GUMSHOE Zoom: Voodoo 1 – Magic

Voodoo_1_Magic_350The first of a new series of GUMSHOE Zooms looking at historical magic traditions — and giving you the tools and rules to evoke these puissant powers in your own game! This first issue in a two-issue series examines sympathetic magic and zombies, and Zooms in on the Afro-Caribbean magical-religious complex encompassing Vodoun, Candomble, Santeria, Obeah, and Palo Mayombe. The loa ride in May!

GUMSHOE Zoom: Voodoo 1 – Magic is the second installment of the second Ken Writes About Stuff subscription (if you are a previous subscriber, you will need to buy a new subscription to see this), or it’s available as a stand-alone from the store.

Voodoo 1 – Magic includes,

  • 29 new spells, including Curse with Nightmares, and Enter Dreams
  • Full voodoo mechanics, from preconditions, to power and resistance, with full GUMSHOE statistics
  • considerations for Trail of Cthulhu, Mutant City Blues, and Night’s Black Agents
  • and more!

Praise for Ken Writes About Stuff,

The content of KWAS is top-notch, as one would expect from a RPG luminary like Kenneth Hite” – Daniel D.

 brief injection of Hite-ian awesome … they’re just about the right length to digest in a single sitting, and full of amazing ideas that will make anyone’s game into a flavourful occult gumbo” – Bill Templeton

If you have subscribed to the second KWAS subscription, GUMSHOE Zoom: Voodoo 1 – Magic is now on your order receipt page, so all you have to do is click on the new link in your order email. (If you can’t find your receipt email, you can get another one sent to you by entering your email address here).

What is a GUMSHOE Zoom?

Not everything can support a game of its own, or even a big sourcebook. For those things, we present the GUMSHOE Zoom, a sort of supplement focused on a key game mechanic and its possible applications. In general, Zooms are interesting potential hacks, or intriguing adaptations of the main rules. Some apply to one specific topic or sub-sub-genre. Others cross all manner of GUMSHOE turf; you can slot them in and adapt them to tales of Cthulhuoid investigation, mean superpowered streets, or alien colonies alike.

Zooms are experimental. That does mean that they haven’t been playtested, necessarily. (If something in here is really really broken – and it’s not, as this ain’t our first rodeo – we’ll fix it in post.) But that also means we encourage you to experiment with them. Changing the cost, or prerequisites, or point effect, or other mechanical parameters of a given Zoom changes how often it shows up and how much drama it drives. The dials are in your hands.

Zooms will change the focus of your play if you use them. Putting a mechanic on the table puts it into your game. Adding a Zoom means more actions, possibly even more scenes, using those rules. Since the Zoom mechanics are intended to encourage specific actions or flavors, to force a card in your storytelling hand, they aren’t “balanced” against “normal” actions or rules. In general, if you don’t want to see more of it, don’t Zoom in on it.

Zooms are optional rules. You can and should ignore them if you don’t want them, or change them at will. After all, if a given Zoom turns out to be crucial to an upcoming GUMSHOE game, we’ll change it to fit that specific genre or form of storytelling.

 

Stock #: PELH16D Author: Kenneth Hite
Artist: Melissa Gay Pages: 16pg PDF

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