Events, Sale 0 comments on DriveThru Sale and More

DriveThru Sale and More

It’s that time of year when the shops and the Internet go wild and, largely without conscious involvement, everything gets cheaper for a week.

For the next week (until close of play this coming Monday), DriveThruRPG offer 33% off a whole load of role-playing games, including everything in the Just Crunch Games store.

Click the link and take the offer while it lasts. And, if you quite like the idea of reasonably priced game supplements, consider pledging $10 to The Cthulhu Hack on Patreon. As a Dweller in Darkness, you will receive a free complimentary copy of new releases as they come out, as well as early access to drafts, playtest notes and more. This week alone, that’s a playtest approach to simplifying Abilities and come the end of the week, another slice of new (illustrated) content.

Whether you pick stuff up in the sale or pledge on Patreon, I appreciate all the support. And, remember, I’ll be at Dragonmeet in under two weeks time with a booth chock with books, boxes, dice, character cards, counters and – fingers-crossed – a smattering of T-shirts.


Events 0 comments on Dragonmeet 2018 Stock

Dragonmeet 2018 Stock

I will be at Dragonmeet in a little under two weeks. Someone asked whether I’ll have anything new to release for the event, and I have to say, “No.” Per recent updates, I’m focused on getting the content in a good state and releasing everything at a fair pace, when it’s ready. That means Quarter #1 in 2019 might be release rich!

Nevertheless, I’m not without stock or ‘new’ things for your consideration, especially if you haven’t seen me since last Dragonmeet! I will have:

  • the Gamemaster Screen;
  • new cover versions of Core, The Haunter, Unformed and Dark Brood, as well as existing stock of Thro’ Centuries Fixed and Three Faces of the Wendigo;
  • the Deep One Pick’n’Mix, in limited supply – a branded white deep box with GM Screen and Character Cards inside that you can buy separately, or you can add books to, for those folks who have outgrown their slim box;
  • (all being well) a limited supply of Straight Outta Arkham t-shirts;
  • new Insanity Dice (in many colours), in various colours, with engraved Insanity and Shock outcomes;

And I daresay that I’ll have offers on the day for those picking up books.

News 0 comments on Winter 2018 Update

Winter 2018 Update

I cannot believe that 2018 whisked by so fast. Where did the time go?

The Dark Brood released earlier this year had been selling well. The core books have had a cover refresh and as stock depletes I’ll phase those in to general sales.

The upcoming supplement of three adventures, tentatively named Mother’s Love, will be released early next year. Illustrations are in progress; all crafts have been submitted by the authors and commented upon, with playtesting at various venues. I think it’s progressing well and the investigations have been fun to run.

Another supplement, again aiming for early 2019, takes Cthulhu Hack to the stars. The Dark of the Moon will include new mechanics, character detail and at least two adventures.

On the non-Cthulhu front, progress continues with The Dee Sanction. The core game will also appear early next year, I suspect. Occult investigation in Elizabethan Europe, its gestation has weathered 5 years… It’ll get there in the end.

After a great session at Heffer’s Bookshop in Cambridge, next outing for Just Crunch will be Dragonmeet. I’ll have box sets, books and the GM Screen, and look forward to seeing you come December.

Releases, Sale 0 comments on Strange Encounters Bundle

Strange Encounters Bundle

As a Doctor Who fan and a freelance tabletop RPG writer, I always find my worlds colliding. Indeed, even as I watched the first episode of the new series, I was taking notes to add stats for the Stenza!

To start with, I’ve created a simple tabletop roleplaying game called Renegade, just a few hundred words for quick, on-the-fly adventures.

And to help spawn those adventures, try Brace for Impact PLUS From Unformed Realms — combine them for a Chibnall-esque time-travelling role-playing experience.

Consult Appendix Z: Brace for Impact provides 20-pages of random encounters and a time-travelling twist, with the core rules for Renegade tucked away at the end. If you have already picked up CAZ:BFI, you now have extra content – as I added the infinity table (for time-travel shenanigans) and the Renegade rules as an update.

From Unformed Realms adds an essential non-Euclidean touch to your monsters, some more unsettling than others; then again, based on the evidence of one episode that seems the Chibnall way (I remember Day One).

You can pick it all up as a sub-$5 bundle from DriveThruRPG:

Actual Play 0 comments on Rogue Trooper: Operation Blue Moon

Rogue Trooper: Operation Blue Moon

Great to see hacking of The Cthulhu Hack, with Clarky the Cruel running Rogue Trooper: Operation Blue Moon at Mersey Games Knights games day. He’s posted a brief report over on his blog, where @thegrampus notes:

System-wise Hack is just as impressive as I’d hoped. Its fast and intuitive, and the declining resource dice mechanic is perfect for a game that is at heart Survival Horror. It feels like a system designed for convention style games, although i’m not sure how well it would work for campaigns. But for this, its great.

And, I’m not denying the angle of the one-shot for The Cthulhu Hack, as that’s what I generally play. The caveat – which I’m happy to discuss at length at cons or wherever – is that I see games in the Cthulhu Mythos better placed as one-shots with the campaign formed around the overriding threat to the world, rather than the same investigators.

The common thread comes down to journals, notes, letters, videos and other evidence that characters leave in their wake, allowing others to pick up the mantle – effectively, continuing the old trope of receiving a letter from your distant uncle about an artefact he’s left you in his will. Except you’re last character takes the place of the uncle, or your old professor from university, or that sleepless, alcoholic journalist you once shared a drink with.

Nice to see the resource mechanic continuing to evolve, here used to see how long characters can “Stay Frosty” – ultimately losing their edge as the battlefield grinds them down.

Image © Warwick Fraser-Coombe 2016

Awards, Sale 0 comments on Belated Celebrations of Success Sale

Belated Celebrations of Success Sale

In a thoroughly belated celebration of success, as Winner of the UK Games Expo Awards 2018 People’s Choice Award for Best Roleplay Game Adventure, you can find Three Faces of the Wendigo available for 20% off the normal PDF price at RPGNow and DriveThruRPG.

It was a pleasure to receive the support of gamers across the long weekend of the Expo and I appreciate every support offered – whether you’re picking up the latest supplement in PDF, grabbing a boxed set at an event, or running a game using The Cthulhu Hack at a convention.

If you have picked up a copy in PDF, I would appreciate reviews posted on RPGNow and DriveThruRPG, so gamers interested in the product can hear a bit more about what you thought. I appreciate the chance to talk with gamers at events about their experiences and sharing ideas on the Google+ community. If you leave a review (click on the product link on the right of the page, log in at the site, and then leave your review on the page), I hope we can expand the reach of the game even further.

Right now, I’m marshalling the creative forces behind the next trilogy of investigations, their focus on the cult of Shub-Niggurath, as first hinted at within the pages of The Dark Brood. Three great writers, new to the pages of The Cthulhu Hack, presently slave over the drafts of three fine adventures – and I’m getting the cold shivers already. Fear not, the horrors of the Wendigo might well pale in the face of what is to come…

Sale 0 comments on Happy Birthday, Howard!

Happy Birthday, Howard!

In celebration of what would be Lovecraft’s 128th birthday on 20 August, RPGNow / DriveThru has 20% off everything Mythos.

For you, that means 20% off on the whole range of The Cthulhu Hack, from the Core Book to the most recent release The Dark Brood – and everything in between.

For just over a week, you can get the whole lot for around $25, offering you a total of six adventures, three adventure seeds, 20 Mythos entities (and a book of tables to obfuscate and customise them) – and the tools to use the game’s simple rules to run all the other Mythos adventures you have around with minimal effort.

As I found on my recent trip to the Tierra de Nadie game convention, in Spain, gamers use these simple rules for their kids – and I had some enthusiastic converts coming back day-after-day for a chance to play the game (which landed me with eight players for a session, which worked out in the end, despite the slightly uncomfortable temperature!).

Not only can you use The Cthulhu Hack to run Mythos adventures, it works well for straight horror and investigation games (drop the sanity wrecking to shock for an easier ride). And, being based on the core of The Black Hack, you have an easy road to yet more customisation by crossing the system or just mashing the system with any number of other Hacks.

And there will be more to come, not least of which will be another set of three adventures coming by the end of this year.

Take a dip – the Core Book will set you back less than a fancy coffee – and celebrate simple gaming in the midst of Lovecraft’s cosmic nightmare.

Mechanics 0 comments on All the Dice, No Gimmicks

All the Dice, No Gimmicks

At the heart of many tabletop games lie a handful of dice. When you write a game, I propose that you should keep it simple, especially as a self-publisher or small scale game company, and stick with dice – because no one wants to spend money on something weird and wonderful for a game that might only play occasionally. What use would you have for tokens or cards keyed to a specific game – and why, as the publisher, would you mess with production and possibility of getting stuck with unsold stock?

Simple Just Works

In the early development of The Dee Sanction, I had a notion to use almost anything to make the character generation and record a bit different. I had tokens, I had character cards, I had a Tarot deck. In the end, it seemed to me that if I asked for any of those things, I might be asking for something that the table didn’t have to hand. Admittedly, they might not have dice either – but, I think you should feel relatively safe that a tabletop roleplaying game with a dice mechanic can be viewed as a fairly standard thing.

I was pleased when I ran a game of The Cthulhu Hack at Tierra de Nadie (in Mollina, north of Malaga) that someone commented they liked the fact that the game used a whole polyhedral set. I mean, it was both interesting and a little strange to get that feedback, but I guess it’s a truth that we’re not sticking to all the dice anymore. There are games that use just one die, or one type of die. If you’re Fantasy Flight, you might even get away with using some really odd dice. Both TCH and TDS use a whole polyhedral set – and, oddly enough, they use them all slightly differently.

Base Mechanics

In The Cthulhu Hack, you use the twenty-sided dice for handling Threats; the rest of the dice, you use those for Resources. You don’t use a d20 for Resources (normally). And you never use the lower-sided dice to figure the success or failure of a Threat. By the end of a session, you will have used all the dice, probably, some more than others – especially when you’re kicking off the use of a high value (12-sided) Resource. This division of purpose means that when I say to save against a Threat, there isn’t a doubt about what die to pick up.

When it comes to The Dee Sanction, the status quo on dice won’t change much, though I intend to include some alternate mechanics. Ultimately, if you just use dice, the game will play the same way – but there will be the occasional option to use a deck of cards, for example, when determining your character background, as if all the players draw a card from a single deck you manage to perform an act of randomisation without the possibility of duplication. Yes, you might want be OK with two porters or courtiers, but using the cards means that won’t happen unless you specifically choose to not randomise. Or use the dice and allow it.


I suppose for some players, when you come to a game and you have spent the time picking our your favourite dice, it can be disappointing to find that the game you’ve signed up for out of interest uses only one type or none at all. Why did you go through all that ritual effort of purification and orientation for the last week, bathing them in holy water and hanging them from the mantle of your fireplace, only to find the careful balance of perfection instantly disrupted… or dissipated by disuse?!

On top of that, if you just use a standard set of dice, you don’t have to spend time explaining how to use them. I mean, I like the dice mechanic for Star Wars and Genesys, but that thing does take a while to bed in or necessitates a reference chart that won’t stay memorised for long (or at least not in my experience). When you say, roll a twenty-sided die, that doesn’t need any explanation (well, it did in Spain, but only because i tried to explain the singular and plural versions, die and dice, and how it had fallen into disfavour).

Once you start adding cards and tokens, the tabletop might start looking more interesting and colourful, but you also generate an overhead of explanation. At a convention, that’s time you could be spending playing the game. I have found with systems that use more than a basic dice mechanic that I kick off the session and explain when I need it – aware that this will mess with the flow and immersion, but conscious that time’s of the essence. I find that this works well because you might find by the end of the session you have managed to get by without using all the mechanics – which would have been time wasted if you had explained them all upfront or created a comprehensive reference sheet before the game.

Roll ‘Em

There’s room for innovation in gaming without worrying about weird and wonderful gadgets and tools at the tabletop. If you want to wow, find a strange and satisfying mechanic. By all means, you could consider using some strange device, like weird dice or colourful tokens, but I think it’s important to keep the core game working without them. And, it would seem, some gamers find that simplicity reassuring and satisfying, because they know when then sit down and play your game, they’ll have the chance to use their “special dice” they’ve spent so much time choosing in preparation for a game.

Image: Pretty certain those dice are Eldritch Rose-Green, available from Dice Shop Online.

Sale 0 comments on Christmas in July

Christmas in July

Merry Summer time, everybody!

Perhaps the exciting of Christmas got the better of me – but today I realised that I hadn’t posted about Christmas in July over on RPGNow and DriveThruRPG.

If you haven’t been already, this is your chance to stock up on Summer time game reads and fill that tablet/Kindle with all the PDFs the plastic shell will contain. I daresay it might be creaking a little already, but I’m certain you can eke out an extra dimension or two for more room, right?

Christmas in July features the whole range from Just Crunch Games, both The Cthulhu Hack and wider releases. Right now, getting 25% off everything makes it a deal better than the normal bundle offers – so, don’t delay. You have until the end of July to fill up your shopping cart with bargains.

House Rules 0 comments on Removing Investigative Resources

Removing Investigative Resources

I’m open to discussion about The Cthulhu Hack on many levels. I’m not precious about the rule set and I accept that once released into the wild anyone can do anything with it.

In the Google+ Community for the game, Scott Maclure asked:

Could [The Cthulhu Hack] remove Investigative Resources, i.e. Flashlights and Smokes, without really affecting the game overall?

My response:

Not For Everyone

I suppose that the first take away from this discussion is that you can’t please all the people all of the time. There are so many game systems out there and so many approaches to play and so many players and GMs… something isn’t going to suit everyone. I want to say, first and foremost, thanks for the feedback – and that if The Cthulhu Hack doesn’t suit you… well, still thanks for picking up a copy!

(I always appreciate feedback, because I value the thought that goes into alternate views. I’m open to house rules, optional approaches and lateral thinking, because they drive the ongoing development of the game. I can think of few things more frustrating than feedback left without thoughts behind the writing – one of the odd options available to those who purchase the PDF.)

Elevator Pitch

To be clear – and this is my pitch on the booth at cons – the Unique Selling Point is an effort to emulate the descent of Lovecraftian characters into despair, insanity, disappearance and so forth. More often that not, the character at the heart of each tale doesn’t come out of it in a good place, if at all. That is the core of the game – and that is why the Investigative Resources dwindle.

I have tagged on the essence of never withhold a clue that might stall the story flow because it makes sense to do that – getting to the end of the story is just part of the game. If you can get to the end and still have something to fight with, all the better – but the current Investigative Resources – including Sanity, after all – mean that this is not a certainty.

Now, Saves don’t dwindle. They protect you from threat of harm and capture, but they don’t fade away. The athletic investigator will always outrun the cultists, but like the protagonist of The Shadow over Innsmouth running away might keep you alive but it won’t shore up your Sanity against the revelations.

I would suggest that you give the game a go as is – and keep in mind that, weird as it might be, you throw a test for Resources AFTER handing over the clues or explaining the sanity-busting discoveries. They’re an abstraction to generate the sense of spiralling decline. The players still have to guide their characters in the right direct – don’t just throw clues at them… otherwise they will have no sense of challenge.

Robert Blake has to go to Federal Hill, interact with the Italian guardians of the site, squeeze through the defences and search through the decrepit interior of the church. He has to poke and prod to make his discoveries – and some of the things he finds are Threats, like those protective local residents and their insistence that he stay clear.

Completely Untested Alternative

If you want to try an alternative, scrap the Investigative Resources by all means. Just use the Saves.

1. All characters start with 8 in each Save.

2. Players have 20 points to spread across the Saves as they see fit. (Experiment with this. 22 points might be the sweet spot; 20 points might be too harsh.)

3. No Save can be higher than 17.

4. When considering a location for clues or seeking aid from locals, judge the approach and determine the appropriate Save. Social interaction won’t always be Charisma – it might be educated discourse with Intelligence or intimidation with Strength.

4a. After receiving a clue, throw d20 versus the Save score – rolling equal or lower is good. if you roll higher, reduce the score by 2 points.

5. Combat becomes more about deciding how you’re going to handle an opponent rather than just slugging with Strength – but equally it becomes an act of real struggle by the later part of the investigation with Saves on the decline.

5a. If a character strikes an enemy, they inflict damage to Hit Points per the normal game rules. Unarmed attacks or those with improvised weapons do 1D4. Other weapons inflict damage equal to their starting Supply Die (see page 25 – exceptions are any weapons that state a damage in Notes – and Supply Die deplete as normal).
5b. If a character takes damage reduce Saves by the amount suffered. A Shoggoth will mean a lot of spreading out to survive! Creatures and opponents continue to have the advantage of the modifiers on the Average Antagonist table (page 23), as we still want to make fighting a Shoggoth the WRONG thing to do.
5c. If you lose all the points in a Personality Save, roll for Insanity (page 27) If you lose all the points in a Physical Save, roll d8 on the Out of Action table (page 17). Yes, the OoA table might mean losing more points from Saves – but that represents the character taking critical internal injuries. Bones crack, organs burst, blood leaks, etc.

6. Healing does the opposite of damage – in that recovery of an amount can be applied to any or several Saves. First Aid recovers an amount that the player can choose to spread across any reduced Saves. They can’t raise a Save above the original starting value.

6a. At the end of a Scene, recover 1 point in a Save. A character with any zero value Save AFTER this needs to sit out the next scene. Let the player do something else – run a servant, a valet, a friend of a friend. They have Saves with 10 across the spread, except for one with a score of 12.

7. Investigators do not have Hit Points. Sanity rending revelations tend to harm Personality traits (CHA, WIS and INT). Falls, poison, traps, acid, etc. tend to harm Physical traits (STR, CON and DEX).

That’s untested and incomplete – but it gives you an approach to the game that does away with Investigative Resources while it keeps the spiral of decline. Which is the point – the decline should persist, even if you strip away the current mechanic that records it!

Featured image: Investigation in the Slums by FreeMind93. Used with kind permission.

News, Reading 0 comments on RPG Book Club

RPG Book Club

July sees the inaugural meeting of the #RPGBookClub on Twitter and after a vote earlier last month the first book up for discussion is The Cthulhu Hack.

If you have the PDF lying in your computer Downloads or nestled in your smartphone cloud account of choice, or perhaps you picked it up at a convention, and you haven’t taken the time to read it – this could be the moment, as you won’t be reading it alone.

All you have to do is follow along with the hashtag #RPGBookClub and contribute to the chat.

If you haven’t picked up a copy, you can grab a PDF of The Cthulhu Hack from RPGNow or a physical copy from either Lulu or All Rolled Up.

Handouts, Running Tabletop Games 0 comments on Delta Green: Observer Effect

Delta Green: Observer Effect

If we look too deeply into the roiling chaos of reality, chaos may look back.

I ran the Delta Green adventure Observer Effect for Free RPG Day. I had intended to run a couple of sessions, but on the day we didn’t start until an hour after I’d planned – and as it turned out, I ended up running the single session for almost 5 hours. Listening to an Actual Play of the adventure that ran to just 3 hours, I must have got lulled into a state of false certainty that the same would be possible on the day. However, I ran the game with six players, with the AP version ran with just three.

Observer Effect could work well as a two session investigation, but I think it probably has greatest impact served up in a single sitting. On the one hand, if you can get to just the right spot, it makes for a perfect and exasperating cliffhanger; on the other, the same spot might just be the perfect break to grab a beverage refresh and a trip to the loo.

Selling Point

Why did I run a Delta Green adventure instead of The Cthulhu Hack?

(Well, other than the obvious fact that I’m the author of TCH and therefore have a vested interest in promoted it!)

First and foremost, I wanted to showcase the essential selling point of TCH, which is the simple and flavourful mechanics, designed to chart the spiral into darkness and desperation as the investigators get closer to the truth. People did, indeed, go insane during this investigation – in fact, it was insanity that made for the satisfying denouement.

On Google+, I was asked:

… how would you contrast TCH vs DG ruleset? That is, what did TCH bring to the table that DG does not?

My response mirrored my initial intent in bringing a Delta Green adventure run with The Cthulhu Hack to the event:

I’m not suggesting that I can replace any other rule set. I believe The Cthulhu Hack offers an experience tooled to provide Lovecraftian research with a minimal, but potentially rich, mechanic for discovery and revelations. It has an extremely fast character generation that, nevertheless, offers differentiation between characters in the output. And that it intentional hews towards emulating the spiralling decline of Lovecraft’s own protagonists. It’s also incredibly easy to convert characters and scenario essentials from other systems to TCH.

I’d like people to consider adding TCH to their RPG armoury rather than replacing anything, as I believe it has a place and a value when time is short, a gaming session looms and you just want to play an investigation without needing specific pre-gens or tons of prep.

Having looked [at a specific page in The Agent’s Handbook handling skill use], TCH is more narratively forgiving in investigation. You’re not defining a deep knowledge of anthropology or Ancient Sumerian at the outset. Your investigative resource rolls test your capacity to find out what you know.

That’s the approach I always take when discussing the game with people at events or after con games. I don’t imagine that if you already play a game of Cthulhu-focused horror that you can pick The Cthulhu Hack and throw your favourite books away. What I envisage is that it should fill the same role as, say, Fate Accelerated as a go to system for a quick game, but with a little more focus to the type of game you’re going to run. Stripped down simple mechanics that do a job and get it going quickly.

Tabletop Bling

While I didn’t spend any time doing conversion of mechanics – handling that on-the-fly during the session – I did spend some time creating props, which I’m happy to share. I also created a matrix of clues, personalities and locations for quick consultation during the game – which I recommend. Once you’ve read the Observer Effect investigation itself, you’ll understand why. As this condenses a lot of material from the book itself, I won’t be sharing it – but essentially it just noted the key personalities, their personal tics and tells, their location when first met, and the key information they have to hand.

What I can share are some ID badges for the non-player characters, along with a map of the area and main location (ZIP file 1, 1MB), a bunch of random sheets for printing out and dropping on the table (at a specific point in the investigation) to momentarily entertain the players (ZIP file 2, 2MB), and a set of six pre-generated characters, based on the agents included in the excellent Need to Know Delta Green quickstart with matching ID badges emblazoned with appropriate cover story decals (ZIP file 3, 3MB).

On the day, I want to get the game going immediately by handing out characters on nice sheets with suitable logos, but The Cthulhu Hack can very much handle random generation of completely new characters. Here, I was aiming to wow with some bling – capturing the interest and attention of both newcomers to the game/genre and veterans alike.

Observer Effect and Need to Know are adventures for Delta Green, released by Arc Dream Publishing.

In Development 0 comments on Cthulhu Hack Covered

Cthulhu Hack Covered

In pursuit of an appearance and format I can iterate across The Cthulhu Hack range, I have been tinkering with the covers of the core books – including From Unformed Realms and The Haunter of the Dark.

I’m not committing to a finalised version yet – but after two years of organic development in the appearance across the range, it seems about time that uniformity emerged from the cosmic chaos. Well… just a little bit.

News 0 comments on Cthulhu Hack Update

Cthulhu Hack Update

The Cthulhu Hack had a 2nd birthday last month and the line continues to grow. At the core, we have the three core books, along with two books of adventures, and other books filled with campaign materials, like The Dark Brood and Convicts & Cthulhu. Good moment for an update.

The Cthulhu Hack Website

It seemed like as good a time as any to put together a separate site – using the domain – to showcase the books and link to the sources from which you can buy them. That means I can focus the content here on development articles, news, event updates and other such posts.

Right now, the site has the main six books, but I’ll be adding the other materials soon. Each item has a short summary on the content and then buttons to take you off to where you can get hold of PDF or physical copies.

If you would like to see any other information on this site or want to see the books available through other channels, drop me a note through the Enquiries link.

More Cthulhu Hack

With The Dark Brood released in time for UK Games Expo, my mind turns to the close of the year when I plan another physical book release. I think a further PDF only product might be possible along the way, but fully expect the next book-in-hand supplement to arrive by late October, in time for Spiel.

At the moment, I have more than one product jockeying for position. I would ideally like the October release to be another set of investigations like the award-winning Three Faces of the Wendigo. However, I also have a supplement in progress about more non-Lovecraftian campaigns, steeped in pulp and magic, and a revision of the historical Australian setting book Convicts & Cthulhu.

I’m also open to suggestions – and even offers of writing talent! – from any interested parties. If you have an idea and want to pitch it for consideration, drop me a note through the Enquiries link.

French Cthulhu Hack

At this point L’Affaire Deluze by Les XII Singes doesn’t really need me to promote it, as the crowd-funding for the French edition of The Cthulhu Hack and associated campaign materials and adventure stormed through the basic target in about a day and now closes in on the 30,000 € stretch goal of a global map for the campaign.

If you’re up on your French and would like this sumptuous package of goodies, including maps, play aids, art book and more, head on over to Game On Tabletop to check out the details.

Black Hack Second Edition

On a side note, the heart of The Cthulhu Hack arose from the core mechanics of The Black Hack. More than two years down the road, David Black and Peter Regan of SquareHex have the Kickstarter for the Second Edition up and running – and you might want to drop over to see what they have to offer.

The Cthulhu Hack has found a route of its own in the meantime, so don’t expect a sudden and massive change to the mechanics in the current edition when the new Black Hack comes out. Paths have forked, but obviously once the game lies in your hands you can mix and match whatever elements work best for you.

Heck, I’ve been eyeing up giving The Mecha Hack a read to see whether I can cleanly and simply merge with TCH for some giant robot versus the Great Old Ones world-wrecking action…