This latest episode sees us trying out the vehicle chase rules from Call of Cthulhu 7th Edition, with Paul taking on the role of Keeper. The chase itself is a comparatively short one, as the dice led us to a decisive conclusion within a few rounds. We will probably revisit this topic to give you more of an insight into the rules, but consider this episode as a taster.

We told Paul that frock didn't suit him.

We told Paul that frock didn’t suit him

It’s been a few weeks since the last episode, but we should get on a more regular schedule again, as Matt and Paul have come back from Gen Con and I’ve returned from my summer holiday. We still have one episode in the can and will be getting together next week for Paul and Matt to debrief me on Gen Con, and for me to sulk about not going.

This week we chat about how we discovered Lovecraft, became fans of the Call of Cthulhu RPG and ended up writing for it and other RPGs. If you fancy listening to a couple of middle-aged men and one young whippersnapper talking about the good old days, this is the episode for you!

This week we demonstrate another new aspect of the Call of Cthulhu 7th edition rules. Paul takes on the role of Keeper and convinces Matt and Scott to run for their lives, as we check out the revamped chase mechanics.

The idea of the chase rules is that running away from trouble should be every bit as exciting as combat, especially as some of the most memorable action scenes in Lovecraft’s work are chases. What would The Shadow Over Innsmouth have been like if the narrator has stood and fought the deep ones? Well, apart from thirty pages shorter.

The chase this week is on foot, but we will follow up with a car chase in a later episode.

This is the first of the sweat lodge recordings, when we discovered that during the height of summer, Paul’s shed can reach temperatures normally only found in Cthugha’s pants. You may hear the guzzling of water, gasps of heat prostration and the sizzling of subcutaneous fat. Paul was laid-up with heatstroke for 24 hours after this, so we hope it was worth it.

Please feel free to leave a comment here if you would like us to explain any aspects in more detail, or track one of us down on Google+. Yes, people do use G+.

This week we talk about our favourite horror TV programmes. Some of these could be better classified as science fiction, drama or even comedy, but they all disturbed us in that special way that horror should.

No, comedies are supposed to make you _laugh_ until you cry.

Comedies are supposed to make you laugh until you cry.

These programmes span over fifty years of television, and while some may be a bit tame by today’s standards, they all still stand up as stories. Paul has verified this using his children as experimental test subjects. Electric shocks were applied only as necessary.


When did you say this was made?

If you don’t want to know what the programmes are until you hear us ramble on about them, look away now.

I think I see some spoilers up ahead.

I think I see spoilers up ahead.

The programmes we each chose are as follow.




You can find all the episodes of Beasts, The Kingdom, They Came from Somewhere Else, Jam and Urban Gothic on YouTube. Be warned that Jam is strong stuff, with lots of swearing, nudity and situations that will make your soul wither up and die.

Happy viewing!

Happy viewing, and don’t have nightmares!


In this week’s episode, we talk about the new Push mechanic in Call of Cthulhu 7th Edition.


If you’re not familiar with this change, it allows a player to retry a failed roll, but only if their character performs some action that justifies it and the player accepts that there will be dire consequences if they fail this second roll.

We discuss examples of how the mechanic can be used, ways that a Keeper can build up tension using Pushed rolls and possible consequences relating to different skills. We also digress a lot, because we’re poorly disciplined.