Tabletop Review: Ripples From Carcosa (Call of Cthulhu)

Ripples From Carcosa (Call of Cthulhu)
Publisher: Chaosium
Cost: $10.95 (PDF)
Page Count: 135
Release Date: 07/15/2014
Get it Here:

Ripples From Carcosa originally started life as a Monograph, which is a Call of Cthulhu piece usually done by a single person. The art is minimal, the editing and layout are done by the author and they are generally barebones pieces that cost a lot less compared to full-fledged releases, but quality on these things varies. Something about Ripples From Carcosa convinced Chaosium to re-release it with new art, edited and added content and a snazzy new full color cover. Now this isn’t the first time a monograph has been given an upgrade so to speak. Cthulhu Invictus, for example, started off as a simple Monograph and now it is a full-fledged setting! I actually own the original Ripples From Carcosa monograph and while I enjoyed it for what it was, I wasn’t really sure what they were going to do to it. Well, the fact the new version has twenty pages more content, new art, some editing and retolling, in addition to the new PDF being HALF the cost of the original Monograph – well, why wouldn’t I throw money at this thing???

Well actually, before we get to the positive side of the review (which admittedly sounds like a commercial for this piece), there are three minor reasons why you might not want to pick this up. Let’s get those out of the way in case they are dealbreakers for you. The first is that this new version of Ripples From Carcosa is done with Seventh Edition rules and Mechanics. Now, 7e isn’t out yet, which may make you want to wait to purchase this as. As well 7e has some very mixed reactions from the CoC fanbase, which happens with any game whenever a new edition comes out. So if you are interested in Ripples From Carcosa but don’t want to put the time into using the conversion guide in the back of this release, or you have no interest in moving on to Seventh Edition, considering getting the Monograph version. The second reason is that Ripples From Carcosa takes in three different settings: Cthulhu Invictus, Cthulhu Dark Ages and End Time. Because of these three different setting, you might feel like you need to buy all three books to play Ripples From Carcosa. You don’t, but as some publishers do like to do that passive aggressive hard sell of their other products in that fashion (Paizo, I’m looking at you), you might read this as a hard sell of these other books, which drives up the cost of Ripples From Carcosa a LOT. Thankfully, the book tries to alleviate this feeling by giving advice, tips and setting information about all three time periods. This helps, but not as much as if you were say, a Keeper that owned the three books Ripples From Carcosa references and are experienced with all three. You can still run Ripples From Carcosa just fine and you don’t need the three other sourcebooks to make it work, but I can’t deny you will get more out of the adventure with a keeper who has done his or her homework and is somewhat familiar with both Invictus and Dark Ages to make the imagery of the pieces come more alive.

Finally, anal retentive Mythos pursists might have a problem with the way Hastur and the King in Yellow are portrayed in this collection. Here you’ll find the Great Old One as extremely malevolent, cruel and downright evil. We’re talking supervillain or tying a damsel to a railroad track evil. Obviously this is quite different from how the original authors Ambrose Bierce and Robert Chambers presented these characters. It’s even very different from Lovecraft’s take on Hastur, which was different from the original authors of these characters, which is my point. This is one author’s interpretation of the characters and while it is very different from the creators, that doesn’t make it inherently bad. The adventures are still extremely fun and well designed. I mean, I’m a pretty diehard Chambers fan and I have enjoyed both versions of Ripples From Carcosa in spite of this interpretation of these characters because it’s a GAME. It’s not as if this version will somehow erase the original (correct) versions of these characters from the collective unconsciousness. Sure, this version of Hastur is similar to what Derleth did with the character but in the exact opposite direction (Derleth made Hastur kind of the “Good” Great Old One), but you know what, as diehard a Hastur/KiY fan as I am, I enjoyed Derleth’s very different interpretation of the GOO and I enjoyed Ripples From Carcosa even if the Hastur here is as far from the more benign god both Bierce and Derleth saw him as. If the thought of Hastur as sort of a mustache twirling Nyah-ha-ha’ing “I can’t pay the Rent/You must pay the rent!” evil-doer makes you angry enough to want to go to some message board and start venting with copious amounts of profanity, then man, just don’t buy this. Also, learn to take games less seriously.

So let’s talk Ripples From Carcosa. This collection features three adventures, each from a very different time period, roughly 1,100 years apart each time. The collection is designed to be a short campaign, although there is no real reason why you can’t play these adventures as stand alones if only one or two calls out to you. Each stage of Ripples From Carcosa features pre-generated characters. You don’t have to use them, but segments of each adventure were written with these characters in mind, so if you run different characters than the ones included, the Keeper has a bit of work to do to ensure things run smoothly. As well, all three adventures are interconnected with each time period using reincarnations of the previous characters. At certain points in the adventure, the characters can receive Cthulhu Mythos and Hastur Lore points earned from their previous incarnations. This is really neat and helps to make the campaign stand out as something really unique. Each adventure is very different from the last, so it’s not like you’ll be replaying the same thing three different times with only the backdrop changing. The end result is a very memorable campaign where even if your characters die horribly or go totally insane in one adventure, you’ll get another shot at stopping Hastur’s machinations down the road. Unlike a normal campaign where you are probably pulped by tentacles, locked away in an asylum or take your own life.

The first adventure, “Adventis Regis” takes us to the time of the Roman Empire. The Investigators are having a lovely time at a resort town, where they and their families are relaxing, playing and seeing the sites. One of the highlights of the trip will be a performance of a new play by Livius Carbo, who has been a bit of an eccentric shut-in as of late. If you’re a fan of Call of Cthulhu at all, you can probably connect the dots here. Anyway, as the date of the play’s first public performance draws closer, things start to get a bit creepy and people seem to be a bit out of sorts. No matter, you’re on vacation, right? Well, when the PCs get back from a scenic cruise, everything has gone to hell. An entire town has gone insane. Whoops. Can the Investigators survive long enough to discover what has happened and if there is a way to stem the tide of madness?

This is a really fun adventure that in some ways reminds me of a survival horror video game. It’s less terror oriented and more action-packed that most CoC pieces, and players will really have to be on their toes here. Stealth skills are VERY helpful here, but only one or two of the pregens has it at a decent enough level. Oddly enough the slave character has a higher Stealth than the professional Thief. Anyway, “Adventis Regis” isn’t necessarily a hard battle, but it is different enough from a lot of Call of Cthulhu adventures that the usual tropes of Library use and the like won’t be of much help here. The piece is creepy like a modern horror movie rather than filled with a sense of alien dread, and that’s okay as “Adventis Regis” is a fine way to start off this collection and helps set the stage for the two adventures to come, along with the eons-long grudge the Investigators will have with Hastur.

The second adventure, “Herald of the Yellow King” is our Dark Ages piece and it is somewhat similar to a few other King in Yellow adventures out there in that the players have to stop a local town (their own in this case) from melding with Carcosa. This is a pretty long adventure as character will be travelling all over the countryside to several small villages trying to piece together the strange occurrences in the fiefdom. It’s a very creepy piece and is by far the most traditional Call of Cthulhu adventure in the collection. The different villages and what befalls them are a great part of the fun and really helped to make this my favorite adventure of the three. There’s a lot of weird happenings, a mystery to solve and at the core of things, a truly tragic tale where all of this horror could have been prevented had people not been well…the kind of thoughtless jerks people usually are.

Although combat is a big part of the adventure, and there is a good chance the Investigators will thrown down with the King in Yellow itself, words and writing will actually win the day here (as opposed to the previous adventure) which really helps to showcase how different each piece in this collection is, even while they as so inter-connected. I also loved how the adventure has six different endings. Now that’s well thought out! This adventure also has the best artwork in the collection. There are some amazing KiY images here.

If you are only going to play a single adventure out of Ripples From Carcosa, this will probably be the one you pick. It’s also the easiest adventure to adapt to another system. I found this converts very easily to Dungeon Crawl Classics and Lamentations of the Flame Princess for example. It’s the right time period and it’s sufficiently weird enough that fans of those games would never know they were actually playing something steeped in BRP mechanics.

Finally we come to “Heir to Carcosa,” which will be the piece people will either really like or really hate. It’s set in the middle of the 22nd century in a reality where Earth has been taken over by Great Old Ones. The time was right, R’lyeh rose and things went quickly to hell. The Investigators are now part of a colony amongst the asteroids along with some Elder Things, a few Yithians and some occasional M-Go that act as trading partners. It’s an interesting concept but one that is more Derleth than Chambers, Bierce or Lovecraft so some people might dislike it on that grounds.

Anyway, the Investigators in this time period are happily living on the colonies when their Mi-Go trading partners let them know about a ship from Earth in the general vicinity. The colony orders you to intercept the vessel and prevent it from returning home, lest they reveal their whereabouts of the colony and risk it being conquered in the same manner as Earth. From there you get all sorts of craziness. You find out the earth ship is as insane as its crew members (almost HAL style), you get an unexpected and interesting tie-in with the first adventure in the collection. You get a slight flashback to our own current era (kind of) and you even get to encounter the daughter of Hastur and perhaps even kill her! This does not make pappy too happy by the way. “Heir to Carcosa is a bit of on-rails adventure compared to the previous two as it is very straight-forward without a lot of room for deviation. It’s perhaps the least satisfying as it just kind of peters out in the climax without any real resolution (run until Hastur gets bored or eats you), although you do get a schmaltzy end to the story and campaign as a while. The idea of all these races working together in space to avoid GOO detection was a fun concept and the adventure itself where you’re exploring a creepy lunatic spaceship, playing psychoanalyst to a computer via virtual reality and trying to take out the daughter of Hastur is all very outside the usual things you encounter with Call of Cthulhu adventures. Although it’s not something I’d want to play regularly, as a one-time end to a campaign or for a change of pace, this was a lot of fun.

So Ripples From Carcosa still remains as enjoyable as it ever was. I remember when it first came out I described it to people as, Hellraiser: Bloodlines with Mythos creatures instead of Cenobites and without Alan Smithee.” With an eleven dollar price tag for the PDF, this is a real steal. Sure it is VERY different from the usual CoC campaigns and adventures, but that’s kind of the point. There’s only so many times you can play the same old Deep One or Shaggai related adventures without things getting humdrum. Ripples From Carcosa takes a chance by doing something very different: allowing players to experience three different time periods in one mini-campagin and being different enough from the usual Call of Cthulhu pieces that it stands out as a truly memorable experience. Aside from the four potential dealbreakers I mentioned at the beginning of the review, this is a great way to not only test out Call of Cthulhu, Seventh Edition but also three other available settings besides the usual Gaslight/1920s/Now options we all tend to cling to.



, ,



2 responses to “Tabletop Review: Ripples From Carcosa (Call of Cthulhu)”

  1. […] End Time which is vastly different from this one (and was used in last year’s remake of Ripples From Carcosa or that the guys in charge of 7e were just paying too much Warhammer Fantasy, which considering who […]

Leave a Reply

Your email address will not be published. Required fields are marked *