Also known as "more stuff by me that you can buy".
Though this time it's pay what you want. For those of you who
aren't as far into the Lovecraftian gaming community as I am, Cthulhu
Eternal is a set of free rules (originated by Dean Engelhardt) for
running Lovecraftian adventures; it's based on Delta Green and
ultimately on the Mongoose version of the RuneQuest mechanics. It's
broadly compatible with (pre-7e) Call of Cthulhu: you can run a
published CoC adventure with CE, or vice versa, with only minor
amendments on the fly.
But, since it's free, anyone can publish their own adventures for
CE, without having to dance around the Chaosium licencing minefield
(which essentially means either publishing through them, with a low
cap on sales, or being a partner with a very high minimum sales level
to make it viable – it's notable that most of their former publishing
partners have stopped licencing material from them since the new terms
came in).
So these System Reference Documents serve a dual purpose: they're a
bare-bones set of rules, and they're something you can incorporate
(either directly or by reference) into your own published materials. I
rather like them: they're much lighter weight than later CoC, with
straightforward mechanics that can easily be generalised, rather than
specialised mini-games like the chase system and the dreadful bore of
automatic fire resolution.
Each SRD contains all the relevant material for a specific era (so you
only have one rules-book to consult in any single game), and this is
where I come in: to go along with the existing ones by other people
(Age of Revolutions, Victorian Era, Jazz Age, Cold War and Modern
Age), I've written a WWII iteration. Obviously there could be some
overlap with Jazz Age or indeed early Cold War characters, but this
book focuses on military and espionage operations in the wartime
context.
By definition, there isn't a huge amount of detail here, but I've
tried to pin down how this is different from other games in similar
time periods: military life and how it affects investigations, but
also what I think is the key element of this sort of thing, that human
evil and Lovecraftian terror exist on different axes. Friends can
uncover dreadful truths in the scrabble for anything that promises
victory; enemies can be frightful even before they start to exploit
eldritch horrors. And considering how much more front-line operatives
tend to have in common with their counterparts on the other side than
with their respective superiors, what will happen when both high
commands insist that they cannot afford to discard anything that
offers a hope of shortening the war? (Consider Churchill's
recommendations on poison
gas
in this context…)
The WWII SRD is available from
DriveThruRPG.
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