The Dark Times, edited by Lee Williams, is a 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.
Elements (Davide Quatrini) is a short piece connecting the name
"Cthulhu" with South American civilisations. It could be used as an
adventure seed.
Dark Times Interviews: I.E. Lester is just that. I've never heard of
Lester; apparently his first book is just out. It's mostly fairly
standard stuff, though I'm surprised that the same person can enjoy
Kevin J. Anderson and Eric Frank Russell.
Using Qi (Yicheng Liu) adds mystical powers to Call of Cthulhu;
it's very important to the author that this is Not Magic, though he
doesn't explain why this matters. If you're already running a Cthulhu
game with Kung Fu and similar add-ons, it might be useful.
The Voshkod Incident (Davide Quatrini) is a short log from a lost
interstellar expedition. Again, I suppose it could be used as an
adventure seed, but it seems awfully like all the other "lost
expedition" logs with which the genre is plentifully supplied.
Spelling the name right would have helped: it's "voskhod", "восход",
meaning sunrise, or general ascending-ness. (Also, calling your chief
medical officer "Mrs" rather than "Dr"? No.)
Libram Memoriam (T. Mike McCurley) is a book full of magical
secrets, naturally with some drawbacks. (Actually it's less cursed
than these things usually are.)
The Vanishing Varigotti (Joe Klemann) is an adventure for Trail of
Cthulhu, though it could be converted; it's not hard to change
"[Reassurance 1 point spend]" to "if they can be calmed down a bit". A
magician vanishes as the climax of his act, but doesn't reappear.
There are various small infelicities (what is "a specific part of this
summer season when the stars align with the Taurus Constellation"
actually supposed to mean?), but there are plenty of interesting ideas
to explore, and with a bit of a bashing this could be used quite
easily.
Murderplot (Phil Ward), missing from the table of contents, is
software to replace the Criminal Investigation Board. It's mostly an
avenue to allow the GM to give hints.
A Short Guide to Australia Part 2 (Kevin O’Neill) gets away from the
"Australia is really big" emphasis of the first part, and starts to
add some actual gaming content – mostly suggestions on how to use
those huge distances.
From the Editor’s Attic (Lee Williams) lists some gaming podcasts
(including the one I co-host).
Some maps left out of issue 1 (which certainly help the big adventure
there make a bit more sense) conclude the issue.
The big adventure is the main item here I'm likely to use (with
modifications); the rest of the issue is mostly useful to me for
getting into a horror-GM sort of mood. The Dark Times #2 is freely
available from
its web site.
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