by Demian Katz
Death in Luxor
Published by Goodman Games
Written by Harley Stroh
Edited by Aeryn "Blackdirge" Rudel
Cover Art by Eddie Sharam
Interior Art by Tom Martin and Bradley K. McDevitt
48-page saddle-stitched softback
$12.99
Death in Luxor is the first in Goodman Games' Age of Cthulhu line, a
series of adventures for Call of Cthulhu set in the 1920s but featuring
globe-spanning settings in place of the more traditional New England.
If this first adventure is any indication, it also appears that the line
will share some of the old-school mentality of Goodman Games'
long-running Dungeon Crawl Classics series. This is a very traditional
Cthulhu adventure, and something that could easily have been published
in the early days of the game, though it's better-organized and more
user-friendly than many adventures actually printed in that era. As
such, it's an excellent introduction to the genre, though it might seem
like old hat to players who prefer a more modern and experimental
approach to the game.
Into Egypt
The adventure is cleverly built around actual history: Egyptian pharaoh
Ramesses III really did battle with mysterious "Sea Peoples," whose
identity historians still debate. If you put this bit of history
through a Lovecraftian prism, the answer becomes fairly obvious. By the
time players reach Luxor in the game, this secret has been discovered,
minds have been snapped, evil has been unleashed, and it's only a matter
of time before the reign of humanity is at an end... unless the hapless,
inexperienced investigators can somehow manage to save the world. It's
possible, but not easy.
The author has done a good job of organizing the adventure. There are
six major scenes covering a lot of the staples of a good Call of Cthulhu
adventure: a gruesome crime scene to investigate, a prison to escape
from, some shady spots to meet NPCs in, and of course, eldritch sites to
explore. These scenes can be accessed in many different orders, and
each clearly states possible entry and exit points so that a Keeper can
easily maintain the flow of the adventure. NPC encounters are also
handled well, with adequate notes on personality traits and a helpful
"question and answer" format that makes it easy to keep track of key
information that should be presented to the players. No adventure runs
itself, and a Keeper will still need to do some work to prepare this
game, but the job has been made a lot easier here than is often the
case.
The book's traditional content and good organization would be enough to
make this a recommended purchase for starting players, but it's made
even better by the inclusion of five diverse pregenerated characters
(with tantalizing backgrounds that still leave plenty of room for
players to add their own stamp). A further bonus is the fact that this
adventure is completely capable of standing alone as a one-off, but it
also sets up the beginnings of a story arc that will be continued
in future Age of Cthulhu adventures. No threads are left hanging at the
end of the adventure, but it is made clear that some characters will be
seen again.
The books biggest failings (apart from its traditional nature, which is
only a failing if you dislike tradition) come from its visual
presentation. Although there are a couple of atmospheric pieces, I
wasn't impressed with most of the artwork, which is a little too
cartoony and sometimes fails to match with the text. For example, one
bit of flavor text describes "stairs falling and wrapping in upon
themselves in some maddening optical trick." This is accompanied by a
drawing of two guys walking down a very mundane-looking flight of
thirteen stone steps. Not a particularly big deal, but there is room
for improvement here. More frustrating are the maps and player
handouts, which are simply too dark. The whole book is printed in dark
brown ink, and the maps and handouts are very dark and low-contrast -
they're hard to read, and even though permission is granted to produce
photocopies, getting readable copies may take a few attempts (not to
mention wasting a lot of toner). I would have preferred more thought to
function over form here... or at least a downloadable PDF to make the
task of reproduction a little easier. It also nearly goes without
saying, but another round of copy editing would have been appreciated;
there are no game-breaking flaws, but there are enough typos and missing
words to be annoying. This seems to be par for the course in the gaming
industry, though, and this is no worse than usual.
Conclusions
Slightly flawed presentation aside, this adventure gets my
recommendation if you're looking to take a first step into Call of
Cthulhu or kick off an old-school campaign. Though it doesn't break a
lot of new ground, it provides all the tools necessary to get a game
running quickly and painlessly, and it serves as a "best of" showcase of
many of the things that make Call of Cthulhu a uniquely satisfying game:
creepy horror, an emphasis on exploration and planning over mindless
combat, and the opportunity to save the world or die heroically trying.
Not a bad start, and I look forward to seeing what else Age of Cthulhu
has to offer.
See OgreCave's Random Encounter with Harley Stroh for more on the Age of Cthulhu line.
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