I’ve had a few blog posts about it, one of which being from
my first guest blogger, and I’ve even ran it…though it’s not been officially
released to the public. That said, the next review is for tremulus by Reality
Blurs.
WHAT YOU SHOULD KNOW: tremulus came into my hands as the
result of a very successful Kickstarter. I currently have the PDF (Kickstarter
Edition v1.3) and am waiting the eventual physical book, as well as a number of
other goodies. tremulus is a self-described storytelling game of Lovecraftian
Horror using the Haiku system, which is a hybrid of Apocalypse World, FATE and
Fiasco. It is a “player-facing” game, meaning the GM rolls no dice…all rolls
are performed by the players. (Edit: The PDF is now available at RPGNow for $15.)
In a nutshell, any roll by a player is 2d6 plus an
attribute, with the following guidelines: 10+ is a success, 7-9 is a partial
success with a consequence and 6 or less is a failure of some sort.
The core game includes 11 Playbooks (character archetypes,
essentially) and only one of these archetypes can be used in a game at a time.
For instance, there is only one Detective, one Dilettante, one Journalist, etc.
Each player picks a Playbook and customizes it, picking the name,
distinguishing features, point arrays to be spread over the Attributes (Reason,
Passion, Might, Luck and Affinity), and Special Moves.
See, Moves are the actions the characters can do in the
game, and there’s a big list of Basic Moves, with each Playbook getting two
Special Moves and each having a Lore Move. Basic Moves include Resort to
Violence, Threaten, Poke Around and Act Under Pressure. In the game I ran, the
lone PC was a Detective and his two Special Moves were Tough As Nails which
gave him +1 armor at all times and Methodical, which let him use Reason for his
Poke Around rolls instead of Luck, which turned out to be a huge boon for him.
Additionally, he had a Lore move, called Playing a Hunch, which costs a Lore
point and gives the Detective +1 on rolls involving a given NPC. Each of the
Playbooks have their own unique flavor and options. The Basic Moves all have
tips on when to use them, as well as ideas to help you interpret the dice
rolls.
As is common in games inspired by Apocalypse World, the PCs
are encouraged to work out their connection with each other beforehand, in this
case tying into a Trust Mechanic, ranked on a scale of +3 to -3, and if it ever
crosses either extreme, you learn a deep, dark secret about that PC!
As noted, this is a game of Lovecraftian Horror, though that
doesn’t necessarily mean Cthulhu and the Elder Gods, just cosmic and unknowable
horror (which the book makes a point of explaining up front). This also
explains why there are two “damage” tracks: Harm and Sanity. Insanity and
Lovecraft tends to go hand in hand. You can adjust the lethality of the game by
allowing PCs to take Debilities for Health, Sanity or both (or neither, by
default), taking penalties instead of facing death or insanity.
The Keeper’s Section is pretty extensive, preaching a
“fiction first” approach (it IS a storytelling game) and the three approaches
to starting a game (running with a playset, like the included Ebon Eaves,
running with a framework like the Primrose Path Kickstarter framework, and just
winging it). The game I ran was using the Ebon Eaves playset, and was really
quite a fun exercise.
One of the twists in the GM paradigm is that GMs are largely
assumed to use THEIR moves when they are spending points of Hold that they have
acquired from PC failure. Keepers have Moves and Hard Moves, the difference
being that PCs can interrupt Moves and they are reacting to the outcomes of
Moves if you are using a Hard Move. For example, a Move would entail a creature
leaping out of a closet, then asking the PC how they react. A Hard Move has the
creature leaping out and hurting the PC, THEN asking him how they react.
Everything that opposes the PCs is classified under Hazards,
grouped as Elders (people in position of power), Townies (larger groups in the
setting), Landscape (Prisons, Mazes, Breeding Pits), Weird (pretty much
anything that is ultimately strange and alien) and Doom (any bad practical
circumstance). Each Hazard type has a set of Moves and a Subtype of their own
to help you figure out how to use them.
The Keeper’s section then walks you through putting all of
this together in order to make your framework for the game, by putting Hazards
together, tying them together with a Lynchpin and adding a Texture (like Revenge,
Transformation or Forbidden Love) to make a Thread…and then tying multiple
threads together. This gives you five elements: The Tragic End (what happens if
the baddies win), The Unknown (unresolved questions), Lurking Evil (the stuff
in the PCs’ way), Darkness Grows (how the bad guys’ plans progress) and Theme
(the aforementioned Texture).
Bad guys/NPCs are slightly more streamlined with PCs, and a
selection of creepy monsters are included, like Ghouls (which I used in my one
shot) and Shoggoths, as well as a handful of regular animals. Not a big
selection by any stretch, but the focus will generally be on investigation
anyway.
Rituals are also included, and are powered by Lore. Anyone
can try to cast them, but you take damage if you don’t have enough Lore. For
that reason, I strongly recommend not telling the PCs how much Lore a ritual
takes until they use it (unless they do some crazy research first). These
include enchanting weapons, summoning or dismissing entities and contacting
Outer Gods.
A lot of other good advice is scattered around, including a
bit on pacing.
The Ebon Eaves playset is included to get you started, and
is quite interesting: You start off by asking the players two groups of seven
questions, to which they must answer yes to three each. Their answers dictate
the starting descriptions and plot hooks of the town, with each entry having a
paragraph for you to read to them, and a paragraph for you to keep to yourself
about the secrets of the town. These questions also help to set elements like
the Hazards. By Sean Preston’s count, including turning the elements into
Frameworks and adding Textures, the Ebon Eaves set alone provides 17.500 combinations.
That’s impressive.
WHAT WORKS: A ton of great advice is present throughout the
book. An improv happy group will have a field day with this, and there’s
already a lot of great support coming from the Kickstarter stretch goals,
including expansions to Ebon Eaves and a lot more Playbooks, as well as new
Playsets. The system works well for horror, with its harsh and unforgiving
damage systems, and the Playbooks being designed with all the PC Moves already on
them makes the game much easier to pick up and go for newbies (speaking from
experience here). Playset creation is similarly inspiring, using the players’
answers to help dictate the plot threads (and probably in ways they will never
expect). One of the best “Player Facing” systems I’ve seen thus far.
WHAT DOESN’T WORK: Some of the terminology (Forwards, Holds,
etc) can take a bit of getting used to. I always prefer a bigger monster
selection. Some of the advice can be repetitive, and the organization feels
like it could be cleaner.
CONCLUSION: We played one session of this with me not having
a chance to fully read the book and all prep done at the game table and had a
good time. My player for that solo session actively wants to play again (and he’s
a hardcore Savage Worlds nut), but with more people so we can use the Trust
mechanic in play. I also told him about some of the Playbooks coming to me as a
Kickstarter backer and how many of them seem more his speed and he was pumped.
tremulus doesn’t exactly reinvent the wheel, though it does
a really nice job of supporting investigative horror, providing a TON of
structure to this as opposed to everyone standing around and swapping the story
baton or something. It’s a pretty traditional horror/investigation RPG with
some narrative quirks, and you can decide for yourself if that’s a good or bad
thing. For us, it was a lot of fun…fun that we will surely revisit in the
future.
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