When we typically think of supernatural horror and someone mentions a Mythos, they are almost always referring to HP Lovecraft’s Cthulhu Mythos, and all the assorted otherworldly monsters and non-Euclidean geometry that goes along with that. Fortunately, Lovecraft wasn’t the only author trying his hand at the weird and horrifying. Robert Chambers wrote a sequence of four stories, collected in a book entitled The King in Yellow. Taking place in two settings, contemporary (1895) Paris and an imagined future America, the stories of The King in Yellow center around a strange symbol, the Yellow Sign, a mysterious figure, the King in Yellow, and a written play with strange effects, also named The King in Yellow. Chambers’ stories are considered hallmarks of occult fiction, and even Lovecraft himself borrowed from Chambers’ work. As such, it only made sense that someone would give them an RPG treatment, much like the one bestowed upon Call of Cthulhu. Robin D. Laws wrote The Yellow King for Pelgrane Press using the GUMSHOE system, but gave special attention to Chambers’ style of mind-bending horror, and extended his worldbuilding a little bit. The Yellow King has not two but four unique settings included with the game, and each one has a slightly unique version of the game, tailored to the conflicts and conceits of the setting. What’s more, the game is set up to play a sprawling arc of weird fiction across all four.
How did the children from Narnia cope with adulthood? How does a dystopian society rise, and how does it fall? What happens in your village when the heroes are away? What would you sacrifice to save your family? Who protects your home when you’re not looking? What’s it like to voyage into a black hole? What do heroes talk about on the eve of a decisive battle? Seven questions need seven answers, and seven story games provide them. This time out The Independents are going to be exploring a wide range of themes, settings, characters, and framing devices as we check out the story roleplaying game anthology Seven Wonders from Pelgrane Press!
“I’m writing this anonymously, because I’m spilling some secrets that aren’t supposed to slip out. Just know that I’m on the right side of true history – whatever TimeWatch says it is – and I’ve done my best to make that happen. And if I screwed up a few times? Well, no one’s perfect . . .” So begins the blurb on the back of a manuscript that has recently fallen into my hands, a century and change after a TimeWatch agent delivered it for publication and the entire print run vanished months later. It’s been out again for more than a year now, though, so apparently whoever made it vanish from the time stream didn’t manage to do so a second time around. Before history gets rewritten once more and I forget I ever read it, let’s review The Book of Changing Years from Pelgrane Press!
Walk into your average gaming store and you’ll probably find a fair number of tabletop roleplaying game books for sale, ranging from the relatively slim like Fate Accelerated to mighty tomes that a bard could use as a last-resort weapon such as Numenera. What you probably won’t find, unless someone is hosting a game, are RPGs whose page count is in the single digits, often even only 1 or 2 pages long. While they probably existed beforehand these games are now mostly children of the internet, born on websites and blogs and in competitions and tweets. Sometimes they’re called ‘one page RPGs’, or ‘one page dungeons’. Sometimes they’re referred to as ‘nano games’. I know them mostly as ‘micro games’, and just because they’re short doesn’t mean they aren’t sweet.
A bard who got in trouble with the law of the Dwarf King, and now has to track down his own patron Icon! A city-born ranger who’s doing her best to serve the wild, even if not everyone in the wild welcomes her. A crusading paladin trying to do the right thing and slay the demons of the world while wondering if she’s going far enough – or is already too far gone. An apprentice wizard to the Archmage who would be on the quick path to greatness, except he doesn’t always deliberately cast his spells – or cast his spells. Each Meet the Party article gives you an entire group of ready-to-play adventurers (maybe even some heroes) for your gaming needs for a variety of systems and settings. We’re heading back to a land where adventurers get mixed up with world-altering Icons and always have One Unique Thing going for them as we once again Meet the Partyfor Pelgrane Press’s 13th Age!
A scion of a savage marauder who has committed his life to protecting the wilds, walking the boundary between monstrous and civilized. A proud father who leaves his family behind, following his heart and his visions of the Icons. A professional criminal who aspires to work alongside the Prince of Shadows himself, and may have done so already without knowing it. A sorcerer whose heart quite literally belongs to another, wielding magic and words to climb the ranks of a court of the fey. Each Meet the Party article gives you an entire group of ready-to-play adventurers (maybe even some heroes) for your gaming needs for a variety of systems and settings. This time we’re headed to a land of world-shaping Icons, complicated relationships, and unique characters as we Meet the Party for 13th Age from Pelgrane Press!