Boom. The number of horror rpgs keeps growing. They're all
over the map- from big ticket to indie, new themes to old classics. Several
lines continue to roll on solidly- Deadlands, Call of Cthulhu,
and the new World of Darkness. But we're also hitting the end of the d20
period, with fewer supplements and adaptations. Looking though other media,
there's little that pops out at me, especially in movies released during this
time. Perhaps Paranormal Activity? Most video game horror lines released
during this period are simply sequels.
I've had to pick and choose to fit everything on this list without having it go overboard. I drew the line arbitrarily at 25. So the Horror GM's Toolkit and Horror Bestiary Toolkit for Savage Worlds get left off- though an interesting expansion of the line. 2006's Noumenon and Covenant don't appear here because while they have some horror elements, they seem to have another project in mind. I've tried to go with games sold by publishers so that means I left off such indie cool freebies as Gnostigmata, Last Man Standing, and Kumquat Tattoo. Games from 2007 not on the list include Patient 13, Blood Games II, and Vampyre: Dark Genesis. Monte Cook's World of Darkness, though an amazingly cool project, falls under other items I've already placed on the list. So does Requiem for Rome.
I'm sure I've left something off; feel free to add a line I missed (if published from 2006-2007). I've arranged these in by year and then by a nonsensical pattern within that year. I've also mostly skipped editions and republications, trying to stick solely with first appearances.
I've had to pick and choose to fit everything on this list without having it go overboard. I drew the line arbitrarily at 25. So the Horror GM's Toolkit and Horror Bestiary Toolkit for Savage Worlds get left off- though an interesting expansion of the line. 2006's Noumenon and Covenant don't appear here because while they have some horror elements, they seem to have another project in mind. I've tried to go with games sold by publishers so that means I left off such indie cool freebies as Gnostigmata, Last Man Standing, and Kumquat Tattoo. Games from 2007 not on the list include Patient 13, Blood Games II, and Vampyre: Dark Genesis. Monte Cook's World of Darkness, though an amazingly cool project, falls under other items I've already placed on the list. So does Requiem for Rome.
I'm sure I've left something off; feel free to add a line I missed (if published from 2006-2007). I've arranged these in by year and then by a nonsensical pattern within that year. I've also mostly skipped editions and republications, trying to stick solely with first appearances.
History of Horror RPGs (Part One: 1981-1990)
History of Horror RPGs (Part Two: 1991-1995)
History of Horror RPGs (Part Three: 1996-2000)
History of Horror RPGs (Part Four: 2001-2003)
History of Horror RPGs (Part Five: 2004-2005)
History of Horror RPGs (Part Six: 2006-2007)
History of Horror RPGs (Part Seven: 2008-2009)
History of Horror RPGs (Part Eight: 2010-2011)
The Year in Horror RPGs 2012: Part One 43AD to ImagiNation
The Year in Horror RPGs 2012: Part Two Kuro to Zed Zero
The Year in Horror RPGs 2013: Part One Abandoned to Infinite Shadows
The Year in Horror RPGs 2013: Part Two: ICFTS to World War Cthulhu
History of Horror RPGs (Part Two: 1991-1995)
History of Horror RPGs (Part Three: 1996-2000)
History of Horror RPGs (Part Four: 2001-2003)
History of Horror RPGs (Part Five: 2004-2005)
History of Horror RPGs (Part Six: 2006-2007)
History of Horror RPGs (Part Seven: 2008-2009)
History of Horror RPGs (Part Eight: 2010-2011)
The Year in Horror RPGs 2012: Part One 43AD to ImagiNation
The Year in Horror RPGs 2012: Part Two Kuro to Zed Zero
The Year in Horror RPGs 2013: Part One Abandoned to Infinite Shadows
The Year in Horror RPGs 2013: Part Two: ICFTS to World War Cthulhu
1. Don't Rest Your
Head (2006)
I struggle trying to describe this game. Sometimes I think
of it as the early Grant Morrison rpg (Doom Patrol, The Invisibles,
etc). You play a desperately sleepless person who finds themselves in the Mad
City. You've fallen from the carefully constructed safety of our world into a
place of madness and danger. This strange and surreal realm offers bizarre
sights and adversaries. Your characters have powers here, but using them
exhausts you. Fleeing exhausts you. Doing most things exhausts you. You're
caught in a cycle of action and fear of action- represented by the game's die
and token system. Like Dread,
Don't Rest Your Head builds a tactile fear and wear down into the
mechanics. It's a brilliantly designed game- and one I recommend horror GM's at
least read for ideas. I'll admit I was thrown off by the dice system at first,
but rereading it made things click for me. I suspect DRYH remains one of the
most successful early indie rpgs. It has been expanded by the supplement Don't Lose Your
Mind and the fiction anthology Don't Read This Book.
2. Abeo (2006)
Secret World. Veil Rent Back. You Get Powers. In some ways
that's become its own genre in gaming and fiction- Persona and The Secret World
in video games; Percy Jackson in film and book; Grimm and Heroes
on TV; and many of the rpgs on these horror lists. So making only that your
pitch doesn't tell me much. It is like saying, "My game has you playing in
a fantasy world." OK, and...? Don't Rest Your Head follows the same
pattern, but makes quickly makes clear the game's hook. Abeo has some
detail in the blurb, but not enough to show what makes the game cool,
different, or interesting. I can't immediately spot the hook. Beyond that, I
can't tell what I'm actually going to be doing in the game. That's an important
question- one I picked up from the podcast Ken and Robin Talk About Stuff.
Simon Rogers, publisher of Pelgrane Press, always asks: what do the characters
do in this setting? That's what's going to happen at the table, so as a
potential GM I want to know.
Digging a little deeper and tracking down the free pdf version of this, I can
see that Abeo subtitles itself as "A modern game of dark
wonder." There's suggestions about corruption, reality breakdown, and an
introduction written so abstractly that I'm still not sure what the premise is.
It throws around terms phenomenal world, ethos, fade, noumenal, pathos, etc.
There's a style I associate with White Wolf clones- appealing to players who
like a mannered and highly elaborated approach. Abeo certainly has that.
In the 'lite version' we don't get a clear discussion of the game world until
page 84. The game misses the opportunity to self itself.
3. In Dark Alleys
(2006)
Here again you have player characters who see something and
can no longer escape that vision of a new reality. The pitch suggests the
original vision creates an obsession in the characters, leading them to pursue
that and investigate. That establishes a drive and a focus right for the game.
The game's structure concentrates on the mental and emotional state of the
characters. Beyond that In Dark Alleys offers a strong background
setting and cosmology for the supernatural horrors the PCs will be
investigating and fighting.
4. Contagion
(2006)
And another modern-era, secret war campaign setting, but
this time with a religious spin the art and blurb text put up front. Contagion
suggests you have to pick a side between the devils and angels, but I can't
really tell. It has a number of supplements out, but piecing together the
information is tough. I hunted around trying to locate more details. I get the
hook from the publisher description, but beyond that I haven't found more info.
It apparently uses the d20 system.
5. Yellow
Dawn - The Age of Hastur (2006)
A complete post-apocalypse horror game, with an emphasis on
horror. It showcases a near-future world which has suffered collapse, offering
an emphasis on tech and occult. I like it because Yellow Dawn seems to
actually play with and apply some of the concepts suggested messily by GURPS Cthulhupunk.
Hastur's one of my favorite creations within the greater Cthulhu Mythos (and
one with several divergent interpretations, see Delta Green:Countdown). The virus which set off the collapse not only devastated
the population, it changed many into travesties. This created tribes of
monsters in the wilderness outside cities. I appreciate the weird mix of tropes
in the setting. More recent revisions of this setting have emphasized the
Mythos aspects further.
6. The Esoterrorists
(2006)
The first GUMSHOE
game, which means that it often gets lost in discussion/debate over the system
mechanics. What that misses is the pretty awesome modern horror setting.
Players belong to an agency fighting against The Esoterrorists, a group
working to rend the fabric of reality through attacks which generate fear,
terror, and supernatural energy. The set-up is rough for the PCs- they have an
agency and backing, but it isn't all that powerful. Characters are still human
agents armed with standard equipment. The idea of the supernatural incursion
working through fear contamination offers a great paradigm, and a reason why
adversaries wouldn't be particularly subtle. More importantly, there's the
structuring of the enemy as a terror network in a literal and figurative sense,
with fanatics and cells. That twists the usual secret order paradigm and offers
real world resonance.
Pelgrane has indicated that they will be doing a revised edition of The
Esoterrorists in the future. They've put together several sharp sourcebooks
for it, including the The Esoterror
Fact Book. There's also the The Book
of Unremitting Horror, which comes in a d20
version as well. That's a solid and horrific supplement for any horror
game; you can see my review here: RPGS That Scare: The Book of Unremitting Horror (Gumshoe). For an overview
of GUMSHOE see this list: GUMSHOE:System Guide for New Players. For my review of The Esoterrorists,
see RPGs I Like: The Esoterrorists.
7. The Shab Al-Hiri
Roach (2006)
A game which takes horrors and makes them absurd through the
banality of humanity. Like a Burroughs novel, there's mind-blowing otherworldly
otherness at the heart of The Shab Al-Hiri Roach, but that's lost in the
desperate struggle of elites scrambling for small stakes. This is a GM-less,
one-shot horror comedy game. You play competing faculty at a small 1919 New
England University. The telepathic soul-eating roach promises you much, if you
swallow it (and help it destroy the world). But if that will gain you a leg up
on your competition...
8. Promethean: The
Created (2006)
I own and have read through it this book, but I have trouble
conceptualizing it as a campaign. You play a Promethean, essentially a creature
created through foul magics, curses, or weird science of some sort. Your very
nature is an anathema- if you remain in a place for a significant amount of
time you will bring hardship, decay, darkness, and trouble. You also don't work
well with others of your kind- more of you means more trouble for an area, and
all of you seek the means to overcome your own condition. Promethean's
premise offers amazing color and lots of cool ideas. But it doesn't mesh for
me- almost as if the system and game work in a contrary direction to the game
fiction and described conventions. Maybe White Wolf wanted a game of
existential horror, but tried to figure out a way to make it like everything
else in their lines. I have used the concept of Prometheans as an NPC group in
a campaign, and it has worked there.
9. The Creep Chronicle
(2006)
At first I assumed this was just another 'children in peril'
rpg, based on the name and the simple cover. However this book establishes a
detailed and specific setting- a world where the waking and nightmare realms
have collided. Adults have vanished and monsters and myths emerged. Players
take the role of children who survived in this new and dreamlike realm. The
Creep Chronicle is a complete game, with system mechanics included.
10. Against the
Darkness (2006)
Agents of the Vatican battle against supernatural horrors.
That's interesting- usually the Roman-Catholic Church becomes just another
element in the supernatural conspiracy. I don't recall another rpg putting it
front and center like this. Against the Darkness uses the classic set
up: trained agents with support of a potent secret society travel the modern
world fighting against the darkness. It offers several campaign frames, but
leans to the serious approach, with all players tied to religion in some way.
It combines modern hunter horror with some conspiracy elements.
11. The Nightmare War
(2006)
This period offers a number of action-horror rpgs, infused
with near-future sci-fi, post-apocalypse, or both. The Nightmare War is
a d20 campaign book, set in a dystopian future. The PCs have begun to have
visions and change- gaining powers. It has a White Wolf feel to it, with
persons having to come to terms with a new state of being. The sci-fi aspects
of it seem like an attempt to make it stand out from that. Shadow Project
on the other hand, calls itself a modern horror game. But it has mecha,
high-tech monster-fighting equipment, and zombie infestations. The publisher's
blurb has the phrase "Welcome to New Prometheus . . . Welcome to
Hell"- so what is it? Sci-fi? A world destroyed by a virus? An alien
colony? I ought to be able to look at the basic materials presented by the
publisher and have an idea of what the game's about. The cover of Shadow
Project has a guy in tech armor shooting a giant zombie bristling with
cybernetics. Finally, Necropolis
for Savage Worlds is a supernatural horror apocalypse setting. It reminds me of
Obsidian:
The Age of Judgement and SLA
Industries. The last habitable world must fight against the forces of
the undead. This particular game has been revised in a new edition Necropolis 2350.
All of these games- at least to my eye seem to be more about the battling than
the horror. Gore serves as a nice stage prop so that things blow up prettily.
12. Roanoke (2006)
In the previous list, there was the strange little explosion
of horror games with a medieval setting. This period has a parallel in the
appearance of several games reflecting "colonial gothic" tropes.
These most obviously borrow from Robert E. Howard's Solomon Kane series.
Those stories gained more attention with the 2004 reprint compilation from Del
Rey. Several films such as Sleepy Hollow and Brotherhood of the Wolf
also set up this genre. Some of these tropes had been touched in in earlier
horror rpgs, and Roanoke takes its name from the most famous legend. It
uses Wushu, a very rules
and mechanics light system. The focused game has your characters playing out
the story of the doomed colony and the threat which ravaged it.
13. The
Savage World of Solomon Kane (2007)
Then there's the actual licensed game based on the Robert E.
Howard property. Going back and rereading the Solomon Kane stories, it
is hard not to notice how many truly are products of their time- with all the
associated racism and cultural superiority. Some of that's a product of the
Kane character's nature and some of that comes from the author's era. It isn't
bad, especially not compared to the works of some other pulp writers (I have a
hard time getting through Sax Rohmer's Fu Manchu series or H. Rider
Haggard's Allan Quartermain books). Kane is a kind of witch-hunter
prowling the far corners of the late 16th century. As a game setting, his world
offers more action than horror, but could be played more or less darkly. We've
certainly seen pirates & swashbuckling mashed up with horror (On
Stranger Tides). This volume for Savage Worlds offers a useful
sourcebook for gamers interested in the setting.
14. Witch
Hunter: The Invisible World (2007)
This games shifts to a time slightly later than Solomon
Kane, the late 17th Century. Players take the role of Witch Hunters in a
world filled with magic and darkness. They must travel and root out that evil.
The designers try to balance the potential problems of that by providing the
Inquisition as a rival group and downplaying the idea of non-Christians as
inherently evil. The Witch Hunters belong to different orders with access to
various different rituals and powers. There's a strong World of Darkness
template vibe to WH:tIW. It is definitely an alt history setting, with magic
practiced more openly in some places and changes to events of the day. Again it
offers a game which could easily shift in the direction of horror or action. It
appears to favor the latter, with plenty of access to cool stuff and abilities
for the PCs.
15. Colonial Gothic
(2007)
On the other hand, Colonial Gothic sets itself to be
definitely more horror than action. It is a dark supernatural conspiracy game
set on the eve of the American Revolution. Various forces work behind the
scenes to manipulate events and control the destiny of this new land. The PCs
are not characters trained to fight against the darkness, but instead have
crossed paths with it and now understand the dangers facing them: American
Revolutionary Hunters. Colonial Gothic's more recent revised
edition has expanded the material. The line has a surprising number of
supplements now. It has a strong historical focus, putting that more to the forefront
than the supernatural aspects. It bears some similarities to 2005’s Northern
Crown, a d20 supplement of a mythic and legendary North America. Colonial
Gothic’s approach, however, seems to put more emphasis on the horror aspects.
16. Changeling: The
Lost (2007)
I think Changeling the Lost is the best of the new
World of Darkness lines. It successfully comes at the core idea in a completely
new direction. That direction is compelling and more open than the original (Changeling
the Dreaming). It balances personal horror and discovery with a dark
world of looming threats. The horror present feels organic to the premise,
rather than a tagged-on concept. It can be as "faerie tale" or as
"weird" as the GM wants. I think its one of the best set ups I've
read in the last decade.
As Changelings, characters have been stolen away from this world for a time and
taken into the Hedge by Keepers. The keepers can be classic mythic of a Fae
Queen or a most twisted modern nightmare like an alien experimenters. The
characters have escaped and returned to the real world, changed by that
experience. What happened to them there makes the Changelings what they are
now- the seemings and kiths PCs choose from. Changelings may have seen years
pass or only days, and many have been replaced by 'fetches' who look like them,
but are twisted things made of magic. The players desperately try to make lives
for themselves in the real world, while dealing with how much they have
changed. They essentially suffer a kind of PTSD, recovering memories of what
they did only in bits and snippets. There's guilt and paranoia worked into the
set up. The keepers could return hunting for their pets at any time- and only
by bonding together can Changelings survive. Yet in doing so, they risk
alienating themselves from the human world. For more on this, see Changeling the Lost: A Guide for New Players.
17. Legacy of the Rose
(2007)
Until last year I'd never heard of this d20-based setting.
It goes a little earlier than Call of Cthulhu, set in the 1900's-1910's,
but also offers more alt history details. In some ways it seems like it wants
to be a compromise between Victoriana and the Roaring 20's. It offers pulp
detail, but definitely combined with an ongoing battle against the
supernatural. It seems like a classic set up, with the PCs as members of an
order devoted to that fight. Interestingly there's definitely a plan in place
from the publishers. They have many modules out for the line (you can see the
list here- nine pages worth). They're also slowly moving the timeline up
through those modules, building towards a climax set in 1914. They've gone
through four years so far and have been crafting a parallel timeline. That's an
ambitious and interesting project.
18. Code:Black (2007)
A modern horror setting for EABA. PCs belong to a secret group
fighting a secret war against secret horrors. So it echoes Delta Green, Conspiracy
X, and other 'Agency' games. Characters are members of the ages old
Brotherhood of Gilgamesh. The supplement's written to be easily adaptable to
other systems. For example, you could bring this group over into a Call of
Cthulhu campaign. It's difficult to say what makes this game stand out from
others- the pitch and blurbs don't make that clear.
19. CthulhuTech (2007)
You got your transhumanist cyberpunk anime in my
Lovecraftian mythos! It tastes like burning. This stand-alone
horror game brings together elements I originally thought wouldn't fit. Then I
reconsidered it- many of the mecha anima films have as adversaries inhuman and
elder creatures (Evangelion, Blue Gender, RahXephon). As I
understand it, CthulhuTech has gone through a couple of different
publishers. I like seeing horror hacked into tabletop genres I wouldn't have
expected. The actual game is open-ended enough to be used for several different
kinds of campaigns (just as their are different anime foci)- horror, hard
military, espionage, etc. Cthulhutech won an Ennie for best cover in
2009 and had several other nominations.
20. Cold City (2007)
A brilliant little idea for horror- with the PCs taking the
role of hunters in post-war Berlin, trying to deal with the various monsters
and leftover horrors still roaming the streets. The game has a relatively
simple set of mechanics. Characters in Cold City have to come from
different nationalities, meaning that they can't be entirely certain about one
another. So we get elements of paranoia, spy fiction (ala early LaCarre), and
Clive Barker-esque terrors which must be put down by the unified authority the
players belong to. Importantly, the system builds 'trust' into the mechanics.
There's a sense that the tensions between players can be just as dangerous as
the monsters they hunt.
21. Black Tokyo:
The Hentai SRD (2007)
d20 Hentai Horror.
I really don't know what else I can say beyond that. Except I'm not sure I'd want to be at a table where that's the game everyone wants to play. No, actually I'm pretty sure I wouldn't want to be at that table. It isn't my cup of tea. I will give the publisher credit for restraint in the lack of tentacles on the front cover of the product.
I really don't know what else I can say beyond that. Except I'm not sure I'd want to be at a table where that's the game everyone wants to play. No, actually I'm pretty sure I wouldn't want to be at that table. It isn't my cup of tea. I will give the publisher credit for restraint in the lack of tentacles on the front cover of the product.
22. Fear Itself (2007)
An interesting experiment where the players take the role of
characters in slasher and horror films. But it actually covers the narrower
genre of films in which the PCs attempt to understand their situation, uncover
the mystery, and find a way out of it...rather than simply being stabbed to
death. So movies like The Cabin in the Woods, Phantoms, and even Mimic.
The PCs are weaker, and the game includes an interesting concept in the form of
Drives- essentially the character flaw that continues to push the PCs further
into danger. I'm still not sure what to make of Fear Itself- it seems to
me to have a fairly major oversight in not exploring J-Horror and other Asian
Horror cinema which relies on this particular formula of a mystery tied to the
events of a horror film. The game feels decent for a one-shot, but less so as
an ongoing campaign. For my full review of Fear Itself, see RPGs I Like: Fear Itself written several years ago.
23. Monsters
and Other Childish Things (2007)
I imagine a trinity of 'children in peril' games- Little Fears, Grimm, and Monsters
and Other Childish Things. Others exist, but I think those three have had
the greatest reach. What's interesting is, despite the apparently narrowness of
the sub-genre, how diverse the actual games are. Here monsters exist, but they
are friends and allies to the children they have bonded to. Play is about the usual
trials and traumas of growing up- complicated by the presence of these devoted
but not necessarily obedient creatures. Several intriguing sourcebooks exist
for the game- Bigger
Bads, Curriculum of
Conspiracy, Road
Trip, and Dreadful
Secrets of Candlewick Manor. MaOCT borrows aesthetics from many
sources- A Series of Unfortunate Events, Bellairs, and even
Jhonen Vasquez's work.
24. Acts of Evil (2007)
Players take the role of occultists who can only really gain
power by sacrificing their fellow occultists. OK, that's a premise that rings.
It might not be my cup of tea, but I can see how it would play out. I picture Acts
of Evil as a dark occult version of Paranoia.
25. Unhallowed
Metropolis (2007)
"Apocalyptic Neo-Victorian dystopia" about sums it
up. I originally picked this up because I thought it was an alt-history
Victorian horror game. But much like Etherscope, this
game would like to have all the cool of the steampunk aesthetic but set it in
the future. Both of those frustrate me because they feel like double
mumbo-jumbo. Why not just keep the classic timetable, perhaps work the history
more carefully? While it isn't a good book by any means, Whitechapel Gods
at least keeps the timeline close with its supernatural post-apocalypse. Unhallowed
Metropolis looks good, but I didn't find it compelling otherwise. I suspect
because I couldn't get past that design choice. It has a supernatural zombie
plague, decaying technology, vampires, and mad science. I think a GM who wants
to do Steam-horror could find some good ideas here, but they'd have to work
through some dross.
History of Horror RPGs (Part One: 1981-1990)
History of Horror RPGs (Part Two: 1991-1995)
History of Horror RPGs (Part Three: 1996-2000)
History of Horror RPGs (Part Four: 2001-2003)
History of Horror RPGs (Part Five: 2004-2005)
History of Horror RPGs (Part Six: 2006-2007)
History of Horror RPGs (Part Seven: 2008-2009)
History of Horror RPGs (Part Eight: 2010-2011)
The Year in Horror RPGs 2012: Part One 43AD to ImagiNation
The Year in Horror RPGs 2012: Part Two Kuro to Zed Zero
The Year in Horror RPGs 2013: Part One Abandoned to Infinite Shadows
The Year in Horror RPGs 2013: Part Two: ICFTS to World War Cthulhu
History of Horror RPGs (Part Two: 1991-1995)
History of Horror RPGs (Part Three: 1996-2000)
History of Horror RPGs (Part Four: 2001-2003)
History of Horror RPGs (Part Five: 2004-2005)
History of Horror RPGs (Part Six: 2006-2007)
History of Horror RPGs (Part Seven: 2008-2009)
History of Horror RPGs (Part Eight: 2010-2011)
The Year in Horror RPGs 2012: Part One 43AD to ImagiNation
The Year in Horror RPGs 2012: Part Two Kuro to Zed Zero
The Year in Horror RPGs 2013: Part One Abandoned to Infinite Shadows
The Year in Horror RPGs 2013: Part Two: ICFTS to World War Cthulhu
Esoterrorists has always struck me -- from discussions of it, as I've not read the book itself -- as being quite similar to The Invisibles; is that an accurate impression?
ReplyDeleteCold City is a wonderful game. The first time I played it, I got the same thrill I got from my first game of Call of Cthulhu, and given that the latter is my favourite rpg, that's high praise.
I will have to pick up Cold City- as I understand it, the 1.1 version of the game adds in the material from the Companion.
DeleteI wouldn't make that comparison necessarily. The PCs in the Esoterrorists certainly aren't anything like the protagonists in The Invisibles- they're mundane. Trained operatives but just with the agenda of stopping the horrors. The Esoterrorists themselves differ from the "Control" threat of The Invisibles in that they represent chaos. So I guess maybe there's a way to read the Eso's as a bad and twisted version of the Invisibles- but I don't think that analogy holds that well.
I'm not sure a campaign is viable in Cold City but it's great for a one shot or two. I'm told that it has similar mechanics to The Mountain Witch, although I've not played the latter.
DeleteThanks for the clarification on Esoterrorists; I don't know where I got the impression that it was like The Invisibles!
I've played and run campaigns of Cold City, and can vouch that it works for short runs. In each case, we played for eight weeks, which gave plenty of time to push everyone's agendas to their conclusions.
ReplyDeleteThe 1.1 rules do indeed contain the material from the companion. The mechanics are also fine-tuned, borrowing a fair bit from Hot War. Personally, when I run Cold City, I use the agenda mechanics from Hot War, as they give a mechanical pay-off rather than being open-ended.