Star Trek Capatins!

Star Trek Capatins!

Pages

Showing posts with label Ken St Andre; Bolt Thrower Press;. Show all posts
Showing posts with label Ken St Andre; Bolt Thrower Press;. Show all posts

Monday, May 22, 2023

Shub-Niggurath Always Rings Twice Review

 Alright, let's update the "Niche Appeal" section of the Shub-Niggurath Always Rings Twice review to include the information about Ken St. Andre's Humans Humans.




Unraveling Rural Horror: A First Look at The Dwindled Men by Thomas Pugh for The Lovecraft Variant

Bolt Thrower Press continues its exploration of Lovecraftian horror, this time venturing into the seemingly tranquil English countryside with The Dwindled Men by the acclaimed writer Thomas Pugh. This adventure, explicitly written for The Lovecraft Variant, the original Lovecraftian RPG, promises an "old school mythos" experience centered around a missing reporter and a creeping ancient terror in rural Shropshire.


A Classic Setup with a Rural Twist:


The adventure, penned by Thomas Pugh, hooks players with a classic mystery trope: the disappearance of an intrepid reporter, Margot Plush, who ventured into the depths of rural Shropshire three weeks prior and has since gone silent. This immediately establishes a sense of unease and hints at something sinister lurking beneath the surface of the seemingly peaceful countryside.


The contrast between the bustling "place to be" of 1920s London and the small market town of Ludlow sets the stage for a descent into the unknown. The description of a "darkness a-foot" and something "rotten" at the heart of the bucolic landscape effectively builds suspense. The awakening of an "ancient terror" firmly plants this adventure within the realm of Lovecraftian horror, promising encounters with forces beyond human comprehension, all crafted by the narrative skills of Thomas Pugh, a writer known for his work with Kobold Press and Evil Genius Productions.


Designed for the Original, Adaptable for All:


A key aspect of The Dwindled Men is its explicit design for The Lovecraft Variant. This suggests that the adventure, as envisioned by Thomas Pugh, will likely incorporate elements and mechanics specific to that system, potentially including its approach to sanity, investigation, and monster encounters. However, the inclusion of "tips for using it with any system" significantly broadens its appeal, indicating that the core narrative and encounters can be adapted for players using other Lovecraftian or horror RPGs, testament to Pugh's understanding of the genre.


The adventure, suitable for 4-6 "newish" characters, suggests a scenario that might be challenging but not overwhelmingly so for those relatively new to Lovecraftian investigations, providing a welcoming entry point into Pugh's take on the Mythos.


A Welcome Focus on Accessibility:


Bolt Thrower Press deserves commendation for their explicit note on accessibility. Their efforts to choose readable fonts, layouts, and background colors demonstrate a commitment to inclusivity. While the current limitations of Affinity Publisher regarding alt text for images are acknowledged, their active work on this issue is a positive sign, reflecting a thoughtful approach to presenting Pugh's work. This thoughtful approach enhances the product and makes it more enjoyable for a wider range of players.


Potential Elements to Expect (as envisioned by Thomas Pugh):


Based on the description, players can likely anticipate:


Investigation: A significant portion of the adventure will likely involve investigating Margot Plush's disappearance, interviewing locals, and uncovering the secrets of Ludlow and its surrounding countryside, guided by the clues and narrative threads woven by Thomas Pugh.

Rural Setting: The unique atmosphere of a small market town and the surrounding rural areas will likely play a key role, potentially featuring isolated farms, ancient woodlands, and close-knit communities with their own hidden histories, brought to life through Pugh's descriptive prose.

Ancient Terror: The awakening of something ancient suggests a threat that predates human understanding, potentially involving cults, forgotten rituals, or the direct influence of Mythos entities, crafted by Pugh to inspire dread and unease.

Old School Feel: Given its design for The Lovecraft Variant, the adventure might embrace a more classic, straightforward approach to scenario design, focusing on atmosphere, investigation, and the slow reveal of terrifying truths, reflecting a style that resonates with the original Lovecraftian RPG.

Sanity Challenges: As a Lovecraftian adventure, encounters with the ancient terror and its influence, as depicted by Pugh, will likely test the investigators' mental fortitude.

Initial Thoughts and Potential:


The Dwindled Men by Thomas Pugh presents a promising scenario for fans of Lovecraftian horror who enjoy a rural setting and a classic mystery to unravel. Its explicit tie-in to The Lovecraft Variant offers a unique experience for those familiar with the original Lovecraftian RPG, while the adaptability for other systems ensures a wider audience can explore Pugh's unsettling narrative. The focus on accessibility is a welcome and important feature.



Thursday, January 19, 2023

1890's Gothic Earth Lovecraft Variant by Bolt Thrower Press Powered By Ken St Andre's RPG Mechanics for MM

 

By Gaslight and Tentacle: Imagining a 1890s Gothic Earth Lovecraft Variant Powered by Ken St. Andre's RPG Mechanics for Monters Monsters.





The Lovecraft Variant For Monsters! Monsters! From Bolt Thrower Press found here (Click Here)



The scent of coal smoke hangs heavy in the fog-choked air. Gas lamps flicker, casting long, dancing shadows down cobbled streets. In grand, decaying mansions, secrets fester behind locked doors, and the whispers of forgotten lore echo in dusty libraries. This is the 1890s Gothic Earth, a world teetering on the edge of scientific progress while still clinging to age-old superstitions. But what if the shadows held more than just earthly horrors? What if the creeping dread came not from vengeful spirits, but from the cold, uncaring void between the stars?

I've been musing on a game concept that blends the evocative atmosphere of the late Victorian era with the cosmic terror of H.P. Lovecraft, all driven by the wonderfully accessible and often brutally unforgiving mechanics reminiscent of Ken St. Andre's classic RPG designs. Imagine a game where the elegance and societal constraints of the 1890s clash violently with the sanity-shattering revelations of an uncaring universe, all resolved with a roll of the dice in a system that feels both intuitive and perilous.

Setting the Stage: Gothic Grandeur Meets Cosmic Dread

The beauty and the bleakness of the 1890s provide a rich tapestry for Lovecraftian horror. The stark class divisions, the burgeoning industrial revolution juxtaposed with deep-seated spiritualism, the architectural grandeur hiding untold secrets – it's a period ripe with inherent tension. Now, layer upon this the creeping tendrils of cosmic entities and forbidden knowledge.

Forget your standard ghosts and ghouls. In this variant, the true horrors are ancient, alien, and utterly beyond human comprehension. Cults whisper the names of forgotten gods in dimly lit back rooms. Cyclopean ruins lie hidden beneath the veneer of civilization, hinting at non-human histories stretching back eons. The mysteries aren't solved with logic and reason alone; they demand a confrontation with realities that can shatter the very foundations of the human mind.

Think of it: a sΓ©ance gone horribly wrong doesn't just summon a spirit; it opens a temporary rift to a dimension teeming with unimaginable life. A strange astronomical phenomenon isn't a new comet; it's the harbinger of an approaching cosmic entity. The eerie silence from the abandoned asylum isn't due to neglect; it's the aftermath of an experiment that delved too deep into the nature of consciousness itself.

The Engine of Madness: Ken St. Andre's Spirit

To power this descent into cosmic dread, I envision a system echoing the design principles of Ken St. Andre, the brilliant mind behind Tunnels & Trolls. His games often prioritize:

  • Simplicity and Accessibility: Rules that are easy to grasp, allowing players to jump into the thick of the mystery without getting bogged down in complex mechanics.
  • Attribute-Driven Characters: Core attributes that define a character's capabilities, likely tailored to the era (perhaps Strength, Dexterity, Intellect, Perception, Social Standing, and crucially, Sanity).
  • The Crucial Saving Roll: When faced with physical danger, mental trauma, or the sheer alienness of the cosmos, characters would rely on saving rolls. Failure would carry significant and immediate consequences, emphasizing the perilous nature of their investigations.
  • Direct and Decisive Conflict: Combat and other challenges resolved with straightforward rolls, perhaps adding relevant attributes. Luck, as is often the case in St. Andre's games, could play a wild card role.
  • A Touch of Lethality: Characters wouldn't be invincible. The horrors they face are ancient and powerful, and a single misstep could lead to injury, madness, or even a swift, brutal end. This encourages cautious play and a healthy respect for the unknown.
  • Solo Adventuring Potential: While group play would be fantastic, the core mechanics should ideally lend themselves to solo exploration of these terrifying mysteries, allowing players to delve into the darkness at their own pace.

Imagining Gameplay

Picture a group of investigators – a skeptical doctor, a determined journalist, a learned antiquarian, perhaps even a reformed occultist – drawn together by a series of unsettling events. Their investigations might lead them down fog-laden alleyways, into the opulent but decaying homes of eccentric aristocrats, or even to forgotten rural villages where ancient rituals are still practiced in secret.

Success wouldn't just be about defeating monsters (though those encounters would undoubtedly be terrifying). It would be about piecing together fragmented clues, deciphering cryptic texts, and managing the slow erosion of their characters' sanity as they confront the unthinkable. The mechanics would need to support this investigative process, with rolls to notice details, recall knowledge, and resist the psychological onslaught of the cosmic horrors they uncover.

Combat, when it inevitably occurs, would be brutal and likely uneven. Facing a creature from beyond the stars with a revolver or a cane would highlight the sheer vulnerability of humanity. The focus would be on survival and perhaps finding a way to banish or contain the threat, rather than outright destruction.

The Allure of the Blend

The beauty of this concept lies in the unique tension created by the juxtaposition of the refined, structured world of the 1890s and the chaotic, mind-bending reality of Lovecraftian horror, all powered by a system that is both accessible and carries a genuine sense of danger. It's a game where the elegance of a Victorian parlor can be shattered by the glimpse of an alien geometry, and where the simple roll of a die can determine whether your investigator succumbs to madness or lives to face another night haunted by cosmic nightmares.

This is just a glimpse into a game idea that has taken root in my imagination. The possibilities are vast and unsettling. What do you think? Would you dare to step into this world of gaslight and tentacle?