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Beyond the Mountains of Madness

Author: Charles and Janyce Engan, among others
Category: game
Company/Publisher: Chaosium
Line: Call of Cthulhu
Cost: $39.95
Page count: 437
ISBN: 1-56882-138-7
SKU: 2380
Capsule Review by Steven Dustin on 09/18/99.
Genre tags: Horror
The problem with Chaosium is that, although they make great supplements, somebody else has a corner on the quality department, that being Pagan Publishing. When I picked up Beyond the Mountains of Madness, I thought hmm…good, I began reading, I thought, crap, and when I finished I thought, fantastic! Chaosium definitely has another winner here, but it has its only little quirks, and unfortunately flaws.

First on the chopping block: the layout is terrible. There is some editing snafus. While, I do have to admit, the Paul Carrick pictures capture the nerve-jangling feeling of the campaign. He creates some really great, disturbing art. Still, for me, this isn't an enormous sticking point. The players shouldn't even see the book anyway, so what's the deal? In my mind, layout, art and style are only 10%-25% of the equation; it's nice I admit, but roleplaying consumers these days are too focused on that aspect. It has absolutely nothing to with actual roleplaying.

This is not for beginners. If your group is new to CoC, go pick up Masks of Nyarlathotep. Earlier in BtMoM, the writers, Charles and Janyce Engan, note that BtMoM is really only one scenario, not a series of interlocking ones a la Masks, or Day of the Beast. While those classics can be thought of as trilogies of movies, BtMoM is really just one long movie. Also, while the other campaigns are dripping in monsters (and if that's your motivation in CoC), BtMoM is not. The truth is, its unfair to compare BtMoM to the older campaigns. It's not like any of them. It's highly realistic and has nothing to do with the normal CoC foibles: cults and gruesome gods. It starts slow, building in terror and tension, then climaxes amazingly. You must decide if your playing group will stick around that long to see to the end, though. They should be fanatical, die-hard roleplayers; those with a passing interest, who can't sit still without squealing squirting things being thrown at them every second, will likely cease to come week after week.

It begins too slow. Enemies are not Mi-Go or Deep Ones but gangsters, misunderstandings and Mother Nature. In a way, this actually enhances the pay-off, with its detail and character exposition, but BtMoM takes it too a level I've never seen before. For example, one of the largest handouts in the book is a five page equipment manifest the players are expected to inventory. No thanks. There are attempts to inject some excitement, with journalists, New York and tough guys, but it seems a little forced. I haven't decided if I'll beef this section of the game up with monsters, or attempt to gloss over it entirely and get the characters to Antarctica, where the book doesn't shine, it explodes.

Once on the ice continent, BtMoM is a rolling ball, collecting moss until the events become so hectic, so out of control--look, it's riveting. You heard me right, this book is the best seat-of-my-pants roleplaying novel I've ever read. I was glued to my seat for almost two days, unable to stop reading BtMoM once it got to Antarctica. It was so damn fascinating. The build-up is intense, the action comes fast and furious--everyone in the room should be having their head spin half the time. While in other campaigns, the setting is just a backdrop for adventure, Antarctica is a player in the whole scheme of things. I've felt like I've been to Antarctica, and I only read the book. Then you have the City of the Elder Things, the shoggoths, and three competing expeditions that appear bent on destroying one another. This is plotting, friends. This is excitement.

Finally, in the back, BtMoM has an incredibly detailed sourcebook on Antarctica, on polar gear, history, and every other tidbit and cranny that you would want to know about the ice continent. If players must return, the information is there to create just as detailed an excursion as they experienced the first time. This is a real nugget in this book.

Still, though, the price. I would have appreciated that Chaosium had gutted the first six chapters of extraneous detail and cut the price of the book by $10. Plus, its not the campaign for everyman. Decide whether or not if this campaign is your style first before purchasing.

Unlike any other campaign I've ever seen, Beyond the Mountains of Madness is the first actual horror campaign. In other campaigns, such as Masks, if translated to the big screen, it would actual appear as an action-adventure flick loaded with impressive special effects and quick car chases. BtMoM, though, would translate as an edgy, frightening experience of isolation and terror. Think The Thing and Who Goes There? Hell, think At the Mountains of Madness. This is not the usual kill-the-cultists, Dunwich Horror Cthulhu fare, and in some ways that is not too good, but in others, its incredible impressive. It takes some real risks, and in my mind, pays out handsomely. You just have to be willing to accept them.

Style: 3 (Average)
Substance: 4 (Meaty)

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