel of the game perfectly.
I can see using this in conjunction with or even as a part of another game. Something like Witch Girls Adventures, Ghosts of Albion or even D&D 4.
Thursday, April 5, 2012
E is for Eldritch
Eldritch
I love that word. So much cooler than "magic" or even "arcane". Eldritch implies something old, even occult. If you put the word Eldritch in your book's title, chances are not just good I'll look at it, it is nearly a guarantee.
Eldritch Wizardry
This is one of the first books I ever got for OD&D. It took me a bit to realize that OD&D was essentially the same as Holmes Basic D&D (I had not gotten my 3 LBBs yet). But I loved this book all the same. It introduced Druids (which I played like a witch), psionics and demons to D&D. I had of course already seen all of these in AD&D, but to have this little book was like finding some lost, eldritch even, treasure.
Of course I could never buy this one near me. The cover prevented that, heck even the game store I ordered it from (which would late go on to become my Favorite Local Game Store) even kept it behind their counter. Thankfully I had parents that didn't mind me spending my hard earned money on this stuff and I think I paid 18.00 for my old copy. Which at the time seems insane for such a small book! (1985).
Today, good copies are much more expensive and even fair quality ones go for more than twice what I paid.
Despite the fact that the "D&D" I play now is fairly far removed from this book, and other books have super-ceded and surpassed it, I still like to pull it out every so often and remind myself of the wonder it used to bring me and how can I capture that same feeling for others. Plus I am convinced that this cover inspired this newer picture of Demogorgon (who was introduced in this book) from Hordes of the Abyss.
Eldritch Secrets Vol 1.
This extremely attractive book is full of all sorts of new spells, feats and magic items for all the spell-casting classes in Pathfinder (or the 3.x product of your choice).
The vast majority of this book is devoted to spells and there a spells here for every need and situation. There a few new feats and some magic items, but the spells here are the main course.
There are several useful Appendices including Spells by Descriptor, School and use.
At 12 bucks this product is not exactly a steal, but really, really close. The art and layout is fantastic and you get a printer friendly version as well.
Eldritch Witchery
This is the only book in my list here I have not bought. That is because I wrote it!
It is due out from Elf Lair Games sometime (it's still in editing and layout).
With this book I wanted to capture everything eldritch about the witch class. So unlike some of my other books, this book also has a Warlock class. It is also different from my Basic D&D book "The Witch". Though all three classes together would make a nice full picture of the witch as she has appeared through out the history of RPGs.
Plus this book is designed to be used with the Spellcraft & Swordplay game. It *can* be used with OD&D/S&W, but you would need to modify somethings a touch.
Obviously this is my homage to Eldritch Wizardry, though there is plenty more to my EW. No psionics.
Other "Eldritch" Games
I also bought these games based on the title alone.
Monte Cook's Book of Eldritch Might and The Complete Book of Eldritch Might.
The definitive sources for magic in the 3.x game. I have these, but never really used them very much. They were great reads though.
Eldritch Role-Playing System
I agree with what some others have said, cool concept, cool game, bad layout. Still though. There is some very cool ideas here. I enjoyed it and can mine it for ideas for other games.
Eldritch Ass Kicking
This is a rather cool game of magical battles. I got it when it first came out, but forgot about it. I looks like a very fun game or maybe even ideas for a sub-game in a larger magical based one. I do like how the skills were used and how it is expected that wizards do everything with magic. So this not a magic-lite game!
I also love the art work, but I have been a fan of Thomas Denmark's art for a long time.
There are even some add-ons for the game.
I love that word. So much cooler than "magic" or even "arcane". Eldritch implies something old, even occult. If you put the word Eldritch in your book's title, chances are not just good I'll look at it, it is nearly a guarantee.
Eldritch Wizardry
This is one of the first books I ever got for OD&D. It took me a bit to realize that OD&D was essentially the same as Holmes Basic D&D (I had not gotten my 3 LBBs yet). But I loved this book all the same. It introduced Druids (which I played like a witch), psionics and demons to D&D. I had of course already seen all of these in AD&D, but to have this little book was like finding some lost, eldritch even, treasure.
Of course I could never buy this one near me. The cover prevented that, heck even the game store I ordered it from (which would late go on to become my Favorite Local Game Store) even kept it behind their counter. Thankfully I had parents that didn't mind me spending my hard earned money on this stuff and I think I paid 18.00 for my old copy. Which at the time seems insane for such a small book! (1985).
Today, good copies are much more expensive and even fair quality ones go for more than twice what I paid.
Despite the fact that the "D&D" I play now is fairly far removed from this book, and other books have super-ceded and surpassed it, I still like to pull it out every so often and remind myself of the wonder it used to bring me and how can I capture that same feeling for others. Plus I am convinced that this cover inspired this newer picture of Demogorgon (who was introduced in this book) from Hordes of the Abyss.
Eldritch Secrets Vol 1.
This extremely attractive book is full of all sorts of new spells, feats and magic items for all the spell-casting classes in Pathfinder (or the 3.x product of your choice).
The vast majority of this book is devoted to spells and there a spells here for every need and situation. There a few new feats and some magic items, but the spells here are the main course.
There are several useful Appendices including Spells by Descriptor, School and use.
At 12 bucks this product is not exactly a steal, but really, really close. The art and layout is fantastic and you get a printer friendly version as well.
Eldritch Witchery
This is the only book in my list here I have not bought. That is because I wrote it!
It is due out from Elf Lair Games sometime (it's still in editing and layout).
With this book I wanted to capture everything eldritch about the witch class. So unlike some of my other books, this book also has a Warlock class. It is also different from my Basic D&D book "The Witch". Though all three classes together would make a nice full picture of the witch as she has appeared through out the history of RPGs.
Plus this book is designed to be used with the Spellcraft & Swordplay game. It *can* be used with OD&D/S&W, but you would need to modify somethings a touch.
Obviously this is my homage to Eldritch Wizardry, though there is plenty more to my EW. No psionics.
Other "Eldritch" Games
I also bought these games based on the title alone.
Monte Cook's Book of Eldritch Might and The Complete Book of Eldritch Might.
The definitive sources for magic in the 3.x game. I have these, but never really used them very much. They were great reads though.
Eldritch Role-Playing System
I agree with what some others have said, cool concept, cool game, bad layout. Still though. There is some very cool ideas here. I enjoyed it and can mine it for ideas for other games.
Eldritch Ass Kicking
This is a rather cool game of magical battles. I got it when it first came out, but forgot about it. I looks like a very fun game or maybe even ideas for a sub-game in a larger magical based one. I do like how the skills were used and how it is expected that wizards do everything with magic. So this not a magic-lite game!
I also love the art work, but I have been a fan of Thomas Denmark's art for a long time.
There are even some add-ons for the game.
Wednesday, April 4, 2012
White Dwarf Wednesday #11
It's still Wednesday!
White Dwarf issue #11 has the magazine continuing it's stride. We are getting close to the time when I had started playing, so I am coming into territory I find a little more familiar.
First off, is that a spacesuit she is wearing? I am not sure, but I know this is not Dragon.
Getting right in to the articles, we have some new firearms for Traveller. I think I had a bad photo copy of this article cause I remember trying to convert it to Star Frontiers some years later. I remembered it because of the Stormtrooper on page 7. Try doing that these days!
The Fiend Factory introduces us to some familiar to us now; the Witherstench, Sheet Phantom, and the Berbalang. The others were also interesting and I am getting more curious on how the monsters were chosen.
What might be the highlight of the issue is the one page rules (and 2 page map) on the D&D bar fight. I wonder if Lew Pulsipher has updated this at all? Challenge to the OSR: Come up with rules for a bar fight, accounting for all the things found in a bar and make it easy and fun to use! Right now I could print thi sout and use it in 3.x or 4e without much work.
Open Box gives us a review on Runequest (9/10) and SPI's Middle-Earth (5/10).
Also we are treated to a review of D1, D2 and D3 in their original format. Don Turnbull gives it a rare 10/10. But this is a classic, reading the review gives you the sense of when this was all new. AD&D has arrived and the RPG hobby will never be the same.
We are treated(?) to an April Fools class, the Weakling. We will see something similar in a future Dragon article, the Hopeless Character.
More of Four Winds and ads.
Speaking of which this the first issue where we are treated to this ad:
I have heard that this is Gary Gygax's daughter. This ad is so 70s. The future is silver hot pants and big laser guns.
White Dwarf issue #11 has the magazine continuing it's stride. We are getting close to the time when I had started playing, so I am coming into territory I find a little more familiar.
First off, is that a spacesuit she is wearing? I am not sure, but I know this is not Dragon.
Getting right in to the articles, we have some new firearms for Traveller. I think I had a bad photo copy of this article cause I remember trying to convert it to Star Frontiers some years later. I remembered it because of the Stormtrooper on page 7. Try doing that these days!
The Fiend Factory introduces us to some familiar to us now; the Witherstench, Sheet Phantom, and the Berbalang. The others were also interesting and I am getting more curious on how the monsters were chosen.
What might be the highlight of the issue is the one page rules (and 2 page map) on the D&D bar fight. I wonder if Lew Pulsipher has updated this at all? Challenge to the OSR: Come up with rules for a bar fight, accounting for all the things found in a bar and make it easy and fun to use! Right now I could print thi sout and use it in 3.x or 4e without much work.
Open Box gives us a review on Runequest (9/10) and SPI's Middle-Earth (5/10).
Also we are treated to a review of D1, D2 and D3 in their original format. Don Turnbull gives it a rare 10/10. But this is a classic, reading the review gives you the sense of when this was all new. AD&D has arrived and the RPG hobby will never be the same.
We are treated(?) to an April Fools class, the Weakling. We will see something similar in a future Dragon article, the Hopeless Character.
More of Four Winds and ads.
Speaking of which this the first issue where we are treated to this ad:
I have heard that this is Gary Gygax's daughter. This ad is so 70s. The future is silver hot pants and big laser guns.
Willow and Tara: Doctor Who Adventures in Time & Space
I think it is an obvious conclusion, but if Willow and Tara had been characters during Russel T. Davies run of Doctor Who, they would have fared far, far better than they did on some other show. Heck even under Steven "Tipping the Scales" Moffat they would have been better off.
But that is the fantastic thing about RPGs. They let us go places and do things we otherwise never could.
So what you have Willow and Tara been like as companions to the Doctor?
Well let's take them back a bit to when they were younger, maybe when Tara first showed up on the show. Given that it is tempting then to use my WitchCraft RPG stats as a point of origin. But there is an issue with that. There is no magic really in the Doctor Who universe. There are plenty of things that look like it and there are psychic abilities, but nothing like the magic I typically have the girls doing. So for completeness sake I am going to look at stats I did about the same time the 10th Doctor was doing his thing. Something like my Fudge, Chill or Mutants and Masterminds stats. So maybe instead I'll go with their ages then.
So here is an idea. Play up Willow's tech back ground a lot more. She becomes, what is known in the game is a Boffin. Some one that can argue with the Doctor on tech and science. Sort of like what River Song can do now or how Romana was. Tara is still shy and quiet, but she has a very good reason, she is psychic. Like scary psychic. Makes for some great plots and gives me something weird and alien to work with, maybe even giving her some Carrionite ancestry.
I like it.
Willow Rosenberg (circa 2006)
Story Points: 12
Attributes
Awareness 2
Coordination 2
Ingenuity 6
Presence 3
Resolve 4
Strength 2
Skills
Athletics 1
Convince 1
Craft 2
Fighting 1
Knowledge 4
Marksman 0
Medicine 2
Science 4
Subterfuge 0
Survival 1
Technology 4
Transport 1
Traits
Ambidextrous (not in the book, but in my reality), Attractive, Boffin, Photographic Memory, Technically Adept, Insatiable Curiosity
Equipment
Laptop, Smart Phone (PDA Phone)
Home Tech Level: 5
Nationality: American
Profession: Software Engineer
Education: B.S. in Computer Science, 2003 University of California, Magna Cum Laude
Tara Maclay (circa 2006)
Story Points: 10 (2 points used)
Attributes
Awareness 4
Coordination 2
Ingenuity 4
Presence 2
Resolve 3
Strength 3
Skills
Athletics 1
Convince 0
Craft 1
Fighting 1
Knowledge 3
Marksman 0
Medicine 1
Science 2
Subterfuge 1
Survival 1
Technology 2
Transport 1
Traits
Attractive, Animal Friendship, Empathic, Psychic, Telekinesis, Telepathy, Code of Conduct, Eccentric
Equipment
Cellphone
Home Tech Level: 5
Nationality: American
Profession: Part time QMHP.
Education: B.A. in Art History, 2003 University of Southern California, Cum Laude,
M.A. in Psychology, Counseling emphasis, 2005 University of Southern California.
Looks good to me. Now to see if they will ever run into Vastra and Jenny.
But that is the fantastic thing about RPGs. They let us go places and do things we otherwise never could.
So what you have Willow and Tara been like as companions to the Doctor?
Willow, the Doctor, Tara and the Dodecahedron (my clock-face d12) |
So here is an idea. Play up Willow's tech back ground a lot more. She becomes, what is known in the game is a Boffin. Some one that can argue with the Doctor on tech and science. Sort of like what River Song can do now or how Romana was. Tara is still shy and quiet, but she has a very good reason, she is psychic. Like scary psychic. Makes for some great plots and gives me something weird and alien to work with, maybe even giving her some Carrionite ancestry.
I like it.
Willow Rosenberg (circa 2006)
Story Points: 12
Attributes
Awareness 2
Coordination 2
Ingenuity 6
Presence 3
Resolve 4
Strength 2
Skills
Athletics 1
Convince 1
Craft 2
Fighting 1
Knowledge 4
Marksman 0
Medicine 2
Science 4
Subterfuge 0
Survival 1
Technology 4
Transport 1
Traits
Ambidextrous (not in the book, but in my reality), Attractive, Boffin, Photographic Memory, Technically Adept, Insatiable Curiosity
Equipment
Laptop, Smart Phone (PDA Phone)
Home Tech Level: 5
Nationality: American
Profession: Software Engineer
Education: B.S. in Computer Science, 2003 University of California, Magna Cum Laude
Tara Maclay (circa 2006)
Story Points: 10 (2 points used)
Attributes
Awareness 4
Coordination 2
Ingenuity 4
Presence 2
Resolve 3
Strength 3
Skills
Athletics 1
Convince 0
Craft 1
Fighting 1
Knowledge 3
Marksman 0
Medicine 1
Science 2
Subterfuge 1
Survival 1
Technology 2
Transport 1
Traits
Attractive, Animal Friendship, Empathic, Psychic, Telekinesis, Telepathy, Code of Conduct, Eccentric
Equipment
Cellphone
Home Tech Level: 5
Nationality: American
Profession: Part time QMHP.
Education: B.A. in Art History, 2003 University of Southern California, Cum Laude,
M.A. in Psychology, Counseling emphasis, 2005 University of Southern California.
Looks good to me. Now to see if they will ever run into Vastra and Jenny.
D is for Doctor Who
One of my favorite TV shows ever is Doctor Who.
I discovered it back in the 80s on PBS and was hooked. Of course my dream was always to have a Doctor Who RPG. There was a Doctor Who by FASA, and I liked it, but I never got a chance to play it much.
Well 2005 rolls around and we got a new Doctor Who on TV! Yeah! and A few years later we also got a new Doctor Who RPG! Double Yeah! And I got to play-test it!!
And I know I am not the only one excited about it. Doctor Who related posts are some of my most viewed.
Well there is a new version out and I wanted to let you all know about it.
Doctor Who Adventures in Time and Space is a great and worthy game to bear the name of the highly acclaimed "restart" of the Doctor Who series.
Using a simple 2d6 + attribute + stat + mod, roll over target number system, DW:AiTaS though goes beyond what is typically since in RPGs. Talking and Running are preferable to fighting, just like in the show and there many ways to measure success.
The system is really, really simple. In fact once you get the hang of it it "disappears" much like Unisystem does.
The system is similar to Unisystem and even GURPs, but not as "crunchy". This is a game of normal humans and the occasional alien battling foes that out match them, out gun them and out "tech" them. You are going to need to be very clever or lucky (or both!). While this could have fell into the Call of Cthulhu end of the spectrum on hero survival, heroes are expected to survive and even win.
There are two versions of this game out. The Original or 10th Doctor version and the new 11th Doctor version.
For the 11th Doctor edition what do have? Well the trade dress and artwork is all from the 11th Doctor/Moffat era. But if that were all then there would not be much need to buy this. There is an easy to use "Read This First" file, all the important stuff in two pages. There are characters from the Matt Smith run, so The Doctor, River, Amy and Rory. All the new monsters (and the old faves) like the Atraxi, Cybermen, New Paradigm Daleks, and the Silurians. In fact there is quite a bit of "new stuff" that feel this is much more of an update than a simple re-edit and design.
Note: If you have the 10th Doctor version then C7 has the files you need for free.
Now the game is supposed to be played with 2 6-sided dice (2d6 in RPG parlance), but I have this cool 12 sided die with clock faces instead of numbers that is so perfect for Doctor Who that I can't not use it! Plus as many Who fans know, the d12 is important to Who history.
I have done some character write-ups for Doctor Who: AiTaS, check them out.
I discovered it back in the 80s on PBS and was hooked. Of course my dream was always to have a Doctor Who RPG. There was a Doctor Who by FASA, and I liked it, but I never got a chance to play it much.
Well 2005 rolls around and we got a new Doctor Who on TV! Yeah! and A few years later we also got a new Doctor Who RPG! Double Yeah! And I got to play-test it!!
And I know I am not the only one excited about it. Doctor Who related posts are some of my most viewed.
Well there is a new version out and I wanted to let you all know about it.
Doctor Who Adventures in Time and Space is a great and worthy game to bear the name of the highly acclaimed "restart" of the Doctor Who series.
Using a simple 2d6 + attribute + stat + mod, roll over target number system, DW:AiTaS though goes beyond what is typically since in RPGs. Talking and Running are preferable to fighting, just like in the show and there many ways to measure success.
The system is really, really simple. In fact once you get the hang of it it "disappears" much like Unisystem does.
The system is similar to Unisystem and even GURPs, but not as "crunchy". This is a game of normal humans and the occasional alien battling foes that out match them, out gun them and out "tech" them. You are going to need to be very clever or lucky (or both!). While this could have fell into the Call of Cthulhu end of the spectrum on hero survival, heroes are expected to survive and even win.
There are two versions of this game out. The Original or 10th Doctor version and the new 11th Doctor version.
For the 11th Doctor edition what do have? Well the trade dress and artwork is all from the 11th Doctor/Moffat era. But if that were all then there would not be much need to buy this. There is an easy to use "Read This First" file, all the important stuff in two pages. There are characters from the Matt Smith run, so The Doctor, River, Amy and Rory. All the new monsters (and the old faves) like the Atraxi, Cybermen, New Paradigm Daleks, and the Silurians. In fact there is quite a bit of "new stuff" that feel this is much more of an update than a simple re-edit and design.
Note: If you have the 10th Doctor version then C7 has the files you need for free.
Now the game is supposed to be played with 2 6-sided dice (2d6 in RPG parlance), but I have this cool 12 sided die with clock faces instead of numbers that is so perfect for Doctor Who that I can't not use it! Plus as many Who fans know, the d12 is important to Who history.
I have done some character write-ups for Doctor Who: AiTaS, check them out.
- Madame Vastra and Jenny: Everyone's favorite katana wielding, Victorian lesbian Silurian/Humans consulting detectives/warriors for hire.
- And Count Dracula
- And something special later on today!
Tuesday, April 3, 2012
C is for Cthulhu by Gaslight
What do you get if you mix the horror of H.P. Lovecraft with the Gothic Horror tradition of the Victorian age? You get today's C post, Cthulhu by Gaslight.
I love Victorian era games. They are my favorite actually. Cthulhu by Gaslight has always been one of those rare hard to find treasures. Whether or not you play it as a gothic game, a period horror game, a darkly inspired Sherlock Holmes meets Dracula game, or as a Call of Cthulhu game there is something here for all sorts of horror game fans. It is the chocolate peanut butter cup of horror games; two great tastes that taste great together.
The book is divided up in terms of creating your Victorian age character, the Victorian world, Strange Britain, Gaslight Adventures and an a very nice Appendix on Victorian literature and some handouts.
The Victorian Age Character chapter is typical of a Call of Cthulhu game. Skills and professions are discussed. Some familiarity with Call of Cthulhu is helpful here since this book assumes you have a copy of Call of Cthulhu. Te times assumed here are 1890 to 1900. No discussion on Victorian Age characters is complete, or really can even begin without a discussion on social class, which we get during character occupations. This section is expanded over the 2nd Edition with inclusion of common terms from the age.
The Victorian World covers the world of the British Empire including it's place in the world, a time line of important dates and biographies of important people from the time. My favorite part is the locations in and around London. This chapter is well researched and great for any Victorian era RPG.
Strange Britain is a great overview of the occult scene in Britain in the 1890s. Lodges, Fortean events, and a gazetteer of strange sites in the British isles. All of these are great for all sorts of games. The Cthulhu mythos portion comes later and has some new ideas for old monsters, both mythos monsters and classic ones from the British Isles. The chapter continues with some fictional characters from the time. Though one might want to figure out how some authors can appear with their fiction creations. My favorite part though is the Martian Invasion. H.G. Wells meets H. P. Lovecraft. Some Victorian adventure campaigns are then discussed.
Gaslight Adventures helps Keepers (Game Masters) with some ready to run adventures; "Night of the Jackals" and "The Burnt Man".
The Appendix is full of great information about various sources of information on Victorian England, Sherlock Holmes, Jack the Ripper and Britain in general. Though if I have a quibble it is that the sources are a bit dated, nothing for example from the last few years.
All in all the 3rd edition is a great update of this great game.
You can buy Cthulhu by Gaslight from Noble Knight Games or DriveThruRPG for older editions and DriveThruRPG for the new 3rd ed.
I love Victorian era games. They are my favorite actually. Cthulhu by Gaslight has always been one of those rare hard to find treasures. Whether or not you play it as a gothic game, a period horror game, a darkly inspired Sherlock Holmes meets Dracula game, or as a Call of Cthulhu game there is something here for all sorts of horror game fans. It is the chocolate peanut butter cup of horror games; two great tastes that taste great together.
The book is divided up in terms of creating your Victorian age character, the Victorian world, Strange Britain, Gaslight Adventures and an a very nice Appendix on Victorian literature and some handouts.
The Victorian Age Character chapter is typical of a Call of Cthulhu game. Skills and professions are discussed. Some familiarity with Call of Cthulhu is helpful here since this book assumes you have a copy of Call of Cthulhu. Te times assumed here are 1890 to 1900. No discussion on Victorian Age characters is complete, or really can even begin without a discussion on social class, which we get during character occupations. This section is expanded over the 2nd Edition with inclusion of common terms from the age.
The Victorian World covers the world of the British Empire including it's place in the world, a time line of important dates and biographies of important people from the time. My favorite part is the locations in and around London. This chapter is well researched and great for any Victorian era RPG.
Strange Britain is a great overview of the occult scene in Britain in the 1890s. Lodges, Fortean events, and a gazetteer of strange sites in the British isles. All of these are great for all sorts of games. The Cthulhu mythos portion comes later and has some new ideas for old monsters, both mythos monsters and classic ones from the British Isles. The chapter continues with some fictional characters from the time. Though one might want to figure out how some authors can appear with their fiction creations. My favorite part though is the Martian Invasion. H.G. Wells meets H. P. Lovecraft. Some Victorian adventure campaigns are then discussed.
Gaslight Adventures helps Keepers (Game Masters) with some ready to run adventures; "Night of the Jackals" and "The Burnt Man".
The Appendix is full of great information about various sources of information on Victorian England, Sherlock Holmes, Jack the Ripper and Britain in general. Though if I have a quibble it is that the sources are a bit dated, nothing for example from the last few years.
All in all the 3rd edition is a great update of this great game.
You can buy Cthulhu by Gaslight from Noble Knight Games or DriveThruRPG for older editions and DriveThruRPG for the new 3rd ed.
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