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Review of Secrets Of New York


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Introduction

The name’s Davenport. I review games.

And I love the Big Apple as much as the next guy, but the place has more than its share of problems: trash heaps, hookers, muggers, taxi drivers… you name it.

So just imagine my reaction when the guys at Chaosium tell me they’ve got a Call of Cthulhu supplement out called Secrets of New York. I mean, I love me some Call of Cthulhu, but hasn’t that poor burg suffered enough from pimps, pot-heads and pick-pockets without Shoggoths creepin’ through the sewers and Mi-Go flyin’ loops around the skyscrapers?

Still, I suppose if you gotta stash the Mythos in a city somewhere, New York’s as good a place as any. Hell, with mindin’ your own business raised to an art form there, who’s gonna give somebody with the “Innsmouth Look” a second glance?

Yeah, I guess this book deserves a fair shake.

So start spreadin’ the news. I’m reviewin’ today.




Substance

Just over a decade ago (*wince*), I reviewed a Call of Cthulhu supplement titled New Orleans Guidebook. Essentially, I described it as an excellent guide to the city with relatively sparse Mythos ties and an adventure that lacked much local color.

So now I’m reviewing Secrets of New York – a sourcebook that’s at once similar to and more ambitious than its New Orleans predecessor.

As in the New Orleans book, this supplement delves deeply into the city’s history up to the 1920s. A key difference here is the planting of a Mythos seed all the way back to the 1609 Henry Hudson expedition that germinates into a full-blown Nyarlathotep cult.

The book next provides an overview of the city during the Roaring Twenties, including stats for such period figures as Prohibition agents “Izzy” Einstein and Moe Smith and rival gangsters “Lucky” Luciano and Dutch Schultz. The detailed write-ups of the city’s divisions and diversions bring the city to life, complete with descriptions and maps of tenements, a random tenement district encounter table, a sample speakeasy menu, a look at the Harlem Renaissance and its relationship to white high society, and a calendar of social events.

The vast bulk of the supplement details the city’s boroughs, unsurprisingly devoting the most space to Manhattan but offering what seems to be plenty of information on the other parts of the city as well. (Natives of those boroughs might well disagree, of course.) The book stats out potential NPC contacts and allies and seasons the city with some Mythos touches here and there, but the closest the book comes to a major cult is the modern-day manifestation of that Nyarlathotep cult previously mentioned. However, the book earns points for neatly tying this cult to the eugenics movement active during the time period.

The book comes with two adventures. In the first, the investigators must unravel the mystery of a reporter’s disappearance and, in the process, deal with the horrific results of the Nyarlathotep cult’s eugenics experiments. Those GMs who bemoan the “Mythos hoedown” will be glad to hear that only a couple of monsters of the same type await the investigators. For my taste, however, I found the adventure to lack much Mythos flavor until the monster appears. Still, it does include plenty of opportunities to interact with assorted New York NPCs and introduces a new spell-using PC profession: the African-American “conjure man.”

The second adventure has the investigators tracking down a missing professor and/or the source of an enormous drain on the city’s power supply and ends with the discovery of a Mythos version of Stargate. Naturally, the PCs must prevent the gate from being activated, but standing in their way IS…

…a nerd.

No, really. The opposition consists of the geeky scientist who designed the gate and who lacks both any inclination to listen to reason and any means of defending himself – no guns, no spells, no monsters, no nuthin’. So, the adventure amounts to the investigators swimming through the city’s bureaucracy in order to find and beat the crap out of a helpless insane dork. Yeah, I’ll take a pass on this one.


Style

The book evokes the look and feel of 1920s New York with a combination of vintage maps and other images, excellent original artwork, and writing that’s more like a stroll through the city than a dry history lesson. The author turns the city into a dark Disneyland with shadowy Mythos-haunted nooks tucked away amidst the bright lights and clamor.

Oddly, I found the cover to be the least-flavorful part of the book. Mythos New York calls for subtle horrors. The shoggoth(?) peeking out of the sewer grate gets a pass in that regard, but the pack of ghouls rampaging right down the city street seems a little over-the-top. The remainder of the artwork certainly meets Chaosium’s consistently high standards, however.

The book includes a surprising amount of quick-reference material in the back, including a re-printing of all maps and handouts and a useful little index.




Conclusion

New York City isn’t Arkham, Dunwich, Kingsport, or Innsmouth. Those looking for a Mythos-soaked Big Apple are going to be disappointed.

I don’t think GMs searching for great new adventures will be very happy, either.

However, the book performs its primary function – that being a guide to 1920s New York City and the Mythos influences therein – with aplomb. Yes, you could get most of the same information from historical reference material, but why bother? This book gives you the same information and the game information to put it to good use for a reasonable price. If you’re going to set your Call of Cthulhu adventure in New York City, definitely give this supplement a look.


SUBSTANCE:

  • Setting
    • Quality = 5.0
    • Quantity = 5.0

  • Rules (There are some, but too few to count, really.)
    • Quality = n/a
    • Quantity = n/a

STYLE:

  • Artwork = 5.0

  • Layout/Readability = 5.0

  • Organization = 5.0

  • Writing = 5.0

  • Proofreading Penalty = n/a
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Recent Forum Posts
Post TitleAuthorDate
Re: [RPG]: Secrets Of New York, reviewed by Dan Davenport (5/5)jcfialaOctober 27, 2008 [ 09:13 am ]

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