In the Community Content Spotlight, each month I write up a short review of a GUMSHOE community content title, all of which are available on DriveThruRPG. See this page if you’re interested in creating something for our Community Program!
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Michael Duxbury’s Game Reserve is a fresh supplement to Fear Itself 2nd Edition, providing “a collection of hunting grounds” for the GM’s pleasure (and the likely dis-pleasure of the characters). If you missed the announcement in last month’s Community Content Spotlight, Game Reserve was Michael’s runner-up entry in the contest, which he turned around for publication on DriveThru in surprisingly short order.

I had been planning on writing up some of the earlier entries to the community content program, but when Michael sent along the finished PDF for this one I knew I wanted to review this instead. The premise is fairly simple: Game Reserve presents six settings for a horrific conclusion to your Fear Itself one shots. Stolen with impunity right off the DriveThru page, these settings are:

  • The Cabin in the Woods
  • The Torture Trap
  • The Fog
  • The Country Manor
  • The Amusement Ride
  • The Underworld

From the get-go Game Reserve is aimed at making the GM’s life easier. Just like using pre-generated investigators, hunting grounds get you up and running faster, with less prep (I could see this being a real-life saver the next time someone asks to play a game “tonight”). Duxbury’s careful to attend to the classic three-act structure, noting that a general premise supplies your investigative trigger; a second act’s characterized by an encounter with the monster; and the monster’s leavings (“All That Remains,” in Fear Itself parlance) lead you into the third act—it’s this third act that the hunting grounds mean to fill.

The diversity of hunting grounds will keep you going for awhile, as they replicate major horror films and franchises: Stephen King’s The Mist, the Saw series, there might even be a little Five Nights at Freddy’s wandering around the inspirations here. And then, of course, there’s my favorite of the hunting grounds, because it suggests an entire world anterior to our own. This is no thinning of the boundary between the living and the dead, nor no puppet that’s been blessed/cursed by reanimation, this is a world all its own—The Underworld.

Leviathan | Hellraiser Film Series Wiki | FandomFor me, a perennial fan of Clive Barker and, attendantly, Hellraiser, “The Underworld” hunting ground suggests that realm the cenobites emerge from at seemingly the slightest provocation, a world reigned over by the mysterious (and slightly ridiculous) d10-shaped Leviathan. As Duxbury points out, The Underworld could prove a perfect capstone to a Fear Itself campaign, or just the right torturous end for a group of one-shot characters who aren’t interested in seeing sunlight again.

Game Reserve’s art is simply done, but still tastefully adds to the ambience of the PDF, and shows how a few simple, easily sourced images add a lot to a final product. Final summation: highly rated for any Fear Itself GM, especially those who might need an occasional get-out-of-jail-prep-free card.

(New feature!) Final Score: 4.5 bear traps out of 5


Title: Game Reserve
Author: Michael Duxbury
System: Fear Itself
Price: $3.99 PDF


The Pelgrane Press Community Program brings you into the fold with other GUMSHOE game designers, affording creators (whatever that means to you!) the opportunity to post and sell their own products on DriveThruRPG. We currently accept material for Ashen Stars, The Esoterrorists 2nd Edition, Fear Itself 2nd Edition, and TimeWatch. Have a kooky idea you’d like to write up and get out there? A flushed out scenario you think others would enjoy? The Community Program is the place to showcase these ideas. If you’re interested in creating something for the Community Program, read more about it here.


Fear Itself is a game of contemporary horror that plunges ordinary people into a disturbing world of madness and violence. Use it to run one-shot sessions in which few (if any) of the protagonists survive, or an ongoing campaign in which the player characters gradually discover more about the terrifying supernatural reality which hides in the shadows of the ordinary world. Will they learn how to combat the Creatures of Unremitting Horror from the Outer Black? Or spiral tragically into insanity and death? Purchase Fear Itself in print and PDF at the Pelgrane Shop.

In the Community Content Spotlight, each month I write up a short review of a GUMSHOE community content title, all of which are available on DriveThruRPG. See this page if you’re interested in creating something for our Community Program!
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Stick around after the review to hear the results of the GUMSHOE Community Contest!

An original supplement for Ashen Stars, Solo Laser is a clever (and cleverly simple) attempt to add a solo, improvisatory ruleset onto GUMSHOE. At only 14 pages, the PDF was a breeze to read through, but it accomplishes a lot in those pages, including adding a simple die roll to answer questions about a setting, event, or NPC interaction, and a system of tonal descriptors that function both to kickstart a new play session and to answer more difficult questions (perhaps investigative ones) that arise during play. This solo ruleset even includes lightly modified character generation instructions, to ensure that your laser (or rogue) will be well-rounded enough to meet (many, though not all, never all) of the challenges that come their way. The author, Peter Rudin-Burgess, of Parts Per Million Limited, has adapted several non-GUMSHOE systems to solo rulesets already, which gives him a handy background for this conversion.

Coming into this reading, I’ll profess to a certain hesitation about playing a GUMSHOE game solo — and we do mean solo, GM-less. What about the investigation? What about the clues? How do you have a fulfilling mystery story without someone who already knows the answer? The answer to this dilemma, for Rudin-Burgess, effectively comes through a re-orientation of the player-GM relationship (I mean, obviously, since we’ve nixed the GM in this equation). Rudin-Burgess points out that “solo roleplaying tools… are in fact used as writing aids by authors,” and Solo Laser will give you the tools to assume that authorship even while playing your spacefaring “hero.”

But don’t worry, you don’t write yourself a trail of clues or a scenario spine before play, there’s plenty of room for discovery and spontaneity (in fact, it’s all discovery). All you do at the outset is develop your contract and get to exploring. And I say “exploring” because that’s what this PDF really wants you to do: set out on a logical path, add a bit of randomness through the simple mechanics I’ve mentioned above, and then improvise. From those improvisations you acquire facts that we would call clues — some of which you’ll determine are relevant, and some of which aren’t. Eventually, after you’ve accrued enough clues and met enough NPCs, a picture will fall into place and you can “solve” the mystery. (I’m reminded of Chinatown: Gittes has two suspects near the end of the film, and the solution only coheres at the last moment.) As Rudin-Burgess says, “solo adventures are so spontaneous that no one will know who the culprit is until the clues fall into place!”

The big takeaway for me is that the systems Rudin-Burgess introduces are potentially portable into other GUMSHOE games. You’d likely a new list of randomized tone descriptors — dark and brooding for Esoterrorists, fantastical and swashbuckling for Swords of the Serpentine — but even that would be a fun exercise, telling you exactly what kind of scenario you’re interested in playing (picking the apparently non-interesting descriptors, of course, would also be a fun experiment). And, good news, Rudin-Burgess let me know via email that he has plans for future adaptations of Esoterrorists and Fear Itself.

Solo Laser was a fun read that got me excited to try roleplaying a GUMSHOE system (Ashen Stars, sure, but like I said, the ideas are super portable to any other GUMSHOE worlds — solo terror in Fear Itself, anyone?) all on my lonesome. Have you ever played a GUMSHOE game solo? Excited to try Solo Laser? Let us know in the comments!

Title: Solo Laser
Author: Peter Rudin-Burgess
System: Ashen Stars
Price: $4.95 PDF

GUMSHOE Community Contest Results!

We had a good turnout for our first-ever GUMSHOE Community Contest, and we’re excited to announce that the winners are:

  • First Place: Dark Entanglements by John WS Marvin
  • Runner Up: Game Reserve by Michael Duxbury (Michael has already made his entry available! Check it out!)

Thanks to everyone who participated, and keep an eye on the Community page on DriveThru — we’ll hopefully see everyone’s entry published there soon, and I’ll post a round up of all the entries once they are.

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The Pelgrane Press Community Program brings you into the fold with other GUMSHOE game designers, affording creators (whatever that means to you!) the opportunity to post and sell their own products on DriveThruRPG. We currently accept material for Ashen Stars, The Esoterrorists 2nd Edition, Fear Itself 2nd Edition, and TimeWatch. Have a kooky idea you’d like to write up and get out there? A flushed out scenario you think others would enjoy? The Community Program is the place to showcase these ideas. If you’re interested in creating something for the Community Program, read more about it here.

In the Community Content Spotlight, each month I write up a short review of a community content title available on DriveThruRPG. See this page if you’re interested in creating something for our Community Program!


Stick around after the review for news about our Community Content Contest.

THE PHANTOM OF THE BASTILLE

The following review contains spoilers for Phantom of the Bastille.

Rick Dakan’s Phantom of the Bastille is a lavishly researched, imaginative scenario for Fear Itself that takes players to Paris in 1789, the beginning of the French Revolution. Planned as the first in a series of French Revolution scenarios, we get a glimpse into the chaos of, and the different groups jostling for dominance in, late-1780s France.

Like many historical scenarios, Phantom of the Bastille latches onto a major historical event and then deep dives into an unusual idiosyncrasy. And that is part of the joy of historically situated gaming: major events (like the fall of the Bastille) always have strange surprises, particularities, coincidences, and falsehoods told about them. What Dakan has done is take a pseudo-legendary figure, the Comte De Lorges (who was supposedly a prisoner in the Bastille), and asked “Why do people report the existence of the Comte, when no such person ever existed?” Rick’s answer creates all kinds of new Fear Itself fodder: a new creature of Unremitting Horror; the unnatural, putrescent death of King Louis XV; the tragic painting of a family destroyed by the scenario’s inciting action. It was this last which I was personally most drawn to. I wanted to see how my players would respond to a fallen family of the French aristocracy — how would the characters be swayed, and what schemes would they devise in order to protect this pitiable family?

Interestingly, the scenario’s villain is also a sympathetic GMC (although I did find myself, after seeing the results of the villain’s actions, thinking that were I playing the scenario, I would probably have advocated for the character’s demise — it is the French Revolution, after all).

The pre-generated investigators are all Freemasons (or members of their sister organizations), which provides an easy “in” to the scenario and provides fodder both for more characters (should one of the PCs die — unthinkable!) and for information-holding allies. It was easy to see, even in the structure of this first scenario, how a whole campaign could be strung out from this framework ( “Headhounds of Paris,” anyone? Because of the guillotine… get it?… nevermind). Rick also employs a clever “counterespionage spend” mechanic by grouping three of the Investigative abilities, which spends of can “distract or counter the spies” of one of the scenario’s factions, and are increasingly costly. They got me thinking about other ways that abilities could be grouped and spent toward particular ends in new scenarios.

(As a sidenote, maybe my favorite thing about the scenario, as an eighteenth-century literary theorist, is tha

t there’s an opportunity for some very memorable roleplaying with the Marquis de Sade — yes, that Marquis de Sade, for whom the practice of “sadism” is named, although it’s probably notwhat you expect.)

The scenario is lavishly illustrated with period-sourced paintings and engravings, and was laid out by our very own Will Hindmarch. Rick has some great additional resources on his website whether you’re planning on running Phantom of the Bastille, Fear Itself, or another game set at the dawn of the French Revolution. Also consider giving him a follow on Twitter.

Title: Phantom of the Bastille
Author: Rick Dakan
System: Fear Itself, 2nd Edition
Price: $4.95 PDF

Community Content Contest

Last week I announced the GUMSHOE Community Content Contest, where one winning product will receive professional layout and a custom cover provided by Pelgrane Press. I’m happy to announce that the final deadline will be Monday, September 7th, 2020. (I’ve also updated the original posting to reflect this.)

For more information about the contest, please see the original posting, or get a hold of me either on our Discord or by leaving a comment.

Good luck with your entries!


The Pelgrane Press Community Program brings you into the fold with other GUMSHOE game designers, affording creators (whatever that means to you!) the opportunity to post and sell their own products on DriveThruRPG. We currently accept material for Ashen Stars, The Esoterrorists 2nd Edition, Fear Itself 2nd Edition, and TimeWatch. Have a kooky idea you’d like to write up and get out there? A flushed out scenario you think others would enjoy? The Community Program is the place to showcase these ideas. If you’re interested in creating something for the Community Program, read more about it here.


Fear Itself is a game of contemporary horror that plunges ordinary people into a disturbing world of madness and violence. Use it to run one-shot sessions in which few (if any) of the protagonists survive, or an ongoing campaign in which the player characters gradually discover more about the terrifying supernatural reality which hides in the shadows of the ordinary world. Will they learn how to combat the Creatures of Unremitting Horror from the Outer Black? Or spiral tragically into insanity and death? Purchase Fear Itself in print and PDF at the Pelgrane Shop.

We want your ideas as part of the GUMSHOE Community on DriveThruRPG! The GUMSHOE Community is a home for independent creators to upload products like adventures, rules supplements, monsters, and whatever else you can dream up. If you’ve got a wild idea, whether it’s a new planet you homebrewed for Ashen Stars, or a creature of unremitting horror for Fear Itself, or if you’ve written up scenario notes that really terrified your Esoterrorist investigators, consider writing up any of these for the GUMSHOE Community Contest.

How it works

The GUMSHOE Community program is a place where you can upload your homebrew content for various GUMSHOE systems and sell them straight through DriveThruRPG. For this contest, write up any of your wild and/or successful ideas for one of the supported GUMSHOE systems (see “What can I submit?” below), submit them through the form at the bottom of this post, and Robin D. Laws will select one winner, whose piece will get a professional cover illustration and be professionally laid out (see “What do I get?” below).

The best part about all this is that, even for those of us who don’t win, at the end we’ll have put in the work and have a finished written product that we can still upload to the GUMSHOE Community. If you’ve always wanted to try your hand at publishing an RPG product, this is a great way to dip your toes.

What can I submit?

Anything that fits with the GUMSHOE rulesets currently supported in the GUMSHOE Community program: that’s Ashen Stars, The Esoterrorists 2nd Edition, Fear Itself 2nd Edition, and TimeWatch.

As to the style of submission, nearly anything goes. Full-fledged scenario? Groovy. Collection of scenario hooks? Rad. A single new monster? Sure, why not? You don’t need to write a 10,000-word manifesto (though you could), and you don’t need a 5,000-word write-up for a new planet. Give us your short, pithy ideas, alongside your longer masterpieces. Give us your best.

Multiple submissions are fine.

We’ll ask that you only submit text files, unless you have illustrative examples you think are completely necessary, and these should be incorporated into a text file. The way that Google Forms works, you’ll need to submit either a Google Doc or a PDF saved to Google Drive.

It doesn’t need to be PG, but nothing rated NC-17, please. See the GUMSHOE Community Content Guidelines for more resources about what’s acceptable and what’s not.

What are the judges looking for?

First of all, we won’t be judging based on things like art or professional layout (though that doesn’t mean your writing shouldn’t be organized).

Here’s what Robin says he’ll be looking for in a winning entry:

  • engaging prose,
  • original and inspiring mysteries (or support material that inspires them),
  • apt use of GUMSHOE mechanics,
  • material presented for use in play,
  • evocation of your chosen game line’s themes and tone.

What do I get?

Anyone who submits will get an 8.5″ x 11″ art print of the cover art for the line they submit to (submitting for Ashen Stars? That’s the cover you’ll receive). Additionally, Robin D. Laws will be judging the entries, and one winner will have their product professionally laid out by Jen McCleary, of The Fall of DELTA GREEN and Night’s Black Agents: Solo Ops, with cover art by Jérôme Huguenin, who’s done the covers for Trail of CthulhuCthulhu Confidential, and more.

The “prize,” in other words, is custom cover art and custom layout for your product before you upload it to the GUMSHOE Community program on DriveThruRPG.

Deadline – Updated

The deadline for your entries will be Monday, September 14th, 2020.

Submit your entries… HERE

In the new Community Content Spotlight, each month I’ll be writing up a short review of a community content title, all of which are available on DriveThruRPG. See this page if you’re interested in creating something for our Community Program!
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Rogues' Galaxy Cover
With Rogues’ Galaxy, Chris Sellers turns the standard Ashen Stars setup on its head. Rather than playing official Lasers in the mode of Star Trek or Babylon 5, Rogues’ Galaxy gives you all the rules modifications and additions you need to play the lovable (or despicable) crooks the Lasers normally hunt.

In Rogues’ Galaxy you’re playing Firefly or Cowboy Bebop, and you’re striking a tone that, depending on what appeals to you and the other players, might fall anywhere along the spectrum from gritty noir to goofy heist flick. Sellers has put a unique spin on the Ashen Stars setting that tonally complements the shift from law officer to rascal, and I found myself imagining campaigns based around his new Class-K entities, the hierophants (which cause “irreversible psychosis in intelligent creatures” and reminded me of something out of the novel Blindsight) and the shroud (which have an ability to blink into star systems without warning, and thence onto non-shroud starships: “the ensuing mortality rate on those ships is total”).

This supplement includes new Groundside roles, variations on the original Warpside roles, and a list of all-new drives for your criminal player characters. There are new or modified Investigative and General abilities (while some remain the same as those in Ashen Stars), and write-ups of 13 icons (inspired by the 13th Age system) for your criminal Ashen Stars campaign.

Sellers’ text is canny about its audience: “If you’re reading this, you’re already hacking Ashen Stars, so you may want to customize your setting further,” and Rogues’ Galaxy provides folks with short sections providing guidance on customizing faster-than-light travel, rival gangs, and your own galaxy, before introducing Sellers’ own setting information.Rogues Planning

Sellers has tied each new aspect of this new (totally optional) setting material “into the inequitable power structures of the galaxy.” For instance, in the Rogues’ Galaxy version of hyperspace, the “augur drives” used for FTL travel only function at particular sites of spatial instability called “boreholes,” and because the mathematics of FTL travel are so complex, every augur drive comes equipped with its own computational artificial intelligence. But, because you’re in the Bleed, your AI has its own neuroses and psychopathologies (think HAL 9000). The AI becomes an in-built NPC the GM can immediately make use of, whether to help the PCs out or as a wrench to gracefully lob into their well-considered plans.

Sellers has expanded on ideas we’ve seen in See Page XX articles and in Accretion Disk (for instance, the porting of 13th Age’s icons into Ashen Stars was originally proposed by Gareth Ryder-Hanrahan), making Rogues’ Galaxy an excellent addition to your collection of Ashen Stars options.

***

The introduction of Rogues’ Galaxy lets us know right away the kind of universe we’re playing in:

Let’s assume that in real life, you and your friends are law-abiding citizens of a just, equitable government. But what if we imagine the government is not just? Or the economic playing field not level? “Revolution”? That’s easy to say but hard to do. So what then?

A crime is just a revolution on a personal scale.

The tone of the book is something I can absolutely get behind, with the art (all by Sellers) vacillating between comedic, serious, and shameless callouts to Star Wars. The supplement also comes with a new character sheet for your roguish characters, a new galaxy map (including territory owned by those Class-K baddies), and a thirteen-page adventure to cap things off.

Perhaps the best praise I can give Chris Sellers’ Rogues’ Galaxy is that, reading it, I wanted to play. I just wanted to build a character and get going (former Laser who’d been ousted after refusing to keep cover for another officer in a scandal… who now works as consigliere for a thief ring à la Ocean’s Eleven… only survivor from a shroud encounter who’s emotionally scarred…?). I think that you’ll find lots of inspiration for your own Ashen Stars games here, even if you don’t decide to go the full criminal direction.

Title: Rogues’ Galaxy
Author: Chris Sellers
Price: $8.95 PDF, also available as a softcover color book for $11.95

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The Pelgrane Press Community Program brings you into the fold with other GUMSHOE game designers, affording creators (whatever that means to you!) the opportunity to post and sell their own products on DriveThruRPG. Currently Ashen Stars, Esoterrorists, Fear Itself, and TimeWatch are the only game systems we’re accepting material for, but keep an eye out for expansions into others! Have a kooky idea you’d like to write up and get out there? A flushed out scenario you think others would enjoy? The Community Program is the place to showcase these ideas. If you’re interested in creating something for the Community Program, read more about it here.

The GUMSHOE Community program is now even bigger!

Earlier this year we launched the GUMSHOE Community program, making Ashen Stars content available to creators. We have now expanded the content available, and so the program now includes the following game lines:

If you’re not familiar with the Community Content concept, it means we’ve made some elements of these GUMSHOE games (e.g. some IP elements, art, and layout assets) open for members of the community (that is, you!) to write and publish your own GUMSHOE content on DriveThruRPG.

We’ve got a number of great Ashen Stars PDFs already available, to show you what’s possible. These include:

If you’re interested in learning more about the GUMSHOE Community program, check it out here.

It’s official – the GUMSHOE Community program is live!

We announced in our Swords, Spies and Shoggoths panel at Gen Con (which you can listen to here, thanks to our friends at the Plot Points podcast) that we were launching the GUMSHOE Community program, making Ashen Stars content available to creators. If you’re not familiar with the Community Content concept, it means we’ve made some elements of Ashen Stars (e.g. some IP elements, art, and layout assets) open for members of the community (that is, you!) to write and publish your own Ashen Stars content on DriveThruRPG.

We’ve got a number of great Ashen Stars PDFs already available, to show you what’s possible. These include:

If you’re interested in learning more about the GUMSHOE Community program, check it out here.