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Review of The Legacy of Arrius Lurco


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The Roman Empire Era or the Era of Antiquity is a relatively recent addition to the Cthulhu Chronicles. Call of Cthulhu was always gold standard for horror rpgs being now relegated, as I read in a recent review the grandfather of horror gaming. If that is the case, then think of all the bastards that are roaming around since 1981. Fortunately, Miskatonic River Press is not one of them. They were inspired by the ramblings and genius Call of Cthulhu game designer – Keith Herber but have long since expanded beyond those roots to becoming a licensee of the Chaosium franchise.

Regular readers will know that I have great praise for those publishers working at the margins or in the periphery – for it is there that real innovation takes place. And, Chaosium recently has been a real mixed bag when it comes to new stuff. Take their supplement Cthulhu Invictus and Cthulhu Invictus Companion is quite brilliant but not as brilliant as BRP Rome. The difference between them? It moves the Cthulhu Mythos from being front & centre (Chaosium products) into the shadows (BRP Rome). And, if you ask me that is exactly where the Cthulhu Mythos belongs – otherwise, Call of Cthulhu just becomes an exercise in Monster Hunting not investigation. Furthermore, my games are sticklers for historical accuracy. So, it is with this background that I approach The Legacy of Arrius Lurco.

Note: None of my reviews of adventures will contain Spoilers or at least intentionally reveal spoilers.

The adventure centres on an investigation into the apparent madness and suicide of one Roman patrician. Naturally, all is not what the natural appearances make them out to be. Therefore, this is in many ways a superior product to Cthulhu Invictus, as it takes the story from an origin in mythology and adds the taint of the Mythos layered underneath – thereby, Mythosologizing some aspects of the Ancient World. Oscar Rios clearly has an excellent grasp of Ancient World fleshing out and provides lots of meat for the skeleton of Cthulhu Invictus. For his knowledge is clearly encyclopaedic and creates lots of incidental rules for things like different occupations or poisons. All this makes for a wonderful and authentic adventure. The setting is no less globe spanning than Masks of Nyarlathotep or Walker in the Wastes, save that it is naturally scaled down for the Ancient World of the early Roman Empire.

The writing style is snappy and shows the author clearly loves the milieu. It combines anecdotes with adventure content in the best traditions of Call of Cthulhu adventures. It does however require mastery or knowledge of the Cthulhu Invictus sourcebook, for while certain aspects can be “winged” others will come through reading the main rulebook – a disadvantage if you do not own that book. Each section leads naturally to another fitting together like a jigsaw puzzle. Some might find this harkens of railroading and indeed there are not side quests and few red herrings but it is not like the Keeper cannot invent any of these. And, it is a self-contained Campaign not merely an adventure therefore; it is natural that the narrative has connections between the beginning, middle and end. I did find that some segments to be more detailed than others and certainly will need extensive re-reading should I ever take this out for a real game. There are scenario situations that are contrived but they serve as important plot points to point players in the right direction using the technique of breadcrumbs and nothing prevents an inventive Keeper with providing alternative clues that will still have them follow the plot. And, there are certainly strong incentives contained the adventure for them to follow the path lest they accelerate their own demise. This is not railroading but a good story.

The maps are beautifully rendered, even if the Labyrinth in the concluding segment is not fully fleshed out. Similarly, my first impressions of the art was that it was the same childish material that dominated Devil’s Gulch but upon closer inspection the art work save a few pieces fitted perfectly with the adventure. Nothing terribly horrific contained within but creepy nonetheless. If there is a flaw is that any of the handouts do not paint the picture of what the players are seeing instead they provide attractive visuals for the Keeper. A related flaw is the assumption that players/Keepers are intimately familiar with the Roman era – for absent from the writing is things that convey the sights, sounds, and smells of the Imperium. All descriptions were on the bland side, while, excessive purple pose in Call of Cthulhu is a bad thing mixing some in the descriptions helps play for those Keepers who might not be experts in Antiquity. I do suppose that is what the Bibliography in the back is designed to do but still would liked to see more of it in the adventure itself.

However, I did find one major and significant mistake in the adventure design – it is too modern. Nowhere is it reflecting that the civilizations of Antiquity had different values and beliefs. For example, Gods and Religions are portrayed as mythologies not as Real Life religions throughout the text. Also, the inclusion of Mythos busting organization, akin to Delta Green of the Ancient World is just plain wrong and even goes against the grain of the earlier part of the adventure. And, as noted above, the author has an extensive knowledge or at least familiarity with the Ancient World but this is shared in drips and drabs in the adventure – more flavour and ambience letting know the players know that this is not just another era. And, thus imbuing the text with some of the history and making it come alive. In not doing so, I could easily run this as a Gaslight or Classic or even Modern Cthulhu game without too much significant alteration – maybe this was the author’s intent. But, then why should I run it as a Cthulhu Invictus campaign?

In conclusion, despite a modern feel this adventure provides an excellent introduction to world of Cthulhu Invictus. However, if your campaign begins with BRP Rome, as mine has, it will require more work to keep the Mythos in the shadows than what is on offer here. I wholeheartedly recommend this title but strongly suggest the purchase of Chaosium’s twin books – Chulhu Invictus & Cthulhu Invictus Companion before proceeding to run this adventure. I certainly hope that Oscar Rios and Miskatonic River Press are going to back to the era of Cthulhu Invictus. For I find that Miskatonic River Press has a good feeling for what Call of Cthulhu has been missing of late – interesting and innovative investigation and peril. For I would welcome an expansion of the Ancient World to later and earlier stages of its development and with Rios’ encyclopaedic knowledge, it can only get better. I look forward to more offerings by Miskatonic River Press which I have purchased earlier and show the ways that Call of Cthulhu RPG can be very Lovecraftian and horrific. Some of the topics are not for squeamish or shy Keepers but Call of Cthulhu is and never has been Dungeons & Dragons. It is a game of Investigation, Insanity and Dying. If you live through The Legacy of Arrius Lurco , it certainly will generate enough stories around the game table akin to the great Tomb of Horrors sans the deadly traps.

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