Different times call for different games
Have you ever wondered…
- what happened to the children from Narnia when they grew up?
- what it’s like to voyage into a black hole?
- how dystopias are created, and destroyed?
- what you would sacrifice to protect your family?
- what heroes talk about on the eve of a life-altering battle?
- how to defend your village, when your heroes are away?
- who protects your home when you’re not looking?
Seven Wonders has the answers!
Seven Wonders is a collection of stand-alone story games from UK-based games designers, which focus on characterisation and inter-character drama, and use improvisational techniques to tell innovative, compelling tales.
Seven Wonders includes the following new story games:
When the Dark is Gone
by Becky Annison
Imagine the children in The Lion, the Witch and the Wardrobe. They visited a magical land, fought battles alongside talking animals and centaurs and won a war against a powerful and evil enemy. Then they returned home, no-one believed them and they were back to war time rations and maths homework. What did that feel like? How did they live with the memories of what they experienced?
Did they end up in therapy?
When the Dark is Gone is a GM’d story game for 3-4 players, who take on the roles of Clients in a real-world, modern-day setting, whose serious psychological disorders are damaging them and those closest to them. The game is set in their group therapy session – one final attempt to get their lives back on track.
Rise and Fall
by Elizabeth Lovegrove
Dystopias come from somewhere, and they go somewhere. They appear because someone is able to convince others that they are reasonable, and they disappear because someone is able to exploit their weaknesses. They rise, and they fall.
Rise and Fall is a GM-less story game for 2-5 people in which players create a dystopia, explore its rise to power, how everyday life operates during its tenure, and then how the regime is brought down.
Heroes of the Hearth
by Stiainín Jackson
Do you see them? Off in the distance? The heroes – the ‘adventuring party’. A thief, a fighter, a cleric, a mage – that’s the story, they’re off to do battle against some terrible threat. They’ll defend the villages by the way. They’ll fight fearsome beasts. They’ll find great and awesome treasure. And at the end of it … well, I guess they’ll go home?
Because every adventurer has a place that they’re from, and every adventurer has people that know them – many are lucky enough to have people that love them. Those people have stories too – what is their home like? How do they feel when their loved ones are off doing battle? What do they do in the face of this threat and how do they move on with their lives?
This game is about those stories and those people. They are the heroes of the hearth.
by Tova Näslund
A family drama set in a dystopian future. Humanity lives in self-sustaining buildings, large enough to supply hundreds of thousands of people. At the start of each month, an “employee of the month” is announced and allowed to move up a floor. On the other hand, a family that doesn’t fill their work quota are sent down a floor, to the even worse slums below.
In the tougher lower floors live the Witkins, a close family of maintenance workers. Over the years you’ve adopted a family motto: the Witkins don’t ask for help, they earn it. But you’re in dire straits, crippled with debt and due to be forced down a floor in the next five days. One of you has a means of escape – a promotion, through marriage. Do you all move down together – or do you split the family?
by Lynne Hardy
In Small Things you play a noble guardian who protects your House and Family from whatever may come along. Problem is, you’re only little – and some of the things you have to guard against are very Big…
Set in Britain somewhere between 1930 and the mid-1950s (but without the inconvenience of a World War and rationing), Small Things takes place in a world of faded colours, good manners, few labour-saving gadgets and tea made in big brown teapots and left on the hearth to warm under a stripy tea cosy.
by Alex Helm
We know that a black hole is a star that has collapsed under the weight of its own gravity, creating a well in space-time that not even light can escape. But what lies beyond a black hole? Would an object entering be simply stretched and crushed to death? Would it fall through into another universe as some scientists speculate? Or perhaps, as holy men and women suggest, would it come face to face with God? Nobody knows, and there’s only one way to find out.
This is the story of the Albert Einstein III, a scientific research vessel dispatched to the newly discovered supermassive black hole called Nemesis 382. As the ship edges closer to the event horizon, the crew must decide once and for all – how far are they willing to go in the name of science?
Before the Storm
by Joanna Piancastelli
It’s the last few hours of the world as you know it. Tomorrow morning, the Stormsworn will attack – a huge army granted power by a malevolent ancient force. There’s no way out of the oncoming battle.
You sit in the hall of Castle Iriya, yourself and your small band of companions, the people you must now trust and rely on above all others. You all have your flaws, your secrets and regrets, things you ought to tell each other but never have. In these last hours of eerie peace, you have a chance to put that to rights.
Status: In layout
The 13th Age GM’s Screen and Resource Book features incredible new art from 13th Age lead artists Aaron McConnell and Lee Moyer, a 64-page resource book, and a fold out map of the Dragon Empire.
The Gamemaster Screen
The screen is three-ply and portrait-oriented, with the essential information a GM needs to run the game:
- Skill Check DCs, Trap Obstacle Attacks & Impromptu Damage by Environment
- Chum the Adventure (d20 roll when you wish to be entertained)
- Intercepting and Disengaging
- Baseline Stats for Monsters, Monster Equivalents, Customizing a Monster, and Leveling a Monster
- GP Per Full Heal-Up, and Optional No Math System
- Item Chakras and Default Bonuses
- Consumables Costs
- GM Stuff to Remember
- Rule Recaps for: Ambush & Surprise, Death & Dying, Fight in Spirit, Flee, Grabbed (new rules), Invisibility, No Recoveries, Ongoing Damage, Rally, Resistance, Shooting into Melee, Temporary Hit Points, Unarmed Attacks
The Resource Book
The resource book includes advice, guidance and rules for:
- Using icon relationship rolls, with variations on the icon roll mechanic and examples of how benefits and complications can work in play
- Creating 13th Age adventures on the spot, with zero preparation
- Running montages (introduced in Organized Play, and expanded here)
- Incorporating terrain into battles, including creating environments and locations for different tiers of play
- Building better battles
- Helping players craft useful and interesting backgrounds, with advice on handling backgrounds that seem too powerful or too weak
- Creating memorable NPCs, with a sampling of icon-related NPCs—each with a brief description, Three Things that bring them to life in player’s minds, and suggested monster roles and initiative to guide GMs in building them out using the DIY monster rules
- And more!
|Stock #: PEL13A10
||Lead Designers: Cal Moore and Wade Rockett
Art Director and Developer: Rob Heinsoo
|Screen artists: Aaron McConnell, Lee Moyer
||Type: GM screen and 64-page resource guide
In THE THRILL OF DRACULA, Kenneth Hite takes apart Dracula — the novel, the movies, the myth, even the history — into his component pieces: characters, tropes, symbols, story beats, effects. With those pieces, Ken shows you how to build new yet mythic stories about the King of the Vampires or about your own creatures of the night, tuned for thriller adventure, cosmic horror, or even intense personal drama. This standalone book suitable for all fans of games, storytelling, and Dracula will be delivered in PDF, Kindle, and ePub formats.
And now, in 31 DAYS OF DRACTOBER: Kenneth Hite takes you on a tour through the cinema de Dracula! Every day, he looks at one film version of the legendary story, from the classic NOSFERATU to the, um, less than immortal DRACULA 3000. Hit the Hammer highlights, the Lugosi limelights, and more — with advice on adapting any or all of them for your own vampire games. These “coming attractions” of THE THRILL OF DRACULA started playing on October 1st, on this very blog-theater – you can catch ’em all here.
Status: In development
Eight desperate missions against the Un-Dead!
From the mountains of Bulgaria to the streets of Berlin
From the Russo-Turkish war to the War on Terror
From 1877 to the present day
For the Dead Travel Fast
Operation Edom is the top-secret section of MI6 dedicated to thwarting and, ultimately, controlling the Un-Dead. Open the Edom archives and read the sealed files to learn the true shape of the 20th century.
- Stoker: First Blood (1877): In this prequel to Dracula, British adventurers exploring the Balkans thwart a vampiric horror.
- The Carmilla Sanction (1948): As the Soviets seal off Vienna, an Edom hit team hunt the notorious vampire Carmilla – but can they find her among all the decoys she’s created?
- Blood Coda (1971): A Romanian ballet company defects to the West, but there’s a vampire hidden among the dancers. Hunt her down before the curtain rises.
- Day of the Wehrwolf (1981): A prisoner exchange for a captured Edom officer leads the Agents into a race against time to stop the bombing of Radio Free Europe.
- The Slayer Elite (1980): A mysterious employer hires a team of elite mercenaries to carry out an operation in England. Their target: Edom.
- Four Days of the Bat (1989): Edom investigates an attack on one of their hidden stations, while outside the Berlin Wall falls and the Soviet Union collapses.
- The Moldavian Candidate (2005): A long-cold Edom case file is the key to thwarting a Conspiracy plan to assassinate the American vice president and escalate the war on terror.
- The Harker Intrusion (201-): An entry vector to the main Dracula Dossier campaign, giving one way for a team of Agents to acquire the stolen Dossier.
The Edom Files is part of the Dracula Dossier series. It stands alone as a compendium of one-shot adventures, but combine it with the Director’s Handbook to flash back into Edom’s history, or play through it all as a century-spanning epic!
Status: In development
Drink from the chalice, and join the ranks of the unseen immortals.
You’re on the inside now.
You know what must be done to defend Queen and Country, to defend everything we’ve built, everything we stand for. You deserve access to the innermost sanctum, and this is your key – the EDOM FIELD MANUAL. It will tell you everything you need to know about Operation Edom – what we do, how we do it, and what we’re working towards. It will also teach you how to handle our special assets, and how to put them down if they go rogue.
For more than a century, the top-secret operation within MI6 codenamed ‘Edom’ has defended the United Kingdom from the machinations of the Un-Dead. This book describes the operation’s history, methods, and tradecraft, initiating you into the innermost secrets of the British vampire program.
For players – create your own Edom officers and hunt vampires with the sanction and backing of the British government! Immerse yourself in the clandestine world with eyes-only documents and briefings. Call on Dukes for aid and counsel, gather intel with the aid of Edom’s networks of informants, and gear up with specialised anti-vampire weapons and tactics. Use the Fields of Edom campaign frame to play the spies hunting for the stolen Dracula Dossier, or defy your masters and complete the original mission by taking Dracula down for good.
For Directors – Build your own Edom with a guide to the operation’s structure and methods. Two dozen non-player characters give you a supporting cast for Edom-centred games. Explore Edom’s secret history and render its shadowy present in vivid detail. Advice and campaign options help you bring the operation to a thrilling conclusion – or a bloody catastrophe.
So watch for the cup-and-blaze mark and the hand signal. Keep your kukri close, and remember your training. Four generations of agents have passed the cup on to you – do not falter at the last!
The Edom Field Manual stands alone as a guide to a vampire hunting program. Combine it with the other books in the Dracula Dossier series for insight into Edom its machinations.
Status: In development
The Secret War is coming to England. Will you be ready?
It is 1927. As Britain continues her slow recovery, August Darcy, a young journalist, is seized with a strange obsession. He must recover the very essence of England – her traditions, customs, and legends – and he must do that even at the cost of his livelihood; even if he loses the woman who is to be his wife.
The Book is replete with mythic sites, occult rumours, and clues which will guide you on your quest for forbidden knowledge.
Then, in the early 1930s, England experiences the first portents of a magical war. Darcy’s mythic sites are the hidden battle fields; and that forbidden knowledge, the esoteric ordnance of the forthcoming conflict.
Within these covers are the never-before-published early writings of the author of the Book of the Smoke. Sketches of English life, in his unique style, are interspersed with private letters and diary extracts to offer an extraordinary insight into the victim of England’s most notorious occult crime. These are not romantic yearnings for a golden age long gone, but a timely reminder that the terrors of our forefathers still linger on the fringe of modernity.
Written as the companion volume to Fearful Symmetries for Trail of Cthulhu, the Book of the New Jerusalem can be used as a Keeper’s resource as well as an in-game artefact for players in any Mythos game.
Status: In development
For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world, against spiritual wickedness in high places.
– William Blake, The Four Zoas (from Ephesians 6:12)
The Secret War is coming to England. And you are the warriors.
Albion, the primeval and perfect England of William Blake, is broken – by war in heaven, and turmoil amongst mankind. Heroes arise to build Jerusalem anew in the Green & Pleasant Land guided by Blake’s visionary poetry.
In this supplement to Trail of Cthulhu, you play a group of magicians exploring the magickal revival; wielding the terrible, double-edged power that grants both dominion and degeneration.
With its companion volume, The Book of the New Jerusalem, Fearful Symmetries gives the Keeper guidelines for building an improvised campaign with dangers drawn from English folklore and Mythos abomination. Four systems of magic are described, along with locations, threats, tomes, and characters. Use Fearful Symmetries to flesh out the struggle between the lurking horror, and the shrivelled good intentions of those who think such power can be contained, and controlled, by mere mortals.
The magical battle for England is coming. Is your humanity the price of victory?
If you go down the down to woods today…
The shadowy depths of the primeval forest are the ancient source of our collective fears. But there is worse in the woods than timber wolves and fairy tales; you can lose not just your way, but your mind, too. This brand new collection of Trail of Cthulhu adventures explores hidden groves and endless avenues – the hideous soul of Lovecraft’s forest.
- Midnight Sub Rosa. The diary of Ezekiel de la Poer, a colonial-era French necromancer hanged for child-murder in 1736 was stolen at the home of an emeritus professor in the small town of Rosa, Alabama. His house lives in the eaves of a forest of white ash. Can the Investigators find the book before its thief becomes something else entirely?
- The Silence Mill In a small village in Brittany close on the Arthurian forest of Brocéliande, a friend of the Investigators stands accused of serial murder, cannibalism and even lycanthropy. Can they ascertain the truth, or will the truth find them?
- Dreaming of a Better Tomorrow for 30 Dollars a Month Amongst crowded green precipices and muttering forest streams of Vermont, labourers from one of Roosevelt’s integrated Civilian Conservation Corps camps disappear. In an atmosphere fraught with political intrigue and Jim Crow laws, can a mixed bag of Investigators find the primordial peril which threatens more than just one camp, or even one State?
- The Coldest Walk. Deep in Wisconsin’s northern woods lies the town of Four Pines – a quiet, almost forgettable community. However, whenever the aurora flashes in the sky the inhabitants have a terrible choice to make. Can the Investigators stop the inevitable, or must they take the Walk for themselves?
- Trembling Giant In 1937, the United States government transferred 300 acres to the newly recognized Koosharem Band of Paiute Indians. But this new land is throttled by distorted trees and stalked by unnatural beasts. Nightmares grip the shaman and warning totems shatter – what is the legacy of this ancient land, and can the tribesfolk fight this ancient evil?
Out of the Woods features three writers new to Trail, and two old hands to take your hand and lead you through the eaves and into the darkness…
…you are in for a big surprise!
In Playtest: Apply here
Face Madness and Corruption… Alone!
Los Angeles, 1937. Fastest-growing city in the world. Suicide capital of America. By day, a place of blue skies and palm trees. By night, a town ruled by the smell of fear. The System, a tight-knit conspiracy of cops, crooks, politicians and businessmen, holds L.A. in its grip. One lone private detective, equipped with smarts, fists, and just maybe a code of honor, uncovers the town’s secret truths. But what happens when you scratch past the veneer of human malfeasance to reveal an eternal evil—the malign, cosmic indifference of H. P. Lovecraft’s Cthulhu Mythos?
You get Cthulhu ConfidentialTM.
You get GUMSHOE One-2-OneTM.
One Game Master, One Player
GUMSHOE One-2-One retunes, rebuilds and reenvisions the acclaimed GUMSHOE investigative rules set, as seen in such hit roleplaying games as Trail of Cthulhu and Night’s Black Agents, for one player and one GM.
Together you create a story that evokes the classic solo protagonist mystery format.
Can’t find an entire game group who can play when you can?
Want an intense head-to-head gaming experience?
Play face to face.
Or take advantage of its superb fit with virtual tabletops to play online.
Includes all the rules you need to play, plus a detailed approach to building your own mysteries.
Horror Goes Hardboiled
Cthulhu ConfidentialTM drops your hero into the noir nightscape of hardboiled-era Los Angeles. Meet its powerbrokers, from the kings of its vice rackets to the Hollywood studio bosses who mold America’s dreams. Rub shoulders with cultists and radio evangelists. Frequent its legendary restaurants and glittering nightspots. Just don’t get hit by that careening Packard while standing at the end of the Lido Pier. There’s a dead man at the wheel.
The Party Girl With the Stolen Sanity
Includes a fully rendered scenario, “The Fathomless Sleep.” How exactly did fast-living society girl Helen Deakin come down with a case of catatonia? Her sultry sister pays you to find out. Explore a web of blackmail, dirty money, and weird mysticism.
A hard case like you won’t stand for any flimsy, half-hearted introductory adventure. “The Fathomless Sleep” serves as a complete model for further mysteries of your creation in the city of fallen angels.
Status: In development
The Poison Tree is an epic campaign for Trail of Cthulhu, which takes the form of a generational saga that spans the globe and 350 years of history. Matthew Sanderson, Paul Fricker and Scott Dorward have been developing it for the last 18 months, and are now well into internal playtesting. While this isn’t the first campaign they have co-authored, it is the most ambitious in size, scope and structure.
The campaign is made up of seven chapters and eight vignettes, beginning in rural Wales in the seventeenth century, passing through settings as diverse as revolutionary-era Massachusetts, the Welsh settlement of Patagonia, France at the tail end of World War I and Berkeley in the full psychedelic throes of the 1960s, and culminating in world-changing events in the present day. From the playtesting indications, it looks like it will take around 50 three-hour sessions to play through.
The varied time periods and the strange abilities of the family whose tainted bloodline drives the story have demanded some minor tailoring of the GUMSHOE mechanics. These new options should provide some entertaining twists, even for experienced Trail of Cthulhu players.
Status: In Development