Adventures, Releases 0 comments on Three Faces of the Wendigo

Three Faces of the Wendigo

“That stern quality of the tangled backwoods which can only be described as merciless and terrible, rose out of these far blue woods swimming upon the horizon, and revealed itself. He understood the silent warning. He realized his own utter helplessness.” – Algernon Blackwood, “The Wendigo” Three authors. Three chilling tales of malevolence and inhuman appetite for The […]

Q & A 0 comments on Twixt Stats and Saves

Twixt Stats and Saves

Following the brief review of Tainted Meat (which I ran at Concrete Cow) posted on Department V, I have been giving occasional thought to character stats in The Cthulhu Hack. I was less keen on the disconnect between the usual OSR six stats, and the Flashlights and Smokes. It’s easy to assume that a high […]

Adapting, Thoughts 1 comment on Lost in the Lights

Lost in the Lights

I have been reading this modern day, Las Vegas-based adventure-supplement with interest. Part-background for a cult, part-adventure – it also contains a bunch of information and several spot rules – the last of which fits Call of Cthulhu, but has less value for The Cthulhu Hack. Lost in the Lights – including the adventure Invisible Sun – […]

Mechanics 0 comments on Flashbacks of Cthulhu Hack

Flashbacks of Cthulhu Hack

Not all information comes to your characters in the here and now. While, a character will roll a Flashlight or Smokes to discover something current, they can do the same to unearth an element of their past. Therein lies the flashback. Flashbacks allow you to glean information from events that haven’t happened in the game […]

Q & A 0 comments on Perception Check

Perception Check

Got a good question from a user on the Google+ community for The Cthulhu Hack. I thought it warranted a wider post, as I imagine anyone coming from other game systems might have similar questions: How do folks handle perception checks? If there is no clue to be found in the story and a character just wants to […]

Mechanics, Playtest 2 comments on Classless Save

Classless Save

Character generation for The Cthulhu Hack opens up to a classless approach to shift from the Old School roots of warriors and thieves. It makes sense – and I have had some comments on why I adhered to the Class-based approach. The truth? At the time it seemed to make sense to stick with The […]

Mechanics 0 comments on Always More to Learn

Always More to Learn

Michael Julius posed a great question over on The Cthulhu Hack Google+ community: Say there’s an interaction with an NPC who has a negative disposition towards the PCs. For example, Peter Bulgrew in The Keepers of the Woods. Perhaps he has just beat up on a PC. Is it possible for the players to gain […]

Playtest 0 comments on Each To Their Own

Each To Their Own

Last night, at my local gaming group, I ran The Keepers of the Woods – the winner of the RPG Geek One Sheet GUMSHOE adventure contest last year, written for Trail of Cthulhu. The investigators head down to Devon to following up a postcard from Professor Margaret Blackwood and a report of her demise in […]

Playtest 0 comments on Sense of Purpose

Sense of Purpose

While I didn’t manage to run a playtest session last night, I did participate in a Cthulhu Dark (Graham Walmsley’s excellent one-page system for running uncompromising Mythos sessions) adventure. While the Keeper (probably) had a plan and a map, I don’t think the adventure had much more preparation. No, I tell a lie – a […]