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For this episode, I'm back to talking about Call of Cthulhu with a scenario that is included in the 7th edition Starter Set. Edge of Darkness often competes with the Haunting for best introduction for a group of players getting into Call of Cthulhu.
I found it a lot of fun but lacking in a couple of departments. Notably, the investigation portion had low stakes and the exposition dumps at the start were a little heavy. However, these problems can be overcome with a little work
I wax lyrical about the three elements I think make for a good introductory Call of Cthulhu scenario. What makes for a good hook, a meaningful investigation and the challenging confrontation?
I'm also joined by one of my players, Matthew (@juniperapolo), to discuss how this adventure played for us.
Further resources:
If you have questions, thoughts or suggestions about this episode please get in touch by email [email protected] or on Twitter @rta_podcast.
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In this episode, we’re going to be transported into the claustrophobic cinematic adventure Chariot of the Gods for the ALIEN RPG. The player characters find themselves in a scenario very reminiscent of Ridley Scott’s 1979 masterpiece movie, Alien. If signing up to play ALIEN RPG comes with certain expectations, Chariot of the Gods certainly delivers.
More than this, it provides a great structure for an adventure that combines elements of exploration and story in a way that makes the most of player agency.
Further resources:
Also, check out fellow UK based TTRPG and Actual Podcast: Snyder's Return.
If you have questions, thoughts or suggestions about this episode please get in touch by email [email protected] or on Twitter @rta_podcast.
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In this episode, we head to the seaside with the Dungeons & Dragons adventure, the Sinister Secret of Saltmarsh. The old AD&D adventure was one of the jewels of the UK division of TSR back in 1981 but my focus will be on the revised version from Wizards of the Coast, published as part of the Ghosts of Saltmarsh campaign book.
There is a lot of material in the first chapter of the book about the town of Saltmarsh that makes it a wonderful starting point for a nautically themed campaign. In fact, Saltmarsh may well be my favourite starting town for adventures published for D&D.
Then on to the adventure itself which features a haunted house and a ghost ship. Of course, all is not what it seems in the Sinister Secret of Saltmarsh.
I'm joined on this episode by Zhana to discuss how this played.
Further resources:
If you have questions, thoughts or suggestions about this episode please get in touch by email [email protected] or on Twitter @rta_podcast.
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In this episode, we travel to the far future with the Traveller scenario, High and Dry. This is often recommended as a good starting scenario for those getting into Mongoose Publishing’s 2nd edition Traveller system. And it's easy to see why.
Set in the Spinward Marches, one of the most written about regions of the Traveller universe, this somewhat linear adventure takes a new group of travellers on a mission to get their own starship. All they have to do is go to a world a little off the beaten track and pick it up. Easy, right? What could possibly go wrong?
I am joined on this episode by Andrew and Derron who I had the pleasure of running this scenario for. They give their thoughts on how it played, what worked and what they would change if they were running it themselves.
Further resources:
If you have questions, thoughts or suggestions about this episode please get in touch by email [email protected] or on Twitter @rta_podcast.
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In this episode, I take a detailed look at the Call of Cthulhu scenario, Amidst the Ancient Trees. This models the kind of creeping cosmic horror that is particularly enjoyable to play with Call of Cthulhu. It blends sandbox exploration with the relentless march of events that drives the plot to its terrifying conclusion. Something the players will be keen to stop if they can.
This scenario is available in the 7th edition Keeper's Handbook and I recommend it as a good intermediate adventure for the new Keeper to run. There is a lot to unpack and learn from this scenario. And it is not without its challenges to run.
As well as offering guidance to Keepers who are about to run this for the first time, I consider how to modify it, especially if you wish to fit it into a single session of play.
Further resources:
If you have questions, thoughts or suggestions about this episode please get in touch by email [email protected] or on Twitter @rta_podcast.
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In this episode, I discuss the adventure that started 5th edition Dungeons and Dragons, the Lost Mine of Phandelver. This was a significant turning back to the roots of the game after a period of declining interest.
As well as offering guidance to DMs who are about to run this adventure for the first time, I consider the elements of a successful low-level campaign. Especially one aimed at players who are new to the game.
Further resources:
If you have questions, thoughts or suggestions about this episode please get in touch by email [email protected] or on Twitter @rta_podcast.
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In this episode, I turn to the most recommended first scenario for Call of Cthulhu, the Haunting by Sandy Peterson.
What makes this such a popular starting point for the game and earned its place in the Quick Start rules? I break down the module structure to show what it has to offer, where the fun is at and how Keepers can make the adventure their own. I suggest ways Gamesmasters of other games may learn and borrow elements for their own investigation or mystery adventures.
Further resources:
* Call of Cthulhu 7th edition Quick Start Rules (featuring the Haunting)
* Take a walk through the Corbitt House in a new map of the classic Call of Cthulhu scenario 'The Haunting'
If you have questions, thoughts or suggestions about this episode please get in touch by email [email protected] or on Twitter @rta_podcast.
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In the first episode, I discuss the classic Dungeons & Dragons adventure the Sunless Citadel by Bruce Cordell.
I break down the module structure to show Dungeon Masters where the fun is at and how they can make the adventure their own. Newer DMs will find helpful hints on how to prepare the adventure for play whilst veterans will find much to commend this well crafted dungeon crawl.
Further resources:
If you have questions, thoughts or suggestions about this episode please get in touch by email [email protected] or on Twitter @rta_podcast.
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Warning: This episode is unscripted and a bit rambling, talking far more about me than the adventures I run. First time listeners may want to jump to episode 1. But some of you may find the background somewhat interesting.
In this episode, I introduce the podcast to new listeners. I present my bona fides as a Gamesmaster running adventures for over 30 years.
I talk about some of the games I've run in the past and some I run presently. I also talk about some of the challenges and opportunities of playing online.
The main focus of this podcast is running published adventure modules so it is only fitting I discuss what I look for in the adventures I want to run.
My overall aim is to help other GMs about the fun parts of published adventures and how to make them work for your table.
I'd love to hear from listeners with any feedback, suggestions, thoughts or requests they may have. You can reach me on email ([email protected]) or on Twitter @rta_podcast.
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From the publisher's feed