Matthew Sanderson Archive

  • Fear Itself: The Seventh Circle (GUMSHOE) This adventure for Fear Itself clocks in at 78 pages of content if you take away the covers, editorial, etc., so let’s take a look!   First of all: This was penned for the first incarnation of the game, which means that you may need do some slight conversion work when adjusting this to the second iteration of the game. Secondly, it should be noted that the “Trail of Cthulhu”-header denoting an alternate system is not simply cosmetic or an indicator of a single page of information; the module does present quite a bit of advice on how to use it in conjunction with that game, should you prefer that cosmology to the criminally-underrated […]

    Fear Itself: The Seventh Circle (GUMSHOE)

    Fear Itself: The Seventh Circle (GUMSHOE) This adventure for Fear Itself clocks in at 78 pages of content if you take away the covers, editorial, etc., so let’s take a look!   First of all: This was penned for the first incarnation of the game, which means that you may need do some slight conversion work when adjusting this to the second iteration of the game. Secondly, it should be noted that the “Trail of Cthulhu”-header denoting an alternate system is not simply cosmetic or an indicator of a single page of information; the module does present quite a bit of advice on how to use it in conjunction with that game, should you prefer that cosmology to the criminally-underrated […]

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  • The Esoterrorists: Albion’s Ransom II – Worm of Sixty Winters (GUMSHOE) The massive second part of the Albion’s Ransom-saga clocks in at 80 pages, 76 if you only count content and take away editorial, etc. The review is based primarily on the softcover print version of the adventure.   This review was requested by my patreons.   Now, first things first: This module does not require that the group has completed part I of Albion’s Ransom, “Little Girl Lost”; if the PCs were rather successful in the previous adventure, the Esoterrorists enact a contingency plan to make sure that the events herein take place. Considering the way in which the first adventure “cheated” to put the players in a serious […]

    The Esoterrorists: Albion’s Ransom II – Worm of Sixty Winters (GUMSHOE)

    The Esoterrorists: Albion’s Ransom II – Worm of Sixty Winters (GUMSHOE) The massive second part of the Albion’s Ransom-saga clocks in at 80 pages, 76 if you only count content and take away editorial, etc. The review is based primarily on the softcover print version of the adventure.   This review was requested by my patreons.   Now, first things first: This module does not require that the group has completed part I of Albion’s Ransom, “Little Girl Lost”; if the PCs were rather successful in the previous adventure, the Esoterrorists enact a contingency plan to make sure that the events herein take place. Considering the way in which the first adventure “cheated” to put the players in a serious […]

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  • The Esoterrorists: The Love of Money (GUMSHOE) This massive adventure for The Esoterrorists clocks in at 11 pages, 107 if you take away editorial, etc.   This review is based on the print copy of the module. I do not have access to the electronic version.   Okay, so the first thing you have to know about this massive adventure would be that it is pretty hard to integrate into an ongoing campaign, working best if you have a couple of months to set up the proceedings. Otherwise, it may make sense to play this as a one-shot with the supplied pregenerated characters – 6 of these are provided, with detailed motivations and notes for the players to establish their […]

    The Esoterrorists: The Love of Money (GUMSHOE)

    The Esoterrorists: The Love of Money (GUMSHOE) This massive adventure for The Esoterrorists clocks in at 11 pages, 107 if you take away editorial, etc.   This review is based on the print copy of the module. I do not have access to the electronic version.   Okay, so the first thing you have to know about this massive adventure would be that it is pretty hard to integrate into an ongoing campaign, working best if you have a couple of months to set up the proceedings. Otherwise, it may make sense to play this as a one-shot with the supplied pregenerated characters – 6 of these are provided, with detailed motivations and notes for the players to establish their […]

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