Voros
Doomed Investigator
- Joined
- Sep 23, 2017
- Messages
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T
Trippy and
Edgewise talking about this convinced me to take the plunge and I ordered a hardcopy, reading the pdf and about half way through The Black Madonna campaign while I wait for it to arrive.

First off, yes it is a modified PbtA mechanic. If you hate that system this won't change your mind. I find the minor narrative elements in AW over-emphazied by its critics but here there are really no OOC narrative mechanics, the game just uses the AW rules-light central mechanic of roll 2d10 (instead of AW's d6) and get a failure, success with cost or straight up success. Chargen is light-medium with a good straight-forward system for selecting Dark Secrets, Advantages and Disadvantages. Also a good simple Stability (aka. sanity) system like any self-respecting horror game.
Combat looks to be naturalistic and nasty. PCs will be lucky to survive being shot by a shotgun and not dying or going into shock. The very grotesque supernatural creatures, mostly unique to the game, of which there are a large number detailed throughout the book are mighty deadly and probably best dealt with indirectly. Magic is reminscent of Unknown Armies: powerful, ritual based and left pretty open to the GM to define. PCs can use magic but outright magicians are intended to be NPCs although they do promise future supplements for those who want to experiment with a fully Enlightened magic campaign. Pacts with higher supernatural creatures are possible and grant some powerful spells but are also very, very dangerous and corrupting.

The art and layout is great and there is a lot of background and play advice. The game's Gnostic cosmology is elaborate but also well sketched in way WoD background/history usually isn't to me. Maybe it is my Catholic background but I understood the broad ideas, factions and levels of reality quickly. This is helped by some fine diagrams outlining the powers and very memorable art.

This is definitely not a setting for the faint of heart, it deals overtly with heavy subjects like suicide, torture, sexual assault and child abuse. I didn't find that it lingered over these subjects in a juvenile manner but it doesn't back away from them either. It is very much a modern horror game that reflects the changes in the genre both in fiction and film from the turning-point of the 70s to the modern day. Cronenberg and especially Barker are obvious influences as well as the stream of ultradark and psychological literary horror in the 80s from the Abyss line to splatterpunk (you can see traces of T.E.D. Klein, Ligeti, Kathe Koja, Lansdale, Poppy Z. Brite, Etchison, Thomas Tessier, John Shirely, Spector, the Tems, etc).

There is a good use of bullet points throughout that provide the GM with loads of vivid and surreal horror images and ideas. The creature and God descriptions and Dark Secrets suggest all kinds of adventure seeds. Terrifically flavourful and promising, unlike a lot of Lore heavy RPGs this one calls out to be ran. Highly recommended to any fan of horror rpgs.
Plase feel free to share your thoughts on this as well. I'll post my thoughts on the Black Madonna campaign soon.


First off, yes it is a modified PbtA mechanic. If you hate that system this won't change your mind. I find the minor narrative elements in AW over-emphazied by its critics but here there are really no OOC narrative mechanics, the game just uses the AW rules-light central mechanic of roll 2d10 (instead of AW's d6) and get a failure, success with cost or straight up success. Chargen is light-medium with a good straight-forward system for selecting Dark Secrets, Advantages and Disadvantages. Also a good simple Stability (aka. sanity) system like any self-respecting horror game.
Combat looks to be naturalistic and nasty. PCs will be lucky to survive being shot by a shotgun and not dying or going into shock. The very grotesque supernatural creatures, mostly unique to the game, of which there are a large number detailed throughout the book are mighty deadly and probably best dealt with indirectly. Magic is reminscent of Unknown Armies: powerful, ritual based and left pretty open to the GM to define. PCs can use magic but outright magicians are intended to be NPCs although they do promise future supplements for those who want to experiment with a fully Enlightened magic campaign. Pacts with higher supernatural creatures are possible and grant some powerful spells but are also very, very dangerous and corrupting.

The art and layout is great and there is a lot of background and play advice. The game's Gnostic cosmology is elaborate but also well sketched in way WoD background/history usually isn't to me. Maybe it is my Catholic background but I understood the broad ideas, factions and levels of reality quickly. This is helped by some fine diagrams outlining the powers and very memorable art.

This is definitely not a setting for the faint of heart, it deals overtly with heavy subjects like suicide, torture, sexual assault and child abuse. I didn't find that it lingered over these subjects in a juvenile manner but it doesn't back away from them either. It is very much a modern horror game that reflects the changes in the genre both in fiction and film from the turning-point of the 70s to the modern day. Cronenberg and especially Barker are obvious influences as well as the stream of ultradark and psychological literary horror in the 80s from the Abyss line to splatterpunk (you can see traces of T.E.D. Klein, Ligeti, Kathe Koja, Lansdale, Poppy Z. Brite, Etchison, Thomas Tessier, John Shirely, Spector, the Tems, etc).

There is a good use of bullet points throughout that provide the GM with loads of vivid and surreal horror images and ideas. The creature and God descriptions and Dark Secrets suggest all kinds of adventure seeds. Terrifically flavourful and promising, unlike a lot of Lore heavy RPGs this one calls out to be ran. Highly recommended to any fan of horror rpgs.
Plase feel free to share your thoughts on this as well. I'll post my thoughts on the Black Madonna campaign soon.
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