In the latest episode of their pallid podcast, Ken and Robin talk Yellow King RPG, Robert Graves, half-elves and Houdini’s ghostbusters.

A big Carcosan shout out goes to our backers of the Kickstarter for The Yellow King Roleplaying Game. Their fast and frankly overwhelming support got us over the top in four hours. Now their ravening enthusiasm has led them to crash through what I planned as days worth of stretch goals on an equally surprising day two.

If you belong to that exalted host, I, the entire team at Pelgrane Press, and our roster of artists and visual wizards, all express our black-starred regards.

You’ve certainly kept me hopping keeping the stretch goal boiler bubbling. On one hand, this delightful early frenzy delayed my morning coffee intake today. On the other, it gives me the wiggle room to tighten up future thresholds between goals once we exit this eye-popping initial period and discover what a normal pace for this campaign looks like.

I’d stick around and chat but the stars are turning black again, which means it’s time to return to the stretch goal mines.

Thanks again, not only for your backing, but for the signal boosting so many of you have been doing out there in Social Media Land. (This is only fitting, as that kingdom clearly lies near the lake of Hali.) Together we can continue to build additional awesomeness and terror into YKRPG. —RDL

The curtain rises on Pelgrane Press’ Kickstarter for The Yellow King Roleplaying Game.

The sky has turned white; the stars pulse with inky blackness. This unexpected Carcosan weather pattern has trapped company principals Cat and Simon in the wilds of Ohio. Yet the commands of the pallid mask may not be delayed!

The Kickstarter for The Yellow King Roleplaying Game, by Robin D. Laws, launches this Wednesday, June 21st, at 8 pm Eastern.

In the latest episode of their swirly-eyed podcast, Ken and Robin talk system humility, famous Rasputins of history, drunk PCs and the Poyais Scheme.

Confronting the mind-eating minions of the Outer Dark can prove mentally, physically, and morally exhausting for even the most hardened agent of the Ordo Veritatis. To grant momentary respite to its investigators in mid-mission, the organization maintains a string of safe houses. These are marked by a common emblem: the anchor, symbolizing the need to remain anchored to consensus reality. Because the symbol is ubiquitous, especially around marinas and shorelines, the trained agent checks other criteria before entering an establishment and uttering the day’s codeword. These include the use of particular fonts in signage, a sidewalk spray paint mark one might otherwise mistake for those used by construction crews, and a custom model brass door knob. Any player character can distinguish a true Anchor from an innocuous place of business.

Anchors frequently take the guise of tattoo parlors or barbers. These businesses actually turn a small profit for the Ordo. They are operated by former agents as a means of providing employment for personnel too shattered to continue in the field—or in the ordinary lives they used to lead.

Having given the correct greeting, the agent in need is handed a key, which opens a door to a back room, basement, or upper floor. Therein you find a sleep pod, headphones allowing you to listen to soothing binaural beats keyed to a range of psych profiles, and a plant and water feature. The fully stocked liquor cabinet also purveys a selection of sedatives. Behind a beaded curtain lies an alcove containing such key consumables as bullets, SIM cards, bandages, and that investigative staple, duct tape. Feel free to take that adrenaline syringe, hunting knife, or stick of anti-ritual incense. Just be sure to mark off what you take on the sign-out sheet, which you will find hanging on a clipboard from a nail at eye level on the alcove wall.

After a two hour power nap, the agent emerges from the pod with a 3-point Stability, 1-point Health, and 2-point Preparedness refresh.

Look for anchors in densely populated urban areas, or in spots where the membrane is notoriously thin and Outer Dark activity rife.


The Esoterrorists are occult terrorists intent on tearing the fabric of the world – and you play elite investigators out to stop them. This is the game that revolutionized investigative RPGs by ensuring that players are never deprived of the crucial clues they need to move the story forward. Purchase The Esoterrorists in print and PDF at the Pelgrane Shop.

In the latest episode of their humped, long-necked podcast, Ken and Robin talk slain clue sources, reference books, memory training, and lake monsters.

Cthulhu Confidential and other upcoming One-2-One games recommend using physical cards (or the digital equivalent) in play. Giving a player something to hold onto has several benefits.

  • It’s a reminder. In a multiplayer game, key plot elements get discussed endlessly at the game as players speculate about what’s going on, how they rid themselves of troubles, and how they can take advantage of items or favour acquired. In a solo game, especially a plot-heavily Confidential scenario, it’s good to give the player plenty of reminders of important discoveries and ongoing problems.
  • It’s a call to action. Having “Bleeding Internally” or “Mickey Don’t Like You” weighing down your hand motivates you to look for ways to counter those pesky problems. Similarly, if you’ve got “Charlie Chaplin Owes You” or a “Spare Bomb”, then you’ll itch for ways to play them to your advantage.
  • It’s satisfying. There’s something undeniable fun about handling physical cards, as opposed to scribbling notes on a character sheet. And as there’s only one player, it’s viable to have lots of highly specific cards.

Every published One-2-One scenario includes plenty of Problem and Edge cards, covering every likely eventually – but what about unlikely ones, when the player goes “off-piste”? How to improvise cards on the fly?

Have a bunch of blank cards (index cards are fine) to hand. When you need to write a card on the fly, quickly think about ways to connect it to future events in the scenario. A problem like “Fear of the Dark” is only interesting if there’s a scene later on where the player has to go into a dark place. An Edge like “Colt .45” is only relevant if there’s a good chance of a shootout.

The best Problems are the ones that push the player in interesting directions in the story, or anticipate future dangers. A “Bleeding Neck Wound” that gives the player a penalty is fun, but “Vampire Bite” that doesn’t give a penalty, but hints at a psychic threat can be much more interesting. At the same time, you want a few cards with clear mechanical benefits or penalties for variety, to avoid overloading the player with possibilities.

Edges without a defined benefit leave things open to player input. “Colt .45” obviously benefits Fighting, but “Got The Drop On Them” could be construed as a bonus to anything from Stealth to Shadowing to Fighting, or a Push to Streetwise or Intimidation, to a story benefit where the player gets to arrive at just the right moment to put the bad guys at a disadvantage. Working out what a card actually does when it’s played keeps options open – just stay away from Edges that give the player too much leverage over key figures in the adventure. “Charlie Chaplin owes you” is great; “The Cult Leader owes you” risks derailing your plot again. (And if you’re running a game where Chaplin’s the cult leader, I want to play).  

As a quick list of options:

 Edges

  • A bonus (say, +1 or +2) to a single Challenge
  • A bonus to multiple Challenges, either when a particular condition is met (+2 when sneaking around Budapest) or for a limited time (+2 to your next two Fighting challenges)
  • A bonus to an entire category of General Abilities (Physical, Mental, Manual)
  • A free die on a Challenge (and remember, if the player has any dice left over, he gets a free Push)
  • A free Push in a particular situation (“You know this city like the back of your hand. Discard this Edge for a free Push of Architecture, Cop Talk, or Streetwise while in Prague.”)
  • A free Push when dealing with a particular character or faction
  • A free Push for a particular type of Investigative Ability, usually Interpersonal
  • The ability to Counter a type of Problem
  • A general description of some advantage, giving the player scope for creativity (“The priest blessed you.)

Problems

Injuries: Injuries are a special category of Problem, so include the Injury keyword on any Injury cards. Some abilities (like Medic) give the ability to counter Injuries quickly.

Most injuries give a -1 or -2 penalty to Physical tests; injuries that specifically impede hand-eye Co-ordination might penalise Manual tasks instead.

In GUMSHOE One-2-one, the player doesn’t have ‘hit points’ or a Health score. The penalties from injury cards may stack, but a player may hold any number of injury cards and keep going. Injury only threatens death if the injury card specifically says this (see Dooms, below.).

Light injuries might only last for a scene, or for a few scenes (usually, three scenes, or three Challenges of a particular type), or be automatically Countered when the player Takes Time. More serious injuries might explicitly require the player to Take Time to Counter them, require medical treatment, or both.

Penalties: Penalties make it harder for the player to succeed in tests. Penalties are usually -1 or -2; go to -3 or -4 if you really want to emphasise the adversity and give the player little hope of success without Countering the problem. Penalties apply to one (or more!) of the categories of General Ability:

    • Physical: Most injuries penalise physical abilities; it’s hard to run, climb or fight when you’re been hurt. Drugs or restraints (manacles) also impair physical ability tests.
    • Manual: Injuries to the hands or eyes are the usual cause of manual ability penalties.
    • Mental: Shock, mental trauma, emotional distress or exhaustion can hit mental abilities

Levies: Levies require the player to spend an extra Push in a particular situation. Usually, this refers to Interpersonal pushes and applies to a particular individual or group – if Dr. Tollen doesn’t trust you, you might have to spend an extra Push when trying to persuade her with Reassurance to let you see her notes on blood diseases. Levies can apply to any investigative ability, though – for example, if Cryptography is needed to decode an ancient book, then if the book gets damaged, it could impose a Cryptography levy to get the information.

Blocks: Blocking Problems prevent the player from taking a particular action until the Problem’s resolved. They can be nuisances that prevent the player from tackling bigger issues, like an Injury card (“Blood in your eyes”) that gives no penalty to tests, but has to be Countered before any other injuries can be removed. They can be more serious complications that restrict the player’s actions – for example, if the player’s been disarmed, then she can’t make Shooting tests until she obtains a gun.

Dooms: Doom Problems shape the ending of the story, usually in a negative way. If the player’s still holding the card at the end of the operation, bad things happen. Dooms can result in death (“you’ve been poisoned – if you haven’t found a cure by the end of the adventure, you’re dead”) or other terrible consequences (“The cult has kidnapped Lenny, and will sacrifice him to Cthulhu unless you stop them”). Dooms should always describe how to Counter them.

 

 

 

In the latest episode of their intoxicating podcast, Ken and Robin Talk omniscient GMCs, cocktail quest, French intelligence, and Harry Chandler’s LA ley lines.

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