Posted on May 3, 2011 by Billzilla
Set in one of the most remote places on Earth, the Black Drop is an adventure for Trail of Cthulhu. Investigators, for reasons of their own, are on hand to witness the dismantling of an unsuccessful colonizing effort in the bleak and largely inhospitable Kerguelen Islands in the southern Indian Ocean. There are rumors that the Kerguelens were once part of an ancient continent: a place of advanced learning and magic – Lemuria. Something ancient stirs beneath these islands – something unwholesome and hungry…
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Posted on May 2, 2011 by Flames
Over the years, FlamesRising.com has provided several reviews from games and music produced by Pelgrane Press.
To kick off Pelgrane Press Week today, we dug into our archives. In this round up of our top ten Gumshoe RPG reviews, we highlight your favorite games, supplements and gaming aids.
Take a trip with us into the keep as we remember what we liked (and what we didn’t) about games like Trail of Cthulhu and Mutant City Blues.
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Posted on May 2, 2011 by Flames
FlamesRising.com is pleased to announce a new type of theme week for our readers. From Monday, May 2nd 2011 through Friday, May 6th 2011 we will highlight a specific publisher.
To launch our new theme week, we have chosen Pelgrane Press as our featured publisher. If you’ve been following our site, you may recall we have provided you with popular previews, interviews, reviews and articles in the past. Based on this publisher’s popularity in the hobby games industry and with horror fans like you, we felt Pelgrane Press was a worthy choice.
Not familiar with Pelgrane Press, its Gumshoe System and its recently announced Stone Skin Press fiction imprint? For starters, why not check out our Cthulhu Apocalypse: The Dead White World Preview, which is the first part of the highly anticipated Cthulhu Apocalypse series by Graham Walmsley. From there, we recommend reading our recent interview with Robin D. Laws, our interview with Ken Hite and our interview with composer James Semple.
For Trail of Cthulhu RPG fans, don’t forget to check out our FlamesRising.com exclusive. Robin Laws provided us with Inmates: A Campaign Frame.
Curious about the Gumshoe System? Want to play games like Trail of Cthulhu and Esoterrorists but haven’t had the cash? To celebrate our first-ever publisher theme week, Pelgrane Press is sponsoring a contest here on FlamesRising.com!
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Posted on April 12, 2011 by Flames
The first part of the highly anticipated Cthulhu Apocalypse series.
The Investigators are rendered unconscious by a train crash. When they wake they discover the world has died. White flowers cover the ground and they see, beneath the delicate petals, the faces of the dead. No other human is in sight, everyone is gone.
The struggle to survive the apocalypse takes the Investigators through Britain, across the sea to America and beyond the veils of reality.
The Dead White World contains the first three scenarios for Cthulhu Apocalypse by Graham Walmsley, author of The Purist Adventures.
Flames Rising is pleased to present an exclusive preview of this new Trail of Cthulhu product from Pelgrane Press.
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Posted on March 24, 2011 by Flames
Flames Rising is pleased to present an in-depth interview with author and game designer Robin Laws. An industry veteran, Laws has published role-playing games, supplements, novels and fiction for several companies. His works range from The Esoterroists, produced by Pelgrane Press, to his upcoming Pathfinder novel, which will be released through Paizo this spring.
Today, we sit down with Robin to discuss horror in role-playing games, his work on the GUMSHOE system, and his endeavors as an editor and novelist.
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Posted on October 24, 2010 by Flames
Halloween is right around the corner, and many people read tarot cards to celebrate the holiday. In this three-part series of articles, FlamesRising.com turned to tarot card expert Paula Dempsey to talk about the history of the tarot. In the last article of this series, Paula discusses tarot and how we use and think about it in our modern day.
The History of Tarot: Modern Day
Finally, this whistlestop tour of the tarot brings us to the twenty first century. My question for modern times is: Is the tarot still truly occult? There are hundreds, possibly thousands of modern tarot packs, many of which are easily obtained from bookstores or online retailers. Books on how to read the cards may be borrowed from public libraries and tarot courses are offered in most cities. For those uncomfortable with the occult connotations, there is even a Jesus Deck.
The broken-hearted or inquisitive amongst us can phone or text a tarot hotline at any time of the day or night and instantly get an answer to “Does she love me?” or “Will I get that great new job?”
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Posted on October 23, 2010 by Flames
Halloween is right around the corner, and many people read tarot cards to celebrate the holiday. In this three-part series of articles, FlamesRising.com turned to tarot card expert Paula Dempsey to talk about the history of the tarot. In this first article, she discussed its mysterious origins. Today, she talks about the occult revival.
The History of Tarot: Occult Revival
The late 18th century saw Western society immersed in the Age of Enlightenment and on the verge of the Industrial Revolution. Paradoxically, this era of scientific rationalism also saw a rebirth of magical traditions. Druidry was reinvented in Great Britain by William Stukely and others. The end of the Witch-craze in Europe and the USA meant that those claiming to practice magic could do so without fearing a noose around their necks and to many, magic had an undeniable romance to it.
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Posted on October 22, 2010 by Flames
Did you know that Halloween is a popular time of year for divination? One way that many people celebrate the holiday is to have their tarot cards read. In this three-part series of articles, FlamesRising.com turned to tarot card expert Paula Dempsey to talk about the history of the tarot. In this first article, she discusses its mysterious origins.
The History of Tarot: Origins
Once Upon a Time…
… in 48BCE to be exact, when the Roman Empire was at its height and Julius Caesar’s troops laid siege to the Egyptian city of Alexandria. The custodians of the Royal Library of Alexandria, one of the seven wonders of the ancient world, knew they didn’t have much time before enemy forces broke through and destroyed their precious scrolls forever. Fortunately they had made a plan. Decks of cards were small and portable, so they prepared special decks rich in symbolism carrying much of the spiritual and magical guidance from the Library, if one knew how to read them.
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Posted on September 7, 2010 by Flames
Flames Rising is pleased to present an interview with James Semple, a composer and musician who hails from the UK. Semple’s work includes compositions for Pelgrane Press, a storytelling games publisher whose award-winning titles include TRAIL OF CTHULHU and MUTANT CITY BLUES. In this round of questions, we ask Semple to confirm the rumor that he recently was named as composer for the upcoming HOUSE OF HELL movie and more!
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Posted on July 14, 2010 by Megan
This work opens with ‘Double Feature,’ a scholarly essay comparing and contrasting 1930s horror movies with Lovecraft’s work: similar themes but different treatments. Lovecraft describes everything in detail while movies suggest with light and shadow, much being left to the viewer’s imagination. Many elements are common to both, but the movies have more random, innocent victims while most of Lovecraft’s bring horror upon themselves; and in the movies the monsters usually are defeated by the final reel… even if they return in the sequel! Your games will likely draw on both horror movies and the written word, and those pesky Mythos horrors have a habit of popping up in the next adventure.
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Posted on June 14, 2010 by davidahilljr
Hard Helix is a series of scenarios for Mutant City Blues, written by Robin Laws. The whole thing clocks in at 78 pages, including intro text and all that. This is to say, the scenarios are compact. I’ll lay it out on the table; this is a good thing. If you’ve read my review of Mutant City Blues, you’ll know that I greatly appreciate the design concepts presented. Hard Helix keeps those up. It’s a supplement packed with content from beginning to end. Robin doesn’t waste words, here.
The first adventure is Hard Helix, something of a political exercise. It has a relatively large cast, and sets up some interesting ‘canon’ characters for the setting.
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Posted on June 7, 2010 by Megan
The Introduction lays out the intention of this work: to provide an optional systematic approach to magic that can be used within a Trail of Cthulhu game by the characters and/or their antagonists as the Keeper so chooses. Well, the antagonists probably will be using magic at times, but not necessarily according to a set of rules; their spells may be created as appropriate for the needs of the adventure being played.
The first chapter – Which Magic? – goes into greater detail about sources. Naturally, Mythos literature looms large, but Lovecraft was by and large unclear about the underlying mechanics of his magic, using it to create the desired effect without much regard to what was going on.
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Posted on May 26, 2010 by spikexan
The Armitage Files for the Trail of Cthuhlu line offers an old idea with a fresh approach. This smart-looking book centers around ten documents (authentic looking pieces ready for handing out to players) and how Keepers can use said documents in a campaign. I call this an old idea because in-game props are a tried and true staple of gaming. Even before LARPing was an acronym, game masters handed out handwritten notes, recorded messages, weapons, or something tangible for their players to enjoy.
It’s great to have something physical to link the real world to the fictional setting. Right? Those props usually end up not amounting to very much beyond cool memories. In this book, Laws tries to show Keepers how to get serious play from in-game props.
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Posted on May 25, 2010 by Flames
It’s 1954, and you’re a sailor or scientist aboard the USS Bairoko, an “escort carrier” detailed to support secret nuclear bomb tests in the Marshall Islands. The bomb goes off in the Bikini atoll, the ship gets a light dusting of radioactive fallout, and now the crew is acting crazy, distress calls are coming in from monitoring stations around the blast site, and strange blips are showing up on the radar screens. What do you do?
Castle Bravo is available at the Flames Rising RPGNow Shop.
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Posted on March 30, 2010 by Flames
Your friends cannot be trusted, your knowledge means nothing, and everything you hold dear turns to dust.
Blending Lovecraft with Hitchcock, The Watchers In The Sky is the new adventure from Graham Walmsley, the author of The Dying of St Margaret’s.
A madman feeds the birds, paranoid they are watching him. Later, the same strange birds stare from the rooftops, warping the laws of physics and chemistry. And, when the Investigators dissect one of the creatures, they find something monstrous inside.
The Watchers In The Sky is available at the Flames Rising RPGNow Shop.
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Posted on January 2, 2010 by Flames
To help you kick off this auspicious New Year right, we’ve got twenty of the biggest and best RPG products on our site on sale for just $10! These are all “big ticket” books that normally sell for at least $20 or more (some for a LOT more), but we all want to jump start the gamer economy here at the start of the year, and you can help us by taking advantage of this unique and amazing sale!
“Hey, wait… there’s more than twenty products on this list!”
Well, yeah. You got us. The publishers thought this was such an amazingly cool idea, they committed more books than we asked for, and we just didn’t have the heart to choose. So you’re really getting “Twenty-Plus for $10!” Do us a favor and don’t tell the bosses, OK?
Twenty for $10 RPG Sale at the Flames Rising RPGNow Shop.
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Posted on April 3, 2009 by Flames
Pulp meets mutants. Can you picture it? Robin D Laws can, and did well.
The opening fiction caught my attention immediately. In two illustrated pages, it manages to cover most pulp detective crime scene tropes, and set the stage for a slightly tongue-in-cheek mutant x-factor (sorry, I had to.) Then the stage is set with a description of the game’s setting. Arbitrarily ten years in the future, the world has undergone the biggest ten years worth of change possible; due to an odd illness, people began exhibiting superpowers. Simple enough statement, but the quality comes from the explanation of how these mutants have changed sports, entertainment, law enforcement, et cetera. It’s serious, while still being able to put a gratifying smile on the reader’s face.
Review By David A Hill Jr
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Posted on February 21, 2009 by Flames
A stand-alone GUMSHOE game of contemporary super powers.
Ten years ago, 1% of the population gained mutant powers.
1% of the citizens means 1% of the criminals!
…and you’re the cops who clean up the mess.
EVER SINCE the Sudden Mutation Event, people have been able to fly. Phase through walls. Read minds. Shoot bolts of energy from their fingertips. Walk into dreams.
Police work will never be the same.
MUTANT CITY BLUES runs on GUMSHOE, the acclaimed investigative rules set powering the hit new game Trail Of Cthulhu. GUMSHOE offers a simple yet revolutionary method for writing, running and playing mystery scenarios. It ensures fast-flowing play, always giving you the informational puzzle pieces you need to propel your latest case toward its exciting final revelations.
Mutant City Blues is available at the Flames Rising RPGNow Shop.
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Posted on November 3, 2008 by Monica Valentinelli
When you listen to instrumental music or a movie soundtrack in the background while you’re playing game, it’s very challenging to find music that fits a Cthulhu game. Part of the problem is that there are a lot of droning, repetitious soundtracks that sound the same from song to song. The other side to that, of course, are the soundtracks so recognizable that no matter how softly you play them, every one of your players knows what songs you’re playing. In gaming, music often plays multiple roles to heighten or enhance a mood, to “speak” to the theme of the game and to be playable whether the dice is rolling or not. In a lot of ways, music played for any game has to have a lot of variety because there’s a lot of activity going on in game that will “drown out” the music playing in the background.
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Posted on September 30, 2008 by Matt-M-McElroy
Four Heart-Pounding Pulp Adventures for Trail of Cthulhu
The first supplement for Trail of Cthulhu this book has four new adventures written by Rodin D Laws. These pulp-style adventures are a good companion for the core book, helping folks get started with the Gumshoe system from Pelgrane Press. The book itself is 82 pages (including the handouts) and has a cover by the talented Jerome Huguenin. Most of the book’s layout is a three-column format with occasional sidebars and dark black-n-white images that show off some of the scenes for each adventure.
On with the adventures…One of the things I’m going to try to avoid in this review is revealing too many details about the adventures and the mysteries within them. That way, folks will still be surprised when they get the chance to play along. Hopefully I’ll still be able to provide enough information to let you know how useful the book is and whether or it will add to your Trail of Cthulhu game.
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