Call of Cthulhu 7th is on the horizon- a game and
system which has had many editions, but remains roughly the same game. CoC has
to remain interesting in a time with many competing horror rpgs, including
brethren Lovecraftian rpgs like Trail of Cthulhu, Cthulhutech, and Realms of Cthulhu.
Call of Cthulhu kicked off horror gaming as a standalone genre. You could point
to Tegel Manor
as the first real haunted house product (maybe), but it doesn't put the horror
elements at the center, and still focuses on the dungeon crawl. For this list
I'm going to focus on products lines offering a full horror rpg. I'll subsume
some interesting sub-products under their main entry (if they're produced by
the same company). Some things, like S.H.A.D.O.W.
over Scotland, offer a horror diversion or twist on the main system,
but don't rise to the level of sourcebook or core rules.
I'm sure I've left something off, feel free to add a line I missed (if
published up through 1990). I've arranged these in chronological order by year.
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. Call of Cthulhu (1981)
The big daddy of horror gaming. I remember when my sister
first brought home the boxed set with the big blue book. I flipped through it,
not really getting what the game was about. I'd only known Cthulhu and
Lovecraft from the paperbacks with the terrifying covers on the shelves at the
stores. Later, I'd eventually read August Derelth's The Trail of Cthulhu,
in some ways the most grade-school of Mythos fiction. It scared me, but led me
to read the real works, which really scared me. I was lucky that I had a
patient sister who let me play in her CoC campaign even though I was a terrible
player and a little kid who didn't get it.
Robin Laws' suggests that CoC's notable for also being the first rpg to really
emulate a literary genre. Sure we'd had fantasy games, but those wore the genre
trappings rather than trying to act out a specific story form. History as
setting, always vulnerable PCs, dangerous magic= CoC brought all of this to the
table. It introduced Sanity as a mechanism, offering an abstract system
representing non-physical damage- inflicting consequences and disadvantages.
Many modern mechanics owe a debt to that.
It is worth noting that Chaosium introduced two "sub-lines" for Call
of Cthulhu in this period. The first was Cthulhu
by Gaslight in 1986, one of the earliest Victorian games. The second
was Cthulhu
Now in 1987 which tried to bring a modern spin on the ideas.
2. Bureau
13: Stalking the Night Fantastic (1983)
Tri-Tac produces some of my favorite rpgs that gamers have
never heard of (this, Fringeworthy,
FTL:
2448). Again I first saw this game through my sister's purchase- she'd
picked up a copy a con. I loved reading through it because it took the horror
with a strong dose of humor. It remained a game about monsters, the occult, and
the supernatural but it also added some sly in-jokes. The Evil Dead
might be a good reference point.
It was also very old-school with rolled characteristics and highly detailed
combat mechanics. Tri-Tac systems have always had some eccentricities. These
include firearm rules with bullet types, damage versus different armors, and
hydrostatic shock, among other factors. The hit location system broke the body
essentially down into one inch sections. Each had a damage line representing
muscle, bones, blood vessels. You could track fractures, bleeding, bruises...
Stalking the Night Fantastic would eventually shift to be called Bureau
13, go through several editions and add even more humor (complete with a
Foglio cover). It was the first horror game to suggest a federal agency of
clearinghouse for dealing with the supernatural and strange (anticipating The
X-Files...).
3. Chill:
Adventures Into The Unknown (1984)
I'll honestly say that two things kept me away from Chill
when it came out: the goofiness of other Pacesetter publications
and the Holloway cover. I knew it was a horror game, but from the outside, it
looked to be just hanging on Call of Cthulhu's coattails. It took a
broader approach to horror- covering all of the classics. Many reviews
suggested the original rules focused more on fighting monsters than offering
horror or frights. For a nuanced perspective on this, see James Maliszewski's retrospective here. I like the idea
that Chill serves as a middle ground between D&D and CoC. I offers
the concept of a patron organization, S.A.V.E, independent of conventional
authority. Chill would see a rebirth with Mayfair's new edition in 1990.
It was rumored that another version would be coming out a few years ago from
OtherWorld Creations, but I'm not sure of the status of that.
4. Ghostbusters (1986)
I loved the Ghostbusters movie. Within a week of
seeing it I was trying to figure out how to put together a game based on it. I
ripped apart Stalking the Night Fantastic and created a crazy and highly
detailed system. It didn't work for some reason. I couldn't figure out what the
problem was- why I couldn't get the feel I wanted.
Then the Ghostbusters rpg came out and I went 'd'uh.' This was probably the
first rule-light game that I really got. I'd seen some others, but they felt
thin to me. This game actually emulated the genre and narrow setting. In that
regard it changed the way I thought about games. It was fun and clever, with
the horror taking a back-seat as it needed to. It remains among the best
"funny" games out there- striking the right balance between goofiness
and playability.
5. GURPS Horror
(1987)
This book shifted how our group saw GURPS. We'd used mostly
for some fantasy game up until that point. Once we read this and got the idea
of the fright check, we ran a lot more horror: pulp, modern, Lovecraftian, etc.
We liked the relatively normal level of the characters combined with the
ability to build the character you wanted. Our group liked that control. The
combat system also lent itself to the danger and speed of horror games, as
opposed to other generics like Hero System.
GURPS Horror also codified horror as a "genre"- a form of
role-playing and a kind of game which could be examined and explained. Like
many GURPS books it has gone through many editions and variations. For a really
good look at the first edition check out Eric
Aldrich's review.
6. Beyond
the Supernatural (1988)
I've never been a Palladium guy, although I've seen it
enthusiastically supported by many in our area. In some ways it was a logical
extension of the brand- a reskinning of the basic system with modern horror
trappings. I've heard it brought many innovations to the Palladium system, but
I'm how much it pushed horror gaming in general forward. It is worth noting how
much the Megaverse incorporates classic horror elements: zombies, nightmarish
creatures, territories of darkness. The adventure sourcebook for BtS, Boxed Nightmares,
had a great cover which made me pick that up for use in other games.
7. Realm
of Chaos: Slaves to Darkness (1988)
While it only marginally belongs on this list, it is looking
at how Realm of Chaos (and its later partner Realm
of Chaos: The Lost and the Damned) brought horror to the tabletop. RoS
has some WHFRP materials in it, but more important is the tone it brings. Chaos
in the WH is awful- Lovecraftian scope meets Heavy Metal sensibilities. It is
over the top, corrupting, pus-filled, and mutated. It is not subtle- which
makes it perhaps the perfect form of horror to smash up against classic fantasy
gaming. Here the approaches of traditional dungeon explorers and adventurers
leading to death by drowning in offal and effluvium. It is Barker and
Splatterpunk vs. Lovecraft and Literary Nihilism. The connection can be seen in
GW's The Enemy Within campaign which, at least at the
start, feels like a Call of Cthulhu game. These books seem like a
reaction to that- a need to dial things up to 11.
8. It
Came from the Late, Late, Late Show (1989)
A game which aims to emulate horror movies...mostly bad
horror movies. Slasher films, 50's B Movies, Teen Monsters, and so on. It is a
relatively light and goofy game, but one which has seen several editions since
it first came out from Stellar Games. There's a fame mechanic which allows for
meta-concepts like more famous characters (actors) having access to better
props. Like Ghostbusters it aims to emulate a narrow form of horror.
I've had a hard time tracking down specifics on the earliest
editions of this game. It came out in 1990, but I had no memory of it at all.
The reviews and discussions suggest that it was a more brutal and visceral
horror game, drawing from Clive Barker, Hammer films, and The Evil Dead.
Players take the role of ordinary people thrust into terrible and deadly
situations. In some ways Blood! anticipates the shift to more brutal
horror games from White Wolf and Black Dog. We'd see more and more of those
games in the 1990's, focusing on visual gore over psychological and existential
terror.
10. Nightlife (1990)
The first rpg to focus on players taking on the roles of
monsters in a modern world. It anticipates Vampire:
The Masquerade, but despite having several editions and supplements, it
paled in comparison to that slightly later game. The PCs take the roles of
different monsters, broken into kin types, living beneath NY. They hunt and are
hunter by other nightmares, but their lives focus on style, fashion, and music.
It is weird to see how close the concerns of this game parallel VtM. I think it
show the rise of a certain kind of youth and goth culture and the mixing of
geek genres going on at the time.
I was surprised to see how early this product came out. I'd
pictured it arriving several years later after we'd started to see other genre
mash-ups like Dark Conspiracy and GURPS Cthulhupunk. Dark Space
is a campaign sourcebook for Space Master,
the sci-fi version of Rolemaster. It has living ships, biotech, corrupting
psychic powers, and monstrous society of Elder Gods and overlords. It feels
like someone ran a really dark campaign of Spelljammer (released in
1989) and decided to write it up. It mashes together those ideas with
Lovecratian themes. It is also written by Monte Cook and is one of his earliest
published credits.
12. Ravenloft:
Realm of Terror (1990)
This supplement, drawing loosely from the earlier Ravenloft
modules, attempts to bring horror to the AD&D system. Smartly it focuses on
kinds of horror which will work in that context- "gothic" horror in
the most classic sense. This boxed set began a line of material and several
different iterations, including a "Gothic Earth" which would apply
the AD&D systems to an alternate Victorian-era Earth. This supplement
remains more conventionally fantastic, with a demiplane of horror which the PCs
can wander into. The later Ravenloft
Campaign Setting would expand this further to make the Ravenloft
setting a solid and serious place to run a fantasy campaign. Ravenloft's
interesting because it was well-done, influential, and showed a willingness on
the part of TSR to expand their core franchise into genres others had shown
were viable.
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
Really nice! :)
ReplyDeleteThe new edition of Chill is stone dead, sadly. The people behind it were talkers, not doers. At least that was the impression I got from being on the play test list. I even got some play testing feedback posted, but even though it was greeted warmly since "we're going to print next week" (paraphrased) nothing happened. Too bad, since it had a few good ideas.
ReplyDeleteWhat always struck me about Chill between the Pacesetter and Mayfair editions was the radical shift in art style. They went from a kind of classic, almost D&D house style to a completely new approach- informed by Bill Sienkiewicz and the new Vertigo art styles. Mayfair did an excellent job of rebranding the game that way.
ReplyDeleteThey did. I thought it looked very weird, which was kind of fitting in its unsettling way.
ReplyDeleteI will always think well of West End Games. I *still* think that both their original and 2nd edition Star Wars Roleplaying Games were the finest, simplest, most elegant and idiot-proof game ever written. I can't remember but wasn't their Ghostbusters game an iteration of a single rules system they also used for their Indiana Jones and also some other 'setting' I remember that involve roleplaying pulp-horror style adventures. "Blood"-something? Like "Bloodhunt" or "Bloodtales"?
ReplyDeleteI agree completely: WEG's Star Wars was utterly brilliant, both as a game and in the way it delivered its setting. Ghostbusters was actually an early iteration of that d6 system, and Masterbook an extension of it into other settings. It worked well across the board--probably the best high-adventure RPG system I've ever seen.
DeleteI always think of the British show "The Avengers" as prefiguring the X-files, albeit without the conspiracies.
ReplyDeleteA lot of their investigations uncovered really weird stuff, with a focus more on superscience than the supernatural.
@Jeremy C: Ghostbusters was the prototype of that d6 system. I'm not entirely sure, but I believe that WEG's "Masterbook" system used a variation of that (which included many licensed games). The rpg you're thinking of is World of Bloodshadows. I left that off the list as it seemed much more pulp and adventure than horror, but I could be wrong.
ReplyDelete@Starwed: That's an interesting connection I hadn't made. For sheer bureaucratic agency problems, I've been thinking that there's a spiritual connection between The Sandbaggers and The X-Files.
Wow, I never knew about a lot of these games. Thanks for a walk down History Lane!
ReplyDeleteI remember reading Nightlife and really liking it but finding nobody who ever wanted to give it a go. Of course I didn't find it until after V:TM had already came out so people around here just wanted to play that instead.
ReplyDeleteI think Nightlife really took a hit because it was done by a small press with a kind of crappy presentation. I remember seeing many of those Stellar Games products in distributors' junk and discount bins for years. White Wolf smart set the bar high for game appearance and aesthetics.
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