Dreamhounds of Paris is the Dreamlands book for people who hate the Dreamlands. The players are prominent surrealists, their rivals, and occult adversaries, fighting to control the Dreamlands and thus alter human consciousness. The fractious, iconoclastic surrealists were the premiere troublemakers of the intellectual scene of 1930s Paris. Andre Breton, their ideological enforcer, considered the movement not an art or avant garde pursuit, but an exercise in literally changing the human spirit. The exploration of dreams was but one part of this quasi-mystical pursuit. In Dreamhounds of Paris, top surrealists–but never the hyper-rational Breton himself–not only discover a way of breaking through to the Dreamlands by randomly walking the streets of the city. They discover that their powerful imaginations allow them to reshape its oneric geography. Soon the Dreamlands look more like something envisioned by Lautreamont than Dunsany–then they’re overrun by melting watches, ants streaming from giant hands, and bowler-hatted men whose faces can never be seen.
Status: In development
Four Generations of EDOM
For years, it has been a legend. Somewhere in the dusty archives of MI6 is the complete version of Bram Stoker’s novel Dracula — the unredacted version. The full story revealed clear pointers to the sources and methods the Service used in Operation EDOM, an 1893 mission that sent a bold agent deep into the Balkans to awaken and then terminate a very dangerous asset indeed.
But the termination didn’t take. In 1940, desperate to stop Hitler’s march through Europe, the Service reactivated EDOM, and reanimated their Transylvanian asset. Once more, they found they had bitten off more than they could chew, and in the chaos of wartime Romania they put him to sleep. Or so they thought.
In 1977, MI6 discovered that they weren’t the only players in this game. Their asset had left his own sleepers behind in Moscow and Romania — and in London — and inside MI6. The Service had to reopen EDOM, awaken Dracula again, to find his agents in their own ranks — or so they said. Perhaps that reawakening was the sleeper’s doing, too. Perhaps the Count never slept, not as the Service thought.
In 2011, looking for a terror great enough to fight terror, MI6 once more reached for EDOM. Once more, Dracula reached back. That’s how you found the EDOM case file: the Dracula Dossier.
Three Generations of Intel
The edition of Dracula you found is more than complete — it’s annotated. MI6 analysts and EDOM field men kept notes in the margins of their priceless copies of Stoker’s work, notes from 1940, from 1977, and from 2011. Notes collated into one master case file, a file that vanished in 2011. The file you found. This is the dossier you must decipher to find the secrets of EDOM, to reveal who betrayed the 1893 operation, to discover who in MI6 still serves Count Dracula today.
And then, you must follow those clues to end the story once and for all, to close EDOM forever. You must find, hunt, and kill Dracula, the king of the vampires.
Your Generation of Horror
The Dracula Dossier follows in the fully improvisational path of the award-winning Armitage Files campaign. Players follow up leads in the margins of Dracula Unredacted, chasing down the real characters from Stoker’s novel, their descendants in the present, and the British agents caught in the backblast.
Combine these leads and notes with pre-prepared elements such as conspiracy nodes, eerie locations, and vampiric beasts. The dossier contains over 40 supporting characters in vampiric, heroic, or in-between versions. Different versions of the real Mina Harker, Abraham van Helsing, and the other stars of Stoker’s novel — and their modern-day successors, descendants, and survivors — can drive the story in any direction the players look.
Players choose which leads to track, which scarlet trail to follow. The Director, using the clear step-by-step techniques in this book, improvises a suitably blood-soaked thriller in response to their choices. Clear advice to players and Directors on improvisation, with extensive examples and guidelines, helps you set the scene. Together, you will read and write your own unique version of the Dracula Dossier …
if you survive.
Status: In Development
The Mythos Expeditions are a collection of adventures designed to be run as a stand alone with new rules tailored for expeditions or as part of the Armitage Files campaign setting in the core rules. Take your Investigators on an expedition into the dense jungles of central Africa, trek through the arid wastes of the Gobi desert, and clamber through the lost cities of South America. Your travels will you take you through the skies and across the oceans, into the lava caves of New Zealand and the frozen peaks of Patagonia.
Written by Kenneth Hite and Robin D. Laws, with contributions from an eclectic mix of mythos experts, it includes the following expeditions:
An Incident at the Border – Kenneth Hite
On August 13 of 193-, during the Perseid meteor shower, something struck the Earth somewhere in the remote reaches of the Gran Chaco, a disputed and inhospitable borderland between Bolivia and Paraguay. Now, it’s late September, and the University has asked the Investigators to assist with a scratch expedition to find the impact site, make a full report of the incident, and recover any extraterrestrial material there, if any.
Cerulean Aureole - Matthew Sanderson
Tuesday July 17th 1934. Present Franklin D. Roosevelt, on a 12,000 mile voyage from the Caribbean to Portland, Oregon, arrives at Clipperton Island. Four years later, in the summer of 1938, the President is organising a return to the island as part of a 6,000-mile cruise examining various islands known for their curious wildlife, including the Galapagos. As the short-list of candidates is prepared, the Miskatonic decides to organise an expedition of its own to Clipperton Island. With the journey taking a week from the southern tip of Baja California, they will have a week on the island before they have to head back to civilisation before they make their report. Upon an island with a dark past, of which humanity knows so very little, a week can seem a very long time indeed…
Lost on a Sea of Dreams – Adam Gauntlett
The group, en route to Bermuda with a bathysphere to assist naturalist and oceanographer William Beebe, is blown off course. The captain is injured in the storm, and few others aboard know much about navigation. Moreover what little they do know seems contradicted by the stars; none of the constellations are in the right place. How will the expedition get back on course?
Tongued With Fire – Bill White
The investigators are members of a Miskatonic University expedition whose purpose is to travel to a Christian settlement in India which some evidence suggests dates as far back as the 1st century AD. Their destination is the village of Usmavasati, which lies in the Siwali Hills on the edge of the Punjab region of northwestern India. Their aim is to advance historical knowledge of early Christianity, as well as possibly locate the source of a Prester John legend.
The Dwellers in the Dunes - Steven S. Long
Famed explorer Roy Chapman Andrews leads one final expedition into the harsh Gobi Desert of Mongolia in search of fossils. His true hope is to find evidence that humanity evolved in Central Asia as his academic mentor predicted years ago. When his latest expedition uncovers some hominid fossils, he and his colleagues are ecstatic — until members of the expedition start dying horribly. Can the Investigators figure out what’s going on and destroy or escape a menace out of time before they and the rest of the expedition become yet another collection of bones scattered across the desert?
Status: Art in progress
Adrian Bott co-creator of the Book of Unremitting Horror is writing a big book of GM’ing wisdom, provisionally called Bott’s RPG Miscellany.
Status: Delivery March 2011.
A Roleplaying Game of Historical Fantasy
In this game, three to five players collaboratively create a mashed‐up historical or quasi‐historical setting and then people it with individual characters whom they role‐play in facing the perils and possibilities of a New World. Their actions have consequences for the ultimate fate of the New World as well as for their own individual destinies. As the game plays out, it works to create an imagined history of a New World that never was.
That’s right, if you want, play ronin samurai fighting with Mexican pirates over gold bullion off the coast of California.
New World is ready for playtest.
Bill says “It will be a colonization game, but it will the antithesis of games like Civilization IVand those of its ilk, which read history as a story of constant technological progress and civil advancement. I’m going to borrow from places like Jared Diamond’s Collapse and recent ethnohistorical accounts of pre-Columbian and early post-contact America to write a game that’s about a “New World” that emerges at the intersection of multiple “Old Worlds,” European, African, and Native American. I’ll rely on the notion that, in the early days at least, many colonies failed, with survivors returning home or making new homes in native societies. I have this vision of the game playing out in five-year turns against a backdrop of societies on both sides of the Atlantic under different levels of stress of one sort or another, with your role-playing of significant moments for your character within that turn serving to exemplify, embody or instantiate(um, represent and resolve) the larger socio-political and economic changes.
So over the course of the game, your character can be shipwrecked, go native, return home, accompany an expedition back to the “New World,” and die in a massacre, and that will represent the trends in the larger narrative at hand–trends which don’t necessarily map on to teleological narratives of American history (e.g., Manifest Destiny), but which should be fun to explore.”
Read the Designer’s Development Blog.
Earth is a ruin. Inscrutable alien machines wander the planet, looting the Earth’s body
Humanity dwells in the ruins, having almost no knowledge of how the planet went from its former heights to this sorry low The law consists of a rare few who struggle to hold some semblance of civilization together with words, with guns, with wisdom, with compassion, with cunning.
Want the food those vagabonds stole from your camp? Follow the trail.
Want to avenge the murder of your bodyguards at a local refuge? Find the killers.
Want clean water? Want batteries you can use in trade? Want to know where they took your wife? Want to know what the aliens look like inside those metal suits? Want to know what the hell happened to Planet Earth? Investigate.
Razed is a post-apocalyptic GUMSHOE game in which investigation is the key to survival.
By Will Hindmarch. Status: Design.
Read the Designer’s Development Blog.