by Demian Katz
Strange Aeons II (2010)
Published by Chaosium
Cover painting by David Lee Ingersoll
Interior art by David Lee Ingersoll and Bradley McDevitt
Character thumbnails by Adam Denton
Border and small thumbnails by Marco Morte
232-page softcover
$34.95
Contents:
"Master Wu's Marriage" by Allesandro Mana
"Children of a Starry Heaven" by Christopher Smith Adair
"Cursed Be the City" by Davide Mana
"To Hell or Connaught" by Eckhard Huelshoff
"They Did Not Think It Too Many" by Adam Crossingham
"The Iron-Banded Box" by Michael Dziesinski
"Three Days of Peace, Music & Tentacle Love" by Shannon R. Bell
"A Hard Road to Travel" by Gary Sumpter
"Time After Time" by Brian M. Sammons
More than a decade ago, Chaosium published Strange Aeons, a
collection of adventures set in time periods atypical for the Call of
Cthulhu game. This follow-up volume further extends this idea in
nine full-length adventures, each in a different setting ranging from
the Stone Age to the sixties and beyond. Every adventure comes with a
set of six pregenerated characters, making these ideal for one-off
games, but many also provide hooks that could lead to a campaign, and
most (but not all) include character generation notes and background
details that allow a bit of extra player creativity in the setup. It is
unlikely that any single group will want to play through every adventure
found in this book, but there is enough variety to provide something for
just about everyone, provided they are in the mood for something out of
the ordinary.
The Adventures
[SPOILER WARNING: I will try not to go into too much detail on plot,
but if you expect to play in any of these adventures, I recommend
skipping this section; even small details may spoil some of the
surprises ahead.]
"Master Wu's Marriage," set in 7th century China, has the player
characters on a mission to accompany a young bride on her way to meet
her husband-to-be. Of course, few things are as they seem. The
adventure is well designed, providing relatively simple details for the
Keeper that can interact in interesting ways during play. The
pregenerated characters have built-in conflicts (for example,
highlighting differences between Taoist and Confucian philosophies), and
there is the possibility of a traitor in their midst. Different
sections of the adventure have distinctly different tones, and the
build-up to the horrific finale is fairly effective. The biggest
problem with the adventure is poor cartography; the final (and most
important) part of the story depend on the players finding their way
around a large building, but the provided material does a bad job of
supporting this. The brief textual description of the building doesn't
seem to match the provided maps, and things are made even murkier by
typo-filled copies of the maps in the handout appendix. Even without
inconsistencies, the maps are so ornate as to be nearly unreadable.
Keepers interested in presenting coherent geography are probably best
off ignoring this whole mess and doing their own cartography. Aside
from this one annoying problem, though, this is one of the better
stories in the collection.
Moving to ancient Greece, "Children of a Starry Heaven" casts the
players as members (and unwitting victims) of a new mystery cult. While
this is certainly a functional Call of Cthulhu adventure, I found
it less satisfying than the previous story, largely due to an
unsatisfying premise involving an evil equation that doomed Pythagoras.
It would also have helped if key NPCs had been better fleshed out – I'm
still trying to understand why one key character appears to be a
human-camel hybrid in the artwork on one page (but not elsewhere)! If
you're dying for a Greek theme or have more tolerance for blaming Mythos
horror on mathematics, you might have fun with this, but it's not a
highlight of the collection.
"Cursed Be the City," set during the Stone Age, provides quite a bit of
interesting background material (including a useful bestiary). Like the
previous scenario, I found it reasonably well constructed but let down
by an unsatisfying premise. In this case, the adventure revolves around
a poorly defined spiritual threat that causes Neanderthals to behave
like modern men (mowing their lawns, etc.). In practice, this is more
humorous than horrifying. Even if it could evoke sufficient terror,
there's also the problem that role-playing a caveman is challenging
enough without having to role-play a caveman encountering things that a
caveman could not possibly understand. This might work better deeper
into a campaign, but for a first stone age adventure, I would have
preferred to see something that made more use of the primitive setting
on its own. If you're a do-it-yourselfer, you might get better results
by adding your own prologue to better set the stage.
Set in 1649, "To Hell or Connaught" casts the players as English
soldiers investigating a set of murders in hostile Irish territory.
Along the way, dark secrets are revealed and much about St. Patrick is
explained. This is a fairly straightforward investigation, flawed
mainly by weak characterization. The pregenerated characters are
sketchily described, even though one has a very specific role in the
story and could use more motivation. The NPCs are similarly vague. For
a creative group of players, this may not be a significant obstacle, but
if you're looking for distinctive personalities built into the
adventure, this one comes up a bit short. If you're more interested in
digging up clues and fighting horrors, though, you'll find a fair number
of both to entertain you.
The next adventure, "They Did Not Think It Too Many," suffers by sharing
too many themes with the previous adventure – players are Roman soldiers
in Britain, and many of the dangers they face are extremely similar to
those found in 17th century Ireland. The adventure does distinguish
itself with a high level of political intrigue and (for better or worse)
some sexually explicit content, but its position in the collection is
unfortunate. Context aside, it's still a mixed bag – the political
elements are probably the highlight (rules for behavior during a
traditional feast are a particularly nice touch), but the adventure gets
off to a slow start with an over-long travelogue, and enough details are
missing from the background and certain parts of the story to add to the
Keeper's preparation burden. This isn't a total waste of time, but
reading it didn't really inspire me to attempt to play it.
While the previous adventures have the inherent disadvantage of taking
place in unsupported settings, potentially forcing the Keeper to do
extra research, "The Iron-Banded Box" has the advantage of drawing on
the material found in Secrets of
Japan, which it frequently refers to (though you can get by
without a copy). The players are ronin facing dangerous foes, both
human and otherwise. There are many opportunities for combat, though
engaging foolishly is not encouraged. There are good opportunities for
role-playing and a suitably horrific lair to uncover, though the actual
finale of the story seems to fall a little flat as written, and there
are some loose ends – most notably an NPC with a secret identity that
doesn't seem to serve any meaningful function in the story. Still, this
is a respectable entry in the collection, and it gets bonus points for
including pronunciation guides for all the important names, something
which several of the other adventures could have used.
First of all, rest assured that, in spite of the title, there is no
actual tentacle love on display in "Three Days of Peace, Music &
Tentacle Love." There is, however, danger at the Woodstock festival,
where the players (as young Miskatonic University students) are trying
to prevent the spread of some drugs, which, thanks to a friend's recent
death, they suspect may be dangerous. Perhaps it's just the setting,
but I didn't find this one very interesting; the characters weren't very
appealing, the tone of horror wasn't pitched quite right, and the
ultimate mythos threat felt even more contrived than usual.
Additionally, the background material and timeline provided were so
sketchy as to be nearly meaningless. Still, it's not all bad – if the
players fail to prevent the disaster looming at the festival, the
adventure suggests some interesting long-term consequences. If you're
looking to run an alternate history campaign, you might get away with
using this as a starting point, provided that you bet against the
players!
Set during the Civil War, "A Hard Road to Travel" is another scenario
that makes relatively minimal use of its setting and tells an overly
familiar mythos story. There's nothing wrong with the design; it just
feels a bit uninspired. It's also strange that, even though the
provided PCs are not particularly integrated with the plot (unlike many
of the other adventures), no guidelines are provided to help players
build their own soldiers. If you like the era and want to put some
effort into adding more flavor on your own, this isn't a bad starting
point, but it's an overly simplistic transplantation of familiar themes,
and it's ultimately rather forgettable.
Fortunately, the quality picks up for the final story, "Time After
Time." By far the most unusual and creative story in the collection,
this starts out with a 1950s FBI raid but eventually lands the players
in a far more alien environment. Keepers are likely to have a lot of
fun running this – the first part of the story is a beautiful
opportunity for off-the-cuff improvisation and extreme horror, while the
second part is exploration-oriented and supported by (for once) a
well-drawn map and clear location descriptions. Just because it's a
breeze to run doesn't mean the players will feel that the Keeper is
being lazy; they'll be too distracted by the big plot twist in the
middle of the adventure and the relative freedom of movement that
follows. In a collection that, for the most part, is a little too
conventional given its unconventional nature, this is the standout
adventure that makes it all worthwhile.
Presentation
This book is about what you would expect of a contemporary Chaosium
product. Overall, the quality is good, but it's still far from perfect.
Another round of copyediting would have resolved a whole bunch of
harmless but annoying typos and sentence structure problems. The art is
uneven, with a few great pieces and a few mediocre ones. I thought the
cover illustration was below par, and as usual, the character portraits
are often disappointing, especially when they seem to ignore key
features from the textual descriptions. Fortunately, though, the only
cosmetic problems that really affect gameplay are the
previously-mentioned cartographic issues in "Master Wu's Marriage."
Conclusions
On the whole, I was a bit disappointed by Strange Aeons II.
Normally, reading a Call of Cthulhu book almost immediately puts
me in the mood to play the game, but it wasn't until the very last
scenario that this one really grabbed me. That's not to say that all of
the earlier scenarios are failures; it's just that I expected more.
Given that the whole premise of the collection is to try something
different, too many scenarios felt like rehashes of familiar ideas that
didn't do quite enough to highlight their distinctive settings. Even
some of the scenarios that embraced their unique eras could have chosen
more interesting plot devices. If you have a particular interest in
some of the periods highlighted here, or if you have a copy of Secrets of
Japan that you're dying to use, you might find more value in the
early scenarios than I did. In any case, I can definitely give a strong
recommendation for "Time After Time." I'm just not sure if one great
scenario and a handful of passable ones quite justify the purchase price
– I would expect most groups to find less than half of the book's
content useful. This would make a good candidate for sale as separate
PDFs so that Keepers could invest in only the parts that interest them.
If something like that doesn't happen, I can only offer a lukewarm
recommendation for the collection as a whole.
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