Tabletop Review: The Machine King (Call of Cthulhu)

The Machine King (Call of Cthulhu)
Publisher: Cthulhu Reborn
Cost: FREE
Page Count: 59
Release Date: 08/20/2014
Get it Here: DriveThruRPG.com

The Machine King is an adventure that was originally designed back in the late 90s for Dreamlands book that never made it out of the planning stages. Why, I have no idea. I can only go off the Author’s note that starts of this long adventure. Since then, the adventure has been though lost to a flood, found, rebuilt from the ground up and now released as a freebie via DriveThruRPG.com. The fact that The Machine King is free is reason enough to download it. I mean, even if you never play it or outright don’t like it, it’s a free addition to your Call of Cthulhu collection. It’s not a bait and switch where the free adventure is used to actually hard sell some upcoming books or requires half a dozen or more sourcebooks to be playable. Nope, all you need is a CoC core rulebook, although the edition this was designed for is not stated in the text. Anything pre-seventh and you’ll be fine though.

The Machine King is a combination Cthulhu by Gaslight and Dreamlands adventure where characters will time in both setting. Of course, the Dreamlands in this adventure is not the standard one that you usually find in Call of Cthulhu, but its own pocket dimension with different rules, creatures and atmosphere. In many ways, The Machine King doesn’t feel like a Call of Cthulhu adventure at all. There are no standard Lovecraftian foes or creatures to encounter, and the mood of the piece is notably different from what you usually encounter with CoC adventures. There is certainly a steampunk vibe for much of the Dreamlands section of the adventure and the Cthulhu by Gaslight climax will be greeted by delight or disdain – depending on how much you like fighting a giant killer robot in the middle of London. This is definitely going to be one of those hate them or love endings, based on one’s play style and how staunchly you keep to Lovecraftia in your games.

In many ways The Machine King looks at the horrors of the Industrial Revolution through the eyes of a nightmare, showcasing the exploitation of the masses, and how early industry focused on production over the safety and working conditions of the employees. Now this does not mean that The Machine King is espousing a Luddite stance. Indeed, the Luddites do make an appearance in the adventure, but they are treated and portrayed crazy extremists. So don’t be looking for a political philosophical message hidden between the lines here. It’s just that the Industrial Revolution and the early machines of that era are good fodder for a horror story, that’s all.

The adventure itself starts with the Investigators having nightmares about a horrible clockwork like cog filled world and a machine that is about to crush them when they are saved by a young urchin. They wake up and things seem fine. Just a bad nightmare, right? Well that’s until they see the paper a few instances of machines gone amok. Between this, one Investigator having eerie visions of their savior from the previous night beseeching them for help and a new exhibition as the London Science Museum entitled “The Machine Kings,” the characters will be drawn once more into the dark dystopian dream world of the Machine King.

Once in the dimension of dreams, Investigators may find themselves there for the long haul. This part of the adventure is designed to play out over several sessions, making it essentially a mini campaign. Be prepared for that if you decide to run this, especially if players are used to shorter one-to-two session pieces. The adventure lays out an entire world where players may become cogs in the machine, transformed into Overseers or Workers (thus splitting the party) or even engaging in a full scale revolt by the citizens of the this dreamworld. This long scale mid-part of the adventure is only briefly discussed in the text, meaning the Keeper will really have to flesh out these encounters and story scenes to make this part work. After that you have a weirdly done steam engine chase scene where Investigators and the Machine King using dreaming powers to combat each other.

I have to admit, I was very interested in the first half of the adventure. It was your normal weird little CoC adventure full of strange happenings and investigations. However, once you hit the dream world of the Machine King, the adventure just lost a lot of steam, so to speak. The dream world of the Machine King is really fleshed out, but is a weird juxtaposition to go from a very detailed step by step adventure for the first part into what is more a campaign setting than an actual adventure for the second half. Key locations, enemies and events are noted, but there is very little in the way of structure or getting characters from point A to point B. Younger or less experienced Keepers aren’t going to enjoy the dramatic change in writing style or adventure progression and even more veteran CoC Keepers will notice how piecemeal the piece feels. I don’t know. Once you get into the Machine King world, the adventure feels like more of a dungeon crawl/hack and slash affair where you’re either killing machine monsters or being maimed by them. The climax of the adventure with the steam train fell utterly flat for me and the return to the real world and what happens there actually elicited a loud groan from me. The piece just lost me entirely in this latter half and I can’t say I’d ever want to play or run The Machine King as neither the setting nor the events were something I enjoyed.

That said, The Machine King is not all bad. There’s some great ideas here and I loved the first half. It just seems that when you hit the dreamlands that the adventure spirals out of control including too much background information and a description of key events. It’s like they just kept adding more content to where the adventure become supersaturated with things. There are new skills and abilities added to your character sheet (which come in at such a low level you can’t really use them to any effect because of how you “level up” in Call of Cthulhu), along with splitting up the players into multiple groups which can be long and dull for one group when the Keeper in engaging with the other. It stopped being an adventure and more a campaign setting. I loved the charts for Machine Accidents and Mechanical Nightmares. There is also an amazing amount of detail just of the Machine King’s realm. Nine pages of the adventure (15%) are allocated to just the background information of the world (although it’s slammed right into the middle of a scene, completely disrupting the flow of the text and book entirely. This should have been either an appendix or right at the start of the Machine King section rather than appearing abruptly in a way that didn’t feel or look right) and even more are devoted to specific locations, so depth and clarity are not a problem. It’s just not a setting I particularly cared for and the characters, antagonist or otherwise, held no interest for me. There’s some great artwork here and you can tell the Cthulhu Reborn team worked really hard on this. It just wasn’t for me. I think if they had scaled this back a bit instead of trying to cram so much into a single adventure, this would have flowed better and been a more fun experience.

Now, just because *I* didn’t care for The Machine King doesn’t mean it’s not for you. There’s a lot of content here and the themes and atmosphere of the adventure might be far more up your alley than it was mine. The Machine King is FREE after all, so there is no harm in downloading it and seeing for yourself if you like it. Who knows, maybe you’ll get more out of The Machine King than I did! I’ll give it a thumb’s in the middle because of the sheer size and scope of this piece, even if the content and content alike weren’t for me.


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