And finally these lists reach as close to the modern day as I'm going. I believe we're living in a golden age of rpgs- as evidenced by the number of solid and interesting games available. This list sees some of the first crowdsourced games- with special editions based on pre-orders, ransom approaches, Kickstarter, and IndieGoGo all in the mix. Horror rpgs get their share of those. In general media, certain flavors of horror have managed to cement themselves and I wonder if that has any impact on the kinds of games we're getting. On the one hand you have accessible, pop-horror in the form of The Walking Dead, Fringe, Supernatural, and others. These aren't marginal shows with modest production values- but instead higher budget productions aimed at a wider audience. On the other hand, torture-porn horror hasn't gone away (Saw, Human Centipede). I'm not a fan, but that's my opinion. Another development that hasn't gotten as much consideration is the impact of streaming services on available horror. Between Netflix, Hulu Plus, and Amazon Prime, audiences have gained easy and ready access to a massive backlog of horror- Hammer Films, Full Moon Productions, obscure foreign horror, anthology series, and so on.
Cthulhu continues to reign supreme in horror rpg. Last list had several non-Call
of Cthulhu Cthulhu products. This list has four more- all working in
different genres and forms. Because they're supplements to a line, I left four amazing products off this list. The Armitage Files
presents a mind-blowing approach to a Lovecratian campaign with an
improvisational approach. Bookhounds of London then manages to go in a completely different direction and offer
another complete and compelling campaign frame for Trail of Cthulhu. The Book of the
Smoke presents a striking set of player-facing resources for that Bookhounds
set-up. Finally there's the new Age of Cthulhu series
of publications providing awesome new ideas and adventures for CoC.
As always I've left many worthy games off this list, trying to keep the
number to 25 or less. Dread
House, for example, a variation on the earlier Dread game now aimed at
younger audiences. Hounds of G.O.D.
and Devil's Gulch can
be horror, but seem to be aimed elsewhere- blowing stuff up and the Western
respectively. I left off a few self-published/pdf horror games- The Horror Game,
Snuff:
Downloads of Death, After Sundown,
and Archetype.
There's also Classic
Horrors Revisited and Horror
Companion Explorer's Edition, supplements for core systems. Finally, I
left off John Wick's worthy Twilight-emulator Byron Falls because
it is part of his forthcoming Big Book of Little Games.
This period also sees a significant shift at horror leader White Wolf. First,
there's a distinct move to electronic publishing and print on demand work.
Second, there's the appearance of Vampire:
The Masquerade (20th Anniversary Edition), the first of what seems to
have become a series of classic World of Darkness revised reprints and new
material.
This is the last in this series, but I plan to do a couple more posts- one listing some of the games I left off earlier lists and another trying to do some analysis on trends and genres. I also plan to do a "horror rpg" round up in late December, to cover this year's releases. I'm sure I've left something off without adequate reason;
feel free to add a line I missed (if published from 2010-2011). 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
List of the Missing: Bits Left off My History of Horror RPGs
The Best in Horror RPGs: Unfair Verdicts
The Best in Horror RPGs: Unfair Verdicts
1. Eclipse
Phase Core Rulebook (2010)
I have to begin by acknowledging a mistake from my previous
list: leaving off Eclipse Phase. I noted it as a 2010 pub
date, but that's actually the year it won four Ennies and took home the Origins
award for best rpg. Bizarrely the RPG Geek database doesn't mention anything
about horror- instead focusing on sci-fi genre labels. The back cover text
doesn't make a straight appeal to horror either. But one of the strengths
of the EP's setting has been hooking gamers in diverse ways. Some see
it as classic sci-fi, some as transhumanist fun-time, some as post-apocalypse.
And others read it as a particularly dark sci-fi horror game- one
brimming with awful implications for the fate of humanity.
In the future, humanity has lost the Earth. They have spread out through wormhole gates into the greater universe. Some fragmentary structure remains- through a patchwork of authorities and links, strongly corporate. Most people, including the PCs, are disassociated intelligences, sleeved into bodies based on need and wealth. It may seem like a kind of immortality, but there are costs and dangers. Threats exist everywhere from viruses, to fanatics, to monstrous AIs stalking the stars. Eclipse Phase does a great job of setting up what the players could be doing- serving with a group called Firewall fighting threats to the humanity's existence. But everything I've read and heard suggests that the game set up, despite being detailed and dense, is also open. You can run many different kinds of campaigns, genres, and styles within the framework. The system provides you with high crunch tools to carry that out.
In the future, humanity has lost the Earth. They have spread out through wormhole gates into the greater universe. Some fragmentary structure remains- through a patchwork of authorities and links, strongly corporate. Most people, including the PCs, are disassociated intelligences, sleeved into bodies based on need and wealth. It may seem like a kind of immortality, but there are costs and dangers. Threats exist everywhere from viruses, to fanatics, to monstrous AIs stalking the stars. Eclipse Phase does a great job of setting up what the players could be doing- serving with a group called Firewall fighting threats to the humanity's existence. But everything I've read and heard suggests that the game set up, despite being detailed and dense, is also open. You can run many different kinds of campaigns, genres, and styles within the framework. The system provides you with high crunch tools to carry that out.
There's also a lucky happenstance in my pushing EP back to this list. 2010/2011
has a run of sci-fi horror games. You can read this game as the tip of the
iceberg. It again opens the debate- is it two genres mashed up or rather is
horror a stylistic choice, layered on another genre? Each of the sci-fi horror
games manages a distinct premise even within those limits.
For more on Eclipse Phase, I recommend the Across a Table Madly podcast,
episode one "What's so Great About Eclipse Phase?".
2. Maschine Zeit (2010)
I don't have a real answer why we get this weird run of
sci-fi horror rpgs in 2010. I don't see anything in pop media that suggests a
spark for it. Instead I think it is more a accretion of ideas and the need to
hack genres. Maschine Zeit, for example, has the subtitle "Ghost
Stories on Space Stations." The cover's striking and the game looks good
from the outside. It has a stylish presentation within, but one that gets in
the way of clarity. Up to about page 90 of the 140-page booklet offers only
color text, fragments, stories, and bits of found print outs. The game sets up
a timeline, but it doesn't click. It seems an odd way to approach things-
especially when the horror premise and rules given later are so open-ended. The
rules themselves have a weird mix of crunch and narrative- almost as if the
authors wanted to be story-focused but couldn't resist adding points and
ratings. There's some neat stuff on putting together and running this kind of
campaign. But part of the problem is Maschine Zeit suggests ghosts, but
offers monsters. When I think of ghost stories I think of Solaris, Sunshine,
Defying Gravity, or even Haunting of Hill House. Instead MZ wants
to include Pandorum, Event Horizon, and Alien. I think the
rules could have been more successful by focusing on how you tell ghost stories
in space. The opening 80 pages of fluff could have been discarded in favor of a
few interesting frames, maybe some campaign ideas, and some solid and detailed
examples for exploration.
3. Abandon All Hope
(2010)
On the other hand, Abandon All Hope screams out what
it wants to be. It doesn't offer any subtlety. The PCs are aboard a massive
penitentiary spacehulk. However, something has gone terribly wrong- and an
encounter with a dimensional rift has let "things" into our reality
and...ok, let's just cut to the chase- they take Event Horizon premise,
marry it to Pandorum and stick aboard a prison ship. This is the
not-so-bastard product of that wedding. AAH looks dark- and right from the
start there's a real question of survival. Can the players find an escape or
will they try to seize power? You have a lot of unpleasant irons you can throw
on the fire with this set up.
4. Chthonian Stars
(2010)
I'm old-school enough that I have trouble picturing Traveller
as a generic system. When I see it used for other games (like Judge
Dredd or Cowboys vs
Xenomorphs) it weirds me out. Cthonian Stars isn't set in the
Imperium- which was may first assumption. I pictured Aslani vs. Mi-Go. Instead
it presents the future of our solar system, with mankind spread to our
neighboring planets. The stars have come right and a object has entered our
system, awakening ancient evils. The PCs play teams investigating and dealing
with these threats.
The premise is interesting, a twist on Delta Green in some ways. It comes
from the same team which created CthulhuTech. If you want
your hard sci-fi mixed up with your Cthulhu, this is probably the place to go.
I do still wonder if you could put together an interstellar game with the
Mythos at its heart. Perhaps we could begin exploring and discover burned-out
worlds left behind by servitor races- or systems dedicated to Hasturian chaos
cults. That could be an interesting twist on something like Cascade Failure or Ashen Stars.
5. The Laundry (2010)
From one Lovecraft inspired setting to another. Charlie
Stross' Laundry series is a dark comedy bureaucratic version of Delta
Green aimed a IT professionals. And very British. Or at least that how it
reads to me. It has a distinct tone of distance combined with serious
technobabble. Or rather technobabble to my level of getting it- I suspect it's
actually coherent. I also suspect pulling that off consistently at the table
would be a challenge. I do like the idea of bringing mundanity to idea of
government services aimed at fighting otherworldly horror (like DG or AEGIS
from Conspiracy X). The Laundry offers an interestingly
stand-alone approach or as source material for a modern CoC or other horror
game. Several really excellent supplements have been published for the line.
The adventure collection Black Bag Jobs,
for example, showed me that the writing could remain consistent with the source
material.
6. Outbreak: Undead
(2010)
A zombie renaissance? Marvel Zombies, Resident
Evil films and games, World War Z, zombie skins for video games like
Red Dead Redemption & Call of Duty, The Zombie Survival
Guide, The Walking Dead, REC, and that's barely scratching
the rotting skin of this genre given new life, so to speak.
But we have a number of rpgs in the zombie horror genre already, including the
cornerstone game All Flesh Must Be Eaten. So any new z-survival game has
to make clear what new ideas and approaches it brings to the table. How is it
better? How is it different? What aspects of the genre does it focus on?
Reading the publisher's description, Outbreak: Undead seems to position
itself as both an rpg and a survival guide. That at least makes it stand out
from the crowd. However usually I'm looking for gameable material. It has a
number of flaws which make it not the kind of game I like. I'm not fond of
systems which have you make a character based on yourself. I know exactly
how long I'll survive in that environment. The layout and graphic design- done
as survivor notebooks- feels forced. It is also irritating to read. Others may
embrace the verisimilitude of this approach.
7. Against the Dead
(2010)
Another way to stand out as a ZRPG is to use a popular
system, in this case d20 modern. However, Against the Dead does come to
that a little after that game's run its course. The publisher material suggests
that it aims for a fast version of those rules. One interesting concept
suggested by the material is the concept that the zombie campaign arc breaks
into three eras: Emergence, Ascendance, and Apocalypse. The goals and available
mechanics vary between those. Also, though the cover and company blurbs suggest
a conventional and realistic survival, apparently you can also play magic users
in Against the Dead. That seems a significant split from the game's
general presentation.
8. War of the Dead
(2010)
War of the Dead offers a series of chronological
zombie survival scenarios, tracing the outbreak and collapse of civilization.
It uses Savage Worlds, but could be easily adapted to other ZRPG
systems. Three collections bring together the individual weeks together into a
three act structure (so far).
9. Annalise: Final
Edition (2010)
Though an earlier version of Annalise came out in
2009, I chose to place it on this list to match the publication of the
"Final Edition" (which would also be the name of a haunted newspaper
TV show). Annalise puts a new spin on the vampire genre. You play
persons connected to a vampire and the game explores your relationship to it
and each other. In some ways, it reminds me of My Life With Master.
Essentially you're more victim than hunter. This is a story-driven game, with
participants sharing the role of the GM. Characters develop through scenes,
hopefully making themselves ready for a final confrontation with the vampire.
It is a clever idea and a nice turnaround for players who enjoy the flavor of Vampire
the Masquerade or Anne Rice.
10. Nightmare
Worlds (2010)
A complete generic horror rpg, Nightmare World claims
to be something new based on using its own set of cards for resolution. In this
case it is still a set of 52 cards, but ten cards in each of five suits (axe,
moon, pentagram, mask, and skull) plus two others- Wheel of Fortune and The
Tower. This means the GM has to craft their own deck. The system feels
unnecessarily obtuse and finicky. Reading through, I'm not sure NW brings
anything new to the table except oddball complex systems and rules.
Also, let me say this loudly and clearly for all potential horror game
designers: yes, White Wolf revolutionized having images, textures, and
watermarks on their pages. And for many years people joked about it because it
rendered several products unreadable. That rarely happens now- they have
skilled layout people who check the print and pdf versions of their books. So
for everyone else...STOP PUTTING DARK TEXTURES ON YOUR PAGES. FOR GOD'S SAKE
DON'T MAKE EVERY PAGE LOOK LIKE DARK GREY CRUMPLED PAPER AND THEN EXPECT ME TO
BE ABLE TO ACTUALLY READ ANYTHING.
wtf.
Also, Papyrus is not an acceptable font.
11. Dance of
the Damned (2010)
Another card-based game, this time using a standard playing
deck. This storytelling GM-less game sets up a basic situation and offers rules
to allowing players to adjudicate and develop the narrative. Here the set-up
echoes The Masque of Ded Death or the frame of the Decameron. The
characters have taken refuge in a castle to escape a plague ravaging the
countryside. There's a competitive element to the game as players pass cards
onto one another. Suits allow for different results and twists.
12. The
Unexplained: Chronicles of the FPI (2010)
A modern game where you play a paranormal investigator. It
feels a little like a bog-standard modern hunter game, with any kind of weird
or supernatural story on the table. The Unexplained's selling point is a
little like that of Outbreak: Undead; half the book is dedicated to a
"fully researched non-fiction book about the paranormal and paranormal
investigation." It is powered by Fudge, which make make it
useful to fans of that system.
13. Hoodoo
Blues (2010)
I love games that offer a unique and unusual take on horror.
At the same time, as cool as they are, I'm not sure I'd be able to get many of
them to the table. Hoodoo Blues is a game of the haunted American South.
I imagine the atmosphere of Manley Wade Wellman's Silver John, the movie
Crossroads, and Michael McDowell's Blackwater, perhaps with
zombies and Faulkner thrown in. That'd be a hard sell to any of my groups.
Apparently in the game you play as immortals, having lived through many
generations in the setting. Players can tweak their experience during each
decades of their existence. Hoodoo also provides for flashback play, allowing
the GM to run in any era. In some ways in reminds me of Nephilim. The
rules offer a lot of historical detail and background, making it a useful
resource for anyone using the South as a backdrop for horror or fantasy.
14. Kingdom of Nothing
(2011)
A striking game, where emotional horror manifests as a
monstrous force. You play persons who have been "Forgotten" in our
modern world. Something traumatic has happened to them and they've dropped out.
A force called the Nothing has eaten away the memories of their past lives. Now
they must battle back against that force to reclaim their selves. A
collaborative story game, it has some very cool mechanics. I like the idea of a
built-in redemptive arc through facing horrors. Some other games have used
this, Little Fears IIRC, but the set-up and mythology here feels fresh.
15. Agents of Oblivion
(2011)
A modern espionage game where characters fight the forces of
darkness. This stand-alone version uses Savage Worlds, but an earlier
take for appeared in True20
Worlds of Adventure. Agents of Oblivion apparently offers a
toolkit for mixing spies with horror- from X-Files style paranoia,
crunchy hunter games, or more superspy Bondian 60's stories. The actual
campaign idea takes up a modest portion of the sourcebook. The majority is
given over to system mechanics and details. Review-wise, you can see two
contrasting opinions in Spythulhu! - IR #57
and An
Excellent Toolkit for Any Flavor of Espionage.
16. Night's Black Agents (2011)
Night's Black Agents takes the concept of agents vs.
the supernatural and twists it. Several simple but sharp changes- PCs as burned
spies, adversaries are vampires of one form or another, heavy euro focus- make
it distinct from previous games. It shows the power of the GUMSHOE system,
dissecting the basics of the thriller genre and recognizing how mysteries work
in those stories. Protagonists claw their way up the food chain, figuring out
who they have to punch next. There's also the rhythm of attacking and being
attacked (also seen in the excellent Hollowpoint). Its
worth mentioning that NBA's one of the best laid-out and presented rpg books
I've ever seen.
NBA extends a horror story approach that I love. The idea that through the
story and investigation, you figure out what you're actually fighting. You
begin as a blank slate- knowing perhaps that you've crossed paths with
something weird. Now you have to resolve what it is- what can it do, who does
it hunt, what are the restrictions it suffers under, where does it live, what
are its weaknesses? Rather than a monster of the week, this draws out over the
course of a campaign: you have to figure out the rules governing your adversary
or you will fail. Night's Black Agents offers a toolkit so the GM can
develop a logical and consistent new kind of vampire. There's no falling back
to a Mythos skill or rw knowledge of Lovecraft- you fight against uncertainty
and ignorance. And if you haven't done your job well enough, you're going to
die at the end. For more on this see my review, The Hite Supremacy.
17. Murderous
Ghosts (2011)
A two-player rpg, with one player pitted against the MC (aka
GM) for survival. Players make choices CYOA style, but then fill in the
narrative blanks. Resolution is handled with cards. It's a remarkable concept
and the reviews I've read make it sound amazing.
18. Dark
Harvest: The Legacy of Frankenstein (2011)
You'd be forgiven for mistaking Dark Harvest for the
earlier game Rippers. Both have a Victorian-era setting, alt-history
trappings, and the idea of grafted body parts as a key element. In DH those
parts are what keeps the elite in power in an alternate Romania (called
Promethea) ruled by Victor Frankenstein. The publisher's blurbs and materials
focus on setting description (and the fact that the book includes an anthology
of stories set there). But it doesn't make clear where the fun is- who are the
PCs? what are they doing? It took going through several reviews to figure out
that the default campaign frame has the players acting as a resistance to
Frankenstein's rule- internally or sponsored by foreign governments. The timeline's
interesting in that it sets itself in 1910, a little after classic Victorian
era and just before the Pulp. The rules are also compatible with Victoriana (2nd
Edition).
19. Rapture: The
End of Days (2011)
So the Day of Rapture comes, but in 2644. The Earth burns,
but of course much of humanity's off planet. The apocalypse cuts them off from
the homeworld and from each other. Now the survivors not taken up by God's
grace have to survive as Satan's Legions fly out into the cosmos in search of
them. I have to admit I didn't see that coming. I've surveyed several
theological horror games, but Rapture has a new spin, though one that
doesn't exactly make sense to me (the creator's literalism seems odd). The game
makes some pretty wide-ranging claims about what it does- a simple system with
space combat, mass warfare, politics, minions, etc. The reviews I've seen have
been generally positive. Another space-horror game from this period, but one
with a distinct twist.
20. Argh!: The
Supernatural RPG (2011)
I'm not sure what's going on with the cover to this one. There's a
Buffy-like girl with guns sliding into an open grave, a couple of surprised
people with shovels, and Frankenstein carrying a gas can- all looking in
different directions. The strikingly titled Argh! offers a generic set
of rules for playing horror games, using the SFX! system. The title
makes sense of the line's other games: Zap!
for sci-fi, Kapow! for
supers, and Zounds!
for fantasy. Like many other ambitious horror rpgs it wants to cover
everything.
21. Horror Show (2011)
Another set of generic horror rules which includes the
following highly specific claim, "...perfect for one-shot adventures, and
great for full length campaigns." There's nothing like copy that doesn't
really say anything. Horror Show uses something called the Network
System. Honestly, when a game says that it can emulate any kind of horror, I
get skeptical. Yes, you could run any kind of horror game using the rules- but
doesn't that apply to any generic system? Does it do something well? It
discounts the idea that different kinds of games might benefit from different
mechanics. When we homebrew our games, I'm always trying to tweak things to
better represent the genre. Some games do a really good job of this- the
various iterations of GUMSHOE spend time thinking about the central conceit of
the narrative, and build rules to help enhance and support that.
22. DIRGE
(2011)
In hunting around and researching this game, I kept hitting
the same limited publisher blurb, even on their website. "Dirge is a
gritty horror game that allows you to play as a flesh-rending Ghûl, a celestial
Child of Light, or an elemental Mystic! Travel the from one plane to another in
search of enlightenment and power, and save the world from the horrific
Hierates, Children of Darkness, and Elder Beasts." There's a lot of color
there, but not much actually telling me about the game. The website offers a
free pdf of the game- but a little work could make it more appealing to a
potential audience (that and perhaps not watermarking every page of the free
copy with 'Playtest Draft' across the full page). I'm going to admit, even
reading through the whole game, I'm unsure exactly what DIRGE is about.
You play empowered characters in a weird world- which the book suggests at some
points is the real world and others that it is a shadowy bizarre fantasy world.
There may be a central premise here but the author buries it.
23. Carcosa (2011)
Carcosa offers a weird horror-fantasy realm which
makes Ravenloft look like the Teddy Bears' Picnic. Super dark, super
creepy, and filled with Lovecratian ideas & creatures, it presents a
fantasy sandbox filled with awfulness. It generated controversy for the adult
themes and references presented within. I've seen it most suggested as a
sourcebook to add horror to an OSR fantasy game.
24. Stealing Cthulhu (2011)
Lovecraft gets tossed around a lot- as a direct source and
as an adjective to describe horror games. Has that worn out the power of those
ideas? Ceretainly I've seen it as a sales points for games only tangentially
related- for example they have dark forces outside. So something like Event
Horizon or In the Mouth of Madness is Lovecraftian but not of Lovecraft.
Graham Walmsley's Stealing Cthulhu takes gamers back to the original
sources and reexamines them. He suggests ways GMs can approach those stories to
unpack old ideas or fashion new ones. But the book takes that one step further
which makes it a pleasure to pick through and read. Gareth Hanrahan, Kenneth
Hite, and Jason Morningstar provide marginalia and annotations on the ideas. It
opens the concepts up and invites readers to engage with the text in a new way.
The book also includes Cthulhu Dark, a brief rules-light rpg for
handling investigations.
25. GURPS
Horror (Fourth Edition) (2011)
It goes a little against my plan for the list, but i wanted
to mention this since the new edition radically reworks the earlier GURPS Horror
(First Edition) (seen on the very first list). GURPS Horror adapts and
reworks an earlier OOP Hite supplement, Nightmares of Mine
a system independent volume for ICE which I managed to overlook on my earlier
list covering '99. So you have a major sourcebook for horror gaming ideas,
penned by Ken Hite, which won an ENnie for best writing. It expands the GURPS
rules but also offers plenty of information and resources for any horror GM.
For even more you can also consult Hite's extensive bibliography in the book or
his GURPS
Infinite Worlds: Worlds of Horror.
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
Good end to a good series. I have trouble seeing how Carcosa might be a horror supplement for OSR games unless "adding horror" just mechanics for monsters and rituals--which really only create horror by implication. GURPS Horror would be much better for this as it gives GM advice on using tools to get horror right in a gaming context.
ReplyDeleteAgreed. I debated about putting that on there. But I keep seeing it positioned as weird fantasy horror, and it got significant attention so I finally settled on adding it. It does beg the question of what horror means- especially in a fantasy rpg where players regularly fight monsters for money. I think Carcosa wants to be a horror supplement, but perhaps for people who need concrete details and numbers. I agree that something like GURPS Horror offers a more well-rounded toolkit to developing and running horror games.
DeleteI agree - this has been a great series, thanks for compiling all these titles.
ReplyDeleteAwesome work!
ReplyDeleteHey, I'm wondering if you're going to give a shout out to Enter the Shadowside. http://rpg.drivethrustuff.com/product/101372/Enter-The-Shadowside---Core-Book
ReplyDeleteWe can give you a free critic copy if you are interested.
That's definitely going on my 2012 wrap up- I read you excellent Share-a-Game for it on RPGGeek.
DeleteCool cool cool. I've sort of been Fableforge's cheerleader lately. So cool. He'll be stoked to see his game get a shoutout.
DeleteYou're on the right track about the run of sci-fi horror games, I think. Horror has been mixed into fantasy, supers, and various historical eras -- the only way to go is forward in time.
ReplyDeleteI completely forgot about Cthonian Stars. That looks very interesting.