The
Esoterrorists clocks in at 161 pages, 1 page front cover, 2 pages of editorial,
3 pages of ToC, leaving 155 pages of content, so let's take a look!
I received
a print copy of this book for the purpose of providing a critical and unbiased
review. This book was moved up in my review-queue due to this fact.
The
Esoterrorists is the game that originally introduced the GUMSHOE-engine, which
has since then been used in quite an intriguing array of systems that provide
some overlap and options to combine them.
The system
you're probably most likely to know the engine from would be "Trail of
Cthulhu," Pelgrane Press' investigative Cthulhu-horror game - and thus,
you can already deduce the focus of GUMSHOE. Focus? Well, it is my firm belief
that no roleplaying game system's engine is perfect. Pathfinder, for example,
excels in complex builds and combat simulation. If you take a look at the
investigative aspects...well, not so much. I believe that both players and GMs
benefit from a change of pace and system once in a while and so, in a way,
GUMSHOE was the natural step to take for me, since it can be considered to be
almost diametrically opposed to PFRPG in focus. GUMSHOE is a roleplaying game
defined by a focus on the story and roleplaying investigations, as opposed to
tactical encounters.
Esoterrorist's
2nd edition can be pretty much considered to be the most easy to learn of the
GUMSHOE games - the book can be considered to be the basic-version of the rules,
without the more complex additions of other variants. From a didactic point of
view, this book does a great job explaining the system - to the point where I
tried handing it to someone not familiar at all with GUMSHOE. The lady cooked
up a character and understood the system almost immediately. So yes, the
presentation here is de facto better regarding its user-friendliness than in
comparable GUMSHOE-games.
The system
is very much ability-driven (though the GUMSHOE term "ability" here
does not refer to an ability-score, but rather a skill): Investigative
abilities contain e.g. Cop Talk, Document Analysis, Flirting - you get the
idea. Now here's the cincher though: You have one point in an investigative
ability? You're one of the best in the field - auto-success.
I know,
w-t-f, right? But what about degrees of success? Well, the interesting thing is
that each ability in GUMSHOE is treated as a resource - you can e.g. spend
points of your investigative abilities to unearth ADDITIONAL information. The
result of this structure is that the GM has a different task, as do authors -
the structure must, by virtue of the game's design, provide multiple ways
towards the end. Expending points from the investigative abilities can open new
venues of investigation, provide short-cuts -the system pretty much enforces
well-written investigations: You can't provide a railroad, you need to make the
research modular. This is pretty much genius. (Yes, abilities spent
regenerate.)
The
abilities not related to the field of investigation directly would be general
abilities: These follow different rules and contain melee (via scuffling),
health, stability, etc. - here, failure is a distinct possibility. You spend
ability points and roll a 6-sided die to see whether you succeed. To keep a
character from investing all in one score, the second highest score must at
least be half the highest.
So that
would be the basic system - it is simple, elegant and, as you may note, bereft
of e.g. complications like the cherries provided in Night's Black Agents. While
this makes the rules-frame of Esoterrorists less intriguing than that of
comparable GUMSHOE-titles, it does provide a crucial advantage - adaptability:
Basically, you can graft all specific GUMSHOE-rules you want into
esoterrorists: From Night's Black Agent's thriller combat to Fear Itself's
(review coming!) psychic rules or any combination thereof, esoterrorists
ultimately represents the most effortlessly customizable of the GUMSHOE-games:
Whether you're looking for pulpy action or face to the grindstone horror, the
system can be customized for just about anything. Oh, and since it is set in
our contemporary times, Trail of Cthulhu + Esoterrorists = Cthulhu Now...or
Delta Green -as just some examples.
But this is
not simply a rule-book - it is also a campaign setting. I do not own the Fact
Book (which is a player-handbook, or so I believe), but all you actually need
is in here. The basic premise is pretty simple: The investigators work for the
OV, the Ordo Veritatis. This organization is an ancient secret-service-type of
order that seeks to protect the unwitting mortals from the dread creatures that
seek to invade our world from the Outer Dark. No, the OV is not going to
inevitably betray the investigators. They're actually the good guys... Yeah, I
know - crazy, right? I'm pretty much as stunned by this as you are! It is
pretty interesting to note that the book actually contains specific information
on how investigations are handled - for the players!
Procedural
protocols, if you will, with different levels of staffer-experience for the
analysis backdrop of the OV, add a significant level of awesomeness to the
campaign setting as presented and provide further options for tight, fun
roleplaying - you want your capable support-guys back at home to live, right?
After all, if Jefferson hadn't known about this obscure bullet coated in
virgin's blood and mandragora, you'd all be dead by now... Oh, and there's this
other thing you should know: Veil-outs are crucial...for a reason.
You see,
the basic premise of esoterrorists is that there's a struggle going: Basically
belief and perception shape our world and what we have achieved with our
enlightened society means that the laws of physics are strengthened. If belief
in them fades, the veil gets thinner. Horror, breakdowns of how the world works
etc. means that the membrane that shelter us from a world of horrors thins.
Esoterrorists, the enemies of the OV, seek to let more entities into our world
and spread terror and fear simply because the breakdown thins the membrane
between our structured world and one of infinite possibilities, of innumerous
nightmares - and from power to megalomania, there's a lot to be gained here.
The intriguing component from an academic point of view here would be the fact
that this echoes perfectly the idiosyncratic perceptions of reality we all are
subject to, the psychology of our weltanschauung.
Where in Cthulhu, the default assumption is that ignorance constitutes bliss, here, it is an ideology that keeps us alive. And yes, this means that you actually can blend both in intriguing ways. It also is absolutely tailor-made to evoke themes like that of the Silent hill-franchise, where doom and dread and a world most twisted lurks beneath the surface - when the veils thin and there's a breach, things start to become odd, horrific...dangerous. Thus, more so than anything else, deniability, the cloaking of what's truly going on, is justified as a thoroughly noble cause. This simple set-up lends a level of believability and concise motivation to the default campaign setting that is absent in most similar games. It also provides a superb justification for the procedural protocols of dealing with the creatures from the outer dark. The OV's ethics and code of conduct are impeccable and allow you to actually play the good guys - which is something relatively rarely supported by such games.
Where in Cthulhu, the default assumption is that ignorance constitutes bliss, here, it is an ideology that keeps us alive. And yes, this means that you actually can blend both in intriguing ways. It also is absolutely tailor-made to evoke themes like that of the Silent hill-franchise, where doom and dread and a world most twisted lurks beneath the surface - when the veils thin and there's a breach, things start to become odd, horrific...dangerous. Thus, more so than anything else, deniability, the cloaking of what's truly going on, is justified as a thoroughly noble cause. This simple set-up lends a level of believability and concise motivation to the default campaign setting that is absent in most similar games. It also provides a superb justification for the procedural protocols of dealing with the creatures from the outer dark. The OV's ethics and code of conduct are impeccable and allow you to actually play the good guys - which is something relatively rarely supported by such games.
Another
analogue, beyond the Silent Hill-one, would obviously be Hellraiser - and
indeed, the creatures from the outer dark sport, at least in part, overlaps
with these beings. However, what truly sets them apart would be that they get
what horror is all about. The esoterorists sport, in some way, relatable
motivations - while twisted and insane, there are some sample cells that
resonate with the deepest, darkest parts of our psyche: From violent bikers
beaten into submission by an entity of twisted bones and jagged thorns to
collectible-card-game-players conjuring twisted images from the cards to those
looking for deviant sexual experiences with beings from the outer dark, the
cells (and sample adventure-hooks provided) are nasty and diverse. What about a
club of serial killers who meet once a year to engage in a particular vile
tradition? Or a nasty international financial conspiracy? From the personal to
the geopolitical level, there are a lot of intriguing hooks here.
But they
fall short of the creatures introduced in this book. The beings here are truly
horrific in that they play with human fears, are both iconic and innovative and
still sport a level of personal connection that is downright genius. Know how
in Silent Hill, the monsters are visualizations of anxieties, guilt-complexes
and traumas? Well, this one kind of goes one step further. There would be the
Discarnate, for example - a shapeless, incorporeal entity, a ghost in the
machine in the vilest sense of the word. Not only is the dread potential of
these creatures vast, their means of creation (and stopping them) is downright
disturbing: To create a discarnate, a cell of cults has to build a tomb r
tunnel, then ritualistically slash their wrists and collapse the tunnel upon
themselves - the entity then takes some components of the personalities and
minds of the targets and begins its assault. How do you stop it? My dear
readers, I'm not going to spoil that!
What about
the Nester? Creeping towards sleeping victims (preferably obese or pregnant
people), these creatures jab their hooks into the target, scoop out the abdomen
and crawl inside, sealing the belly behind them. Yes, that's not only nasty,
that's friggin' nightmare fuel! Or what about a creature that essentially is an
outer dark variant of an STD, urging its victim to infect even more targets?
Yes, these creatures are disturbing, and delightfully so. However, this fact is
further emphasized by the glorious b/w-artworks provided for them - or what
about The Host, outer dark entities that thrive on religious mania, subjugating
believers and feasting on others? Words clearly fail me here, for however hard
I try, I fail to properly evoke how exceedingly well-written these creatures are.
But perhaps one example of artwork from within the book helps me make my point:
The prose
is even creepier than that. And yes, there is a creature-book on these beings,
but alas, I do not own that one.
But let's
get back to the task of the GM here, shall we? Basically, the book's
user-friendly nature extends to the task of the GM: Advice on clue-structures
and the like help create structures that make the respective scenarios easy to
run. Char-sheets are provided alongside an extremely handy investigator matrix
that helps the GM keep up to date with agent resources and skills. There is
also a handy ability-check-list ( so you don't accidentally construct your
scenario to include an ability the PCs don't have), a handy scenario-worksheet,
adversary-sheets and a sheet to track an esoterrorist cell and even extremely
detailed station duty worksheets - 3 of them!! A massive 3-page index also
makes using the book very easy on the GM.
I mentioned
station duty, didn't I? Well, while the default assumption is one of
supernatural agent-gameplay from case to case akin to Millennium or X-Files,
the other default game-style is that of station duty: Essentially, there are
some places where the membrane threatens to thin - agents of the OV are then
sent to the area for long-term operations. In this case, we get a COMPLETE
TOWN. No, I'm not exaggerating - there is a massive, completely detailed small
town provided here: With copious amounts of NPCs to interact with and hundreds
of possibilities: Almost each character has several optional story-threads you
can or cannot follow, threads which may turn into pure horror. It's hard to
properly depict the level of excruciating detail, from establishing cover
identities to the disturbing concepts provided here. Let me just say that this
section is the closest to a proper Twin Peaks/Silent Hill-simulator I've ever
seen. In case you didn't know - these two franchises constitute some of my
favorite pieces of media...ever. Add to that a significant array of
delightfully twisted hand-outs from which clues can be extracted and we have a
section that may justify getting the book all on its own - it's basically a
whole sandbox-campaign, all ready for you and your players.
The book
also sports a short sample scenario with Prophet Operation Bungo, which,
contrary to the tradition of sample scenarios in core/campaign-setting-books,
actually is fun, delightful and more detailed than I would have expected.
Conclusion:
Editing and
formatting are top-notch, I noticed no glitches. Layout adheres to an extremely
slick, stylish and atmospheric 2-column-b/w-standard and the pdf provides
several downright legendary b/w-artworks. The pdf comes with an EPUB and a
MOBI-version and a printer-friendly one...but quite frankly, I'd strongly
advise you to get the print. The paper is thick and glossy, high-quality and if
you're anything like me, this will be used A LOT.
I'm a
cthulhu-fanboy and thus, it should come as no surprise that I got Trail of
Cthulhu back in the day. My friend Paco got my Night's Black Agents, which is a
glorious game. I never got Esoterrorists and wouldn't have bought it - the
title and concept didn't particularly appeal to me, so why bother?
My
gut-feeling and instinct was never this wrong in my whole reviewer's-career.
This is the
best horror-book I've read in years, regardless of setting.
Let me
elaborate: After more than 15 years of obsession with vampires and the
cthulhu-mythos, both themes have become kind of predictable to me. I *love*
both, but at one point, games focusing exclusively on either ultimately become
the doom of horror - predictable. We fear what we do not understand. As soon as
we get our oomphteenth Mi-Go or Yithian, their horror is lost, they become
predictable foes. Similarly, vampires can, in the long run, lose their
fascination. This is, ultimately, what made me turn my back on the
GUMSHOE-system for a while and the primary reason I did not start reviewing
books of the system sooner - I was burned out on the subject matter and so were
my players.
Esoterrorists
changed that.
You could
argue that I've never played a vanilla esoterrorists-game. You'd be right. What
I did when this book hit my shelves, was something different: I dusted off
Night's Black Agents and added the whole concept of the membrane to the game,
introduced entities from the other dark and recruited the agents into the OV,
which, of course, was among the organizations the vampires sought to
infiltrate. I added creatures of the outer dark and the station duty town to my
trail of cthulhu games. And suddenly, they were new - disturbing, fresh and
diverse. Beyond resonating with iconic themes and a fresh perspective, this
book is not only innovative - it GETS HORROR. No, really. This understands
horror to a point that bespeaks not only the vast talent of Robin D. Laws and
Gareth Ryder-Hanrahan as writers, it also constitutes an eureka-effect I
haven't had in ages - this humble, little book has inspired me to an extent I
have not experienced since I first stumbled over Ravenloft and Planescape back
in the day. It is incredibly frustrating to me that I cannot properly put the
genius of this book into words, cannot convey the level of impact this book's
ideas have had on my games.
Don't get
me wrong - Night's Black Agents is quite frankly the better game regarding pure
mechanics - it's more complex, more diverse and the thriller combat and chase
rules are exceedingly smart. But, at least to me, Esoterrorists is a book
that's infinitely more compelling because its prose, the concepts provided, are
just so incredibly compelling, because they feature the experience of jamais-vu
and because the horror presented here actually really strikes home: This is not
blood and guts, this is psychologically disturbing in the way that only great
horror is - where the true ramifications are slowly build up. This is the
antithesis of the jump-scare-movie - this is smart horror that sticks with you.
This is not
only a game - Esoterrorists is basically, a gigantic, awesome template that can
be applied to just about any horror game you can conceive. It works in a
plethora of contexts because its theme resonate with our very basic, human
psychology.
It is my
firm conviction that this book belongs in the library of any self-respecting GM
looking for inspiration regarding horror-settings and how to create compelling
set-ups. If you're playing ANY GUMSHOE-game, this book can be considered a vast
amplifier: The concepts within this book are so incredibly compelling and fun,
they managed to re-ignite my spark for cthulhu-related material by virtue of
the means by which you can use the content herein to enhance the world of the
mythos.
I haven't
been this excited by a book, any book, in a long, long time - even only as an
idea-scavenging-ground, this book is superb by any definition of the word. And
know what? While my Top ten-list of the year usually is restricted to
Pathfinder-supplements, I will grant this one status as a candidate - its
contents and ideas are simply too compelling and can be a vast inspiration in
ANY context you can conceive. I firmly believe that simply reading this book
makes you a better horror-GM, even if you ignore the rules and setting. You
won't be surprised, then, that I'll add my EZG Essentials-tag to a book that
scores 5 stars + seal of approval, a book that blew my mind.
If horror
interests you even in the slightest, if you even tangentially like smart,
psychological horror, if you even remotely enjoy Twin Peaks, Silent Hill, The
Evil Within, X-Files, Millennium and if you really want some fresh wind in your
respective horror of preference, then this book should go right to the top of
your to-buy list. It's that good.
A Free preview can be found here!
Want a free supplemental recruitment book for OV-agents? You can get that here on OBS!
Endzeitgeist
out.
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