The Dark Times, edited by Lee Williams, is a new fanzine that follows
on from Demonground and Protodimension in dealing with "the
horror-conspiracy-weirdness gaming genres", beginning with Dark
Conspiracy and drifting into nearby areas.
The PDF table of contents is badly broken. This is sadly common
even in professional publications; I think that quite a few PDF
readers don't display it by default, so publishers don't notice that
it's present and wrong rather than absent. Otherwise the production is
fairly good: there's an unfortunate speckled grey background that
doesn't help ease of reading or printing, and font sizes and spacings
are inconsistent between articles, but the layout is otherwise
effective.
The Introduction (Tad Kelson) makes it clear that this zine is less
game-specific than earlier incarnations: many of the ideas of modern
horror can be shifted fairly easily between settings.
First Hand Accounts (Eric Rodriguez) is an investigative scenario
featuring a support group, supposedly for survivors of an obscure
disease but in practice for people who've encountered the Mythos,
whose members are disappearing. This is intended for Delta Green, so
it assumes PCs can be ordered to investigate but will begin as
outsiders and have to infiltrate. It's short and open-ended, requiring
a fair bit of preparation from the GM, but I could certainly see
myself using this as raw material (which is really what I ask for; I
rarely use scenarios directly).
Carcosa Fringe Festival (Sean Smith) sees Trail of Cthulhu PCs
invited to a play at the local fringe theatre by an old friend who's
directing. Yes, of course it's that play. This is mostly an
endurance test rather than an investigation: plenty of atmosphere and
stuff to notice and be driven mad by, but not much for the characters
to do.
Web of Deception (Tim Bisaillon) has Dark Conspiracy PCs hired to
find a CEO's missing urban-explorer son. This is a pretty
straightforward combat scenario that doesn't have much to say.
Ten Spiritual Parasites (Eric Fabiaschi) is effectively a set of
micro-scenarios: some of them are actual physical parasites, some are
magical and immaterial ditto, some are just strange creatures that
blight the lives of their victims. The connecting theme isn't all it
might be but some of the individual ideas are excellent. (Unfortunate
editing failure: "attracted to the moment of sexual organism".)
A Short Guide to Australia (Kevin O’Neill) is an introduction to
gaming in that country, emphasising the huge distances and generally
low population density (unfortunately taking up half a page with an
utterly pointless table - it doesn't matter how many towns of more
than 100,000 people you have in absolute terms, how about telling me
that relative to population or land area?) This takes an unjustifiably
long time to make its point ("it's easy to find yourself hundreds of
miles from the nearest settlement") and then says nothing at all about
gaming, still less horror-conspiracy-weirdness gaming.
The Trouble With Dr Murphy (Eric Fabiaschi) is for
Silent Legions,
an RPG I've never heard of before. The scenario is essentially a
creepy house with a monster in it, but does at least list a few
reasons for PCs to get involved.
The IDEAL Conceal (Lee Williams) gives Dark Conspiracy and Call
of Cthulhu statistics for a
(real-world) pistol disguised as a
mobile phone.
The Open Veil (Paul Riegel-Green) is a longer scenario for Dark
Conspiracy: a mysterious voice tells the PCs to go and investigate an
abandoned sanitarium, and seems to give away rather too much about
what's going on. At least, that was my impression; I'd rather run this
as a straight investigation. Each location within the complex has a
"Reports" section detailing the spooky activity that's been seen
there, as well as "Actual Activity" tying the reports to the monster;
bizarrely, though, there are no maps, which would really have helped
to make sense of the layout. In play this is unfortunately close to
being a dungeon with creepy events, nuisance monsters, and a final
boss.
It's a pretty mixed bag, as fanzines often are; for my taste, too many
of the scenarios are essentially just combat, with any investigation
brushed aside and the curtain rising as the characters reach the place
where they'll fight stuff. But First Hand Accounts is solid if too
short, and Ten Spiritual Parasites is helpfully inspiring.
The Dark Times #1 is freely available from
its web site.
Comments on this post are now closed. If you have particular grounds for adding a late comment, comment on a more recent post quoting the URL of this one.