Who says you need a book thick enough to stop a bullet to have a heavy simulationist game?  Nights of the Crusades proves that it can be done in only 106 pages.

As may be inferred by the title, Nights of the Crusades is set in the Middle East during Medieval Times.  It is a time of conflict and bigotry of all sorts from racism to sexism to religious intolerance.  But the historical crusades are not the only inspiration for Nights of the Crusades.  The famous 1001 Nights also plays a role in the game, with the mythical creatures and supernatural dangers from those stories added to the already dark themes of war and conquest.  This is not the Disney version of these stories and the djinn in the game are malicious, massively powerful creatures that delight in tricking and tormenting mortals.

Obviously, given these source materials, Nights of the Crusades is a very dark game.  Even if a player does not particularly want his character to dislike another character, whether player or game master controlled, there is a system of allegiances which insure that it is much easier to be aggressive against people of opposing allegiances than it is to assist them.  Of course, whether or not the character acts on these hatreds is up to the player.  The ranks of these allegiances can change so clever players can manipulate their ranks to make it easier or harder to attack or negotiate with a particular group depending on the groups the player wants his character to be allied with. Read the rest of this entry »

 

 

Do you Cthulhu?

I know I do!  Ok, not as much as I used to but that is only because I’m getting old.

I hear your old man jokes.

Get off my lawn!

Where was I…Oh, Do you Cthulhu?  If the answer is yes then I may have a book for you.

Casting Call of Cthulhu is a collection of 120 npcs for any Cthulhu game set in the Modern Era written by R J Christensen.  It breaks down these individuals into 15 different categories with eight examples under each category.  Each individual is nicely fleshed out.  You are given a name, an occupation, appropriate stats, and a nice blurb to make the person both interesting to read as well as making it easier for the keeper to create an engaging portrayal of the character.

If you are like me, this will be an invaluable reference material.  When I am running Call of Cthulhu, I have difficulty coming up with npcs for my scenarios.  I have no problem creating the npc that will serve as the impetus for the adventure.  The other associated personnel prove difficult for me to both think of and create before hand.  This book solves this problem for me handily.  If the players need a person to stitch up their wounds on the fly, I can turn to this book.  Voila! I have Charlie Ferrari, paramedic ready just for such an occasion.  Problem solved and the players now have a contact with some handy skills whenever they are in a pinch.

My favorite character in the book is filed under unusual as the role playing game writer.  Christensen has inserted himself into the book with a nice little blurb about him and thanks the reader for picking up his monograph.  Little things like that always tickle me as I am a big fan of Easter eggs.  In addition to the role playing game writer, the npcs in the book provide a nice cross section of society.  The offerings provide a nice selection of gender, ethnicity, and social status.

If you do Cthulhu, then this is a good book to add to your library.  It will definitely be a labor-saver for any keeper.  Go check it out!

It embarrasses me a little to admit that it took me three of the Savage Worlds genre companions before I realized that the same woman was presented on each cover. She is simply changed to fit the genre contained within the book. The red-headed Amazon on the cover of the Fantasy Companion is the red-headed flying heroine on the cover of the Super Powers Companion and the red-headed vampire on the cover of the Horror Companion, simply adapted to each genre. The cover art is not the only thing the companions share, though. Each of them also includes extensive rules to modify the simple core Savage Worlds mechanics to make them an appropriate gaming system for each genre.

As in the other companion books, these genre mechanics begin with edges and hindrances in the Horror Companion. These edges and hindrances alone do a great deal to help foster the feel of a horror game. Horror Companion hindrances include things like Bleeder and Screamer while the edges are things like Necromancer and Monster Hunter. It should not be hard to guess the purpose of those hindrances and edges given the names and all of the edges and hindrances presented in the book reproduce classic features displayed by characters in horror stories.

The player section of the book also includes a number of new character races. This is one place where the Horror Companion noticeably diverges from its sister books. The Fantasy Companion has a short section of fantasy appropriate races which are carefully balanced and rules about how to create additional balanced races specific to each group’s campaign. The bulk of the rules in the Super Powers Companion consists of balanced character creation, with the idea that alien and unusual races are simply created by generating them using the character creation rules.
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