In the world of Mutant City Blues, there’s a single origin for mutant powers: a mysterious virus called the ghost flu caused approximately 1% of the population to develop incredible abilities. In most campaigns, the ghost flu’s just part of the background, putting the focus on regular criminal investigations flavoured with tasty mutant weirdness. However, […]
Author Archives: Gareth Ryder-Hanrahan
One of the easiest ways to quickly add iconic flavour to an adventure is to rework the monsters. If one of your players rolls a 6 on their Negative relationship with the Dwarf King, you can just hastily glue some beards to those ghosts in room 7 and call them the Spectres of the Tombless […]
The BORELLUS CONNECTION manuscript was too nightmarish and vast to be constrained by any binding our printer could conceive; therefore, we were obliged to remove some material from the book. It’s preserved here as a series of Page XX articles. As Orne’s mysterious correspondent in Philadelphia warned us, “no Part must be missing if the finest Effects are […]
The number one critique of GUMSHOE among those who have little or no experience of the system is that the investigative rules turn the scenario into a railroad, where the players blindly follow a predetermined series of clues – which, being an erudite regular reader of Page XX, you know is not true. Hot on […]
The BORELLUS CONNECTION manuscript was too nightmarish and vast to be constrained by any binding our printer could conceive; therefore, we were obliged to remove some material from the book. It’s preserved here as a series of Page XX articles. As Orne’s mysterious correspondent in Philadelphia warned us, “no Part must be missing if the finest Effects are […]
When creating your own game with the GUMSHOE rules – or when hacking an existing game – one key early step is deciding which investigative abilities you’re going to include. Different games use radically different numbers and lists of abilities – compare the sprawling list of abilities in The Esoterrorists to the much more compact list […]
One of my favourite bits of working on Hideous Creatures – and the infamous H*wk*ns P*p*rs, for that matter – was writing up the in-character handouts that accompany each monster. Part of the joy was obviously seeing what artistic wonders Dean Engelhardt would come up with, of course, but even if you’re not blessed with a brilliant […]
The upcoming Borellus Connection is a gigantic, titanic, cyclopean campaign for Fall of DELTA GREEN. It’s so huge, in fact, that it could not (in its original form) be contained by any binding ritual that could be worked by our printers. It was just huge. Therefore, we’ve a got a wealth of cut material from the campaign that […]
Tactical Objectives in Trail of Cthulhu Knowing that the Thing could surely overtake the Alert until steam was fully up, he resolved on a desperate chance; and, setting the engine for full speed, ran lightning-like on deck and reversed the wheel. There was a mighty eddying and foaming in the noisome brine, and as the steam mounted […]
where we wake up electrified out of the coma by our own souls’ airplanes roaring over the roof they’ve come to drop angelic bombs the hospital illuminates itself imaginary walls collapse – Allen Ginsburg, Howl Cthulhu City slides into The Fall of Delta Green like a cartridge into a chamber. As written, Great Arkham’s […]
