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Cthuloide Welten #3

Cthuloide Welten #3 Capsule Review by Jürgen Hubert on 20/11/02
Style: 4 (Classy and well done)
Substance: 4 (Meaty)
You've bought The Unspeakable Oath. You've bought The Black Seal. Now complete your collection with Cthuloide Welten, another first-rate magazine for Call of Cthulhu! Well worth the price of admission.
Product: Cthuloide Welten #3
Author: Frank Heller (Editor)
Category: Magazine
Company/Publisher: Pegasus Press
Line: Call of Cthulhu
Cost: €5.00
Page count: 98
Year published: 2002
ISBN:
SKU:
Comp copy?: no
Capsule Review by Jürgen Hubert on 20/11/02
Genre tags: Fantasy Science Fiction Modern day Historical Horror Space
    There are few role-playing games that are popular enough to have entire magazines devoted exclusively to them. But Call of Cthulhu does not only have one magazine, but several. Most CoC fans will probably be familiar with The Unspeakable Oath, the longest-running of them. A newer addition is The Black Seal, a magazine mostly dedicated to European and British Mythos concerns. Another newcomer is the German-language publication Cthuloide Welten by Pegasus Press, the German publisher of Call of Cthulhu. And if the #3 issue is any indication, it's a magazine well worth purchasing.


    The layout is up to Pegasus Press' usual high standards, which means that it is superior to almost every other publication in this industry. The art mostly consists of period photos, with several drawings of varying quality mixed into it. Also noteworthy is the near absence of ads, unless you count the industry news section at the beginning (but then again, I don't mind learning that Chaosium plans to publish a CoC SF campaign named Undying Mars...). This means that the 96-page magazine is almost pure information.

    And just what kind of information can be found in this issue? Well, noteworthy articles include:

  • Aus den dunklen Zwischenreichen - In den Tiefen der Meere (Teil 1): The first installment of a two-parter about your average doomed scientific expedition. You know the drill: Expedition finds ancient ruins (in this case, in South America near Lake Titicaca), disturb something they should have left alone, and get killed except for one man who promptly gets confined to an asylum once he gets back to civilization and leaves his notebooks so that a group of player characters can get into lots of trouble. Yes, it's clichéd - but it's also fun, and the writeup and the handouts (the diary) make you want to read more about this (in Cthuloide Welten #4, presumably).
  • Der Sänger von Dhol: A 1920s one-shot adventure taking place on an isolated German North Sea island. These islands, for anyone not familiar with them, make a great location for horror adventures - they are isolated, constantly threatened by floods (there are dikes on all sides, and most of the islands is below the medium water line), and the inhabitants are usually a group of tightly interconnected families among whom it isn't uncommon to marry your cousin. The adventure seems to be lots of fun, and like many CoC one-shots, the eventual fate of the pregenerated PCs is likely to be grim. Unlike many adventures, you won't play people who came from outside the island, but the inbred islanders themselves who have lived their for most of their lives... The only problem with this adventure are the character sheets, which seem to suggest that all PCs are illiterate, which would make many of the handouts pointless. (According to Pegasus Press, only one of the characters is, in fact, illiterate). Keepers looking for a good one-shot should give this a try, though the players should better be mature.
  • Autofahren in den 1920ern: Die USA: This is a short essay giving a broad overview over car technology in the USA of the 20s, and gives the keeper and the players a good idea what driving back then was like. This is very useful, as many adventures in the 1920s will involve some sort of traveling...
  • Aus dem Leben eines Cthulhu-Investigators: An article that gives good advice - and quite a few random tables - that help the players round off their characters' personalities. After all, even CoC investigators doomed to die still ought to have a personality...
  • Geister- und Auraphotographie: This essay describes the spirit- and aura-photography popular in the late 19th and early 20th centuries - the tricks used by various charlatans, the people who were fooled to them, and some baffling cases that have never been adequately explained to scientists' satisfactions. In the universe of the Mythos, it might very well possible to capture things on films that normal people cannot see with their blank eyes...
  • Im Angesicht der Ewigkeit: A discussion of published Cthulhu campaigns, scenarios, and settings that take place beyond the "default" 1920s setting of Call of Cthulhu - from the distant past to the near future. A very interesting read, as most of the products were completely unknown to me - and many looked cool enough to hunt them down. Also mentioned are some non-CoC products that might nevertheless be of interest to the keeper looking to expand his campaigns, such as Transhuman Space or Nightmares of Mine.
  • Franz Kafka - Zwischen cthuloider Realität und kafkaesker Traumwelt: This essay gives an overview of the life and works of the famous writer Franz Kafka. Not only does his biography have some eerie similarities to that of H.P. Lovecraft, his many writings also tend to be rather... odd. And when seen through the lens of the Mythos, he becomes even more interesting. His style of writing seems to indicate that he was the plaything of otherworldly forces, just like Erich Zahn. And just why do his diaries contain large gaps - and why did he burn many of his writings? Questions that a keeper might wish to explore...
  • Die Cthulhu-Matrix: An essay about the "standard" plot of CoC scenarios - and tips and tricks on how to avoid them.

    All in all, this issue is full of information useful to a CoC keeper, and more than worth the €5.00 price of admission. Anyone who is able to read German and has at least a passing interest in Call of Cthulhu would do well to pick it up.
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