They're all dead! All of them! Mwahahahahaha!
Ahem.
Last Thursday night the Masks of Nyarlathotep campaign I've been running for (far too long really...) years concluded. All their scenario avoidance techniques failed and they actually finished it. They succeeded in stopping the bad guys but all died in the process.
( Cut to avoid spoilers for anyone who may not want to know how it ended. )
It's a bit odd; I originally bought the campaign in the Spring of 1986 and this is actually the first time I've run it, never having the right opportunity before. Mind you, I've got plenty of other very old RPG stuff I've never run. "Privateers & Gentlemen" anyone? The Cthulhu group was originally started (longer than I care to think about) years ago specifically to play it, and it took (some) years before they started (and that was after a complete campaign restart because the original group of characters had got to the end of their playability. Only one of the players in that original group is still playing, and now we start the third cycle of the group.
So, next Thursday is character generation for the new campaign "Tatters of the King".

"It is October 1928. London: the capital of an empire that covers a quarter of the globe and contains a quarter of the human race. The population busies itself with its concerns of politics and government, finance and production, work and recreation. But how fragile things are. What ignorance there is.
For there are those who are engaged in quite different pursuits. Those who would see an inhuman power come to Earth that would make such activity seem merely a last dance before dying.
Over this winter [the] taint emerges as never before. The sensitive and the weak feel it first; few can know the source, but some welcome it anyway – experience in it a thrill. Artists find their work strangely influenced, and they mine this vein of creativity. Many exhibitions this season feature the same images: a social gathering gripped by a repressed panic; a lake or marsh cloaked with mist; the presence of something that stands just off canvas. New fiction and theater bring scenes of upheaval and confusion that are never allowed to reach a climax. Seances and mediumistic exhibitions bring untoward results and end in disruption. And other people are susceptible to variations in mood: they feel new lines of communication opening. Some claim God is talking to them.
All feel the lure of the stars. Artists, musicians, and writers work at their windows after sunset, their curtains thrown open to the sky. The troubled walk the streets by night conversing with themselves, railing at interruptions. Madmen sit in their cells gazing where the Hyades will rise. "
Suitable for four to six investigators: ideally one should be a psychoanalyst or alienist and published in this field, and one or more of the others should be involved in the creative arts. The investigators live in or near London and know each other socially at the start of the campaign (they make up a group that goes to the Theatre together in the introduction). Those of you (you know who you are.... I hope!) who are joining us for this can start thinking of character ideas; no-one has said they really want to play the alienist yet.
Ahem.
Last Thursday night the Masks of Nyarlathotep campaign I've been running for (far too long really...) years concluded. All their scenario avoidance techniques failed and they actually finished it. They succeeded in stopping the bad guys but all died in the process.
( Cut to avoid spoilers for anyone who may not want to know how it ended. )
It's a bit odd; I originally bought the campaign in the Spring of 1986 and this is actually the first time I've run it, never having the right opportunity before. Mind you, I've got plenty of other very old RPG stuff I've never run. "Privateers & Gentlemen" anyone? The Cthulhu group was originally started (longer than I care to think about) years ago specifically to play it, and it took (some) years before they started (and that was after a complete campaign restart because the original group of characters had got to the end of their playability. Only one of the players in that original group is still playing, and now we start the third cycle of the group.
So, next Thursday is character generation for the new campaign "Tatters of the King".

"It is October 1928. London: the capital of an empire that covers a quarter of the globe and contains a quarter of the human race. The population busies itself with its concerns of politics and government, finance and production, work and recreation. But how fragile things are. What ignorance there is.
For there are those who are engaged in quite different pursuits. Those who would see an inhuman power come to Earth that would make such activity seem merely a last dance before dying.
Over this winter [the] taint emerges as never before. The sensitive and the weak feel it first; few can know the source, but some welcome it anyway – experience in it a thrill. Artists find their work strangely influenced, and they mine this vein of creativity. Many exhibitions this season feature the same images: a social gathering gripped by a repressed panic; a lake or marsh cloaked with mist; the presence of something that stands just off canvas. New fiction and theater bring scenes of upheaval and confusion that are never allowed to reach a climax. Seances and mediumistic exhibitions bring untoward results and end in disruption. And other people are susceptible to variations in mood: they feel new lines of communication opening. Some claim God is talking to them.
All feel the lure of the stars. Artists, musicians, and writers work at their windows after sunset, their curtains thrown open to the sky. The troubled walk the streets by night conversing with themselves, railing at interruptions. Madmen sit in their cells gazing where the Hyades will rise. "
Suitable for four to six investigators: ideally one should be a psychoanalyst or alienist and published in this field, and one or more of the others should be involved in the creative arts. The investigators live in or near London and know each other socially at the start of the campaign (they make up a group that goes to the Theatre together in the introduction). Those of you (you know who you are.... I hope!) who are joining us for this can start thinking of character ideas; no-one has said they really want to play the alienist yet.