Yo Ho Ho and a Bottle o’ Borg!

One of the signs that a tabletop RPG system has really made it once people start selling reskins of it. D&D hacks have been coming out almost as long as Dungeons & Dragons has; the Powered By the Apocalypse system has become the big beast of the self-proclaimed narrativist end of the market because people seem to find it easy to crank out some playbooks, develop a moveset, and toss a PbtA game out there in the genre of their choice.

Of course, some games are easier to reskin than others. PbtA‘s move format, love it or hate it, has the benefit of each individual move being comparatively simple – you decide what event in the fiction triggers it, you describe what the move represents, you specify the roll, you outline the outcome of the roll. Basic Roleplaying can be adapted as you wish through the simple expedient of adjusting the skill list to suit your setting and then picking an appropriate subset of the existing subsystems (or inventing your own bespoke ones); the BRUGE manual provides handy checklists for this purpose. D&D 5E reskins make a virtue out of the fact that most people interested in such projects don’t really want a radical shift away from the type of gameplay that D&D 5E offers and so you can just do a fairly straightforward surface-level palette swap rather than actually re-engineering anything.

Somehow, Mörk Borg has managed to become one of those indie RPGs people like to make hacks off, despite the fact that producing something which doesn’t look like an abject embarrassment next to Mörk Borg or CY_BORG feels like it would be somewhat demanding. You need a big heavy doom metal concept, you need great art, you need lots and lots of interesting tables and charts with options on, and all of them need to reinforce the setting and atmosphere. A good Mörk Borg-alike needs to be information-dense, in part because the underlying action resolution system is dirt simple and so it’s very much the cool setting content, awesome tables, and engaging artwork that’s providing the meat.

Pirate Borg, the self-proclaimed “worst pirate RPG ever made”, is Luke Stratton’s pirate-themed Mörk Borg hack, developed via his Limithron label and put out in conjunction with Free League via the Free League Workshop program. As well as the core book and small adventures like the introductory scenario Buried In the Bahamas, the naval combat scenario The Battle of Dead Man’s Cove, and fun little endeavours like The Sinking of C’thagn, an adventure provided as a big fold-out poster map with the adventure details on one side, Stratton/Limithron has put out two thick expansion books with a similar form factor to the core. Down Among the Dead is primarily written by Stratton, whilst Cabin Fever is a “best-of” compilation from a Pirate Borg writing jam hosted on itch.io. As a result of all this, Pirate Borg enjoys a level of support beyond that of many indie RPGs.

The basic concept is simple enough – it’s pirates but engagingly spooky, like The Secret of Monkey Island with a doom metal soundtrack. (The illustration for the “Antiquarian” optional class in Down Among the Dead is a homage to an iconic scene from LeChuck’s Revenge, in fact.) The setting is the “Dark Caribbean”, a horrifying alternative to our own world. Here, the islands have been blighted by the Scourge – hordes of the undead out to drown the world of the living in bleakest horror. Despite the danger posed by them, human greed still leads desperate and violent individuals to seek their fortunes here – through piracy or through more official channels – in part because of the incredibly valuable narcotic known as Ash, produced from the refined remains of the undead.

So far, so hardcore. One thing which does give me slight pause is the concept that all of the indigenous peoples of the Caribbean were, in this setting, all dead when Europeans showed up to settle the islands. This feels perilously like taking Europeans off the hook for the atrocities involved in colonialism at the time, although I suppose the door is left open for a reveal that Christopher Columbus did something horrific and blasphemous back when he visited which devastated the region and unleashed the Scourge.

Other than that, the setting feels comparatively open compared to the claustrophobic worlds of Mörk Borg and CY_BORG; there’s still a drumbeat of increasingly apocalyptic events you’re supposed to drip-feed into your campaign, mind you, but the nature of this apocalypse feels more flexible and, most significantly, you feel less fenced-in geographically, given that you can sail around from island to island. In contrast, the Mörk Borg world is actively falling apart at the seams, whilst CY_BORG takes place in a single densely-packed city.

There’s a simple hex-based naval combat system to complement the “sailing” side of things, which is just as much as packed with flavour as everything else. The mark of a really solid table-heavy game is when you can crack open a book, see one of the tables, and think “oh my god, that looks like so much fun” – as is often the case with Pirate Borg (Down Among the Dead has a set of tables for randomly generating your very own pirate flag, how cool is that?).

All this plus a truly meaty sample scenario in the core book (in comparison to the Mörk Borg sample dungeon, which I think you can blitz through in a session or two, the scenario here could support months of play by itself) makes Pirate Borg excellent value even by itself. The strong support line is a boon, and it feels like you could also fold in material from Mörk Borg itself a bit more easily than with CY_BORG.

Supplement Supplemental! (Cults, Forests, Creatures, Screens, and Catalogues)

Time for another article where I give quick breakdowns of supplements I’ve looked at lately. This time, it’s mostly Basic Roleplaying-based, with supplements for RuneQuest, Pendragon, BRUGE, and Age of Vikings, but I also dip into the grim darkness of the far future to see what’s going on with Imperium Maledictum.

The Gods of Fire and Sky (RuneQuest)

This is the latest volume in the Cults of RuneQuest supplement series; this one covers the pantheon ruled over by the sun-emperor Yelm, whose members take in everything from abstract illumination through to humble cooking fires. Some of these deities have been alluded to in other volumes in the series; The Lightbringers, for instance, is defined in part by the constituent gods’ involvement in the Lightbringer’s Quest to bring Yelm back from the underworld after Orlanth, the lead Lightbringer, killed him in the mythic before-time and came to badly regret the consequences.

However, there is a very clear logic to why these deities have been put into this book: the pantheon as a whole represents a particular cultural outlook, rooted in Dara Happa and with outposts elsewhere, which offers a direct contrast to the outlook presented in books like The Lightbringers. Indeed, the Yelmian version of the narrative has a rather different emphasis, in which the divine justice doled out by Yelm is so potent that it reached out beyond the grave and caused his killers to die, recasting the Lightbringer’s Quest less as an epic journey and more as a penitential pilgrimage of Orlanth and his co-conspirators to apologise to Yelm for being bad, and for Orlanth to sacrifice himself to bring Yelm back.

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The Nocturnal Chronicles of Pendragon

Handsomely presented with gorgeous cover art and hardcover presentations in trade dress which allows them to sit seamlessly next to your 6th edition Pendragon collection, the new “Pendragon lore” releases from Chaosium consists of two extremely useful reference works used by Greg Stafford in devising the game in the first place, and useful to referees and anyone researching Arthurian myth in general.

Le Morte d’Arthur is Thomas Malory’s epic summation of the body of Arthurian myth as it existed in the 15th Century, a work which both encapsulates how diverse the preceding Arthurian sources really are and ended up becoming the touchstone for numerous major works thereafter, from Pendragon itself to John Boorman’s Excalibur to T.H. White’s The Once and Future King and so on and so forth. This version adds marginal notes from Arthurian scholar John Matthews and from Greg Stafford himself (Greg having fortunately finished these prior to his untimely passing in 2018), as well as a short foreword from Michael Moorcock. The Arthurian Companion is Phyllis Ann Karr’s encyclopaedia of Arthurian concepts, delivered along with a set of excellent essays on the subject, which has been put out in various editions, having been originally commissioned by Greg Stafford as part of the research process for an Arthurian boardgame before it then got used extensively in preparing Pendragon.

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In Liberty’s Shadow: Taking the Rivers Across the Sea

In Liberty’s Shadow is really the first truly chunky supplement for Rivers of London, Chaosium’s RPG based on the urban fantasy series created by Ben Aaronovitch; the game’s had a few scenarios come out for it as well, but other than that players and referees have had to make do with the core book, their imaginations, and the admittedly fairly thick stack of Rivers novels when it comes to material for the game prior to this supplement coming out.

The default assumption of the core Rivers of London rulebook book is that PCs will be members of the Folly – a group that’s one half secret society, one half obscure Metropolitan Police department, which focuses its efforts on providing community policing to London’s “demi-monde”, the local occult subculture whose nature is subtly shaped by the esoteric geography of the city. That’s a very specific focus, both in terms of what player characters are likely to be getting up to and the geographic scope of their exploits, but that also tracks with the focus of the series. The full-length Rivers of London novels which form the backbone of the series are very much focused on Peter Grant and his work, which almost entirely takes place in the UK and only occasionally strays outside London. Things get more diffuse in the penumbra of expanded media around the series, which includes short stories, novellas, an upcoming TV show (assuming it doesn’t die somewhere in development hell as TV shows often do), and a graphic novel series co-written with Aaronovitch’s old Doctor Who buddy Andrew Cartmel; some of the expanded media stories have touched on other parts of the world, focused on characters other than Grant, or explored periods prior to the present day. Even then, these are very much occasional exceptions.

Given the core book’s strong focus on the Folly and London, one might think the natural first significant supplement to do would be a “rest of Britain” book. Although the Met doesn’t have UK-wide jurisdiction, it’s still well-placed to lend help to other forces, and Folly PCs aren’t necessarily Met officers in the RPG since the Folly does have civilian consultants. As a result, you’d expect to be able to set Rivers of London scenarios elsewhere in Britain with reasonable ease – the consultant PCs aren’t really disadvantaged by being outside London, and any police officer PCs can be “on secondment” to a local force (the Folly perhaps pulling a few esoteric strings to help this along) for the duration of a scenario. Aaronovitch has done entire novels in the series set in other areas of the UK – I believe the latest one takes place in Aberdeen – so he’s probably got a deep bench of notes on the wider occult geography of Britain, and the rest can be cooked up from urban legend, weird bits of true history, and a sprinkling of folk horror.

As such, In Liberty’s Shadow is a bit more of a departure than I expected, focused as it is on fleshing out the demi-monde of the USA and the various groups that interact with it. This isn’t entirely untouched territory for the series; Aaronovitch has done an entire novella set in 1920s New York, and in the present day of the series there’s an FBI agent who helps out Peter Grant sometimes. Even then, it still feels like a supplement which falls mostly outside the scope of both the default assumptions of the core rulebook and the usual scope of the novel series.

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Supplement Supplemental! (Cubicle 7 Catchup)

Time for another entry in my occasional series profiling RPG supplements I’ve been looking over. This time around, I’m finally getting around to giving a good look at some Cubicle 7-published stuff that’s been sat on my to-read pile for a while.

Starter Set (Imperium Maledictum)

As they pretty much do as standard for all their games, Cubicle 7 have made a Starter Set for Imperium Maledictum – that’s their “Dark Heresy by other means and with a broader range of potential patrons than the Inquisition” Warhammer 40,000 RPG, not Wrath & Glory, the somewhat newer Warhammer 40,000 RPG system oriented towards somewhat higher-powered, faster-paced action. It’s fine! There’s some nicely-presented sample characters, there’s a reasonably detailed and involved scenario which allows you to dip into various different types of play, there’s some useful play aids, and there’s a nice rundown of a hive-city offering lots of detail for future adventure.

It does, however, prompt in my mind the question of “who are starter sets for?” Should an RPG starter set pitch itself in such a way that participants who have never played a single RPG before can pick it up and get firm, careful guidance in setting up and running their first games? Or should tabletop RPG publishers in the English-speaking world simply assume that because Dungeons & Dragons is so dominant in the marketplace, nobody is ever going to start playing with any other RPG system ever and so there’s no point making your starter set beginner-friendly, and you are better off writing for customers who are basically RPG-savvy but might not be familiar with your system in particular?

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Supplement Supplemental! (Cthulhu Quickies, Delta Green Dangers, and a BRP Starter Pack)

Time for another entry in my regular series of articles on game supplements which have caught my eye and inspired some brief thoughts. This time around, it’s a Basic Roleplaying special; with spooky season closing in, the emphasis is going to be on the more eldritch end of that particular family of games, with two Call of Cthulhu releases as well as a visit to Delta Green (not technically under the BRP brand umbrella, but unquestionably a fork from the wider family tree – and come to think of it, it may be advantageous for them to consider shifting over to the ORC licence under which BRP has been made widely available for use, to provide the legal coverage the used to get under the OGL before Wizards shat the bed), but there’s also something more genre-neutral to look at.

No Time To Scream (Call of Cthulhu)

In terms of its format, this is another release in the same general vein as Gateways To Terror. Like that book, No Time To Scream is a collection of three mini-scenarios which are designed to be playable in an hour or two if you’re brisk about it but can be elaborated upon or expanded as desired, and are equally suited to being one-off pick-up games or slotting into appropriate points on an ongoing campaign.

A Lonely Thread offers a classic horror setting – a cabin in the woods! – and packs in a bit of roleplayed conversation, a bit of exploration, and a bit of peril, with a reasonable amount of flexibility in how the scenario might unfold. Bits & Pieces confesses to having a pulpier tone – and the concept, whilst fun, may risk descending into farce unless groups do a really bang-up job of maintaining a horror atmosphere; there’s just something a tad slapstick about the spectacle of investigators running after a bunch of dismembered body parts.

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Supplement Supplemental! (Lower Deck Larks and Paranoia Farces)

Time for another entry in my occasional series of mini-reviews on game supplements I have thoughts substantial enough to write about, but lean enough that I don’t want to dedicate a whole article to them. For this go-around, it’s sci-fi comedy time, with one supplement taking its parent game in a funnier direction and a couple of adventure releases for a classic comedy-based game.

Star Trek: Lower Decks Campaign Guide (Star Trek Adventures)

As the title implies, this hardcover supplement offers a range of material drawn from Lower Decks, the Star Trek animated sitcom which turned out to be far better than anyone dared expect. Obviously, the main thrust is all about running scenarios inspired by Lower Decks – funny examinations of the sillier foibles of the Star Trek setting, focused on lower-ranking characters. Hell, even the front cover is a parody of the (dreadful) cover art for the first edition Star Trek Adventures core rulebook. That joke, however, will become a little dated now that the 2nd Edition core book has come out with much better cover art. So too will some of the system concepts in this need a little amendment, due to the shift in the system away from using D6s for some rolls.

Nonetheless, this book can work for both editions rather well. With character species being built on essentially the same scale between the editions, for instance, you can use the new character options here in either edition more or less as-is, and whilst some of them are a bit niche, others could absolutely be used with a more serious spin. Heck, even the niche ones can have their uses – there’s rules for Cetacean characters, for instance, which admittedly may have limited use in most scenarios but does open up the scope for unusual away team missions to water worlds where the players play their main characters whilst aboard ship and play a Cetacean away team exploring the ocean depths.

That’s kind of the genius of this book – you can absolutely use it for the sort of comedic tone Lower Decks goes for, but a lot of the ideas in it can also be used for more serious Star Trek scenarios, something which is possibly largely because Lower Decks pulls off a clever trick of laughing along with Star Trek but also taking it somewhat seriously at the same time. For instance, the concept of a “second contact” visit to a world which has previously experienced first contact but is now expecting the Federation to follow through on its initial promises can absolutely be played straight, and the refereeing advice here also includes a breakdown of major Star Trek tropes and how Lower Decks uses those to derive comedy, but at the same time the recurring tropes are also a rich source of ideas for more straight-down-the-line missions.

With baseline Star Trek Adventures already providing scope for throwing in lower-ranking supporting characters mid-mission (something turned on its head here with the guidance for throwing in higher-ranking supervising characters for much the same purpose), a supplement expanding on that is decidedly worthwhile – Lower Decks provides the perfect excuse to do that, and to offer a glimpse of the state of play in the galaxy after Voyager wraps up but comfortably before Picard season 1 fucks everything up.

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Star Trek: The FASA Frontier (and Philosophical Theories On Spiritual Successors)

Though Star Trek Adventures, particularly in its tightened-up second edition, is my current gold standard when it comes to Trek-based tabletop RPGs, it’s hardly the first game in that sphere. As I outlined in my review of Star Trek Adventures‘ first edition, there were a fair few officially licensed Trek RPGs that preceded it – along with Prime Directive, the RPG line associated with the Star Fleet Battles wargame that uses its own weird version of the setting as a result of an overly-favourable licensing deal that Paramount have been unable to wriggle out of, and profoundly unofficial attempts to do Trek with the serial numbers filed off (sometimes not with much filing-off going on) going at least as far back as Starships & Spacemen from the 1970s.

Some of those have more of a legacy than others. Arguably the most successful Trek RPG prior to Star Trek Adventures was the version originally published by FASA in 1983. It wasn’t the first one, and there were several attempts in between FASA losing the licence in 1989 due to Paramount abruptly deciding they weren’t respecting the canon and principles of the show enough and Modiphius making their own stab at it, but FASA Trek and Star Trek Adventures are the two Trek RPGs with the most longevity, and so have had more of a chance to make their mark and hone their approach; in other instances the licence was either roughly yanked away mere years after a core book being published or simply left on the shelf for years at a time.

So when I had the opportunity to get a job lot of FASA Trek material – the core set, some supplements, some adventures – I decided to give it a shot, just to see what it was like and to see what could be harvested for Star Trek Adventures purposes. Surprisingly enough, it felt simultaneously like a very different take on the Trek universe – inevitably so, given that the material I received was all written before The Next Generation graced our screens – and one which feels like a really solid precedent for Star Trek Adventures, leading me into some speculation as to why sometimes when a game comes out with a new version with a radically different system I feel like it’s a whole different game, and sometimes I feel like it’s either a continuation of the original or at the very least a spiritual successor.

The version I got was the second edition, in the UK printing put out by Games Workshop. This is divided into three brief booklets; the Star Fleet Officer’s Manual covers character generation and basic gameplay, the Cadet’s Orientation Sourcebook is a setting guide, and the Game Operations Manual gives refereeing guidance and advice. What is notably missing is any sort of detailed system for ship-to-ship combat; there’s brief guidance on adapting the existing system to tasks during starship combat in a very low-tactics, theatre of the mind-oriented fashion, but if you want more meat you are directed to either get the Star Trek III Starship Combat Game for a wargame-style simulation or Enemy Contact: Bridge Alert, a supplement designed to handle starship combat through a less wargamey, more character-oriented approach (so in effect a more elaborate version of the suggestions provided here).

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Sun County: Dawn of the RuneQuest Renaissance

In the early days of RuneQuest, the old guard at Chaosium made the game a major success, a serious challenger to Dungeons & Dragons, and arguably the most groundbreaking and sophisticated RPG of the 1970s. More recently, the new regime at Chaosium – primarily made up of members of Moon Design Publications, brought in by Glorantha creator and Chaosium founder Greg Stafford to right the ship after a series of major blunders nearly destroyed the company – have proved to be reliable custodians of the game, producing a new edition which enjoys the most lavish production values and extensive support that RuneQuest has ever enjoyed.

In between. however, RuneQuest‘s history has been somewhat patchier. I’ve gone on the record here as not liking Mongoose’s custodianship of the line in the mid-2000s; their first edition seemed a little slapdash, suffering from the lax production values that has been Mongoose’s trademark for most of their existence (though I was recently pleased to note that their latest versions of Paranoia and Traveller have found them cleaning up their game on that front), and their second edition was legendarily botched, with the two lead designers leaving to found the Design Mechanism and given the blessing of Greg Stafford to produce a 6th Edition of the game – a variant later retitled Mythras – which was essentially a “director’s cut” of the second Mongoose edition without the hatchet job it suffered in the edit.

Before the Mongoose era, however, RuneQuest endured another misstep – Chaosium’s decision to get into a business arrangement with Avalon Hill. Let’s rewind to the early-to-mid-1980s: RuneQuest, Call of Cthulhu, and Stormbringer are all big hits, but Chaosium isn’t a huge business (and never really has been) and doesn’t really have the means to do all the production and distribution logistics on all three game lines. Lead figures like Greg Stafford and Steve Perrin want to spend more time doing game design and less time doing business management. As a result, the business decides to indulge an experiment to see if they could pivot to being a design house, so they could do all the fun part of designing game materials and other companies could handle the nitty-gritty of actually printing, distributing, and marketing the stuff.

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A Victorian Antique Restored: Cthulhu By Gaslight Investigators’ Guide

Although Chaosium have provided at least some support for the popular 1890s-based Cthulhu By Gaslight setting for Call of Cthulhu during the game’s 7th Edition era thanks to the Cthulhu Through the Ages supplement, which provides 7th Edition guidance for creating Investigators in a number of eras (and thus provides all you need to use existing Gaslight products with 7th Edition), until recently they hadn’t gotten around to fully updating the old Cthulhu By Gaslight supplement for the new version of the game. Originally put out in a couple of editions in the 1980s (a 1986 boxed set, and then a 1988 revision of the box contents into a softcover book), its most recent tune-up was back in 2012, a mere couple of years before the release of 7th Edition, and so perhaps it was deemed prudent not to render that redundant immediately lest it seem like a cash grab.

However, it’s been over a decade since that came out, so it’s hardly exploitative of Chaosium to put out a new version of the supplement – but rather than just take the old text, multiply all the core attributes by five, and move on (which is really all you need to do to convert a supplement from the 1st to 6th Editions of the game to 7th Edition), Chaosium have gone in for a root and branch revision and expansion that’s even more extensive than the job Kevin Ross did back in 2012 of expanding on William Barton’s original supplement.

This is sensible. The downside of writing an RPG supplement that’s about a real historical period is that on the one hand, you have the advantage of a mass of real-world material to base your research off, but you also have the downside that here in the Internet age a fairly sizable proportion of your audience has access to the same material. If you’re going to sell someone a supplement detailing a historical period, you’re going to need to something a bit more substantial than what they could get by skim-reading a few of the meatier Wikipedia articles on the subject; in effect, your audience is paying you to do the research legwork for them and present the material in a way which is of particular use for the purpose of playing in and running games set in the era.

This is particularly the case with the Cthulhu By Gaslight Investigators’ Guide – because the 7th Edition expansion of Gaslight is so major that it’s been split into two books. We’re promised that in due course a Cthulhu By Gaslight Keepers’ Guide will emerge giving NPC stats, Mythos threats, and other Keeper-facing rules and information; for obvious reasons, this is going to be where most of the outright fictional material is going to land. In contrast, the Investigators’ Guide is a player-facing book, providing a deep dive on the Victorian setting without spoilering any of the Keeper’s secrets – which in effect means that most of the real-world history researched for the supplement is going to end up here, because that history provides the pool of common general knowledge available to the characters in the setting, describes the zeitgeist they exist in, and gives details on the class and cultural context they hail from.

In fact, the Investigators’ Guide is rather cunningly developed so that it can serve as either a supplement or as a core rulebook depending on your preferences and what makes sense for your gaming table – rather than requiring Gaslight players who want a rulebook but don’t want any of the referee-facing stuff to get the 7th Edition Investigator Handbook, as you might for a game set in the 1920s (which the Handbook has a fairly extensive chapter on) or the modern day (which, since you reside there, you don’t need an introduction to), such a player can just get this book and have everything they need, because not only does this include the Gaslight-specific rules for creating an investigator, but it also has an appendix reproducing the basic Call of Cthulhu rules.

This, perhaps, might be a by-product of the development of the Call of Cthulhu Starter Set, since the condensed rules here are much like the brief version of the rules there – doing the exercise of seeing just how much you can strip down the rules and still give someone the details they need to fully participate in a game session seems to have helped Chaosium realise that they could put this out with a significant shift in the balance of setting material to rules stuff; whereas the Investigator Handbook has the full-fat rules explanations for players (and so may still be of some help to participants in Gaslight campaigns – if you already own it you didn’t waste your money) and about 40-odd pages of 1920s setting discussion, this book goes all-out on providing deep dives into the era.

This may be necessary. For one thing, the 1920s are increasingly in the rear view mirror, but they still feel more modern than the 1890s, and some players – especially those who haven’t studied 19th Century history previously all that much – may have less of a sense of what the era was like in general. For another, the assumed centre of gravity for Gaslight campaigns is London, due to the literary inspirations of the setting, and assuming everyone knows what Victorian-era British culture was like is a stretch. Thus the book provides an overview of British cultural values at the time and a deep dive on London, a close look at the rest of the UK, and sufficient details on the rest of the world to be getting on with. It also notes that the Down Darker Trails supplement can cross over with Gaslight, since after all the Old West is just an ocean liner voyage and a railway trip away.

When I reviewed the previous edition of the supplement, I noted that it didn’t go too deeply into some of the social inequities of the era, and tended to assume PC groups would be primarily middle-to-upper class. This version of the supplement realises that audiences these days won’t go for that, and so both provides guidance on how working class characters could contribute to investigations and provides a deeper look at the inequalities of the period – some groups will simply gloss over that, of course, but it’s better to have the information and not want it but to want it and not have it.

That isn’t to say it’s all dry sociological stuff. The section on Victorian occultism, in particular, gives a sense of the interpersonal drama and larger than life characters that existed at the time, and makes allusions to a system for astral projection detailed in the Keepers’ Guide – making me wonder whether they’re going to dip into the system for exploration of the astral plane (as imagined by occultists of the age) detailed in Pagan Publishing’s old, long out of print The Golden Dawn supplement or whether they’ve cooked up an all-new take on the concept.

On the whole, the sheer quantity and quality of the material in the Cthulhu By Gaslight Investigators’ Guide more than justifies the split into multiple books. After all, the core Keeper Rulebook for 7th Edition already gives you a toolkit of Mythos monsters and magic you can throw at your players, so if you want to start a campaign of the new Gaslight now you can have at it straight away with just the Investigators’ Guide with no need to wait for the Keepers’ Guide to come out, and then get the latter book once it’s out to get more Gaslight-specific material. (There’s also a range of useful third-party supplements for the era like Hudson & Brand.)

On top of that, the fact that all the Mythos-oriented, Keeper-facing stuff has been saved for the Keepers’ Guide means that the Investigators’ Guide is actually potentially useful for more than just Cthulhu By Gaslight. It’s kind of a backdoor generic rulebook for any Basic Roleplaying campaign that takes a detail-oriented approach to the Victorian era, and could also be a useful resource for exploring the era in any other RPG system. Lots of games have touched on the period, but few have managed it to the level of detail and clarity offered here.