Finding our Production Assistant

In December, we advertised a vacancy for a Production Assistant. We’re a small company, so this is really significant for us, and we wanted to make sure that we recruited the right person for the role. Simon and I discussed it extensively, and realised that there were two key aspects we were looking for. The first was experience […]

Looking Glass: Hong Kong

Looking Glass: Hong Kong is a “Low and Slow” city setting for many possible GUMSHOE games. This look at one of Asia’s most cramped and chaotic ports features the lay of the land, including markets and masses, and three unique backdrops for the main setting – a scenic or thematic element, or just somewhere to stage a […]

Dreamhounds of Paris Limited Editions

Follow the Trail of Cthulhu into the Dreamlands in this limited edition copy of Dreamhounds of Paris!     Only 100 copies of this faux-leatherbound limited edition Dreamhounds of Paris exist in this reality. 50 will be made available to customers in the US & Canada, and 50 will be made available to customers outside the US […]

Pelgrane GMs Needed for Gen Con 2017

We’re still looking for GMs to run our games at Gen Con 2017! If you’re interested in joining the GM crew at Gen Con, please email us at support@pelgranepress.zendesk.com with the following info: Your name and, if you have one, a nickname, alias, or online handle that gamers might know you by (e.g. cthulhuchick, Heavy Metal GM) Your convention-registered email […]

How the Price Adjustment Affects You

At midnight on 13th January 2017, we are increasing the GB pound prices in our webstore. This article explains how we calculated our new prices, and some of the reasons for the increase. For a full breakdown of the reasons behind this price increase, see my previous article, Brexit and Price Adjustment. Why Adjust the Prices? Before I […]

See P. XX: Cannibalism—Such a Loaded Term

A column about roleplaying by Robin D. Laws My designs for Pelgrane have all been modular. Each includes several sub-systems one could drop out without affecting the way other parts of the game operate. (I say “for Pelgrane” because one of my games does use a universal engine in which every action is handled in […]

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