I've been running Night's Black Agents, a Gumshoe game, for nearly a year now, and other Gumshoe games (Fear Itself, TimeWatch, Trail of Cthulhu) for longer. I've become familiar with the system, how it works and how to make stuff up on the fly. It's now my 'go to' system.
Ideas, Content and Discussions on table-top role-play gaming, game design and derision of live-action role-play. World of Darkness / Gumshoe / Star Wars / D&D / Other games. Comments are welcome
Wednesday, April 16, 2014
So, what does that stat do again / Coming back to World of Darkness
I've been running Night's Black Agents, a Gumshoe game, for nearly a year now, and other Gumshoe games (Fear Itself, TimeWatch, Trail of Cthulhu) for longer. I've become familiar with the system, how it works and how to make stuff up on the fly. It's now my 'go to' system.
Saturday, February 15, 2014
The Walking Dead / Fear Itself - A Gumshoe Hack
Saturday, January 25, 2014
Meet the team / Ready to play Esoterrorists 2nd Ed characters
One of my Christmas presents was the new second edition of The Esoterrorists by Robin D. Laws.
I'd already got the 1st edition (reviewed here), which I got after having a look at Trail of Cthulhu.
The second edition polishes the rules up a little, now that Gumshoe has been used to power a subsequent seven games (including the forthcoming TimeWatch and Gaean Reach), adds more detail to the Ordo Veritis and Esoterrorist organisations, has an expanded bestiary and includes an alternate setting - Station Duty.
It's still very affordable, and great for quick play at short notice.
Which brings me to the official point of this post - Recently a member of the Pelgrane Press Google+ community put out a call for some ready to play PCs for an Esoterrorists 2e game.
I, not having too much work that I wanted to avoid doing, knocked some up.
If you would like to use them, then they're here:
Esoterrorist 2e Characters
Sunday, August 25, 2013
Horror tropes / Cabin in the Woods and Fear Itself
Once again I'm late to the party - I watched Cabin in the Woods for the first time last night.
The thing that makes it an enjoyable film, in my opinion, is the clear love of standard horror movie tropes throughout. My wife and I were both delighted by the gas station in the beginning and it's treasure trove of creepy genre signposts: fish hooks, bear traps, animal skins, pickled creatures, hunting goods etc. I wondered aloud if they'd modeled the cabin on the one from Evil Dead. The scene where the victims choose the transgression for which they'll be punished is wonderful, as is Fran Krantz' line "I'm drawing a line in the sand, no one is reading any fucking Latin!"
The part that tied the film up to Fear Itself, for me, is the statement of specific roles within the genre:
The Whore / slut
The Scholar / egghead
The Warrior / jock
The Fool / burnout
The Virgin / good girl
Fear Itself uses these stereotypes to define character roles within the game with much the same effect as in Cabin...
The overall plot of Cabin is a nice fit with the classic Fear Itself Ocean Game setting: a mysterious and incredibly powerful consciousness horrifically manipulates reality around unsuspecting stereotypes for their own amusement and benefit / a mysterious and technologically advanced organisation manipulates unsuspecting teens into falling into stereotypical roles and controls the environment around them for their own amusement and benefit.
You could run a straight Cabin in the Woods game using Fear Itself with zero effort or adaptation, and you could overlay the Mystery Men and their Ocean Game onto Cabin with only a few tweaks.
Sunday, November 13, 2011
Epic Technology Fail / New Adventures in Investigative Gaming
It's been a godawful long time since my last post, and I am pretty much forcing myself to write this one.
My Gaming Enthusiasm batteries have been running pretty low of late, mostly due to Real Life crap, and this blog has suffered as a result.
Which is odd, as I've actually done considerably more in the way of gaming in the last couple of months than I have in the past 18 months.
Firstly, I've run Fear Itself over the internet, which represents two milestone firsts for me:
1) Running a Gumshoe game
2) Running a remote game
I am happy to report that once you get a grip of it, Gumshoe works well. I admit that I was pretty anxious and apprehensive about running an investigative game, to the point that I was sending the Author, Robin Laws, Twitter messages asking for advice.
I'm used to running World of Darkness games, having very rough notes (if at all) and relying on player reactions to direct the story - I.e. winging it.
Gumshoe games require you to plot out a solid mystery, with the discovery of clues being central to the story progression.
I was terrified that I wouldn't have the discipline to follow a set path, or the vision to plot one out in the first place.
Turns out it's pretty easy...
For the main story, I decided to use an idea I'd had knocking around for a good few years, and adapt it to a horror mystery.
I tried to stick to the tropes of slow burn ghost stories and 'classic' horror, like Amityville, Dark Water, Blair Witch et al.
I sketched out a small Scottish village by a Loch, added a sleeping evil in the water, a murder, a growing number of missing people, some animate and aggressive water corpses and threw in a couple if Red Herrings.
I kept in mind what was actually happening and how to stop it, and tried to reveal one key clue or fact per scene.
This, it seems, is key...
I found that as long as I kept to this basic framework, I could still improvise and adapt. Just keep in mind where you're actually going, and how long you want to take getting there.
After about 3 sessions, the game was hovering over the Big Reveal... The players had pursued the Red Herring, refocused back on the initial murder, confronted the (suspected) murderer with the belief that he was behind all the weirdness going on, and just found out that he had killed his wife, but that was it. He knew nothing more.
They were starting to get the bigger pieces to the puzzle, I had an event lined up that would point them towards a solution and more questions....
Then I dropped my laptop, breaking the Motherboard.
As we were playing over Skype, this was a bit of a blow. Not only did I lose my ability to run the game, I also lost my notes.
Bugger.
My wife got a little pink netbook, which she allowed me to use for the game, however it appears incapable of disabling the internal speakers and mic when external ones are attached, which led to impenetrable echo and feedback, so I've had to abandon it for the time being.
:-(
On the upswing, some guys from my old face to face group got in contact, looking to get the band back together.
Our first session is tomorrow night, and I've volunteered to run a one shot Trail of Cthulhu game.
I've opted to focus on stuffy Miskatonic academics hunting Cultists and horrors through the University library stacks, and have knocked up some pregenerated investigators for immediate use.
Which leads me to the second technology fail.
My wife's netbook does not have DVD/CD drive, so we can't install the hard copy of Office we own, and have been using Google Docs instead.
Google Docs is generally fine, but has a habit of randomly changing a documents formatting if you attempt to mix text, pictures and tables.
Which is very frustrating.
Then, when I printed off the pdf character sheets and rules cheat sheet from Pelgrane Press' site, the printer missed off the last 6 lines of text.
WTF!?
Seeing as it took me some 25 minutes to print off 10 sides of A4, I've decided to just live with it.
Friday, September 9, 2011
Gore to Plot Ratio / Fear Itself
Question: In a stock teen horror / slasher movie scenario (Scream, Darkness Falls, Harper's Island, Nightmare on Elm Street et al), what should the split be between horrific encounters/gruesome murder and investigation into the monster that leads to the final confrontation?
I'm thinking 30/70, with most of the screen time being tense, gory action.
I guess there's an argument for 10% of the movie being bare breasts and lustful activity and/or comedy, and about 5% being character development (oh, she's the Good Girl, he's the Brain, she's the Mean Girl, he's the Dumb Jock etc. Or, Alive, Dead, Dead, Dead, Dead, Dead).
I'm plotting out my first Fear Itself game, which uses the Gumshoe system, and I want to get the balance right.
Saturday, September 3, 2011
Technology Fail / The joys of remote gaming
I'm running a game of Fear Itself for a group of six players, three of which i've never gamed with before, one of whom has never gamed before. Tonight was a dry run for the technology and a character creation session.
The technology was a massive pain in the ass.
I'd committed to Google Talk, because I believed it allowed conference calls. Noooo. One conversation at a time. Fail.
So we tried a Google+ Hangout, which would've worked just fine, except one of the players couldn't get in. Apparently G+ was full. Or so it told him.
So then we switched to BigMarker.com, which is a free web conferencing service, with video cams, 'unlimited' users, text chat, file sharing and an interactive white board.
After five minutes of setting up, we were in, and then my Shockwave crashed. Luckily it didn't close the conference, so I just rejoined. One other player had an issue, so this is what we're using going forward. It worked really well.
Once we were all on, we went through character creation and the basics of the rules. Then we had a fight.
The fight was fucking great.
I've not GM'd or role played for over a year, and by god I've missed it.
I set the players up in a standard tavern brawl, with a last man standing brief, and let them go mad.
It was gratifying that the 'combat specialist' died in only two rounds.
They are so fucked.
We didn't get round to doing Stability loss, however they're most likely to go insane before they die.
I am itching to get into the game, now.
I can't wait a week...
Sunday, July 10, 2011
Green Light gogogogogogo / Video Conference gaming update
In fact, she feels it's quite an elegant solution to our childcare / lifestyle constraints vs my addictive need to geek.
So, win!
I have just sent out confirmation of my commitment to the eight potential players, and we'll see what comes back.
Eight is a large gaming group, but I am expecting some attrition on that number. Not everybody will be available on the same night. Some people will be only passingly interested. It's a system that none of us have played before (Fear Itself / Gumshoe) and is an experiment in gaming media.
Whilst I would like to retain all eight (because they're all good friends who I have confidence in), I wouldn't be surprised or disappointed if we dwindled to four.
If it dropped to less than that number, I'd probably have to rethink some elements.
For the play medium, I want to try Big Marker, who provide a free conferencing service that includes video, voice and IM chat, as well as the ability to upload and deliver presentations on a virtual white marker.
I'm hoping this will allow me to upload text, images etc that can be used in the session.
http://www.bigmarker.com/help/manual
I've also got myself on Google+, which is showing some potential for virtual gaming. It may be a fallback position should Big Marker go down or prove to be utter wank.
I've set the players some homework. Now to see what comes back.
- Confirm that you want to and are able to play
- Let me know what days are good / bad for you
- Read the rules
- Think about your character concept. I'll be using the basic character stereotypes presented in the rules, although this is not a high school game. There will be only one character with specific combat and investigation experience (who will be fated to die heroically near the end), and if anybody wants to play one, only one Psychic. If anybody wants to play one of these, then shout out asap. If multiple people want to play one of these roles, then we'll resolve that as it arises.
- Try out BigMarker.com and make sure it works on your PC, and that you're happy to use it. http://www.bigmarker.com/
- Read up on Fear Itself at Pelgrane Press's website or my blog.
- Ask questions.
Wednesday, June 8, 2011
First combat drop / Advice for new players
One of the logistical challenges I have is making sure a couple of new players are fully engaged and involved, and that they get all the guidance they need. One has never played before.
I'm a little concerned about remotely guiding a new player through the first few sessions. I've decided to use Fear Itself as the first game because its a low rules game and uses a d6, which everybody has.
I had looked around the internet for some new player advice, and worryingly came up short.
There's loads of 'getting started' advice for online video games, but nothing for pen & paper RPGs.
WTF, people. For shame.
So, OK, we need to fix this, like yesterday.
Total Party Kill advice for new players
- Stereotypes and stock characters are good. You'll hear a lot of talk as you get into the hobby about how everybody's character is a unique and precious flower amongst the weeds of predictable and dull average characters.
The people that say this are usually elitist ass holes, who are just apeing a character from an obscure book, film or comic.
As a new player, you shouldn't be pressured into creating a dramatically poignant homage to existentialism, rather you should be given the freedom to play Han Solo, Aragorn, Indie or Neo, if that's what you want to play right now.
Stock characters are classic, timeless and easy to portray. You'll be busy enough keeping up with the rules a d action without having to wade through obtuse characterization and motivation.
- Have a flick through the rulebook to get the geist of the setting and system, by all means, but don't for a minute think that you're expected to memorize it.
You'll probably get a good grip on the basics of a game if you read Wikipedia and its official web page.
- Talk to the other players. Hey, have a beer with them before and after. They'll happily give you advice and tell you about their character. This introductory period is the only time in your life you will genuinely be interested in hearing about somebody else's character. Enjoy it. Let their enthusiasm rub off on you. Look forward to the day you have such hoary war stories under your belt and can regale young pups with tales of your glory. Oh yes.
- At the gaming table, caffeine, sugar and trans-fats are your friends. One or two small beers may be good buddies as well, just pace yourself and be sensible.
If you turn up at a session with any combination of: soda, pizza, chips & dip, cookies, donuts, candy and ice cream in enough quantity to share, you will be a king, my friend. A king.
I tells ya.
There's obviously a hell of a lot more in the way of genuinely useful advice out there, and I invite all and sundry to either add it here, or to blog about it yourselves.
We, as a community, need to build up a greater repository of knowledge for those new to and interested in the hobby.
The best advice I have for players new to the hobby |
Friday, May 20, 2011
Gumshoe PDFs / Short post #2
An additional reason for any of you to try out the Gumshoe games published by Pelgrane Press is their PDF Download Guarantee
http://www.pelgranepress.com/?p=4730
Put simply, if you buy a hard copy book from them, you get a digital copy for free. If you buy a hard copy book from one of their associated stores, you get a digital copy for free. If you buy a hard copy book from Amazon et al, then ask them, and they'll give you a digital copy of the books bought to date for free, with the understanding that any future digital copies will only be provided if you buy through the agreed channels.
As a result of this sweet deal, I am now in possession of PDFs of Trail of Cthulhu, The Esoterrorists and Fear Itself. I bought these three books separately through Amazon UK, so am incredibly pleased to get the digital copies as well.
I share because I think its a great offer, and would encourage more people to explore Gumshoe.
Friday, April 15, 2011
Object based story idea / Briefcase full of trouble
The idea is: One of the players, or an NPC associated with the players (preferably somebody they are bound to, like a younger sibling, best friend or lover), 'acquires' a briefcase. They don't know who it belongs to, they just have it now. They're not too keen to tell you how they got it, but they are keen to see what it is that's rattling inside it.
The briefcase is average size, clearly expensive, and locked. It's easy enough to jimmy the lock, though, with a little effort. It clicks open on the first or second attempt, leaving barely a scratch on the exterior faux leather.
Inside the briefcase is a whole load of trouble.
There's a gun with at least one bullet down.
There's a kilo of coke or smack.
Some money, about a grand, with specks of blood across the edges.
An envelope containing photos of a naked and unconscious high school girl.
A 2gig memory stick full of spreadsheets, names, dates and map references.
A diamond ring.
The keys to a fast, expensive car.
From this point onwards, any number of things could happen. The players could decide to dispose of the briefcase and its contents. They might want to keep or use some of the stuff inside. They might think the best course of action is to turn it into the proper authorities. They might seek advice from somebody more experienced, or more influential.
What will happen is they will become aware that they are being followed. Maybe by government suits, maybe by the Police, maybe by mobsters, maybe by all of them. Their houses and flats will get turned over. People they know will be intimidated, roughed up or even wake up dead.
Finally, the person who 'acquired' the briefcase will be arrested and charged with a string of heinous crimes - murder, drug trafficking, espionage, rape, fraud, kidnapping, robbery.
The evidence is overwhelming - witnesses placing the character at the scene of all crimes, video tapes, phone taps, forensics, legal documentation, motive, opportunity, means. It does not look good.
There are, however, at least two ways out of it.
- Commit a crime, put something from that crime inside the briefcase, and then allow somebody else to steal the briefcase. This is the easy option.
- Solve all the other crimes that have been covered up by the briefcase. This is the hard option.
So what is the briefcase? It's a magic item that diverts all suspicion and evidence of a crime from the actual perpetrator and onto an 'innocent' patsy instead. The unlucky patsy has to steal the briefcase and open it, and then suddenly becomes the chief suspect in multiple serious criminal investigations, and any 'unofficial' investigations that any wronged parties may be pursuing.
For example: Fingers Malone shoots Micky the Hat in the face after an argument about a card game. Fingers needs to lose the gun, fast, and needs to get himself an alibi faster. He puts the gun in the briefcase and leave the briefcase on the front seat of his unlocked car which he then parks in a bad part of town. Inevitably the briefcase is stolen by Sniffy Smith, a loser meth head looking for his next pipe. Within a week Sniffy is arrested for the murder of Micky the Hat after his DNA and finger prints are discovered at the crime scene, and Micky's mother recalls Micky arguing with somebody fitting Sniffy's description. A couple of days later, Sniffy is ganked with a shiv in the prison showers after Micky's gang pay another inmate to teach him a lesson.
Had Sniffy wanted to get out of the situation, he would either have had to prove that Fingers had shot Micky the Hat, or stash some evidence of his most serious crime to date in the briefcase and have it stolen.
Unfortunately Sniffy isn't smart enough to do either, so is sent down the river and dies of a perforated kidney shortly afterwards.
Poor Sniffy.
EDIT
The wireless keyboard on my desk top PC died the other night. Luckily shortly after completing a sentence. I was left with the dilemma of either a) publishing an incomplete post, or b) saving a draft until I sorted out my technical glitch.
I chose option a.
There are still a few points I wanted to cover with this post, and publishing them separately feels rather unsatisfying.
I tagged three games in the 'labels' field of this post: World of Darkness, The Esoterrorists and Fear Itself. Why? I'll tell you why...
For The World of Darkness, when running with the above story seed, I would try to play up the ethics involved. The player characters face a much harder road if they opt to travel the high road - i.e. not succumb to the 'get out of jail free' card the briefcase presents and either take the fall and become a scapegoat, or try to solve the other crimes and bring the perpetrators to justice.
The players themselves may already have committed a serious felony or two between them, and may relish the opportunity to get away with it. It would be easy to just let them, and in many ways, this is what should happen.
However, if they do choose this course of action, then they should have to make a high penalty Morality check, even if they're a Werewolf following Harmony (I guess - The book is all the way over there on my shelf, and it's late...).
So, the character can dispose of a potentially sticky problem, but they have to deal with the consequences of that - Morality loss - as they doom another innocent soul to life in prison/the death sentence/a grisly murder etc.
If the players are predisposed to investigating mysteries and bringing people to justice, then a Gumshoe game like Fear Itself or The Esoterrorists would work well with this object. Each item within the briefcase should provide a solid enough clue to begin an investigation into the crime and who committed it.
Additionally, there's the investigation into the briefcase itself. It should have as exotic a backstory as you can muster - a cursed item, created by a tempting demon of wrath? An Esoterrorist tool pulled from the Outer Dark? A haunted item powered by a ghosts regret?
Extended research into the briefcase's past should pull up clues to it's powers and history - hints at when it may have surfaced before, possibly in other forms - a bag, a book, a cloth sack - and who may have benefited or suffered from it in the past. Characters can expect to have to pour over newspaper archives, police records, local history and interview key witnesses before they can piece together what it does.
Tuesday, February 1, 2011
The Esoterrorists / Rules lite proof of concept
- It's an easy system to learn
- It's a new idea
- The setting is simple, adaptable and universally understood - you investigate the paranormal for a secret society. You're like a more casual Men in Black or an X-Files team with better funding
- The drive is to solve the mystery, not necessarily blow shit up (although that option remains open)
- The book is cheap and short
- Everything is adaptable, given a basic level of imagination
- The system doesn't go into as much detail as later Gumshoe books
- It's short - Whilst this is also good, as it makes it an easy buy, the fact that you can get 2.5x the word count for 2x the cost if you buy ToC makes The Esoterrorists a bad deal on word count
- The setting id a bit too sparse at times
Tuesday, January 11, 2011
Incoming / blog posts of the future
Sunday, December 5, 2010
Game Dogma
This is the Game Dogma, or mission statement, that Pelgrane Press / Robin D. Law's Gumshoe system endeavours to follow:
Game Dogma
Over the last few years, there have been many developments in the
roleplaying game design field, and we’ve been watching them with
interest. A year ago we devised a simple new set of rules for new games
we are producing, our game dogma.
Our new games will be:
- Fun to play
- Easy to learn
- Easy to teach
- Easy to play
- Innovative
- Approachable
- Sustainable
A GM should be able to learn each game in half an hour, nuances in a
hour or so. It should be easy to teach the basics of the game to a novice
in fifteen minutes. The design should take account of developments in
gaming over the last ten years and offer something genuinely original.
GMs will want to run the game time and time again, and players will
want to play it.
Pretty sweet.
Friday, October 29, 2010
Lost / Changeling / Fear Itself
Now, having read Fear Itself and had a little time to think on it, I have decided that it would be a far superior setting for any theoretical Lost inspired games.
Why? The book itself features only two antagonists - Mystery Men and the Ovvashi. The Ovvashi are demons that torment tramps (for that popular 'homeless urban survival horror' genre), whilst the Mystery Men are Q-like, god-like beings that can alter reality and do so with the sole aim of tormenting innocent humans. The only real weakness that Mystery Men have is that they adhere to various rules - either because they have to,or because they choose to.
The Fear Itself rules also make use of flashbacks during play, and require all players to define The Worst Thing (their character has) Ever Done as well as deciding which of the other PC's they like the best and dislike the most, which are all familiar devices used in Lost itself.
So, in this theoretical game, we have the following:
The PC's are caught in a contest between two Mystery Men (Jacob and the Man in Black/Smoke Monster) who use their powers to inflict various limitations and benefits upon the local environment (such as how to find it, how to leave, how to arrive, how certain bits of technology work, how people recover from illness, how time works in relation to the rest of the world etc) and to set various tasks and responsibilities for the PC's (press this button every x minutes, or something really bad will happen). They also engineer coincidences and enigmas to madden an confuse the PC's.
The game itself would attempt to feature a flashback per session that focuses on one character and allows for development and plot progression.
Sessions would be driven by either investigation into the local environment and the unusual properties it possesses, or by a task imposed by the environment or by conflicts between characters. At times one of the Mystery Men will step in to progress their agenda against the other Mystery Man or to torment one of the characters.
Wednesday, October 13, 2010
The best game I never played
I can normally rationalise the purchase away though...
It's well written, so it's like buying a regular book
It's a good system that's got me thinking, so it's a mental exercise, which is good
Oh, I will use it, it's fucking awesome
Then, months or years later you look at your book shelf and realise that the literally hundreds of pounds you've spent could have gone on something more worthwhile, because you've never used the damn things.
Example
When my wife moved in, I showed willing and cleared out a load of my old RPG books. I sold off about 30 Mage: The Ascension books that I had never used.
I gave away about 15 Exalted books, 6 Orpheus books, 20+ Vampire: The Masquerade books, 1 Mummy: The Resurrection book, 20+ Ars Magica books and 4 Hunter: The Reckoning books that I had never used.
One of the rationalisations i used was that I was clearing house of everything I didn't use and was never going to use again.
I would start again.
Rebuild.
As of now, I have 22 New World of Darkness books, including core rule books, most of which I have never used. I've not used Mage, Vampire, Changeling and a number of supplements.
I have Ars Magica 5th Edition, which I have never used.
I have Exalted 2nd Edition, which i have never used.
I have Trail of Cthulhu, Fear Itself and Star Wars Saga Edition. I've not used any of them.
This is kind of depressing. A lot of these are great games (the exceptions being ArM5 and Exalted 2, which appear to piss all over the previous, stronger, editions).
Unfortunately i don't see an opportunity in the near future for play either, which is a real shame.
I'd really love to do something with Changeling: The Lost, which is a really rich game chock full of opportunities and creativity.
I have about three or four Star Wars games I could run, and could pull off a respectable Vampire: The Requiem game.
I think i'd prefer to play Mage instead of run it.
Now, if only my children would age about 5 years, i'd have a bit more time...
Monday, October 4, 2010
Gumshoe / Trail of Cthulhu / Fear Itself
I asked for it for my birthday, and my wife dutifully bought it for me.
It is pretty ace.
The system, The Gumshoe System created by Robin D Laws (who my friend assures me is a genius), is a nice change of pace from most, if not all, other systems i've played. The focus is on investigation, and the piecing together of clues. Most games require you to pass a test to discover a clue, which can really stall play after a few unlucky rolls. The Gumshoe system takes a different approach - If you have a skill that could find the clue, and you state that you are using it, then you get the clue. The focus then falls on what you make of the clue, and where it leads you.
All pretty good.
A story should be set up to deliver one 'core clue' per scene, and a scene ends when the players uncover it. The clues should then add up to lead the players through the plot and to the final (and in the case of a Cthulhu game, maddening) truth.
Combat is simple and straight forward, and fairly lethal. There's no fiddly initiative, or distances, or speed. Mostly just death.
The most effective thing a character can do during combat is flee, which is so important that it has its own stat. At last!
The Cthulhu Mythos makes up the rest of the book, and is dealt with great affection, as can be seen whenever there's a sidebar that discusses the playtest phase and alternate rules. Think your character is too likely to survive? Here's an optional character creation set for creating doomed characters. Want to die when shot, rather than just take 'cinematic' damage? Knock your self out with these optional firearm rules. Want to create an uneasy sense of paranoia and claustrophobia when your Sanity score falls? Here's a way to portray insanity without telling the player what their character is suffering from.
There's the expected different investigator classes, and imaginative and inspirational write ups of monsters, cults and Mythos Beings, plus an introductory adventure. Brilliant. I heartily recommend it to everyone.
I enjoyed it so much, I bought a copy of Fear Itself. This spoilt the illusion somewhat.
Fear Itself is about 80 pages long, and is sold as an ideal vehicle for running one shot slasher movie / thriller games.
On the surface, I was quite excited. It also uses the Gumshoe system, and I like that it was short. Just the basics, no unnecessary fluff for the sake of it. We're all familiar with the genre it supports, so why waste time writing about it. Let's just get on. Oh, and it's a bit cheaper.
The problem is that it's only 53% new material.
The actual game system is word for word identical to Trail... and, I imagine, any other Gumshoe system game.
This means i've spent money on about twenty new pages, including the introductory adventure (more on that later), out of eighty.
Not so hot.
It's a supplement that's been sold as a stand alone product.
The intro adventure at the back deserves special notice, though, for one reason alone. You play LARPers. Really. And it mocks you remorselessly for even knowing what a LARPer is (although it does mock Vampire/Goth Doom Cookie LARPers more).
A little to close to the bone, I thought, although possibly great fun to play if you really hate a certain clique of roleplayers.
I'd still be interested in Mutant City Blues or The Esoterrorists though...