Enter the archives and encounter the NotThem, the Anglerfish, or the Man Upon the Stair. Learn the truth of the books of Jurgen Leitner, the coffin that is also a pit, and The People’s Church of the Divine Host. Work alongside Jonathan and Martin, Basira, Daisy, and the rest of the staff. Or create and investigate your own supernatural horrors.
This complete TTRPG lets you delve into the world of the top horror podcast. Interact with the podcast characters and pursue classic horrors from the show as a researcher at the Magnus Institute. Or create your own similar institution and investigate horrors of your own creation. There’s even a very cool system for generating new statements, as a group, to create your adventures!
Features: A complete roleplaying game with everything you need to play, based on the powerful and popular Cypher System. A unique modern horror setting with episodic adventures that build an engrossing cosmic horror campaign. With tens of millions of downloads, The Magnus Archives podcast is a horror phenomenon—and The Magnus Protocol (running now) is promoting this game! From the publisher of the hit Old Gods of Appalachia Roleplaying Game—complete with MCG’s legendary production values and stunning art.
The game designer Monte Cook started working professionally in the game industry in 1988. In the employ of Iron Crown Enterprises, he worked with the Rolemaster and Champions games as an editor, developer, and designer. In 1994, Monte came to TSR, Inc., as a game designer and wrote for the Planescape and core D&D lines. When that company was purchased by Wizards of the Coast, he moved to the Seattle area and eventually became a senior game designer. At Wizards, he wrote the 3rd Edition Dungeon Master's Guide and served as codesigner of the new edition of the Dungeons & Dragons game. In 2001, he left Wizards to start his own design studio, Malhavoc Press, with his wife Sue. Although in his career he has worked on over 100 game titles, some of his other credits include Return to the Temple of Elemental Evil, The Book of Eldritch Might series, the d20 Call of Cthulhu Roleplaying Game, The Book of Vile Darkness, Monte Cook’s Arcana Evolved, Ptolus, Monte Cook's World of Darkness, and Dungeonaday.com. He was a longtime author of the Dungeoncraft column in Dungeon Magazine. In recent years, Monte has been recognized many times by game fans in the ENnies Awards, the Pen & Paper fan awards, the Nigel D. Findley Memorial Award, the Origins Awards, and more.
The author A graduate of the 1999 Clarion West writer's workshop, Monte has published two novels, The Glass Prison and Of Aged Angels. Also, he has published the short stories "Born in Secrets" (in the magazine Amazing Stories), "The Rose Window" (in the anthology Realms of Mystery), and "A Narrowed Gaze" (in the anthology Realms of the Arcane). His stories have appeared in the Malhavoc Press anthologies Children of the Rune and The Dragons' Return, and his comic book writing can be found in the Ptolus: City by the Spire series from DBPro/Marvel. His fantasy fiction series, "Saga of the Blade," appeared in Game Trade Magazine from 2005–2006.
The geek In his spare time, Monte runs games, plays with his dog, watches DVDs, builds vast dioramas out of LEGO building bricks, paints miniatures, and reads a lot of comics.
I used this as the substitute for The Magnus Archive’s final season, season five. I believe Goodreads has it removed.
Anyways, this season was not it for me. I didn’t enjoy it as much as the other reasons and just went through the motions of finishing it. The ending was cliche and had me scrunched up my nose.
Below is the excerpt from episode 169 — Fire Escape:
”Home. Such a simple word. Home – not house, not dwelling, not residence or address, not domicile or flat or lodging or abode or apartment or property or accommodation. Home. A structure of brick or wood or concrete or canvas. A box in which you pack yourself away when the long day is done. A book neatly closed and placed snugly on a shelf. There’s no place like home. An Englishman’s home is his castle. Home is where the heart is. And home is where that heart can be hurt most severely, because within that place of safety, the warm and welcoming embrace of the cramped and well-trod floors whose layout has ingrained itself into your soul, there you are most vulnerable. Your home is an extension of yourself, as much as you will let it be, and the place and the people and the things that form it and fill it are as much a part of you as your blood. As your bile. As your tears. Perhaps you know the feeling that comes rushing over you when your home is compromised, invaded, corrupted. Perhaps a burglary gives lie to the promise of safety you took from a flimsy front door and a cheap lock. Maybe the dirt and grime builds up to such a degree that the stench begins to infect your soul, or an infestation of moths or ants or bed bugs stretches itself throughout the very structure of your home until it feels like your skin is squirming with them. You may even find yourself living with a hostile, toxic presence, whether they be family, friend, or stranger, that poisons your home, turning blessed relief and rest from the tribulations of the world into a choking fog of anxiety and fear. Such are the dangers of a rotten home.”
Basics- Begin your statement…. This is the full RPG for the Magnus Archives. This has rules for the cypher system, how to make characters, character options, monsters, two adventures, and a full introduction to the Magnus Archives.
System et al- Cypher system is VERY agnostic for where you put it in. It's always only the player rolling, and how hard a thing is, is its rating. Players have abilities and can spend points to reduce the ratings of any challenge. Players then roll a d20 and need to hit the rating times 3. Failure isn’t instant death, but does have consequences. Doesn’t matter if it’s Numenera, fantasy, or horror like the Magnus Archives.
Cyphers- Cyphers are one time things that give you awesome powers. In the original system, they were items from a long time ago that might be one time cool tricks, like a cell phone that will let you call five minutes into the future to give yourself a heads up on what problems you're going to face. Here, cyphers are one time abilities. You rest up and you get these back. I don't hate the change, but it was surprising the first time I saw it.
Mechanics or Crunch- This is what I wanted! This book has rules for the whole system. One shocking thing is how powered the monsters are! Most monsters start at a challenge of 5. That means a character must roll a 15 if they want to hurt them. This goes with the theme, but the game says that you need to RUN when bad things happen. You’re just a dude and that zombie will eat you. But, that ties the theme well into the story. Also, most characters are not crazy psychic monsters like the X-men. You might get some psychic powers later, but for the most part, it's hitting that zombie with a baseball bat or shooting horrors with a .45 to make them go away. And I enjoy it! 5/5
Theme or Fluff- Theme is strong here as well. Like I mentioned in mechanics, you don't want too many straight up fights. This isn't pulp stories or superhero comics. You’re gonna die! And that’s horror. The feeling that that thing in the dark is not just Generic Monster 4 for you to mop up for XP before the pizza arrives is very strong in this book. The mechanics and the theme drive you to feel the dread your character experiences. 5/5
Execution- Monte Cook Games does solid work in production. The book reads easily, has solid art, and is well laid out. Overall it’s just a well done book. I said this last time and I’ll say all the same things again. The one minor issue is this book has two adventures but no premade characters. But I will give it a pass as the free player book has four premade characters in it. 5/5
Summary- This is a good book, but you have to decide what you want. If you want more modern horror, then this is a solid book with great mechanics and a whole podcast behind it. If you want to punch Cthulhu in his tentically face, then this is not the game for you. Also, the podcast is well done but technically over. That’s not bad, as you get a complete story, but might drive some players away. If you like the cypher system and want horror, then this is your game. 100%
I can honestly say that this book has replaced Mansions of Madness for my favorite paranormal investigation TTRPG. Really immersive and the character building is super fun, engaging, and surprisingly simple.
There are bad things out there…and they’re all around you…these are their stories. How will your story go?
The Magnus Archives Roleplaying Game is a role playing game adaptation of a popular horror podcast.
Tying in directly with the lore of the podcast, the book presents the opportunity to play characters in the world of the podcast or one in the multiverse affected by the events of the series (it’s part of the long term meta plot and is explained in the intro).
Basically players find themselves encountering and documenting unusual and possibly occult items, people, or locations…all that seem tied to some otherworldly entities…
It’s up to the players and game masters to decide just how the players go about this work. While they could be part of their own version of the Magnus Archives, they could just as easily be affiliated with similar government organizations like the SCP Foundation (or the similar Federal Bureau of Control), the Laundry (based on the book series of the same name), Delta Green, Task Force Valkyrie, or any one of many other organizations (either military, federal, or civilian) that might have an interest…
Essentially you could adapt the magjus archives to another game world entirely if you so choose.., but again leave that up to the Gamemaster and players to decide…
Character creation is pretty easy going choosing a character type, a focus (which can be something social, physical, or mental depending on the personality or lifestyle of the player), as well as cyphers and investigator tier abilities.
There’s enough variety that even two people of the same “class” could be widely different…
Most of the book deals with explaining the world, rules, and character creation, but finally it gets to the meet and potatoes including some of the supernatural creations or people one might encounter (either working with, fighting, or avoiding), along with various cursed items, books, and a short adventure to set the mood.
Definitely worth trying even for casual horror enthusiasts…
I reread most of this in preparation for running the game, and we've had one session so far. I still really like the system (and my players agree that there's too much left out of the Player's Guide; it's only real redeeming virtue is that they aren't charging for it). Apparently one common complaint about the Cypher system is that the points players spend adjusting difficulty are also their hitpoints, but this is not the case in the Magnus RPG: players have health statuses rather than hitpoints. Instead of taking damage, at least for small things, they take stress. Too much stress starts making tasks more difficult, but there are ways to alleviate it (mostly resting, but they can spend 3 stress to ease a task, at the cost of a GM Intrusion). Major injuries move them down the status track, instead, and are more difficult to heal from.
I've also really enjoyed the GM Intrusion mechanic. I've seen reviews complaining that it reduces player agency, but I've found it to be quite the opposite: players have the option to spend 1 XP to refuse the intrusion (and if they don't refuse the intrusion, they get 1 XP to keep, and 1 to give to another player). Mostly? My players haven't spent that 1 XP. The two times they did were to avoid dropping an Artefact, and when I suggested that the bad guy of the day was on 1 HP rather than dead (amusingly, another player was annoyed about this, since a body meant dealing with the police).
The way XP works is interesting. It's used both to level-up characters, and to do stuff during the game: refuse a GM intrusion, reroll a die, or initiate a player intrusion (I need to remind my players about those last two this week). It can also be used to buy a temporary benefit (e.g. training in something that only applies in very specific circumstances—costs less than full training and can be done if a player has already taken the training benefit for that Tier, but hasn't fully leveled up yet to be able to take another training), or something more permanent (a contact, or a house... those are the two I remember). Oh, important note: XP is gained for completing investigations, or progressing a Character Arc, NOT specifically for killing things, as is common in many RPGs. So murder-hobos are out of luck!
As for Cyphers, I've given them out, but my players haven't used any yet, so I'll see what they think as the game progresses. Really enjoying this system so far.
Original review: Okay, unlike the player's guide, THIS book is quite nicely done. Good organization, good game structure (it's my first exposure to the Cypher system, and I'm impressed), excellent artwork. I might have more to say once I have a chance to actually play it, but that probably won't be for a while, sadly.
My issue with the player's guide is that it does NOT have everything a player would need to create a character; the GM will have to help, or else provide supplemental material. Players need chapters 1 through 5 for sure to create a character (through page 104). Chapter 6 on cyphers could be reserved for the GM, as the GM assigns those. Chapter 7 on the rules of the game would be useful to them (though that was well-covered in the player's guide iirc), and Chapter 8 on Character Arcs might also be helpful. I'm probably going to create a supplement for my group with the missing info in the player's guide.