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Fear Itself plunges ordinary people into a disturbing contemporary world of madness and violence. Players take the roles of regular folks much like themselves, who are inexorably drawn into confrontation with the creatures of the Outer Black, an unearthly realm of alien menace. With or without its distinctive mythology, GMs can use it to replicate the shudders and shocks of the horror genre in both film and literature. Fear Itself uses the GUMSHOE system. It serves as an ideal platform for one-shot games, in which, like any self-respecting horror flick, few, if any, of the protagonists are expected to survive the climax. It can also be employed to run ongoing campaigns in which the leading characters gradually discover more about the disturbing supernatural reality hiding in the shadows of the ordinary world. Over time, they grow more adept at combating them—or spiral tragically into insanity and death. See the complete reviews to date here This product sets itself apart from other Horror Rules because of the way everything interacts with the entire GUMSHOE system in a meaningful and immersive manner. The Risk Factors provide believable, character driven motivations for adventuring; Stability Sources provide opportunities for backgrounds that have meaning to […]

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bookA while back, Sune Nødskou designed a character sheet for Fear Itself. Spencer Sanders has taken Sune’s original sheet and made it fillable, as well as including spaces for the stereotype and a few languages. You can download Spencer’s new sheet as a PDF here.

GM’s Day Sale

Until 7th March get Esoterrorists, Fear Itself and supplements from the rpgnow.com sale.

Here is actual play of the Esoterrorists adventure Profane Miracles, with a home-designed follow up adventure using Fear Itself here, from the excellent Role Playing Public Radio. There is a bit of banter at the beginning, but they get into it pretty quickly and get on with the game.

I received an email from Ben Monroe, who had urged his friend Matt Steele to try Invasive Procedures, a disturbing adventure for Fear Itself. Matt’s comments are below. Matt also told me “As the Terror Rabbit and host of the Dead of Winter Horror Invitational, Invasive Procedures will be the scenario I bring to run”.

Beware, sweary language.

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Nominated for Best Adventure in the 2012 ENnie awards The kids all say Our Lady’s Hospital is haunted. You can see why, when you look at it, that big gloomy pile of staring windows and rusting beds. They should have torn the place down years ago, instead of letting it linger on like this. I’d hate to be a patient there. They send you there to die. You are a patient in an old, rambling hospital. Part of it is shut down, part of it lies in decay. The equipment is out of date, the staff are unmotivated and the whole place reeks of disinfectant, death and seventy years of despair. The hospital has ghosts and spirits walking the halls but they are the least of your worries. You should be afraid of what comes out at night. You should be afraid of what makes the ghosts flee. Dr Drake, the resident surgeon is a genius and like all genuises, he has his secrets, his obsessions and his madness. One such obsession has taken root in the hospital. You can’t stop it, all you can do is try to get out alive. Invasive Procedures is the new Fear Itself adventure […]

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We are $375 from a free Esoterrorists and Fear Itself, thanks to the wonders of crowdfunding. Why not take a look at all the perks still available here.

A striking new cover by Pascal Quidault for the forthcoming Fear Itself supplement, Invasive Procedures.

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Michael Wolf reviews The Book of Unremitting Horror here on Stargazer’s World:

In my option The Book of Unremitting Horror is a must-have for any GM interested in running horror campaigns, regardless if he/she is using a GUMSHOE game or not.

A new five star review by William Graham of Fear Itself is on rpgnow.com.

This product sets itself apart from other Horror Rules because of the way everything interacts with the entire GUMSHOE system in a meaningful and immersive manner. The Risk Factors provide believable, character driven motivations for adventuring; Stability Sources provide opportunities for backgrounds that have meaning to the characters and affect them in a very real way; and the Psychic rules bring my first experience with a subtle use of “powers” that enhances creepiness and provides players with alternative avenues of information gathering and action (perfect for real world settings).

Over on OgreCave, Lee Valentine reviews Fear Itself. It’s a balanced and positive review.

“A good read…great for running a mystery horror game”.

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