This is a new event for YSDC where, for a limited time, the site is given over to exclusive use by our members. It marks a number of things:
Reaching some 20,000 members over the past 20 years.
A "thank you" to everyone in more recent times who's successfully jumped through the extra 'spam-catcher' hoops we've had to implement.
An experience for non-Members as to what it would be like if we weren't here.
As an additional thank you, all 500 new (Initiate) members have now been upgraded to full site membership, giving access to the complete set of standard facilities, and I'm happy to announce that our Players' Directory is back online (thanks to Allicorn)!
So if you've been wondering what our mysterious "Gate" banner has been about these past few weeks, this is it. Why today? On this day in 1922 Carter and Carnarvon entered Tutankhamun's Tomb. "Olde Yoggie" is far from tomb-like, but there are perhaps are a few treasures within*... 😉
Welcome to Members' Month and thank you for being part of Yog-Sothoth.
*All appropriate measures have been taken to avoid curses (we hope).
Out a while in PDF but now available in print through retail, it's Delta Green: A Night at the Opera, an anthology of DG scenarios from Arc Dream publishing.
A Night at the Opera collects six previously released Delta Green PDF scenarios into official hard copy form for the first time.
Amazon (US) currently have DG: A Night at the Opera listed at $24 USD (which seems a bargain as the "original" PDF price is given as $40 USD – but really, $20 – you know how that old marketing tactic goes...).
Anyway, available now in print. Pick it up (if you haven't already) before it goes up in price.
Delta Green: A Night at the Opera
A Night at the Opera collects six Delta Green operations, or "nights at the opera" as agents sometimes call them. Each scenario stands on its own as a moment of terror. Combined, they expose agents to the edges of the horrors of the world of Delta Green, then suck them into abysses of fear and desperation from which the world itself may never emerge.
Playable with Delta Green: The Role-Playing Game, the Agent's Handbook, the Handler's Guide, and the free quickstart rulebook, Need to Know.
More than thirty years after its original publication, Chaosium have released a new edition of Terror Australis, their Australian sourcebook for Call of Cthulhu.
The new and much expanded edition features resources for 1920s Australia, background on cities, the Mythos, Alcheringa ("Dreamtime") and two (new) large scenarios; all clocking-in at over 300 pages (compared to c. 140 for the 1987 release).
Terror Australis is available directly from Chaosium's web site in PDF format, with the print edition coming in 2019. Chaosium is also following its now standard practice of "buy the PDF, get that expense discounted against the future print edition" (essentially the PDF becomes "free" when you then buy the print book).
Call of Cthulhu in the Land Down Under
The supplement contains sections on: Australian History and Geography, Australians, Resources for 1920s Australia, Australian Cities, Alcheringa, the Mythos in Australia and two longer scenarios: Long Way From Home and Black Water, White Death.
Price: $21.99 USD (PDF)
Chaosium's product descriptions are somewhat lengthier than they used to be, so I don't think "cut & pasting" the page text would work here anymore. You can read the full description (and pick up the PDF) at...
There must be something in the Arkham water at the moment as another Cthulhu gaming magazine makes its debut.
After the launch of Bayt al Azif last month comes Hypergraphia, this time from @gladius at Gladius Games. Hypergraphia is a "...digital fanzine of dark horror gaming for multiple systems including Call of Cthulhu and Cthulhu Dark". The 58 page publication is available in PDF from DriveThruRPG and the first issue includes a short Call of Cthulhu scenario.
It's great to see a resurgence in magazine support for Cthulhu gaming. Long may it continue!
Hypergraphia Magazine Issue #1
A digital fanzine of dark horror gaming for multiple systems including Call of Cthulhu and Cthulhu Dark. In this issue we look at the many ways that language, writing, and books can be used in your horror games. We bring you a plethora of NPCs, artefacts, and scenario seeds about writing, words, iconography, and occult tomes to jumpstart your own scenarios or inject linguistic concepts into an existing story you're telling. Including A Remembrance of Things Past, a short Call of Cthulhu 7th edition scenario, wherein your players will discover that language really is a virus.
Contributions from members of the Miskatonic University Podcast, Skype of Cthulhu, Weird Works, and Squamous Studios.
I was very sad to hear about Larry's passing. Larry introduced me to the games Incan Gold and Groo (the card game), and I played Cosmic Encounter for the first time with he and Tadashi Ehara at DunDraCon.
If it helps, the Gaslight/Victorian era actually overlaps what we usually think of as the setting for the American Western, give or take a decade or so. The American Western is probably far more familiar to American gamers (and perhaps gamers around the world) as a reference point for technology, clothing, culture, and such, and the Weird Western has always been a popular setting for stories of the unknown and supernatural, even before the "real life" Victorian era.
Gaslight Cthulhu generally assumes a more urban (and typically English) setting than the Weird Western does, but that need not be the case.
So, in addition to the iconic gaslight lamps, expect proper ladies and gentlemen to be dressed in the stuffy Victorian fashion, transportation by horse-and-buggy and by steam locomotive, long-distance communication by snail-mail delivered by rail, and later by telegraph (but probably not telephone or radio), comparatively light urbanization and industrialization, a growing interest in science and a general faith in the overall benefit and goodness of science and industry, household servants (and, in the earlier part of the era, slaves) for the upper-class and often the middle class, and an idealization of the self-made "renaissance man" (who is in control of his own fortune, has created his own wealth, and has taught himself a little bit about everything he has needed to build his own home, invent his own industry, govern his own business and household staff, entertain and educate his own family, manage his own finances, fight his own fights in court and with fists, etc.) It's an era that seems to have placed a lot of stock in almost brutal practicality and realism, and which tended to distrust and disdain fantasy and sentimentality.
Some other setting possibilities in the same era that I think could provide some interesting backdrops for Gaslight-era Call of Cthulhu:
The Victorian/Gaslight Era was also a sort of "kitchen sink" for every kind of weird or outright insane idea or -ism you can possible imagine - starting with That Guy Who Invented Corn Flakes as an example of the standard-issue crack-pottery of the age, extending into every possible extreme of spiritualism, anarchism, communism, capitalism, fascism, nihilism, racism, classism, sexism, and beyond, on into embracing every imaginable weird cult, pseudo-science, bizarre health fad (such as swallowing radium pills or selling cocaine cough drops to kids over the counter), and screwball conspiracy theory of the time (hollow earth, secret continents, hidden dynasties of lost nations, mesmerism, the destinies of man being controlled by secret immortal cabals of evil foreign vampires, you name it....) In short, it was fertile ground for all sorts of the kinds of screwball stuff that turns up in Lovecraftian literature, dialed to 11.
In literary terms, the Gaslight era could be thought of as more than just the era of Sherlock Holmes - it also includes such early science fiction and popular Gothic works and interesting art movements as: