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This is an excellent scenario, something I've come to expect from Stygian Fox. It is an example of the best sort of Call of Cthulhu scenario; one which presents a mythos twist on authentic mythology that veteran players will not pick up on while also presenting us with real world horror in the form of very human greed and selfishness.
I strongly reccomend it, but please please take the publishers advice and discuss its themes with your players before hand.
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Creator Reply: |
Thanks, Christian. Writing this scenario was, at times, a lot of fun...hiking Hiawatha National Forest, delving deep into the Kalevala for inspiration with Finnish Folklore, and touring local dairy farms to understand the unique challenges these farmers face are just a few of the highlights. And then, at times...it wan't nearly so much fun. The 'School for Boys,' for example, and the politics behind the privatization of prisons is based on a real juvenile detention center, and, if anything, I reined it in a bit. Perhaps one day we'll release supplemental materials for this scenario as so much was left on the cutting room floor.
Anyways, we're glad that you liked it and we look forward to getting more horrifying (yet excellent) material out into the world! |
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This was a great collection of scenarios for modern day Call of Cthulhu investigators. I enjoyed running all with very little modification. You must read them before you run, but I could do it with a 30 read through and some notes. My group got 2-4 games off of each adventure. Great value for the price, in my mind.
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This was a fun splat book for a Cthulhu adventure set in great Britian in the 1800's. It has a lot of great matterial for weapons, tools, and life notes for the period. The assumption of this book is that you are a detective in a Sherlock Holmes era of detective. I enjoyed it, and my home group has had a great time with it.
Players get more miles out of this than a keeper, but it is useful for a keeper for setting up adventures.
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This is a great supplement. Every scenario is workable, and there are several which are just phenominal. The updated layout is worderful and intuitive, and the new module "A Mother's Love" has some great potential. The attention to detail is profound. All the scenarios tie into characters, locations, and events from HP Lovecraft's Arkham, Dunwich, and Kingsport, and a myriad of other modules taking place around Lovecraft Country.
I have run Wasted Youth to great effect, and I am planning to run Spirit of Industry very soon. I am preparing to run nearly every other scenario in the near future.
If, like me, you are always on the lookout for a good collection of short modules to run in one or two sessions, New Tales of the Miskatonic Valley 2nd Ed. is a great pick up.
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Extra thanks to Youtuber Seth Skorkowsky for the recommendation
The product that I purchased was the watermarked PDF for $14.95.
Rarely do I as a dungeon master feel disgusted or scared as I read through notes for a scenario that I am going to run, this, however, managed to chill me to the bone.
A lot of love and care went into creating these modules and they are well detailed for keepers, so we can run these scenarios with ease. Some scenarios state that they can be completed within 1-2 sessions, which I do not see possible as there is so much going on in almost every scenario. I mean this book is PACKED with stuff!
Rarely do we see CoC adventures that work well in a modern setting, because usually, we, the keepers would have to say "there's no reception on your phone out here" to make sure the PC's can't use their phones for various reasons. In these scenarios, thas is not an issue. The scenarios are made so that whether or not an investigator has a smartphone or not, will not cripple the elements of horror that this module has to offer. It is fantastic.
The things that prevent me from giving this product a 5/5 are two points:
The artwork. The artwork in this book is sub-par at best. I do not mean to take a mean jab at the illustrator, but I do expect a certain kind of art style that does not make me feel like a normal 5-year old girl's face is "out of proportion. None of the "real", normal human characters look a bit too much uncanny valley.
Colour. This module is in black and white, which is a shame. Colour really helps to set the tone for keepers and players (when it comes to handouts.)
There's a keepers guide (for free) on DriveThru RPG called "The Mark of Evil" which gives you these handouts with colour and the maps are updated as well!
Get this module! It is really good! :)
Edit:
As a respond to the reply:
Take notes ladies and gents. This is real service! Thank you for getting back to me <3
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Creator Reply: |
Thank you for the review, Marco, and we're glad to see that you thoroughly enjoyed the scenarios. As for the artwork and black and white book...well, it was our first. All of our books since this one has been in full-colour and we even have plans to release a second edition of "The Things We Leave Behind" at some point in the future, just to be able to update it to full-colour as well. We'll be sure to let you know when that happens (might be a few years yet) as it will contain a new scenario as well. |
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2 files are included: 1 Tif file (6698x4984), and 1 JPG file (1607x1196).
The Tif file gives much greater clarity when zoomed in.
The 'key boxes' on the left and bottom left, give information on locations and facilities, and Earth and her colonial possessions.
Quite handy for a sci-fi theme, etc.
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This is a really great collection of scenarios for Call of Cthulhu. It has a lot of scenarios in it, and they are really short and to the point compared to a lot of scenarios I have seen for the system. I say this as a pro, not a con. There is little wasted text and I am hard pressed to think of anything they talk about that is not directly useful for running or planning the scenario out.
Almost all scenarios are well thought out, and when I ran them they took about 2-3 sessions per scenario. I found all scenarios require about an hour's prep on average, but individual experiance might vary in that area. It still requires the keeper to read through them once or twice and think them through to keep fit them into a campaign clearly without problems, but it is easily done in my oppinion.
Odviously, this is a product for Keepers, not players.
The art was sparce, but I am not that big of a fan of RPG art books. I do not consider this a detraction as it is extreemly readable. It does have maps that are great for player handouts.
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Creator Reply: |
Ryan, thanks for the review! And that's exactly what we were aiming for - minimal Keeper prep-time required yet plenty of Modern-Day material for your Call of Cthulhu games - so I'm glad to see we pulled it off well for you. |
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A beautifully illustrated and produced work.
While some what "Setting specific", changing the names somewhat would allow the adventure to fit into most Traveller games.
An interesting plot, though of 'Limited' scope. There's possibly enough 'other' material in the adventure that a DM could tweak things to suit.
Some small typo's but otherwise very slick production.
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3 files: JPG, TIF and PDF (all B&W), good detail.
A NASA exploratory ship.
Detailed stats similar to the Philadelphia ship.
Cost: £0.78/$1.00.
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3 files: JPG, TIFF & PDF formats of the Philadelphia Heavy Cruiser.
Good detailed stats for those who like them (Length, width, crew, support staff, marines, displacements, armaments, etc).
Includes a bow view.
B&W picture, which prints well.
Cost £0.78/$1.00
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This is a great collection of modern day one shot scenarios that covers a really wide range of different styles. All of these are short enough (4-6 pages) to read and probably run on the same day, certainly required prep time is absolutely minimal. Themes are definitely mature and I wouldn't run some of these for all of my players but when I want something that will truly horrify a group this is my first call.
My personal favourite is Walter's Final Wish which puts the characters in a bizarre situation and slowly reveals to them that not all is as it seems. I've run it several times for different groups, always with dramatically different approaches from the players and always with great results. Several of my players were genuinely freaked out at the end of what seemed early on to be a fairly light hearted game. At the time of typing I'm preparing Dissociation which is another brilliant adventure that one of my friends playtested at Dragonmeet last year and raved about.
Some of the scenarios are absolutely not to my personal taste (The Great and Terrible Awto for example leaves me completely cold) but even then these are far from bad, just not what lights my fire for Call of Cthulhu and will still give me ideas for scenarios of my own. Call of Cthulhu having such a wide spectrum of play styles I view this as a strength of the collection and I'd expect almost everyone to find something in here that they really enjoy. This is definitely a fitting successor to the excellent The Things We Leave Behind and thoroughly recommended.
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Just finished reading Hudson and Brand and very much looking forward to running it! Great setting and lore full of adventure hooks all throughout. Beautifully presented, with a tolerable amount of spelling and grammatical errors.
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This is a great collection of scenarios, with something for everyone. A Ouiji board, cultists, a body in a trunk, marine biology...and more! Short scenarios for a taste of horror and a full-length scenario for a full meal. Can't wait to run these - and just in time for Halloween!
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High quality production but rather short and not particularly frightening scenarios
The artwork/ design/ lay-out is very good. My problem is the content. Of the 26 modern day scenarios, the only one that is scary would be "Bone Deep" (in which a serial killer makes off with the victims' bodies, onto whose bones esoteric secrets are etched).
The other 25 scenarios suffer from a "curse of Cthulhu"; you're already acquainted to the concisive Mythos cosmology so no cryptic mysteries remains to be sprung upon the PC:s. This exhaustive canon inevitably tilts the board towards pulp rather than horror; you'll end up with too many iterations of medical experiments conducted upon shoggoths and deep one hybrids in military labs. Which calls for a boring SWAT team mission to wipe out an al too familiar foe rather than investigative horror against an Unknown assailant. Sure, it may well be exciting, but certainly not frightening, and the intellectual level drops from psychological suspense to barbed tentacles, gore and entrails. Cue lame attempts to isolate the Investigators, and instead of the Exorcist you end up with the Thing. And when one of the scenarios throws a huge killer whale in the path of the Investigators, you almost expect Godzilla to show up in the next; when employees at a fast food joint kill off their customers in one scenario you almost expect the next scenario to feature brain-starved zombies.
I love horror as a genre, but this collection of adventures illustrates how the heritage of Call of Cthulhu has become a burden in terms of expectations. In order to experience the world of Lovecraft, I appreciate that 1920's Cthulhu still has a place in the RPG world. But for contemporary horror, there are so many other systems today that frees the imagination of the author and are more conduicive of modern investigative methods. As such, I would recommend a GM to try out a different system to escape the body horrors, the latin chant rituals and the Elder Signs epidemics of Cthulhu. And to create a horror experience more in line with the truly horrifying flicks of today.
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A good cosmic horror antho that offers 12 stories are short, punchy and fast paced. Standout for me was Adam Gauntlett's 'Change of Perspective'. Great read. Definitely give this collection a look.
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