THERE'S MOVEMENT ALL OVER THE PLACE
This list complements my chronology of Horror RPGs, offering a look at games released in 2013. This is part of my Patreon project (which you can see more about here- please share if you find it interesting or useful).
This year continues several key trends in Horror gaming.
First, Kickstarter (and other crowdfunding) remains strong. I’d
like to track the % of publications by genre using these sources. Are there
differences? Second, we’re down to two “big” horror rpg publishers, maybe
three. Chaosium and its associated CoC lines remains strong by preparing a new edition and doubling down on Kickstarter. Onyx Path/White Wolf
shifted primarily to Kickstarter projects and revising older products.
It is notable that OP has moved almost entirely to direct to consumer and
Chaosium has a similar model with their monograph line. These are the big two because no other horror rpg publisher has volume of releases and line
support (though an argument might be made for Pelgrane). Third, the continuing
new explosion of smaller, indie horror rpgs. The genre remains inviting
for designers wanting to experiment with rules, rather than adapting existing big
systems (OGL, etc). Fourth, more Zombies. We saw two completely new zombie rpgs plus a major zombie sourcebook
for a generic system.
CHOOSE THE FORM OF YOUR DESTRUCTOR
With a list like this, I’ve made some choices about
what to cut and what to keep. Some of these choices are practical. Smaller
pdf-only supplements I’ve generally avoided. I’ve also focused on
professionally (or pseudo-professionally) published books. That means I often skip free/online or purely self-published products. I've consolidated products
under an umbrella if a publisher has released 3+ items in that year.
Some of these choices are more subjective. For example, I’ve
left off anthology items, primarily because the list is already packed. But books like Fate Worlds, Volume Two: Worlds in Shadow, Hillfolk, and Blood on the Snow all have interesting horror frames.
I’ve also left off a number of “weird fantasy” products. They blur the line
between fantasy and horror and I’ve talked about these in the past. The growth of
games like Lamentations of the Flame
Princess, Numenera, and others
has resulted in supplements and adventures which in some hands can be truly
horrific. Skipping these here may reflect my own biases. I love horror games- and
the best I CoC game I played embraced nihilism. But I’m not attracted to the
idea of the “Negadungeon.”
But I've left these off because I believe these products put the fantasy front and center,
with the horror elements as trappings and color. In many cases they're fantasy supplements which add horror as only one ingredient of a creative explosion. There’s room for reasonable
debate on that.
As always, if I’ve missed something important, please give
me a heads up. I may have it on the other list, or perhaps I’ve glossed over
it.
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
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
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. Abandoned
In Dark Alleys came out in 2006. In that game PCs see
'something' and can no longer escape visions of a new reality. That original sighting
creates an obsession, leading them to hunt that down. Seven years later Vajra Enterprises
returns with the first major sourcebook for IDA (beside a couple of smaller adventures/backdrops).
Abandoned looks at the concept of haunted places in that game world. It presents
a general discussion of the concept plus some new mechanics. As well it reveals
seven fully-fleshed abandoned sites, plus several dozen new monsters. In a unique approach, the mechanics in Abandoned can be used as a the basis of a complete and slightly
different game. That's a neat approach and smart given the gap between publications.
We'd seen some consideration of World War 2 and Call of Cthulhu
before this recent explosion of interest in the genre. Games with a more pulpish
bent often added Nazis, Trail of Cthulhu touches on the start of the war with its
shift to the 1930s, and Pagan's excellent The Realm of Shadows
uses the war as a significant backdrop. But nothing has quite matched the recent
level of interest. Achtung! Cthulhu (one of two competing WW2 Lovecraftian
lines for the year), release preliminary products in 2012 and ramped up in 2013, releasing the core products for their line. Investigator's Guide to the Secret War and Keeper's Guideto the Secret War set up the hidden history of the war. Modiphius
offers these as dual-statted books, covering both CoC 6th and Savage Worlds. They also released The Trellborg Monstrosities adventure, in distinct versions. The mix of WW2 and COC doesn't
really appeal to me- but Modiphuis has done and outstanding job with these. The
Guides won the Silver ENnies for Best Writing and Best Cover Art. They've doubled
down on the line with several key products in 2014 deepening the setting, as well as a Fate Core version of the main rules.
OK I had to call this one out from the collected Call of Cthulhu
materials below. At first I assumed it was a complete new reskinning (ala Cthulhu by Gaslight)
with a drive-in sensibility. But alas it is instead simply a collection of adventures
set in the 1950's (with some tongue in cheek elements). There's a weird
distortion here for me. When I was growing up, I watched the Basil Rathbone Sherlock
Holmes movies Sundays on WGN out of Chicago. I loved those- and they
formed my sense of the character. So I was thrown when I went to actually read the
stories and found out that they were set in the Victorian era, rather than WW2 with German spies as a threat. In the same way, for the longest time I pictured
the whole Lovecraftian mythos as set in the 1950s. That's in part because I began
with Derleth's Trail of Cthulhu, and it has an
atomic bomb being dropped on R'leyh. So there's that.
We've seen couple of other horror games approach World War Two-
Weird War II and GURPS WWII: Weird War II, but 2013 seems to be the year of revisiting the concept between
this and two distinct CoC WW2 games. Band of Zombies is the first new All Flesh
Must Be Eaten sourcebook in several years. BoZ gives an alternate WW2 with the
undead at the beck and call of every major national force, albeit each with a slightly
different approach. Rather than offering a set of distinct "deadworlds"
this sourcebook breaks up chapters into different sections of this setting. The
book includes most of the mechanics necessary for running a military campaign- some
elements reprinted from other AEMBE books and some new.
d20 Hentai Horror. That's what I said about the 2007 edition. Now revised.
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 certain I wouldn't want to be at that table. It isn't my cup of tea. I'll give the publisher credit for restraint in the lack of tentacles on the front cover. There's a significant number of supporting supplements for this game including Black Tokyo Unlimited: The Races of Black Japan and *ugh* Busty Extreme! released the same year.
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 certain I wouldn't want to be at that table. It isn't my cup of tea. I'll give the publisher credit for restraint in the lack of tentacles on the front cover. There's a significant number of supporting supplements for this game including Black Tokyo Unlimited: The Races of Black Japan and *ugh* Busty Extreme! released the same year.
This might be a corner case, but IIRC I've already presented
one or two feline-centered horror games on earlier lists. This slim volume has
secret cat investigators battling against Mythos forces with names like Mutt’thra
the Monster Dog and Hastpurr of Catcosa. This game manages to be one I simultaneously
absolutely admire and don't see the appeal of. I actually feel even more humorless
than usual saying that. While it doesn't click for me, I love that someone's dug
the concept enough to produce a beautiful book and garner a significant audience.
This line has been well supported. Perhaps the weirdest moment of synchronicity
about this is the release of Katzulhu in 2013 as well. That German CoC supplement
reworked and expanded the authors' Cathulhu (Worlds of Cthulhu (Issue 4)). So there's a richer vein of animal-centered, Lovecraftian horror
than I would have expected.
7. Call of Cthulhu: Chaosium
What counted as big news for Chaosium's fans depended on how
much they anticipated/feared the new edition. 2013 saw the release of the Call of
Cthulhu 7th Edition Quickstart which previewed changes to the game. They
also released Missed Dues and Other Adventures, originally to backers of the Kickstarter and
then as a special item at Gen Con. On the other hand fans of existing editions had
a Kickstarter for the legendary Horror on the Orient Express campaign, as
well as the massive Masks of Nyarlathotep Companion. The latter's a crazy huge book. It gives additional information
for running all six chapters of the original campaign, two extra scenarios, as well
as 28 pre-gen characters. It's a template for revisiting older and beloved products I hope we might see repeated elsewhere.
Chaosium published several other striking CoC books. The House of R'lyeh ties itself closely to original Lovecraftian stories, rather than simply modelling ideas. Presented loosely, these could be placed easily into existing campaign cycles. Canis Mysterium offers a shorter scenario set near Arkham. Horror Stories from the Red Room collects several short scenarios with the shared theme of All Hallows Eve from vastly different times and places. Dark Crusades supports Cthulhu Dark Ages and gives a tour of the Holly Land in the setting. Secrets of Tibet follows the pattern of earlier "Secrets" books, exploring this remote land in the context of the Mythos and especially the Dreamlands.
Chaosium published several other striking CoC books. The House of R'lyeh ties itself closely to original Lovecraftian stories, rather than simply modelling ideas. Presented loosely, these could be placed easily into existing campaign cycles. Canis Mysterium offers a shorter scenario set near Arkham. Horror Stories from the Red Room collects several short scenarios with the shared theme of All Hallows Eve from vastly different times and places. Dark Crusades supports Cthulhu Dark Ages and gives a tour of the Holly Land in the setting. Secrets of Tibet follows the pattern of earlier "Secrets" books, exploring this remote land in the context of the Mythos and especially the Dreamlands.
8. Call of Cthulhu: Other Publishers
I haven't caught everything in my net, but I can point to a number
of interesting non-Chaosium Call of Cthulhu. Delta Green: PX Poker Night is a d20 short scenario. Tales of the Sleepless City has six independent scenarios, set in classic New York. Golden Goblin Press released Island
of Ignorance, which it describes as the third CoC companion. That includes
a diverse range of artifacts, items, and scenarios. Legs is for Cthulhu Now,
giving a short scenario for Keepers. Lost in the Lights,
also for Cthulhu Now, gives a longer adventure, set in Las Vegas, and intended as the
start of a sequence.
It's amazing the solid and independent products developed for CoC in other countries. Pegasus Spiele's German products cover a wide-range of topics and areas not addressed by Chaosium. (I assume they're an official licensee). For example, Die Janus-Gesellschaft is a huge Renaissance era sourcebook (1690). Regionalia Cthuliana - Deutsche Städte, Regionalia Cthuliana - Deutsche Regionen, Regionalia Cthuliana - Mexiko gather together previously published city guides into handy volumes. Der Sänger von Dhol und andere Abenteuer reprints earlier adventures as does Abwärts und andere Abenteuer, but for Cthulhu Now. Todbringende Artefakte assembles winners from a scenario contest, based on an earlier Egypt product. Die Bestie1: Präludium is part of an American campaign, building and expanding on earlier material. Reisen: Passagen in den Tod considers travel as a pivotal element of the period. On the lighter side, Stirb aufrecht, Kultist! gives a German take on Cthulhu meets the Wild West. Outside of Germany, I should also mention Sciences Forensiques & Psychologies Criminelles. This massive (400+ page) tome from French publisher Éditions Sans-Détour covers everything you'd want to know about criminal science and forensics from the classic to modern periods.
It's amazing the solid and independent products developed for CoC in other countries. Pegasus Spiele's German products cover a wide-range of topics and areas not addressed by Chaosium. (I assume they're an official licensee). For example, Die Janus-Gesellschaft is a huge Renaissance era sourcebook (1690). Regionalia Cthuliana - Deutsche Städte, Regionalia Cthuliana - Deutsche Regionen, Regionalia Cthuliana - Mexiko gather together previously published city guides into handy volumes. Der Sänger von Dhol und andere Abenteuer reprints earlier adventures as does Abwärts und andere Abenteuer, but for Cthulhu Now. Todbringende Artefakte assembles winners from a scenario contest, based on an earlier Egypt product. Die Bestie1: Präludium is part of an American campaign, building and expanding on earlier material. Reisen: Passagen in den Tod considers travel as a pivotal element of the period. On the lighter side, Stirb aufrecht, Kultist! gives a German take on Cthulhu meets the Wild West. Outside of Germany, I should also mention Sciences Forensiques & Psychologies Criminelles. This massive (400+ page) tome from French publisher Éditions Sans-Détour covers everything you'd want to know about criminal science and forensics from the classic to modern periods.
Eden has been slowly supporting Conspiracy X 2.0, and there's
a surprisingly small gap between this sourcebook and the last (only a year). And
this one is huge- a massive and comprehensive book covering the histories of major
players, rules and systems for working with conspiracies, and suggestions
of new developments in the world of ConX. This remains one of my favorite modern
games. It's perhaps more action thriller than horror, but I love the mish-mash backdrop
and the way they embrace players' connections to government agencies and their experience.
10. Cryptworld
It isn't Chill, but it is? Cryptworld uses the classic
Pacesetter system and has players investigating the strange and horrific. But
it lacks elements of classic Chill, especially the S.A.V.E. agency.
There's no specific setting built in this time. Instead this is a generic horror
game. I'm not sure that's a great thing. On the one hand it allows it to be used
for many more things, but on the other it puts it in direct competition with many,
many modern generic horror games. And entering that battle with a fairly old-school system.
Ditching S.A.V.E. also means cutting out a major element players remember
fondly. We haven't seen anything else for this line yet, so whether it will survive
and thrive remains an open question.
11. Daemoni
Vampire:
Undeath is an rpg line with a controversial and troubled history.
It reads like either a love-letter to of a rip-off of Vampire the Masquerade. However
the designers have distanced themselves from any comparison- to the point of parody
(through sock-puppets and the like). I don't want to go down that rabbit hole too
far- instead I recommend Google'ng the system and checking out reviews (and if you
can bear it the forum threads). It illustrate my own bias, I've followed this situation
primarily via the lens of Wil Hutton's articles on Aggregate Cognizance.
12. Dark Heresy Beta
My wife describes the atmosphere of games like Diablo
III as "Dudebro Horror": over the top trappings, deep-voiced rantings from bad guys,
blood & guts sprayed on with a hose, and skulls everywhere. Over-the-top becomes wallpaper. But more importantly the horror's undercut by the game's nature itself: personal power and big weapons kicking ass.
That's still a distance from Dark Hersey, but it reminds me of the how much some
games straddle the line between Action/Adventure and Horror. Sometimes, as in the
case of Diablo, they realize they've leaned too far on the action side and desperately compensate with more "oooooh scary" gore. I've read some descriptions of
40K RPG campaigns that sound suitably threatening and dangerous- full of
mystery and corruption. But others sound more like Duke Nukem. That aside Dark
Heresy has done well enough for Fantasy Flight to begin work on a new
edition, resulting in this beta product for it. By all rights, DH ought to be the
scariest, with the PCs coming face to face with the darkest things threatening the
Imperium. 2013 also saw FFG release a major sourcebook for the parallel Black Crusade line:
The Tome of Excess.
This one covers the chaos god Slaanesh, probably the most M for Mature of the baddies.
I'm seriously tempted by Deadlands Noir. More than the
other Deadlands genre reskin (Deadlands: Hell on Earth
for example) this has the fun and playful feel of the original game.
DL: Noir's set in a version of New Orleans. This companion adds new rules,
roles, and mechanics. But more importantly it expands the setting by detailing Chicago,
Shan Fan, Lost Angels, and the City of Gloom. There's a lot to love there for Deadlands
fans. Beyond that Pinnacle has supported the line with smaller supplements
including maps, character flats, Kickstarter rewards, and an adventure, The Case of the Jumbo Shrimp.
Core Deadlands: Reloaded product slowed and finally ran
out from Pinnacle. The largest release Trail Guides: Volume 1 simply repackaged the first three guides in the series into a single
volume. On the other hand Grim Prairie Trails
appears to be a new volume. It collects adversaries, scenarios to accompany them,
and some new mechanics. The final new product, The Inheritors, is
a short adventure. Pinnacle hasn't released anything for Deadlands Reloaded
yet in 2014, so they may have wound down the line. Or they may simply be focusing
on the above-mentioned Deadlands Noir.
15. Double Tap
Night's Black Agents remains #1 on my list of rpgs I've read
through, talked about, and love but still haven't played. It has enough
crunch that I want to see it in action from someone who has a handle on the moving parts. Despite not getting it to the table, I picked up Double Tap as soon as I heard about it. It brings a ton more material to the 'Spies vs. Vampiric
Conspiracy' game. One third considers the game's abilities (investigative and general),
expanding them and offering refinements. Another third gives more space to ideas
of tradecraft and how to model that at the table. The final third gives more monster
types and solid advice to GMs. This is a must-buy for NBA fans. While the
original game is useful to both horror and spy GMs in, this supplement's more focused. Its less useful for generic horror games, but offers more ideas for anyone running 'monster-hunting' games like Hunter: The Vigil or Monster of the Week.
16. Dude, Run!
This wins, hands down for the best new premise for a horror game.
To quote the publisher, "Prove nothing, be awesome, and inflate your ego all in
the name of pseudo-science! Dude, Run! is a competitive storytelling game of reality
TV paranormal investigation." Holy cow is that amazeballs. I like the concept
of a desperate scramble to offer pseudo-paranormal explanations while not getting
tangled up in your own BS. I don't know how the game plays, but I have to buy a copy now.
17. EPOCH
EPOCH's a striking and unique horror rpg system which uses scenario-tailored
cards to steer the game. I'm a fan of card-driven games (since we use them
for our 10+ year old house system). It's a smart design move as well, given the accessibility
of easy to print full-color cards. EPOCH released four supplements in 2013. One
of these, War Stories,
took home an ENnie nomination for best adventure as well as runner up for Indie
supplement of the year. That thematic collection offers five survival-horror tales,
all set during wartime- from the Russian Invasion of Finland to massacres in the
Congo. A separate one-shot, Shadows of Yesterday,
also covers WWI survivor experiences. Frontier of Fear
collect four new adventures, all with a sci-fi theme. Finally The Cold Shore and
Road Trip are both
scenarios with quick start rules for the system, making them great entry points
for anyone curious about it.
The original Esoterrorists offered an interesting setting
premise, but one often lost in the focus on the new Gumshoe mechanics. I glossed over it the first couple of times I read through. The concept isn't a
simple group fighting the supernatural (ala Delta Green or S.A.V.E.). Instead it takes
the title concept seriously: these enemy forces are terrorists. Fear, panic, and
misinformation empower them and allow them to weaken the membrane between this world
and the other side. Then bad, bad things come through. It's a dark set up- and allowed
Pelgrane to create really challenging adventures and supplements. The 2nd Edition
of Esoterroists dramatically increases the page count, brings the setting front
and center, integrates previous material, and expands it with a host of new stuff.
If you're looking for a dark & dangerous, truly modern, investigators vs. supernatural
conspiracy game, consider this book.
19. GURPS Zombies
GURPS has a solid track record with horror supplements. GURPS
Zombies is a massive sourcebook on the concept. It isn't a survival horror sourcebook,
though it does touch on that. Instead it covers all the Zombie bases (fast to slow,
infectious to supernatural, dumb to hive mind). While it obviously has the GURPS
penchant for mechanics and numbers, the book's solid enough to be useful to any
horror GM.
20. Infinite Shadows
A companion volume to last year's curse the darkness. To paraphrase my original summary, it's supernatural post-apocalypse horror setting. A figure of
absolute altruism demands everyone aid one another with no compensation- spiritual
or otherwise. Those who refuse are taken by creatures from The Between. The game
takes place ten years later with players forced to choose between submission or
struggling to retake the world. Infinite Shadows is even larger
than the original book. It offers some new rules and ideas for the base game. But strikingly
it gives complete setting versions for Savage Worlds, Storytelling,
Apocalypse World, Fate Accelerated, and even a playset for Last
Best Hope. And that, my friends, is why I love gaming. Some might resent the
proliferation of different game systems, but I think that's great. There's the opportunity
here to consider how system shapes play- and look at what different games bring
to the table. Very cool.
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
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
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