Showing posts with label Deserted Island. Show all posts
Showing posts with label Deserted Island. Show all posts

Tuesday, July 9, 2013

Deserted Island experiment - Call of Cthulhu

A few days ago I started a new thing, listing three supplements for one of my games, that I'd take with me to a deserted island. Now the time has come for Call of Cthulhu.

  1.  The 1920s Investigator's Companion - this book might be disqualified as it can be considered a "core book" for players. I'll add it to my list anyway, and add a fourth as a bonus. This book is just great when it comes to suggestions for character concepts. The long listing of professions and how to create those kind of characters are really helpful. If you want to get away from the dilemma that the characters are an unlikely bunch, you could pick a section and have all make characters from that type or one similar. Other goodies are the sections on research facilities, and how to get around. If you play in a historical setting these facts are gold. They are also well presented. We'll see how the 7th edition is designed, but this book would be great as the core of a Players Guide.
  2. Cthulhu by Gaslight 3rd ed. - This choice might surprise some, but I think the second great era for any kind of horror game is the gaslight era. This is a great book with lot of details about the geography of London and how people lived back then. There are also some good advice and tweaks for character generation that can be used for other eras as well. Naturally there are a few scenarios to start that campaign at the island. 
  3. Arkham Unveiled - Is there any book more iconic than this? Arkham is at the heart of Lovecraft country, and this is a book that gives a pretty good overview of a typical city of that area. There are lots of small mysteries and oddities you can make adventures out of, and there are nothing better than a university that can work as a patron for cerebral adventurers. If that's not enough, there's bootleggers and criminal gangs for more two fisted games. Round it off with a few scenarios and you have a good place to mine for lots of gaming.
Now what's the bonus item? Well, there are two obvious choices. One is that great campaign which some have dubbed the best rpg campaign ever, Masks of Nyarlathotep. The problem with that one is that I have not read it, or played it! I don't even own a copy. I would love to play it, mind you.

The second obvious choice, and the one I'll pick since my list above leans toward the historical eras, is Delta Green. Sure, by now it's also history, but it's modern day and tweakable to be used for 2013 as well, or whatever. It would be easir for me to pack for my island trip as well, since I own it. But, I have actually not read it all, so that will suit me fine. I can stay on the island for a while!

I bet some of those choices would meet with arguments! Agree? Disagree? Feel free to say so.

We'll see what game comes up next. You know where to find me...

Saturday, July 6, 2013

Deserted Island experiment - Unknown Armies

I just listened to the THACO podcast, and they did something interesting. They talked about which game they would take with them to an deserted island. Old hat, yes, but with a new twist. They stipulated that you got the core book(s) for free, and could only take three supplements. Which do you pick?

I'm going to amuse myself by listing some of my games, and my picks. First out is Unknown Armies.

Why Unknown Armies? Well, first off it's so damn well written. The second edition is one of the few game books I read from cover to cover just on the strength of its prose. The content is good as well, but the prose is excellent. UA is a game where violence matters, where magic is ugly and hurtful. It's a game about the urban modernity, and its backside. It's just like the highfalutin 1st edition Mage, except it's not written by hippies with no grasp of rpg rules.
  1. 1. Lawyers, Guns and Money - This is because Alex Able's organization is a good start for your street level investigators to get a lead into the Underground. You can boss the characters around and give them missions to do crazy stuff until they develop their own agendas. It's a good book for getting the players to join something bigger than themselved.
  2. Hush Hush -  Everyone needs someone to hate, right? The Sleepers are great for showing up at weird places, silencing witnesses and if you have them show up and clean the mess the characters have put themselves into, you've got a serious trip going with doubts, debts and murder. 
  3. Weep - Look at that cover. Seriously, look at that cover! Go do an image search and I'll be here when you come back. See? If there's anything more twisted and disturbing than that little girl and her staring eyes, then I don't know what is. This is a scenario collection, and you might wonder why you'd take that to the Island. But, not only are they long and meaty, the book just ooze that feeling of urban decay and desperation, physical and mental, that so defines Unknown Armies.
Agree? Disagree? Feel free to say so. Next game, Call of Cthulhu!
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