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Monday, 28 September 2009

(Spanish) Playtest results have arrived

Why is it so easy for us to kill another human being while RPing? Even if we are in the role of 'normal' everyday people?

The Playtest: less things to change than we expected, more than we would like to :) .
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Tuesday, 22 September 2009

The Haunted House (I)

One of the definitely traditional classics of the horror genre are the Haunted Houses. The typical ghost stories often takes us to these environments. Places where something terrible has happened and where suffering souls wander looking for a solution for themselves or, simply, terrorizing anyone still alive who dares visiting them. In the same way, several films and games have been based on these ideas.

The Haunted House offers a lot of resources to the GM. It is an omnipresent enemy that can know what the PCs do or say all the time. And probably It can enter their minds to find about their worst fears to create visions with them.

There are two big groups when we talk about Haunted Houses. Those which seek (They or the spirits that inhabit them) salvation, and those whose only desire is to cause fear. This second group is less interesting for RPGs. As there is not so much for interaction. It is more difficult having the House giving clues about solving the mystery, i.e., for defeating and destroying it. So it is usually better suit for one-shots where the mood is more important than the story (but is not it always so for the Horror genre?).

The first group, in our opinion, is much more juicy. The spirit, limited in its communicative skills, should give clues to the characters for them to discover why is it all happening and the possible solution. However, each ghost will have its way of doing things and own preferences. Maybe It won't understand the characters' motivations or behavior, or maybe its different perception of the environment will make the communication difficult. A kid's ghost will probably want to play all the time, a mother who is looking for her child could not have spare time to give the clues to the players. (cont.)
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Friday, 18 September 2009

Why does not The Boarding House... use any gaming system?

One of the defining aspects of our first work is that it does not include game stats for any RPG system. There are two main reasons for this. First, it is not a 'Mythos' adventure, so it does not need to be played with Call of Cthulhu (though it could seem so, looking at the time and place). Secondly, a lot of groups who are playing Horror RPGs, even classic Pulp/Lovecraftian Horror, are not using the Chaosium BRP system. Some have changed to Trail of Cthulhu, and with the wave of new licensees soon there will be tons of people using Savage Worlds, True20, some others may have fallen for GURPS... even, several of the people using one RPG system are tailoring it to their specific tastes. So, knowing that a lot of gamers would have to modify what we proposed, after all, we decided to use just descriptive stats. One of the advantages of the Horror settings is that they are mostly based on the performing and ideas of the Players, much more than on the results of rolls, in fact not many dice rolls are done. This simplifies the work of adapting the descriptive stats to each groups' preferences.
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Tuesday, 15 September 2009

In the oven

While we finish the first articles on Horror Gaming we want to publish in the blog, we invite you to check our t-shirts shop on Mythos topics. Hey, browsing is free and some of the designs are even funny...

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Sunday, 13 September 2009

What is The Boarding House at Arkham Street?

We have been talking about this scenario for more than a month, and we have just realized that have not given a clue what it all is about. It is a classical horror game, to be played during the Great Depression in the U.S.

It is a small scenario for not more than one evening (we think it should take 4 to 6 hours gameplay), where all the action takes place in one same place during 3 or 4 days. It is not a 'Mythos' scenario, as there is no Mythos entity involved, but doubtlessly, any player coming from that background will recognise a lot of details as their own. It is not a raging innovative or superb game, it is our first contact with the 'real' publishing world. We wanted to distribute it as a free download, but it seems we'll end putting it for the public as an e-mail-ware download, i.e., we would like the players to write to us and tell us their feelings and opinions. It is the only way we can learn and create better products in the future!
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Tuesday, 8 September 2009

Spanish Playtesting closed

We reserved a week to find playtesting groups and we have needed just TWO DAYS! It is great to have had such a warm welcome in the spanish speaking RPG world. We have contacted with people from Spain, Argentina and Chile. By the 28th of September we should have the results of the playtesting plus the edition, and going on!
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Thursday, 3 September 2009

Sent to be revised

Today we have finally sent the "first final" version of the scenario text to be revised (and we are still open to receive new ideas). At the same time, we are finishing the play-testing booklet.
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