It is not always obvious what a particular game is supposed to look and feel like in play. Even if we can work out how a game functions on a session-by-session basis there is no guarantee that we’ll be able to work out how to run a campaign. When it comes to Call of Cthulhu, the question of what campaign play is supposed to look like boils down to one single question:
Games Half Remembered is an occasional series about old games. Some of these games I have played, others I have merely admired, but all of them have stuck in my memory for one reason or another. The rest of the series can be found here.
What if someone wrote a game in which the players levelled-up rather than the characters?
Canon Fodder is an occasional series in which I write about classic works of horror fiction. This particular part of the series is devoted to the complete published works of H.P. Lovecraft, which I will slowly be working my way through.
I may be living in a ruin and eating garbage but I’m still better than you miserable peasants.
For Real is an occasional series about scary, horrific, and unsettling stuff that presents itself as non-fiction. This might include the paranormal as well as true crime and odd occurrences. The rest of the series can be found here.
Watching the Detectives is a series of posts about drawing inspiration from fictitious paranormal investigators, occult detectives, police psychics, and monster hunters. The rest of the series can be found here.
What if someone made a detective show in which the central crime was never actually addressed? What if someone made a detective show in which the primary antagonist was time itself?
Set in early 1920s Britain, A Very British Horror is an on-going series of adventures (half of which have been published at time of writing) designed to either stand alone or function as an extended campaign. The first volume, The Folly of Ponsonby-Wild is set in a decaying B&B in the Cotswolds and it involves a traumatised friend, a deranged husband, family secrets, and a sinister cult with ties to the British establishment. I thought it very good when I played it, I thought it even better when I sat down to write about it, and I remember it now as one of the few published Call of Cthulhu adventures to really grasp the unique horrors of Britishness.
However, while The Folly of Ponsonby-Wild may be a fantastic stand-alone adventure and a great place to start a Call of Cthulhu campaign set in 1920s Britain, the second volume in the series is something of a disappointment.
Shrink-Wrapped Recall – An occasional series about memories of old game shops. The rest of the series can be found here.
It is fascinating how some memories rise effortlessly to the surface while others lay buried.
One of the reasons why I decided to start writing about old game shops was that I have a very clear memory of the first time I visited the Virgin Game Centre on New Oxford Street. I can remember getting the bus all the way along Oxford Street, I can remember wondering why all the interesting games were hidden on a mezzanine, and I can remember the face of the friend who took me there as I headed back home. I would say that I was probably around 14 when this happened.
Having written about all of the game shops I visited most frequently, I started casting my mind around for other places I happen to have bought games. I can remember visiting a horrible shop in Paris, a lovely shop in a shopping centre in Brussels, and a shop in Lausanne by a set of steps that seemed to appear just as I thought ‘wow… this would be a great place for a game shop’. I would love to write about these places as I do have some memories of them but I can’t quite remember their names. Then I was struck by another memory, a memory of being taken to a game shop in Notting Hill years before I had ever encountered even the concept of an RPG. I pulled on the thread and yanked free a number of images but I couldn’t remember when or why I had been to this place.
Hand of Glory is part of Type40’s ongoing series of ‘adventure seeds’.
What you get for your $9 is a short, single-session adventure designed to be run with minimal preparation. You also get a set of pre-gens, and a selection of beautifully-designed handouts. What you do not get is very much of anything else.