As a lot of my audience will know, this blog is set to start actually making me some money soon. Well, to be clear, not the blog per se, just the fact that I have built up an audience that includes a few people willing to pay a little bit for some of my writing. That being said, I still lack the kind of money that will allow me to go in on kickstarters that look amazing. What I do have though, is the aforementioned audience, and a willingness to tell every last one of you how much I like a product when I come across something that’s this rad (yes, I’m taking that word back from the late eighties).
Today then it’s time to turn our attention to Modiphius. A company that dropped onto my radar with two very intriguing words; Achtung! Cthulhu. Although I’m not a big Second World War aficionado, my interest running to military conflicts considerably earlier than that, I am a huge fan of horror gaming. That means that not being a fan of everything Lovecraftian would be a bit if a sin. So I had to take a closer look at this Kickstarter, and the whole line up of products. Before we get into the review, I want you all to head on over and check out the kickstarter. It’s already funded, so you know you’re going to get something out of it, and the rate they’re nailing stretch goals means that for putting up a bit more cash, you’re going to get some pretty sweet loot out of it. Are you back? How cool is all that swag? And now, on to the review.
Three Kings is the first of the Zero Point adventures, and apart from needing a core rule book, you have everything required to play the adventure within its pages. I personally have the the Call of Cthulhu version, although it is available for other systems, notably Savage Worlds and Trail of Cthulhu. All of this is a very good idea, as it quickly became clear that for most people, the game will be a lot more action oriented than the slow, more cerebral investigations CoC players may be used to. The fact that it’s set during one of the largest – and most defining – conflicts of the twentieth century should give you an idea that more than a slight tussle in a library might break out. Having read the adventure cover to cover though, this never takes away from the unknowable dread that marks out Lovecraftian horror games from the rest of the crowd.
The layout and art style used for this adventure are beyond beautiful; with cryptic messages scrawled into the margins and beneath some truly splendid maps, the care attention to detail shines through with even the most cursory of reads. As you get under the skin of the adventure, this obvious love of the source material – both Mythos based and inspired by actual stories of WWII – shines through. Time is taken to talk about the real life heroes of the war, and the deprivations of its worst villains. All this while keeping the story firmly grounded in the horror I’d expect from a product with the word Cthulhu on the cover.
The adventure itself is a well written narrative chain of events, without ever making the players feel railroaded into following a plot thread that wouldn’t make sense to them. From the beginning, the writer – Sarah Newton – takes the time to set up three ways for the adventure to begin, meaning that the players control just how combat/investigation heavy the plot will start out as. Sure, it’s likely to involve a bit more combat than I’d expect in CoC game, but even the more cerebral parties should have no problem circumventing a lot of conflict if they choose to do so. At several points throughout, it is made clear that the players should be allowed to dictate pace and mood to a certain degree, with the Keeper being told to go along with any reasonably well thought out solution that the Investigators come up. This should be a lot more common in published adventures, as it does a great job of empowering the players.
Although the investigators are free to generate their own characters, there is a selection in the back of the book that are better suited to a more military themed game, and I would advise Keepers to utilize them, at lest if they are relatively inexperienced with running CoC games. The other handouts are superb too. The maps and dossier that are available are of very high quality, and would help bring this game of espionage to life.
In conclusion, this is a cracking adventure, and really makes me itch to get a group together to play it. The following adventures in this series have already made their way to my wish list, and the addition of the keeper and Investigator guides would be ideal, as they then open up this wonderful world for groups to explore at their own pace, with stories created just for them. All in all, this is very highly recommended, and if you have the means, you should get on the Kickstarter while you have the chance.