Tag Archives: Call of Cthulhu

The Dreamlands Express I: The Geography of Dreams

Warning: Here be spoilers…

I cannot live up to the enchantment of Christian’s previous post about Poissy but this post is also concerned with coincidence and other odd ways in which a writer’s mind works.

A fragment found folded between the seat and the wall on the Orient Express:

Last night in my compartment of the Orient Express I dreamed of a train so marvelous that in the morning my pillow was wet with tears of joy. It was no creation of iron and steam but of airy palaces borne aloft on the backs of vast beasts. Yet when I woke my heart was sore, for someone on this marvelous train did kill a cat, and in that land this of all things was forbidden.

Istanbul Cat 1

This cat has just read the last paragraph and is not impressed.

So somehow a Dreamlands Express has shunted itself onto the back of the Orient Express, no mean feat for a dream world where technology has to be ‘fixed’ for at least 500 years in the waking world before it can exist.

This Express was born out of a discussion with Mark about a key issue with the plot of the Horror on the Orient Express. One particular enemy is simply too strong and can reduce unprepared parties to “one insane investigator, a 12-year old, and an NPC whose player has left to go to College”. Don’t laugh. That’s a near-direct quote.

Was there a way to provide  a weapon against this enemy for weaker parties while allowing stronger parties to tackle it on their own?  That was how the Dreamlands Express evolved, first with a fragment of an idea for the weapon, then an idea for a murder, then an idea for a mystery. Finally the train itself lumbered into view.

I don’t want to talk further about the scenario. I do want to talk about itineraries though. I compiled the train’s route  using the descriptions from an old copy of the H.P. Lovecraft’s Dreamlands supplement and the haunting visions of Lovecraft’s stories. We then had to make some pretty strange decisions about some of these dream cities.

The city of Aira, for instance. It was the dream of the shepherd boy Iranon, in H.P. Lovecraft’s The Quest of Iranon. It was listed in both the text and the map of the early editions of H.P. Lovecraft’s Dreamlands, but has vanished from the latest edition (something we did not actually know until informed by Steff Worthington, resolute map artist). Did Aira actually ever exist, and if it did exist could it be visited?

The city of Zar in country of Zak posed a textual problem: was it the city of Zar in the Country of Zak, or the City of Zak in the country of Zar. Or was it just Zar. Or Zak. Lovecraft is no help as he contents himself with obscure hints; “no dreamer should set foot upon the sloping meadows of Zar, for it is told that he who treads them may nevermore return to his native shore.”

Finally, who or what is the eidolon Lathi that rules over the city of Thalarion? A definition I found spoke of Helen of Troy’s starring role in the Illiad, when ancient historians of Classical Greek world agreed that Helen was never in the city during the Trojan war. By placing her there Homer created an eidolon, a ghost of a woman who never existed in that time or place. How does that help us evoke Thalarion, whose ‘streets are white with the unburied bones of those that have looked upon the eidolon Lathi’? If they’re unlucky, your investigators will find out…

‘The Quest of Iranon’ by H.P. Lovecraft originally appeared in Weird Tales March 1939. [Source: FineBooks Magazine]

3 Comments

Filed under Writing

Secrets of play testing

Dark Ages play test

Behind the medieval Keeper’s Screen for the Cthulhu Dark Ages play test, set in Constantinople 1204

Last night we played “The Dark Crusader” by Geoff Gillan, the brand new Cthulhu Dark Ages scenario for Horror on the Orient Express. It was an interesting group, as only one of our regular 1920s group play testers could make it. Of the others, one knew of the 1991 campaign from years ago, one had read it recently, one knew nothing at all, and one was Penny… who we can say knows more than a bit (although nothing about “The Dark Crusader”).

It worked really well; Geoff has outdone himself. The clues and drama moved the players seamlessly from one location to the next, the backdrop of the Fourth Crusade was rife with tragedy and horror, and there were some scenes that were creeping me out, and I was the one running it. The players praised it at the end, particularly the regular play tester, who thought it blended really well with the larger story. I timed the play test so that it ran the Saturday after the 1920s group found the illuminated 13th century manuscript in the Wednesday game.

The historical scenarios are not dreams nor past lives nor out of body experiences; they are in effect playable player handouts, with pre-generated characters. In this case the characters were mostly created by Geoff’s original play testers (including Cthulhu Reborn meister Dean), and the personalities were great. I was not so convinced by their skill chances, so I’ll be increasing some of those so that each player can shine when his or her character’s specialty is called upon.

I have not run Cthulhu Dark Ages before, and to be frank (actually, the players were Franks – oh stop, I’m killing me – Frankish knights, geddit? – I’ll be here all week, try the chicken) I found that combat ran a little slow. Armour is good at soaking medieval amounts of damage (who knew?) so even the simplest battle encounter slowed the game down for me. In the edits, I’ll add suggestions for Keepers as to what the key is for winning each fight, so that players do not need to kill everything in all scenes. I’ve co-opted this from the “out” suggested for Dungeons & Dragons 4th edition fights, from work by Michael Shea and others. (And yes, that is indeed a D&D screen in the photo above; it seemed like the right choice for an adventure set during a medieval siege. It’s the most ridiculous RPG accessory I own, but in my defence I got it on special from a store which was closing down where I had $100 credit to burn. Don’t judge me.)

Backing up to the point above: our Orient Express play test games are not proper RPG sessions. We simply don’t have time, as we need to knock over a city a night. Hence my impatience with combat length. This ticking clock applies to all scenes. I’ve asked the players to focus their roleplaying on the plot at hand, and not to introduce sub-plots and dynamics from their own characters. I also don’t have time for the usual to and fro around the table where the players decide what to do; you know how it goes, an issue comes up with a few different approaches, no-one agrees, the discussion starts going around and around with plenty of repetition but no resolution in what Danny Bilson once called “a cycle of failure”. And there’s me, watching the clock, thinking If they just decided on something we could all see what happens, instead of sitting here deciding what won’t.

Hence the decision totem.

This is a pretty cool artifact; in 1989 I wrote a tournament module called Persons Unknown set in 1980s Scotland about a group of amnesiacs in an asylum. Marion Anderson had a tremendously cool idea for our trophies: she made an Elder Sign brand, and burned the image into our wooden book trophies. There was a spare left over, and Marion was kind enough to give it to me. It’s been a keepsake all these years, and now it’s a prop.

It sits on the table in front of one player. So, when the players are in a cycle of failure, I quickly summarise the options they have proposed, look at the person with the decision totem and say “Choose”. He chooses, then moves the totem widdershins around the table to the next player, and the game moves on.

Call of Cthulhu trophy, made by Marion Anderson for Arcanacon VII (Melbourne, 1989)

Call of Cthulhu trophy with Elder Sign brand, made by Marion Anderson for Arcanacon VII (Melbourne, 1989)

Our play testers are tainted, in any event. Not morally, but they know they are play testing Horror on the Orient Express, so they are the most diligent, focused, fantastic set of players you could ask for; they take their job seriously, so they are very attentive to all clues. I wish you the same luck with whoever you run the campaign for (Rule One: No smartphones in the 1920s), but suggest you contract with them before you start. If everyone pays attention, stays in character and takes the game seriously, it is better by a margin of strange aeons.

It’s a heady brew: the combination of such great players, such detailed material, the worldwide support of gamer investors and the thrill of an engaging and deep creative project. This is turning out to be one of the best campaigns I’ve ever run. I hope it is the same for you.

Oh, and a postscript: While my players in Melbourne Australia were in Constantinople 1204, at that exact hour on the other side of the planet, Oscar Rios’s players in New York were in Vinkovci 1923. Two Keepers, two groups, two cities, two Cthulhu eras, but the same campaign. That felt good.

vinkovci009

Vinkovci train station. [Source: StareSlike.com]

1 Comment

Filed under Playtesting

Attenzione! Cthulhu

When I asked Pookie to update the list of English-language European Call of Cthulhu scenarios  for the “Continent of Horrors” essay in Horror on the Orient Express, I was looking forwards to hearing about dozens of new adventures that I had missed in my years in the wilderness.

Pookie did his job with flair and diligence, and recently turned in the revised manuscript. Alas, my imagined dozens did not appear. In fact, excluding our campaign, we ended up with less than 20 European scenarios in total for the 30-year life of the game and many of those are now out of print. Has anyone out there played a T.O.M.E. scenario lately?

Glozel est Authentique, by Stephen Rawling. [Source: Grognardia blog]

Instead, good ol’ Lovecraft Country remains the firm favourite for writers (and, I presume, players), with so many scenarios now set in Arkham that frankly, if I lived there, I would goddam move.

Looking back, this makes me even prouder of what we managed with Horror on the Orient Express, which alone seems to contain nearly one-third of all English-language scenarios ever set in Europe. This is made slightly more odd by the fact that it is mostly written by Australians; but then, as a culture we are often looking somewhere else. You get a good view when you’re living at the end of the world.

Eddie Izzard has a line where he says “I’m from Europe, where the history comes from”. You could just as well say that Europe is where the horror comes from.

Vampires and werewolves slaughtered their way across that blood-soaked continent centuries before they all got stylists and agents and underage paramours, and Elizabeth Bathory and Vlad the Impaler did not start their dark exploits in New England. The tales of Guy de Maupassant and Hoffman, the novel Der Golem and the films Nosferatu and The Cabinet of Dr Caligari; these are all European nightmares. Fulci and Argento and Bava were serious about their cinematic horror, and Del Toro is at his best in the Spanish settings of The Devil’s Backbone and Pan’s Labyrinth.

Black Sunday, dir. Mario Bava. [Image from Art of the Beautiful-Grotesque blog]

European editions of Cthulhu have been supplemented with new scenarios set in those countries, but I’m not aware of any of these ever having been translated back into English. It’s our loss, really; furthermore, the Spanish and French editions of the game are beautiful.

La llamada de Cthulhu

La llamada de Cthulhu (Spanish edition from Edge Entertainment]

Once you step away from the 1920s period though, the European setting opens up. Naturally, Cthulhu Invictus and Cthulhu Dark Ages are all about European history, and there are excellent scenarios and campaigns for both. That was a direct inspiration for us to use those settings to reveal the dark history of the artifact at the heart of Horror on the Orient Express, and we were fortunate to snag Oscar Rios, the foremost scenario writer for Invictus. Both scenarios are now completed and I’m looking forwards to running them over the next few weekends.

After the 1920s, Europe has its darkest hour. Our campaign is set in 1923, just as the Deutschmark is at its lowest ebb. (As P.F. informed me in an email, German hyperinflation had reached a point where they stopped printing serial numbers on the  currency because they were not worth forging.) The seeds were sown then for the worst horrors of all: the Second World War and the final solution.

It’s hard to think of anything more evil than real-world Nazism, but Modiphius are giving it a crack by adding in the Mythos with their Call of Cthulhu setting Achtung Cthulhu, which is now on Kickstarter. This looks to be a tentacle-stepping thrill ride of pulpy goodness; I always figured Hitler must have had some Deep One blood in him. The first campaign Zero Point by Sarah Newton is out in PDF and it’s  great. Part One: Three Kings is set in Czechoslovakia, Part Two: Heroes of the Sea is in Dunkirk, and the upcoming Part Three: Code of Honour promises to bring us Istanbul in 1941 (“city of spies, intrigue and adventure!”)

The printed versions are coming, so get on the backing wagon. Perhaps after their trials on the Orient Express, your 1923 investigators (or their sons and daughters) can take up the fight against the Mythos once again when the dark and Stuka-filled skies of 1939 roll around.

It seems like  European Cthulhu gaming is finally kicking into gear. Achtung!

Achtung Cthulhu Investigator’s Guide & Keeper’s Guide [Modiphius]

8 Comments

Filed under Writing

Infamous Orient Express Editor

Dean from Cthulhu Reborn was recently going through a cache of old documents handed to him by Horror on the Orient Express writer Geoff Gillan, and found the following epistle. It is addressed “Dear Famous Orient Express Author” and signed “Infamous Orient Express Editor”.

I had forgotten all about this. It’s the form letter I included when I sent out the 8 numbered editions of the typescript manuscript for the original campaign. This was the version before it left Australia and went to Lynn for editing. I donated my copy of the ms. a while back to Paul of Cthulhu for the archives at Innsmouth House, aka the home of Yog-Sothoth.com.

Here is Dean’s scan and typescript of the letter. It’s not quite a Letter of Note, but it was cool to see this again after 20+ years. Warning, it contains a Bad Word.

HotOE-Editor-letter

Letter to the authors, 1991.

Dear Famous Orient Express Author,

This is it, your personal copy of the entire manuscript. Hang on to it, because whatever Lynn publishes, it's going to be different in many billion ways. The Willis Edit is going to be as different from the Morrison Edit as, say, the Morrison Edit was from your own work.

Which brings me to my next point. I'm sorry, but I did what I hadn't planned to do when I started out on this: I changed things. In some cases not much, in some cases quite a bit. These were my objectives:

  • To try to keep the page length down. Where something was said twice, or perhaps not said in the most economical way, I pared it back.
  • To mesh with the entire back story, as interpereted by me. If your scenario tossed up something that I couldn't work with, it went.
  • To conform to certain conventions that I developed while working on this. The principal one was, I wanted to avoid predicting the investigator's emotions and actions as much as possible.
  • Unless the plot required it, or something needed to be explained a bit, I did my level best to avoid inserting anything new into your work. I hope you can still look at all (or, at least, most) of it and think, yep, I did that.

    I've had my own scenarios rewritten. I've found in them things that I would not have put there myself. Some added to the work, and some detracted from it. In one case I found something in there which I found morally repugnant (I may be on thin ice here. I set a horrible situation up; the editor just explained it in a way that I would never have). So I know that when someone has been clomping through your prose, it's a bastard of a thing to have to look at. But I also came to understand that, when you're editing a roleplaying book, which is after all a product to be marketed, you have to shape it in the way that makes most sense to you. So I did.

    I don't really mean to grovel or snarl here, I just wanted to let you know that things happened. I reckon that, as it stands, it's a fucking great book. I hope you'll agree, without a diminished sense of your own invaluable contribution to it.

    Cheers,

(signed)

    Mark
    Infamous Orient Express Editor

There it is, 1991 Morrison trying to placate the authors. You’d have to ask them if it worked or not. I’ll write more about editing then and now in a future post.

And, as for the “morally repugnant” scenario, I think I know the one I was referring to, and I ran it again recently without thinking twice about the content. 1991 Morrison was so sensitive. Looking at it again, I think the editor really did just come out and say what I’d put in there psychologically, and in doing so made the scenario more true. If you can’t stand the horror, stay out of the abattoir.

Thanks again to Dean from Cthulhu Reborn for dragging this missive out of the archives for me. He does splendid work, and has recently cooked up some super PDF versions of three of our scenarios from long ago, originally published on Shannon Appel’s Chaosium Digest:

Free Call of Cthulhu  PDF scenarios by Gillan, Love & Morrison, from Cthulhu Reborn

Call of Cthulhu scenarios in PDF by Love, Gillan & Morrison [from Cthulhu Reborn]

The PDFs are all free, so go and download ’em!

 Dean has just put out his first full commercial release. Mutable Deceptions Volume 1: Jazz Age Newspapers is a nifty PDF generator for creating your own 1920s and 1930s style newspaper handouts for Call of Cthulhu or other games. I’m using it to make additional newspaper articles for the current Horror on the Orient Express playtest. It’s swanky. And, at just US $5.95, a bargain.
Mutable Deceptions Volume 1: Jazz Age Newspapers

Mutable Deceptions Volume 1: Jazz Age Newspapers

5 Comments

Filed under Writing

Dance of the dead

Dead Can Dance

Dead Can Dance (Palais Theatre, Melbourne 2013)

Last night Penny and I fulfilled a 20 year musical ambition by finally getting to see the remarkable band Dead Can Dance play here in Melbourne. They’re a musical duo, but I have always preferred the ethereal vocal tracks sung by Lisa Gerrard in a language of her own design to the earnest ambient folk songs of Brendan Perry. Hearing Gerrard sing “Now We Are Free” from Gladiator was one of the highlights of my gig-going life; I think the hairs on the back of my neck are still up.

Dead Can Dance have many gothic ambient tracks suitable for roleplaying game sessions. The right music is the secret of my success as a Keeper; it lifts a session well above the ordinary, and players admire any sync between the story and the soundtrack as evidence of your genius (it is in fact luck, although the right playlist helps). Gerrard’s soaring emotional track “Sanvean” is perfect for, say, when the investigators must break the hard wintry ground of Europe 1923 to bury one of their own. (Not that we’re saying that is a certainty. Did we mention we are adding a new Investigator Survival Guide?)

I’m always on the lookout for ambient music for writing and for gaming, so when we were in Istanbul I was keen to get some Turkish music. Istanbul Encounter from Lonely Planet recommended Lale Plak up in the Beyoğlu shopping district; we were heading up there anyway in search of a painting of tortoises. The shop was crammed with jazz, ambient and more, and there was a cat asleep in a box full of vinyl.

Lale Plak

Lale Plak music store (Istanbul, 2010)

The friendly owner suggested Mercan Dede, a project by Turkish-born DJ Arkin Allen who embellishes his electronic ambience with traditional instruments and Sufi lyrics. It takes me straight back to the Bosporous whenever I listen to it, and I look forwards to using some of the tunes in the playtest when the investigators reach the Golden Horn. Here’s a sample from Breath (2007). Imagine the investigators plunging into the Grand Bazaar. Are they being followed? Surely not…

Horror on the Orient Express already has its own soundtrack, composed by Alex Otterlei. He is working with Chaosium for a new special issue release to coincide with the boxed set. You can hear samples from the current version on CD Baby and iTunes. It’s an honour to work on such a project with so many fantastic creative people bringing our train to life.

Horror on the Orient Express soundtrack

Leave a comment

Filed under Music

Playtest of Cthulhu

Behind the Keeper's screen

Behind the Keeper’s screen of the 2013 play test for the Lausanne scenario.

Playtesting is key for the revised edition of Horror on the Orient Express.

The authors writing the new sections are playtesting their own work before submission. Oscar Rios has a group of New York irregulars he can call on, and afterwards he discusses plot refinements with them via Facebook. Their ideas for the Invictus scenario final draft were particularly gruesome. Geoff Gillan plays with his original gaming group of 20 years, but these days via Skype; he can rely on them to upend any scenario he puts in front of them (I believe one of the Gaslight characters got arrested). They have just finished playing the new Dark Ages scenario, and four of their characters will appear as the pre-gen characters in the final book; a pleasing collaboration.

Meanwhile, I am playing through the entire campaign with four friends who have put aside family obligations to meet weekly. It is an incredibly focused group, we sit down at 8pm and they give the plot their full attention, with no out of character jokes or asides. Having been away from Call of Cthulhu for years except for the occasional Christmas game, I am addicted to it all over again. I am taking a vicarious thrill in cutting apart and using all of the handouts and props for the 1991 edition, exactly as Lynn intended. The hell with the Ebay value, they were printed for use! In the photo above you can see the Sedefkar Scroll. Lynn wrote that a leather tie would give it an authentic air, but as a vegetarian I’ve settled for a piece of string.

The players include a historian, a writer and a photographer, so the extra ideas they bring to the table are remarkable, especially in the area of research ideas. Many of these new avenues and clues will make it into the book. It is clear to me what they find interesting and what they don’t pick up on at all, and I am rewriting the early chapters to provide more motivation. At the end of each session I pour another coffee and write up detailed notes, usually three pages of bullet points per night.

The biggest change is in the way that the information is structured. The 1991 edition assumes in many parts a certain dramatic flow, but any investigator decision can change that. Unfortunately the scenarios are not adequately arranged to allow for such variation, and key locations are not described at all. One chapter assumes the players will meet and talk with an NPC; instead, they decided to lure him out and break into his house, which was not covered in full. This is my first time running the final printed campaign (the version I ran in 1990 was prior to final editorial), so with the intervening 20 years I am able to approach it as an end user.

There is lots to do, but we are having great fun in the process. Actually, fun is the enemy. We are on a tight schedule to get the entire campaign played in time, and I have to curb my instincts. Hence the note on the inside of my Keeper’s screen: GO FASTER. I am perfecting my methods for quick play, which I’ll share in a future post (there are a couple that are not quite working yet, due to my own lack of discipline!).

Meanwhile, we have a group in the UK who are playing through the 1991 campaign, so I am sharing notes with the Keeper. Many of our discoveries are the same, so I hope that you all will find that the new edition is much easier to run. And, you won’t have to do it on a deadline. Go slower!

3 Comments

Filed under Playtesting

The Dream Cities of Istanbul and Providence

A seat is now empty, but the train moves on. Let us follow Randolph Carter, and journey in search of cities lost in time and dreams.

As part of my research for the Traveler’s Companion, I’m reading Orhan Pamuk’s Istanbul: Memories and the City. This isn’t the place to talk about Pamuk’s stature as a writer. It is Pamuk’s Istanbul that I am concerned with here, the city of his childhood in the 1950 and 60s, and how this can be related back to a Lovecraftian experience of Istanbul in the 1920s.

Pamuk evokes a city of winter, of darkness, of shadow, of twilight, of gloom and poverty. He lingers lovingly over every detail of the slow ruin of the grand old mansions lining the Bosporus. Pamuk’s city is permeated with an aching consciousness of loss, huzun,  a Turkish word he re-interprets as a communal melancholy suffered by Istanbul residents, arising from a deep awareness of their city’s fall from greatness.

Lovecraft’s twilight city, his dream Providence, is a fleeting glimpse filled with ‘the poignancy and suspense of almost-vanished memory, the pain of lost things, and the maddening need to place again what had once had an awesome and momentous place.’

These are two very different writers confronting the same vision, and both writers assert the primacy of their dream city over the reality, to the point where reality shadows the dream. At the time of writing Istanbul, Pamuk had never left the city, and indeed had returned to live in the same apartment building that he lived in as a child. He felt the city fed his imagination and he would lose too much if he left. Lovecraft stayed in Providence and on College Hill, apart from a short unhappy stint in New York. He could not abandon the city that stood at the center of his craft. His tombstone reads, simply, ‘I am Providence.’

Pamuk also collected newspaper columnist jottings, some of which he shares in a chapter of Istanbul. Here is an admonition from our period, 1929, a final word on lost places and lost times:

“Like all the clocks that adorn our city’s public spaces, the two great clocks on either side of the bridge at Karaköy don’t tell the time so much as guess it; by suggesting that a ferry still tied to the pier has long since departed, and at other times suggesting that a long-departed ferry is still tied to the pier; they torture the residents of Istanbul with hope.”

H.P. Lovecraft's grave, Providence

H.P. Lovecraft’s grave with the dedication “I am Providence”. Photo taken on HPL’s 100th birthday; note the brain-shaped fungus, lovingly laid. (Providence, 1990)

 

Leave a comment

Filed under Writing

Lynn Willis: Steadfast Editor & Dreamer

Professor L.N. Isinwyll

It was always our intention to dedicate this new edition of Horror on the Orient Express to Lynn Willis. The idea for the project was Lynn’s: in the late 1980s Christian Lehmann and I pitched a Continental European Sourcebook for the 1920s, and Lynn responded that he would rather see an adventure set on the Orient Express. We took the challenge, recruiting others to help us. Lynn was a responsive, supportive and insightful editor, and under his vision it grew into a deluxe boxed set.

Lynn infused our first draft manuscript with history and humanity, evoking uncertain times lived on the precipice of a troubled past. Europe of the 1920s and the luxury of the world’s greatest train came alive in his edits, and as authors we were honoured by the enhancements he made. All of the ideas for the deluxe handouts and inclusions were his, and the art direction was flawless.

Lynn retired from Chaosium in 2008 and had been in poor health in recent times, but he has been in our thoughts every day of late as we rediscover the scholarship and wit in his prose. Only Lynn could add as an aside that a deceased archaeologist, when handed a book to assist in translation, would “pause to admire the concision” before getting on with the task at hand.

We’ll still make that dedication, but sadly Lynn will not see it. Charlie emailed on Friday morning to say that Lynn’s struggle with illness was over at last.

His legacy is enormous. On his watch, Call of Cthulhu was first published and then aged through five editions steeped in research and concision. His 1984 collaboration with Larry Di Tillio Masks of Nyarlathotep remains his masterpiece, perhaps the greatest RPG campaign of all time. But beyond the books, Lynn answered every letter he received about the games he worked on, and inspired a generation of gamers with his unfailing encouragement and wisdom. He also mentored scores of artists and authors, myself included. As I write this, I can still hear his voice, with that tone of knowing amusement. He still makes me smile across the intervening years.

In Call of Cthulhu, investigators step up to the mark when heroes are required; we all hope we can do the same. One such hero was Lynn’s partner Marcia, who stood by him throughout. No biography of Lynn is complete without her. Cthulhu may be fiction, but love in this world is real.

Farewell, Lynn; may you lie dreaming. We’ll think of you every day as we guide your train home again. Here are some photos of happier times.

Lynn Willis and Mark Morrison outside Chaosium, 1991

Lynn Willis and Mark Morrison outside Chaosium, Oakland 1991.

Great minds meeting: Scott David Aniolowski, Lynn Willis, Kevin A Ross, Keith Herber & Sharon Herber at Chaosium, 1990.

A meeting of great minds. Clockwise from left:  Scott David Aniolowski, Lynn Willis, Keith Herber, Sharon Herber and Kevin A Ross in the mezzanine library, meeting and gaming space at Chaosium, Oakland 1990.

Lynn and Keith at their desks in the comforting gloom of Chaosium, Oakland 1990.

Lynn and Keith at their desks in the comforting gloom of Chaosium, Oakland 1990.

4 Comments

Filed under Chaosium

The trailer we wish we’d made

In starting our research we looked up YouTube to see what Orient Express footage was available.  Lo and behold we found quite a few trailers for Horror on the Orient Express. This one by MalleusCalixis uses borrowed music and footage and some great archival photos to perfectly sum up the mood of the campaign, so much so that Mark used it to open the first evening of playtesting. The players spontaneously applauded.

We loved the fact that this campaign that we published years ago has caused so many creative echoes and ripples. Thanks Malleus!

So turn down the lights, turn up the sound, and enjoy.

2 Comments

Filed under Playtesting

Back on the train again

Welcome to Orient Express Writers, a blog about the writing and editing process for the new edition of Horror on the Orient Express for Chaosium. It first squirmed into the light of day over two decades ago. It will return in August 2013, just in time for Lovecraft’s 123rd birthday.

We’re delighted to be boarding the train again, and we’ve invited some new writers to jump on board. The publication would not be possible without the enthusiasm and kindness of everyone who supported Chaosium on Kickstarter. We thought we’d start this blog to share what we’re up to as we chug towards publication and beyond.

Man dies three times in one night. Let the horror begin… again!

3 Comments

Filed under Writing