Tag Archives: The Esoterrorists

7 Carnival Rumors

Carnivals have always exuded a faint fetor of menace. Itinerant strangers come to town, some of them dressed as clowns, and try to trick you or exploit the basest depths of your curiosity. They exist to break down boundaries, give you permission to indulge, and then move on, leaving you, the seemingly innocent townsfolk, to […]

At the Sign of the Anchor

Confronting the mind-eating minions of the Outer Dark can prove mentally, physically, and morally exhausting for even the most hardened agent of the Ordo Veritatis. To grant momentary respite to its investigators in mid-mission, the organization maintains a string of safe houses. These are marked by a common emblem: the anchor, symbolizing the need to […]

“Why, That Forensic Report Isn’t Worth a Used Cup of Fly Spit!”

I acknowledge that the Forensic Entomology ability, as seen in The Esoterrorists, can be hard to love. It’s icky and creepy. And that’s what’s good about it. Also a favorite of forensics procedural shows, for exactly that reason, I included it as a separate item in The Esoterrorists precisely because it dovetails so well with […]

Stability Disadvantages

A rules option for GUMSHOE horror games In situations where a Sense Trouble test might reveal the presence of danger from an otherworldly or eerie source, offer the players a chance to pay a price later in exchange for a benefit now. One player gets an automatic success at a Sense Trouble test by agreeing […]

GUMSHOE Scenarios Then and Now

See P. XX a Column About Roleplaying by Robin D. Laws   Was it a whole ten years ago that Simon Rogers and I sat by ourselves at a small table on the far fringes of the Gen Con exhibit hall? It feels like only yesterday, that forlorn time when we had nothing to lure […]

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