Tag Archives: Gareth Ryder-Hanrahan

The Plain People of Gaming: What We Did In Paris

Just before Christmas, I finished off the first part of my home campaign of THE YELLOW KING. We’re running it at a fairly fast pace (we’re alternating sessions with Warhammer in deference to the sensibilities of players who want to hit things with swords), and with only a limited number of sessions, I based virtually […]

Station Duty: Bitter Vigil

A previous article outlined an alternate campaign frame for Ashen Stars. Here’s a worked example. (The inspiration for this example, by the way, came from an episode of 99% Invisible about the Great Bitter Lake Association.) In the Ashen Stars setting, ships travel fast-than-light along translight corridors. The largest starships – massive industrial supercarriers, mobile refineries, and […]

(Space) Station Duty

The 2nd edition of the Esoterrorists includes the Station Duty campaign frame, in which a Esoterrorist team is placed on long-term assignment to a particular small town for an ongoing investigation instead of the usual mystery-of-the-week. That approach also works in Ashen Stars. (The obvious worked example: Star Trek: Deep Space Nine swapped out the […]

Four Alternate Mutant Origins

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, […]

Book of the Underworld Cover Story

In a perfect world, I’d work up to revealing the final cover for Book of the Underworld, telling the step-by-step story of how it came to be and finally whipping the sheet off the easel. But that’s now how the internet works. So here’s the cover as painted by Lee Moyer using some original pencil […]

The Plain People of Gaming: Core Competencies

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 Plain People of Gaming: Hideously Oblique Documents

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 Plain People of Gaming: Tactical Goals in Trail of Cthulhu

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 […]

The Plain People of Gaming: The Fall of Cthulhu City

   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 […]

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