Category Archives: News

Pitching Skulduggery

Over on my main blog I’ve talked a lot about the importance of having a clear 25-word-or-less pitch statement to explain a new game you’re selling at a booth. Obviously, it helps you to get a few more copies into people’s hands. However, designers, in particular, should have that pitch in mind as they create […]

Non-Euclidean loops! Music for chase scenes

The music of Eternal Lies is split into three categories: ambient music to play during most of the game, short stings to be played at specific instants and ‘action loops’ to be played during combats, chases and other stressful scenes. These action loops are each 2 minutes long and generally of a frantic disposition to help […]

Trail of Cthulhu Review

Here we have a very thorough and in-depth review of Trail of Cthulhu and the GUMSHOE system from Paco G Jaen of G*M*S Magazine. Jaen talks very positively of Trail and how it fits in with Lovecraftian themes, as well as how the GUMSHOE system deals with the investigative aspects of the Mythos. “The Gumshoe […]

Gareth Hanrahan And The New Stuff

Gareth Hanrahan will be producing a new supplement material every month for Pelgrane. He’s already submitted Dead Rock Seven, a set of adventures for Ashen Stars based on an outline by Robin Laws, and I’ll announce a playtest soon. Currently, he’s working on three game packs for Skulduggery – The Wedding, Black Smoke (winner of […]

Cthulhu Apocalypse cover

We’re working with a new artist for Cthulhu Apocalypse, Graham Walmsley’s new campaign frame. We are launching this series with a collection of three post-apocalyptic advetnures. Please do let us know what should be on the cover. What should be on the cover of Cthulhu Apocalypse? The skyline of devastated London, with Big Ben in […]

Reviews of Mutant City Blues

Here we have two 5-Star reviews of Mutant City Blues from RPGNow. “I loved the way that this linked in with the esoterrorist system. The quade diagram and the ability to create great drama with the system WITHOUT depending on the players getting the clues…..just asking the right questions. When I set it in Detroit […]

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