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Dark Adventure Radio Theatre: Masks of Nyarlathotep

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shoggothsean

You know the motto of the HPLHS is "Ludo Fore Putavimus" - we thought it would be fun. Good luck with the decoding!

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CTPhipps

Finished.

 

I really loved it right up until the end where I thought it got too dark (too dark for Lovecraft? Yes, when it's PULP RADIO).

 

Still, overall a very awesome experience.

 

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willmize

You people really need to quit making me want to spend my money!

Not cool, man! Not cool!

 

- Bill

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Denis
7 hours ago, willmize said:

You people really need to quit making me want to spend my money!

 

As my daughter would say: "I feel you!!" ;) 

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Maccabeus
20 hours ago, Denis said:

I just received my Dark Adventure Decoder badge, and I must say I'm having way too much fun with it! I'll have to re-listen to the chapters I already listened to in order to get the clues. There goes another evening! :) 

 

My curiosity has gotten in the way and I've gone the other route. I'm still in Ch 4 because I stop listening until I've solved the coded message for that section. After I've solved them all, I'll be able to go back through and listen for enjoyment without distraction. 

 

Chances are it'll take you more than a single evening to solve (or even detect) the coded messages. Some of them are fiendishly difficult even with the proper key sequence. 

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CTPhipps

https://unitedfederationofcharles.blogspot.com/2019/02/masks-of-nyarlathotep-radio-play-review.html

 

MASKS OF NYARLATHOTEP remains one of the greatest RPG supplements of all time. It was created in 1984 by Larry DiTillio and Lynn Willis before being updated in 2018 by Mike Mason, Lynne Hardy, Paul Fricker, and Scott Dorward. Its premise is simple: nasty no-goodnik cultists are going to destroy the world and the Investigators have to go on a globe-trotting adventure to stop them.

 

The campaign was famous because it incorporated multiple elements that made it enjoyable as well as flexible in a time when most modules consisted of, "go to Dungeon, kill everyone inside the Dungeon." While it followed the Shadows of Yog-Sothoth game that tried something similar, most people genuinely agree that Masks was the superior of the modules.

 

The original campaign was not without its flaws. Much like Indiana Jones and the Temple of Doom, it was a story that took a somewhat too stereotypical view of Native peoples in order to facilitate its Pulp feel. It also was a work that presumed the Investigators would be white male protagonists given the story substantially changes if it's 1920s men of color or women running around shooting up the place.

 

The campaign also had the flaw of being something of a meatgrinder with stories of whole parties being wiped out a not-uncommon occurence for Keepers. Generally, the ideal Call of Cthulhu game is player characters investigating sinister goings on, finding a monster, and hopefully having deduced its weakness before using it. Masks of Nyarlathotep is a story best served with Thompson Machine Guns, two fists, and plenty of dynamite.

 

As such, I was very excited about hearing that the H.P. Lovecraft Historical Society was going to do an adaptation of the campaign to their Dark Adventure Radio series. The premise of them are that HPL didn't remain a obscure but beloved magazine author but was adapted to radio like the Shadow and Superman. The radio plays are deliberately Pulpy (I'm going to overuse that word but it's the best one for it) with dramatic cliffhangers, deliberately ridiculous commercials (asbestos teddy bears!), and overacting. It's very enjoyable and fits the style of the Call of Cthulhu games greatly. It makes me wish they'd adapt other campaigns like the Horror of the Orient Express.

 

The radio play is adapted from the 7th Edition rewrite of the module and benefits from having a slightly-more self-aware narrative that acknowledges the racism, sexism, and imperialism of the time. It's mostly done in a cheeky and humorous style with the assumption being the characters know that colonialism and misogyny is bad.

Hazel Kalifan, one of the protagonists, is a real "Annie Oakley type" and does more as the central heroine to make a statement than any direct statements by the narrative. I'm also fond of her supporting cast in elderly Suffragist Victoria Woodhull, Zeke the two fisted adventurer who would have been the star decades ago, and Cecil the insurance investigator.

 

Overall, the story is enjoyable from beginning to end but does suffer a little bit toward the end. The problem boils down to tonal imbalance and mood whiplash. Basically, the story can't quite decide if it's a rollicking Pulp adventure or a somber horror story that not everyone is expected to live through. It's actually true to the original campaign in that respect but the "Kill Em All" heavy body-count by the end (no spoilers on who makes it through and who doesn't) leaves the ending feeling less triumphant than the climax should be. Mind you, I only played Masks of Nyarlathotep with Pulp Cthulhu rules and heavy modification so maybe my expectations of the story were different.

 

In conclusion, MASKS OF NYARLATHOTEP is an amazing radio play that I encourage everyone to shell out the 30 bucks I paid for the mp3 for. It's about six to seven hours long and is about the length of a decent-sized audiobook. There's a more expensive version that comes with a lot of props for the adventure but I didn't really see the need for that. I'm sure there's plenty of Call of Cthulhu collectors that would enjoy that.

 

8.5/10

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shoggothsean

Just an update from the team here at the HPLHS. We have now shipped ALL copies that have been ordered of our Standard and Deluxe Editions of Dark Adventure Radio Theatre: Masks of Nyarlathotep. We've solved packaging of the Super Deluxe Edition and those will begin shipping out next week. We thank you for your patience. If you think we should have sent you something and we haven't, please contact us via our website and we'll see what's up. Beyond that, we hope you all enjoy the show, the props, the game, etc...

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