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The End of the World

Author: J. Todd Kingrea, Kevin A. Ross, and Scott D. Aniolowski
Category: game
Company/Publisher: Triad
Line: Call of Cthulhu
Cost: $15.95
Page count: 80 pages, perfect bound
Capsule Review by Lisa Padol on 06/07/99.
Genre tags: Modern_day Historical Horror
End of the World

by J. Todd Kingrea, Kevin A. Ross, and Scott D. Aniolowski

80 pgs., perfect bound, for Call of Cthulhu Triad, $15.95

Reviewed by Lisa Padol

This review originally appeared in The Familiar #2.

Triad's End of the World presents three excellent scenarios, each of which could serve as a climax to a Call of Cthulhu campaign. Trying to run all of them in the same campaign would probably be pushing things. Like most CoC products, this one has a section of handouts.

The back cover boasts that the scenarios can fit into either the 1920s or the modern day. The first two are set in the 1920s. One is easy to update; the other requires more work since it is set during an actual revolution in the Honduras.

Both scenarios are refreshingly non-linear. The principle NPCs are introduced, and a description of events is provided. However, the events can happen in any order, and not all of them need happen. In fact, in the first scenario, it is possible for clever and ruthless investigators to prevent the grand climax from occurring. In other games, this might be a problem, but in CoC, it is a very desirable option.

The first scenario is the best. The only possible flaw I can spot is a sequence where an NPC tries to inject one of the PCs with a syringe which contains an air bubble. I have heard conflicting opinions on whether this would actually work.

The second scenario has a more annoying, although still relatively minor, flaw. It is assumed that all of the PCs will be die-hard, jingoistic, my-country-right-or-wrong American patriots. It is further assumed that they will inform U. S. authorities of the location of a rebel base, even though, by that time, they will have reason to suspect that these authorities are responsible for the deaths of innocent civilians. The authorities must learn the location of the rebel base during the course of the scenario, but they might learn it from a source other than the PCs. This could lead to some difficulties for the PCs if it is discovered that they withheld information. GMs can easily compensate for the political biases of the PCs, but I was somewhat offended that it was assumed that all the players would choose PCs with such tunnel vision.

The third scenario is set in the present day, something which should have been mentioned, although GMs will quickly catch on. It is slightly less flexible than the other two: The PCs must be logical candidates for an Antarctic expedition, and they must get shanghaied to Yuggoth. Once there, however, this scenario is as open-ended as the other two. It is also deadlier. It seems odd to say that a scenario with the Fungi is deadlier than one with Azathoth or Shub-Niggurath. However, in the first two scenarios, the PCs are up against mostly human menaces until the end, and they have a chance to prevent the major menace from appearing. In the third scenario, the PCs are in the lair of countless Fungi. They will need all their wits to survive.

$15.95 for 80 pages is a bit steep. However, it is very difficult to create CoC scenarios that work, and these three work very well indeed. A word of caution: Like most CoC scenarios, a GM cannot just pick up and play them. Read through them at least twice before running them.

Grade: A-

Re-reading my own words: As I should have said the first time around, I paid for this product. It was worth every penny. It's a real shame that this is out of print.

Style: 5 (Excellent!)
Substance: 5 (Excellent!)

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