I finally got around to
running Herald: Lovecraft & Tesla, a Savage Worlds tabletop roleplaying game from Ravendesk Games and Action Lab Comics, and I really like the game. I would say this is pulp style of Cthulhu but
honestly it all depends on your GM style. You could easily run this game in a
pulp fashion or a hardcore Lovecraftian Cthulhu style. I had loads of fun
running an adventure over the last two weekends even though there were some
flaws that I should have anticipated before running it. I think the game I ran
started out as a pulp version but by the time we got to the last scene it was
more reminiscent of a Cthulhu game where 2 of the 3 player characters died and
the last ran away in babbling frenzy of fear. MUWAHAHA!
This 180 page book contains the typical character creation and
setting rules along with new edges and hindrances. The first 57 pages contains
the player section while the remainder of the book is for the GM's eyes only.
Included within are 45 pregenerated Novice characters, 5 Seasoned characters,
and 5 Veteran characters. You also get a character sheet, a two page spread of
20's slang, a 10 page bestiary, 6 one sheets, and 5 adventures. As part of the
Kickstarter campaign I took part in, I also got an adventure titled A Fistful of Dholes.
The setting book itself is a rather fast read that I enjoyed. In
this game the players are part of the Mythos Resistance, a secret organization
of people from all walks of life (mostly famous people and celebrities) who are
trying to protect John Q Public from the invasion of unnatural beings during
the roaring 20's. They "keep the world safe and ignorantly blissful."
Cosmic horror and invaders from beyond the stars is what this game is all
about. There isn't any magic therefore there are no arcane backgrounds. Saying there
isn't magic is a rather broad statement but it doesn't mean there isn't really
magic. It just means that if it’s not normal or un-explainable then it’s not
natural or "unnatural". There certainly could be magic in your
version but in order to maintain the pulpy feel of the game then it should be
explained in a way such as weird science rather than magical.
This setting uses the Fear mechanic from the Savage Worlds Deluxe
core rulebook with a slight twist. It's up to the GM when a Fear check is
called for but it shouldn't be used for anything weird or mysterious. This is
more for Cosmic horror or unnatural encounters. "Being surprised by a bear
in the woods is natural." Seeing giant 3 foot long worms erupting from a
rotting corpse towards you is a Fear check. They also replace the d20 fright
table with a 2d6 Cosmic Horror Chart. While you can still use the standard
fright table, this new chart changes things up a bit. Most notably by removing
the heart attack effect.
If you've already purchased other Cthulhu style games then this
book may not be for you. Don't get me wrong, this is a good book but the ideas
presented here aren't entirely new. What you're getting are some new edges,
hindrances, Tesla tech gear, lots of pregenerated characters, bestiary, and
some adventures to run. Having said that, I think it's worth the $24.99 PDF
price tag. The artwork is fantastic and looks like it came straight out of the
comic books. The style and feel of this game via the artwork, time period, and
Tesla inventions are what sets it apart from other Cthulhu games.
I decided to run the Dhole adventure for my friends Blaine, Jamie,
and Stephen. As I said before, I had a blast putting my friends in the Mythos
Resistance and seeing how they reacted to the situations they were put in. This
adventure had two major flaws that I should have caught beforehand. One was a
scene where the player characters talk to a condescending university professor
as one of the clues they were provided. This scene has way too much information
to convey to the players that it almost fell apart halfway through. There's
nearly a full page and a half of text that your supposed to read aloud along
with a requirement to have them pass a short oral exam of what they just
listened to. If they fail the exam then they miss out on some vital
information. I should have anticipated this ahead of time and adjusted how the
information was conveyed. The second flaw comes in the final scene where the
players are supposed to summon an Egyptian demi-god who helps them eliminate
the threat. The problem with this is that it turns into an NPC vs NPC encounter
taking away any heroic acts of the player characters. I think the right word
for this is anticlimactic.
As a side note, I just saw that the characters should have had some
equipment that is supposed to be standard issue. The Lightning Pistol is a hand
held lightning bolt projector that ignores armor. Oh well, at least I know for
next time. Sorry fellas, I'm just a dumb dora that's full of banana oil.
As far as the setting book goes, I'd give it 4 out of 5 Jalizaran
Moons. I think the sheer number of pregenerated characters and
combination of one sheets and adventures bump it up a notch. The adventure A Fistful
of Dholes on the other hand would get 3 out of 5.
P.S. Some friends of mine have a new podcast about the Genesys RPG from Fantasy Flight Games. It's called Finding The Narrative: A Genesys RPG Podcast. The link will take you to Podbean and you can also find them on the Nerds-International Google+ subcategory page. Check it out and you wont be disappointed.
Excellent review! Thank you. I'm looking at this on DrivethruRPG and considering either adding it to my Cthulhu-esque weird pulp campaign or running it as a standalone or series of one-shots to familiarize new players with Savage Worlds. Your thoughts?
ReplyDeleteSorry its taken me so long to get back to you on this. I never got an email notification of someone commenting on my post but thats no excuse. Thanks for taking the time to comment. I'd say the adventure included in the book is a great one shot to get new players into Savage Worlds. Being that it is Savage Worlds, that means it wont feel like Cthulhu necessarily. The combat is very swingy vs Call of Cthulhu which is very deadly. It definitely makes for a very pulpy style of game.
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