Tag Archives: QuickShock

Just What You Needed – More Guilt

As previously mentioned, I’ve been running Canadian Shield, my lighthearted Fall of DELTA GREEN riff, with QuickShock rules. This lets me find gaps in The Yellow King Roleplaying Game card set to rectify here on the Pelgrane blog. Recently, an investigator’s careless words to a vengeful ghost resulted in an attack on an innocent person, who […]

See P. XX: Kitbashing QuickShock Cards Into Standard GUMSHOE

You may be wondering, either as a thought experiment or something to actually put in place, how to combine Injury and Shock cards from QuickShock, as seen in The Yellow King Roleplaying Game, with the more traditional combat system found in other GUMSHOE games. Reasons to do this: It shortens the learning curve for players […]

That Melting Feeling

Among the reasons for running my light-hearted Fall of DELTA GREEN home variant with QuickShock rules: I can share custom cards I create for it here with you. In the first scenario, intrepid agents of the Dominion Bureau of Research, an unacknowledged Canadian spy outfit, tracked a mole in the Avro Arrow plant in Malton, ON. […]

See Page XX: Creating Scenario-Specific Yellow King Cards

A column about roleplaying by Robin D. Laws As more Yellow King Roleplaying Game scenarios appear, you’ll see single-use Injury and Shock cards keyed to their specific details. These might refer to the entities that out the cards. Or they could require characters to interact with the particulars of the mystery in order to discard […]

An Unconscionable Omission from The Yellow King Roleplaying Game

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When I run The Yellow King Roleplaying Game in one-shot format, I improvise based on the Deuced Peculiar Things players specify. I provide them with this set of Paris pregens, which leaves the Deuced Peculiar Thing open for all but the Belle-Lettrist. I use that essayist character to cheat my way to the fun, and […]

See P. XX: QuickShock and the Containment of Demise

A column about roleplaying by Robin D. Laws While developing collaborators’ scenarios for Black Star Magic, I found myself puzzling out a design style question arising from a particular feature of QuickShock. In previous iterations of GUMSHOE, and most other games with hit points or a hit point-like function, characters can theoretically leave play at […]

Yellow King RPG Shock & Injury decks

Basic Shock Deck Apprehension, panic, terror, and collapsing causation! This optional accessory helps The Yellow King Roleplaying Game GMs select and hand out Shocks during in-person play. Its card selection focuses on the varieties of fear and emotional disequilibrium most likely to afflict investigators into any reality-altering Carcosan mystery. Perfect for on-the-fly scenarios or abrupt […]

Injury and GMCs in QuickShock

Standard GUMSHOE already treats Game Master Characters somewhat differently than player characters. Most notably, it advises that, in a fight, they drop at 0 Health, rather than going through the impairment thresholds that allow some PCs to keep going after hitting negative points. The QuickShock GUMSHOE system, which debuts in The Yellow King Roleplaying Game, […]

See P. XX: Converting QuickShock Foes to Baseline GUMSHOE

See P. XX a column about roleplaying by Robin D. Laws Should you decide to play The Yellow King Roleplaying Game using the baseline version of GUMSHOE found in previous games, such as Trail of Cthulhu, Night’s Black Agents, or The Esoterrorists, you’ll want to translate its Foe stats. You might also decide to snag […]

Creating Yellow King Cards For One-Shot Play

Shock and Injury cards in The Yellow King Roleplaying Game are balanced assuming ongoing series play. When running a one-shot you may want to consider altering existing cards to make them nastier, or creating new, more intensely horrible ones. As in any horror game, players in one-shots often embrace the death spiral and find it […]

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