Tuesday, December 16, 2025

Review: Cthulhu by Gaslight, Keeper’s Guide

 Review: Cthulhu by Gaslight, Keeper’s Guide


As anyone who spends ten minutes in my presence knows- I love CoC and I am fascinated with 19th century London. Given that, one might think that the Gaslight setting would be perfect for me and they’d be right. 


Lets begin with the physical stuff. 

The book is a well constructed hardcover of roughly 275 pages, 267 of which are gaming content. There are three pages of advertisements for other CoC books at the end. 

Two ribbons bookmarks are sewn into the spine. This is pretty standard with CoC (and Savage Worlds) books. Personally, I love it. 


It bears mentioning that Gaslight is meant to be its own game. The Investigator’s Guide contains a complete version of CoC core rules. I haven’t read The Investigator’s Guide, but, even so, I suspect you could get by without it if you already own the standard Keeper’s Rulebook. Let me know if I’m wrong about that in the hypothetical comment section.


Content:


The table of contents is adequate. However, I’d prefer something longer with more individual entries as opposed to the broad categories found here. 


The book begins with a content warning. There’s a little something for everyone who wants to indulge in fashionable outrage. So if you’re upset by the very mention of several isms and things like slavery or even the use of modern terms like ‘sex worker’ in leu of ‘prostitute’ I guess you can fuck off and find something else with which to occupy your time.


The first chapter ‘A Keeper’s Miscellany’ contains some floor plans of common Victorian buildings, a breakdown of how the legal system works, mental institutions and write ups of several ‘villainous organizations’ real and imagined. 

This is all well done and the organizations are a fine springboard for the keeper’s imagination. 


The title of the second chapter ‘Occult Secrets & the Golden Dawn’ adequately describes its contents. Here we find guidelines and suggestions for running seances and mediums, genuine and otherwise; a lengthy write up of the Golden Dawn; rules for astral combat and a section on mythos tomes. As with the first chapter this one is well done. I found the section of mediums especially interesting. The selection of tomes contains quite a bit of overlap with the CoC  Keeper’s Rulebook, but this is to be expected, because as mentioned above, CoC Gaslight is designed to stand on its own as a game. 


Chapter Three ‘Running Gaslight Games’ contains, as one might assume, advice for running games set in the Victorian setting. It kicks off with another content warning. This is far longer than the first and is mostly focused on informing the reader that they can run any sort of game they like. By nearly any measure, this goes beyond conscientious and, frankly, feels more than a little condescending. Personally, the people in my life are all over the political spectrum and I feel the need to say that even my left leaning friends find this sort of thing tiresome. I mean, you’re playing a game based on the works of HPL which takes place in the 19th Century, what more need be said? This book was published in 2024 and I suspect the authors may have spent just a little too much time online. 


Moving on, this chapter contains rules for carriage chases; a brief survey of the British class system and rules for the same; rules related to various hazards and conditions ranging from fog and other weather to gas leaks; suggestions for the new Keeper and a list of adventure seeds. It’s all fairly straight forward and any given Keeper is likely to find some of it, at least, useful. 


Chapter Four  ‘Notable Victorians’ is where the book really shines in my opinion. The chapter lives up to the title and provides an extensive list of interesting people from the time period. These write ups, by their very nature, contain a large amount of setting data. There is also a shorter list of fictional people at the end of the chapter. 


Chapter Five ‘Victorian Horrors’ is also excellent. It covers the Mythos in Britain and horrors that lay outside they mythos, such as vampires, werewolves and the Martians of H.G. Wells. There is another section of fictional characters at the end of the chapter which includes Dracula, Frankenstein’s Creature and some other notables such as Carmilla. 

One of these characters is Helen Vaughn the antagonist of Arthur Machen’s The Great God Pan. For reasons beyond my understanding, the authors have chosen to fold Pan into the mythos as an avatar of Shub-Niggurath. Pan as presented in the story is quite horrific enough on his own terms and need not be associated with any other entity. Countless authors have created their own mythos gods which have been integrated as initially presented. I’m uncertain as why Pan was handled in a different way. Maybe the name doesn’t contain enough consonants. I cannot think of another viable reason. Machen’s story was, without a doubt, a huge influence on HPL and contains many of the earmarks of a mythos tale. If you have not, I urge you to read it. 


The remainder of the book (Chapters Six and Seven) is taken up by pre written adventures. I am not qualified to comment on these as I have never run a published adventure in my life. 

Please feel free to give you opinions of these adventures, or anything else, in the comments. Be advised, I really don’t have anything else to say in regards to the content warnings, though. 


Taken as a whole, love this book. 


It is my intent to review the 7e versions of Arkham and the Malleus Monstrorum in the near future. 


Thanks for reading. 

Wednesday, November 19, 2025

How to run a slasher Part 2.

I actually thought I posted this already. 


Player Characters

The PCs in the game I ran were all pre gens and divided into two waves. Wave one was comprised of campers AKA knife/power tool fodder and some were more or less mechanically identical. Wave two was First responders and criminals affiliated with one of the campers. This second wave was more mechanically varied. 

We used Savage Worlds Adventurer Edition (SWADE) and its excellent Horror Companion for this game. 

I'm aware that there has been a recent political kerffufle involving the lead designer of SWADE. Whatever. I challenge you to find a major game without someone in the current or past woodpile of creators whose politics you don't find abhorrent, regardless of what those politics may be. D&D alone is enough to make your head spin in regards to this stuff. 

These characters are modeled after the kind of kids one might find in a slasher or other movie that takes place in a summer camp back in 1970's- 80's. They may not be in tune with modern sensibilities. Sorry not sorry.  

Here are some first wave PCs. 

I assume you can easily stat them up for whatever system you are using. At this level of potency, or lack thereof, I think just about any system could be made to work. something with a fear table or snaity system might be the best fit, however. 

Obviously, feel free to change the name/gender of these characters to suit your preferences. I notice here that the girls are more competent than the dudes. This wasn't intentional, but is rather an artifact of what I could find in my files while putting this post together. Do as you will. 

Andrew Cook

Age 14

Attributes:

Agility D6

Smarts D6

Spirit D6

Strength D6

Vigor D6


Skills : 

Athletics d4

Common Knowledge D4

Fighting D4

Notice D6 

Persuasion D8

Shooting D6 (with bow)

Stealth D6


Pace: 6

Parry : 4

Toughness: 5


Math nerd. Thick-glasses spaz. Likes old Doctor Who won’t shut up about it. 

Would risk life to see naked boobs. 

Strangely sexy. 


Gear:

He has all the weed

Bow 

5 Arrows


Barclay Smith (see above for stats)

Age: 13

Attributes:

Agility D6

Smarts D4

Spirit D6

Strength D6

Vigor D6


Skills : 

Athletics d4

Snotty. High dollar brand everything. Never shuts up about parent’s money. Likes to get in the way. Body odor problem. 


Gear:

None


Jessica is unusually skilled/fucked up for camper. 

Jessica Dawson

Age 16

Attributes:

Agility D6

Smarts D4

Spirit D6

Strength D6

Vigor D6


Skills : 

Athletics d4

Common Knowledge D4

Fighting D4

Notice D6 

Persuasion D4

Shooting D4

Stealth D6


Pace: 6

Parry : 4

Toughness: 5


Horny. Into the Beatles and Boston. Is in a rebellious phase. Takes the pill. Wants to bang head counselar Kevin. 


Gear

Heroin


Christine Barton

Age 18

Attributes:

Agility D6

Smarts D4

Spirit D6

Strength D6

Vigor D6


Skills : 

Athletics d6

Common Knowledge D4

Fighting D6

Notice D6 

Persuasion D4

Shooting D4

Stealth D6


Pace: 6

Parry : 4

Toughness: 5


Church girl, swim instructor. Decent and brave. Tight sweater. Would want you to meet her parents before the third date. Chaste- but thinking about it. 


Gear: 

Target Pistol 1d6 + 1d4/ +2 to hit. 



Marybeth Jennings

Age 16

Theatre kid


Attributes:

Agility D6

Smarts D4

Spirit D6

Strength D6

Vigor D8


Skills : 

Athletics d6

Common Knowledge D4

Fighting D4

Notice D6 

Persuasion D4

Shooting D6

Stealth D8


Pace: 6

Parry : 6

Toughness: 6


Obsessed with Hollywood gossip. Always reading People magazine. 

Won’t eat vegetables. 

Projects when she talks, like she wants everyone near at hand to know what’s up with her. 

Will, on occasion, spontaneously sing show tunes at inappropriate times. 

If you have never known this exact type of person I envy you. 



Gear: Knife (from Dr. Lawson’s kitchen) 1d6+ str


I'll cover some second wave PCs in my next post or the post or a post or two after that. I'm working on something new and I want to yap about that too. 




Tuesday, September 30, 2025

Samson of Mars now available

 My novel Samson of mars is now available on Amazon. 

You can buy a copy or you can read it for free if you have Kindle Unlimited account. 

Next week I will release a pod version. 

If you do read it please take the time to rate and review it.

Mars is not dying; Mars is dead. Nothing endures forever. Mars lingers, ages now, past its time. The Great Atmosphere Engines exist as the sole barrier between Martian life in all its myriad forms and mass extinction. When will they fail? None can say. Life on Mars may have a million more years- two million or, perhaps, an hour.
After a series of poor decisions, Jake Samson, drunkard, cad and circus strongman awakes to find himself on this strange and desolate world. To survive he must venture across a harsh, unforgiving wilderness, battle savage beasts, mix with strange peoples and their weird, unforgiving gods who rule over decadent dying cities, beneath an unholy sun.

The Novel does take place in the same setting as BX Mars, but is emphatically not based upon a campaign I played there. in fact, I had to make some changes to the setting in order to make the story work. So, take a chance and join a trip to Mars. 

If you are unsure, you can read a sample for free on Amazon.

Here is the link: Samson Of Mars and here is the cover: 






Thursday, August 21, 2025

How to run a slasher part 1

 I ran a summer camp slasher game not too long ago. It went pretty well.

Here's some of the stuff I used to make it happen

Plan for one or two sessions tops. 

Make a stack of pre gens, these can essentially be mechanically identical as everyone is equally helpless against a Slasher. Once a character gets killed, give the player another. I gave every character a unique motivation, which is a big part of the fun. 

If the game extends into a second session you may want to add in some more competent PCs in the form of first responders or, as in my game, a drug dealer looking for his favorite customer. 

Come up with a gimmick for the killer. I used two killers, each wore a burlap mask with the crudely painted likeness of a clown on it. One clown was sad, the other was happy. 

There's gotta be some stuff that doesn't make sense in the setting. I had an abandon carnival/circus in the middle of the island, an old power plant on the shore and a the entrance to an abandoned coal mine. much to my disappointment, we didn't get to the coal mine. 

Here's the map of my island summer camp:




Next time I'll share some of the PC profiles and talk about systems that might work. 

Sunday, August 3, 2025

Some thoughts on superhero RPGs.

 I wrapped up a supers game last night. We played with Savage Worlds and its Supers companion. It’s all very solid and playable, but I made a bunch of mistakes that really impacted the quality of the game. 


These mistakes are all centered around how I handled the creation of player characters. 

Scaling is a huge problem with supers games. This means, that as a GM, you kind of have to micromanage character generation. You want everyone to be roughly in the same place. It’s difficult to create workable adversaries when you have characters who vary wildly in the amount of damage they can take/dish out. 


This leads into the second mistake and its one I’ve made before. A lot of supers games, especially those with point buy character generation offer a variety of tiers ranging from street level to cosmic. 

It’s always best, in my opinion, to start at the lowest level with your first game and then ramp things up with your next campaign if you feel like it will work for you.

Another thing to consider when selecting a power level is the number of players. The more players, the lower you want to go with the power level. In the case of this game I had a lot of players (six) and went with Power Level Three which was supposed to be roughly Avengers level. That might be the case with three of four players, but when you get six, they are way past that. Couple this with a wide variance in damage potential and durability and it’s a recipe for disaster. 


This brings us to another issue- which is the number of players. 

After giving it a lot of thought, I think that supers is best with one to three players. I could go as high as four, but they’d need to be tied together in such a way as to share most of their NPCs like the Fantastic Four or X-Men. Alternatively, you could have a strong leader like Batman or Superman, but still no more than four.

As a GM I’d probably have the most fun with one or two. There’s no other way to do Batman, Superman or Spider-Man type adventures, imo. The supporting casts alone will make it impossible. 


The longest and best supers game I’ve ever run was a two year long game with two players. It was great.