The Late 20th Century: a time wracked by violence, racism, AIDS, drug abuse, and all-consuming fear. Hollow politicians offer empty promises of a bright future -- a thousand points of light which none can see.That which is greater than mankind lurks beyond the rim of human consciousness, patiently watching, waiting to assume command of our destiny. Preying upon the fearful, the hateful, and the hated, dark thoughts and emotions are set free to prowl the earth, taking what they will, where they will, and as they will. We cower in our homes, quaking behind the false security of tall fences, locked doors, and television. But to no avail -- the stars are right and cannot be denied.
William Jones has received Bram Stoker Award nominations, International Horror Guild Award and Origins Award nominations for his works. He is the editor of several anthologies, including The Anthology of Dark Wisdom: The Best of Dark Fiction, Frontier Cthulhu: Ancient Horrors in the New World, High Seas Cthulhu, and the Horrors Beyond Series. His book, The Strange Cases of Rudolph Pearson was selected by Editor Ellen Datlow as a "seminal" work for readers of Lovecraftian horror. He has also written a number of role-playing game supplements, and his writings have been translated into several languages. He was worked as an engineer and a professor of English literature. He writes full time now, and lives in Michigan.
Basic Premise: 9 short scenarios to run for the Call of Cthulhu RPG.
Each scenario is self contained, though a creative Keeper could find a way to string them together into a longer campaign. They all have handouts and lots of notes to help the investigators find their way. They are listed as set in the "now," but that really means the '90s for this game. Smart players will want to use cell-phones and computers to work around limitations. Keepers will have to decide if they want to keep the time period or modernize the scenarios.