“Perhaps Too Creepy” – Invasive Procedures Actual Play

I received an email from Ben Monroe, who had urged his friend Matt Steele to try Invasive Procedures, a disturbing adventure for Fear Itself. Matt’s comments are below. Matt also told me “As the Terror Rabbit and host of the Dead of Winter Horror Invitational, Invasive Procedures will be the scenario I bring to run”. […]

Dramatic Poles of the Walking Dead

At first glance, the survival horror cable series “The Walking Dead” would seem clearly procedural, devoted as it is to the efforts of a small band of people to tough out a zombie apocalypse. Certainly, many of its most memorable scenes pit characters against practical problems: finding a missing party member, snagging needed medical supplies, […]

Review of Out of Time

Matthew Pook provides a detailed review of Out of Time on Reviews from R’yleh. The very title of Out of Time hints at the desperate nature of the four scenarios in the anthology. Three of the four also take Trail of Cthulhu out of its traditional period of the 1930s, while the fourth, “The Black […]

Review of Apocalypse Machine

An in-depth review of The Apocalypse Machine by Andrew Brehaut. The text of the book deviates away from the neutral, descriptive voice that many RPG authors prefer and instead takes a direct and prescriptive tone. This results in a lively, readable book that shows Walmsley is both excited about the Cthulhu Apocalypse setting and is […]

Shift Your Scene Linkage With DramaSystem

A column on roleplaying by Robin D. Laws As mentioned last time, implementation of DramaSystem’s core goal—fostering emotional character interactions that play out as they do in drama and fiction—leads, as a series of follow-on effects, to a highly distinctive play experience. Procedural narratives, in which the heroes pursue a practical goal (identifying a killer, […]

The Tasty Fruits of Failure

An extract from the forthcoming Botts RPG Miscellany, Adrian Bott’s big book of GM’ing wisdom. By Adrian Bott   Some Games Masters fear failure – not so much their own, but the players’. For a none too confident GM, the thought that the players might experience failure can be daunting. Failure is generally understood to […]

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