Before reading this rule book I had no idea who H.P Lovecraft was or what was a Cthulhu, however as I was halfway through reading it, I was inspired to go out and learn about the mythos in general. Why do I mention this in a review about a rule book? It’s because this book captures the theme of Cthulhu perfectly. The book is well laid out and easy to follow. The art work really brings to life what the Cthulhu mythos is about.
This book does a great job of merging the world of Cthulhu with the Savage Worlds rule set, a rule set that is known for its fast pace and furious fun something that would not normally be associated with the world of Cthulhu. This book supplies a whole range of new archetypes for players to use when developing there investigators and a load of new edges and hindrances that are perfectly suited for a Cthulhu themed game.
The book also gives players and the GM a choice when playing the game on how gritty and dark they want their setting to be, it gives some good ideas on how best to achieve it within your own game, whether you want to ride the slipper slide into madness with no hope of escape or give each player the thought they have the chance to come away as the victor this book has it all. For any Call of Cthulhu players out there, Realms of Cthulhu has a really nice conversion chart at the back of the book on how to convert your character across and from what I have seen and heard it works very well.
Along with some very nice story hooks and a well thought out quest generator this is simply a beautiful book to read, and is a must for anyone who calls themselves a Cthulhu fan or wants to see what the whole fuss is about. Do yourself a favour and pick this one up.
[5 of 5 Stars!]