REVIEW: Cthulhu Dark Ages

Sandy Petersen once observed that while Chaosium may have agreed to publish an RPG based on the works of H.P. Lovecraft, there were always more interested in the idea of a historical adventure game inspired by the kind of golden age pulp magazines that would habitually refuse to publish Lovecraft’s work. While the names at the top of Chaosium may have changed a few times in the intervening decades, there remains an institutional bias towards the historical and against the horrific. This is obvious in the company’s habitual production of globe-trotting adventure campaigns, in the tendency of sourcebook to resemble Lonely Planet guides to 1920s cities, and in the range of topics covered by their experimental range of monographs.

Chaosium’s innate bias towards historical Simulationism was also influential on non-Anglophonic versions of the game produced by third-party publishers who would often attempt to localise Call of Cthulhu by providing sourcebooks designed to help you play in your native country. Indeed, many of my early experiences with the game involved scenarios set against a background of a France still recovering from the trauma and chaos of World War I. While a lot of these localisations were content to swap currencies and provide male adventurers with differently-shaped hats, some local publishers proved a touch more ambitious.

For example, back in the early 00s, the German games company Pegasus Spiele were publishing a Call of Cthulhu-related magazine entitled Cthulhoide Welten when they received an English manuscript by Stephane Gesbert about running games in dark ages Germany. Pegasus translated the manuscript into German and released it as a special edition of Cthulhoide Welten entitled Cthulhu 1000AD. In 2004, Chaosium took Gesbert’s ideas and used them as the basis for Cthulhu Dark Ages, a game designed to support Call of Cthulhu campaigns set in dark ages England. Successful enough to prompt the publication of several supplements released through Chaosium’s slightly iffy monograph series, Cthulhu Dark Ages is now on its third somewhat chaotic edition.

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REVIEW: Sorrow in Tsavo

First published in 2020, written by Bridgett Jeffries with editing and layout work by Jared Smith, Sorrow in Tsavo is a single-session Call of Cthulhu adventure set in 1890s Colonial Africa. The PDF is 43-pages long and includes six pre-generated characters with specific ties to the story so it cannot be easily integrated into a campaign. Thoughtfully written and full of lovely touches, Sorrow in Tsavo is undoubtedly one of the best recent Call of Cthulhu adventures I have discovered on DriveThruRPG.

I have in the past remarked that Call of Cthulhu sourcebooks all too often feel like sourcebooks for a 1920s adventure game that just happens to contain elements of Lovecraftian horror.

This certainly rings true when you consider the way that setting books struggle to strike a balance between historical accuracy and game-relevant content meaning that sourcebooks dedicated to places like New York wind up feeling like Lonely Planet guides to a version of 1920s New York that was identical to our own except there’s a bunch of ghouls living in an old building.

To make matters worse, while Chaosium are undoubtedly more interested in history than horror, their engagement with the stuff of history is usually paper-thin and often amounts to little more than over-researched set dressing. Rare is the adventure or sourcebook that looks at a historical period and uses Lovecraft as a means of emphasising certain themes and ideas. Bridgett Jeffries’ Sorrow in Tsavo is a rare and refreshing exception to that depressing rule.

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