I was eager to read tremulus (yes, the title appears to be officially a lower-case-t) for a number of reasons. First, I am a fan of both Call of Cthulhu and Apocalypse World games, and so I was eager to see how the two were married in this one game. Second, I have seen a number of reviews with wildly differing opinions. Most of the reviews that dismissed the game were notably by people who had simply read the game and not played it. I wanted to see how the game worked for myself, and specifically, I wanted to see if a Call of Cthulhu game could be played with little to no prep, and if so, how that could be done.
There’s a lot that I like here and there are several things that I don’t.
The real difficulty of marrying Lovecraftian horror with the pbta engine is that pbta games do two things really well, and those things are not elements of Lovecraftian horror. Pbta games excel at tapping into tropes of genre and turning archetypes into characters. The narrators in Lovecraft’s stories don’t really have a variety of type, and their character tropes don’t lend themselves to story games. The second thing is that pbta games allow you to ground a narrative in the lives and actions of the characters, so that the characters drive the plot and not the other way around. Plot and the Mythos are what is king in Lovecraft’s world, and the characters are merely vehicles for showing the limitations of human beings in the face of such cosmic horrors.
The playbooks are rather uninspired, but that is pretty true of Lovecraft’s narrators too. Since there aren’t archetypes to draw on, Sean Preston opted to use occupations as the main determinant in each playbook. Because occupation is a much weaker category than archetype, the choices players get to make when designing their characters are not very exciting. The moves are functional, but a player will hardly chomp at the bit to advance and gain a new skill. In the end, though, I think this is fine because Lovecraft characters are born to die or go insane, not become super-competent investigators.
The book gives great rules for creating threads, frameworks, and playsets, which make up the mystery the characters embark on. I’m excited to give them a go and see how they compare to the mystery creation methods in Monster of the Week, which I love.
As a reference book, tremulus could have benefitted from a professional layout designer. The sections are not easily discernible and visually everything kind of tumbles over everything else as you move through the book. And a professional editor would probably have been able to pull like things together, either in presentation or in a reference section at the back of the book. For example, the Harm and Shock scales are unnecessarily in two different parts of the book (Preston does not want the player to see the Shock scale, but players are unlikely to be reading the book—or if they are, they are unlikely to stop in the Keeper section as a forbidden area). Some information is mentioned only once in obscure places in the book. For example, when players roll a natural 12, the character gains a point of Lore and a situational benefit, but you would only know that if you read through the Lexicon section on page 9. Something like Dark Insight should be mentioned elsewhere in the book as well.
I purchased a softcover of the book instead of the PDF because I wanted a hard copy. But since I purchased it, I learned that the additional character types available through DriveThruRPG are supposed to be better than the basic playbooks, but each of the three additional sets are $5.00. Additional playsets and expansions for the included playset are also available and also costly, so I kind of wish I saved my money to get all the extra stuff. Alas.
The next test is to take the game out for a real spin and see how it plays.