In this latest episode, we discuss player-led games: in particular, we try to pin down what makes a game player-led, whether or not incorporating player input works with investigative games, how you can run a player-led game of Call of Cthulhu and just what the hell do we mean by “player-led” anyway.


“I’ve got narrative control!” “No, I have!”

A lot of the ideas we discuss won’t be new to you if you’re used to playing indie games, and we shamelessly steal techniques from InSpectres, Dogs in the Vineyard and Hot War, amongst others. Even if you’re not much of a dirty hippie gamer, you may still find stuff you can use.


Make love, not deprotagonisation!

If you’ve tried applying any such techniques to your Call of Cthulhu games, want us to elaborate on some of this stuff or simply want to mock us, we would love to hear from you. Our main social media presence is on Google+, but we’re also on Facebook and Twitter (although none of us really understand Twitter).

We’re back, a bit later than usual, and we’re finishing up our discussion of our favourite non-Lovecraftian roleplaying games. This time it’s Paul’s choice, and much to Matt’s disgust, he’s chosen Monsterhearts. Matt is unfazed by cosmic horror, bloodshed and psychological torture, but teen drama is just too much for him.


I mean, look, she’s biting him right in the angst!

Monsterhearts, in case you haven’t encountered it, is Avery Mcdaldno’s game of teenage monsters and their messy lives. If this doesn’t sound like something that would interest you (and if you’re ever been exposed to Twilight, that is an entirely sensible reaction), you may find Paul’s impassioned enthusiasm for it changes your mind. Unless you’re Matt.


And if you’re still not interested, he’ll just rip your heart out.

As mentioned, this episode took longer than usual to prepare. Most of this was editing incriminating comments made by Matt (as evidenced by all the beeps, clicks and weird noises). Paul has promised that he’s still left enough of them in for the show to be juicy.


What the hell is he doing up there?

This latest episode sees us return to our discussion of our favourite non-Lovecraftian horror role-playing games, with Matt sharing his unwholesome love of all things Kult. Admittedly, it would be difficult to make anything related to Kult wholesome.


Love takes many forms, some illegal in your jurisdiction

Kult, for those who haven’t encountered it, is a Swedish RPG first translated into English in the early 1990s. The setting is one of the richest and strangest in horror gaming, taking in Gnostic Christianity, splatterpunk and a sense of oppressive gloom that could only have come from a Nordic clime. The game has been through a number of English-language editions and publishers, but is currently out of print. We can only assume that Lictors are responsible. Lictors are always responsible.


Go on, ask him to get Kult back into print. We’ll wait here.

Kult can be a controversial game, largely because of its religious, violent and sexual elements, and be warned that our discussion reflects this. Admittedly we spend more time complaining about the layout of some of the supplements than we do about, say, eating babies, but the point still stands.