Cthulhu By Gaslight Keeper’s Guide Dives Into The Dark Side Of The Era

Challenges both mundane and Mythos for investigators in the Gaslight Era.
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Splitting a core book is a calculated risk. What information do the players need? What information is most important to the GM. In the case of Cthulhu By Gaslight Keeper’s Guide, the split focus on things like NPC stats for historical figures, information on Mythos beasties and forbidden tomes and a pair of adventures to get players wrapped up in the dark side of the Victorian era. Chaosium provided a copy of the book for this review. Does this book round out a new era in Cthulhu gaming? Let’s play to find out.

The first section of the book dives into the mundane threats and consequences of being an investigator. There’s a brief primer on police proceedings for when players break the law and a short discussion of asylums and their awful conditions. The section ends with some maps and a chat about threats within the poorer sections of London. Cultists might hang out in a rookery but they might be the least of everyone’s problems. I would have liked a little more discussion about asylums and the, at the time, wild new technology of psychoanalysis given how much of Cthulhu Mythos games focuses on the loss of sanity. But the rest of what’s here is a good basis for Keepers to do their own research should they wish for more detail.

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The book then delves into the occult side of things. Secret societies were detailed in the Cthulhu By Gaslight Investigator’s Guide but here there’s discussion about whether or not they hide true magical power. The Victorian era was rife with occult movements like mediums and organizations like The Golden Dawn. It’s up to the Keeper to decide if they were on to something or if it was all charlatans and dress up. If there’s real magic within the cigar choked walls, this section contains details on available spells and travel on the astral plane.

The book also touches on many of the historical personalities mentioned in the other book. If you’ve ever wanted character statistics for Madam Blavatsky, your time has come. Many of the writeups also contain short entries suggesting ways to connect the person to the mythos. They could be unexpected allies, secret cultists or potential victims that players have to take action to cover up their true deaths with the ones we know from history. Playing with these details is one of the things I like the most about historical games. If you’re going to be in Victorian London, don’t you want to meet Queen Victoria?

Or, for that matter, Count Dracula? As the book transitions over to the monsters and the Mythos, it contains a section featuring famous fictitious characters. That includes Dracula, Dr. Jekyll and Captain Nemo. Including these characters would be a question I would probably ask in a session zero. Some players might like being able to outwit these characters. Others might suggest playing Castle Falkenstein instead. Though strangely, both Sherlock Holmes and his real life creator are absent from these sections.

The book wraps up with a pair of adventures. I won’t get too deep into spoilers but one is set in a country manor and the other is set in the depths of London’s poorer neighborhoods. The country house episode feels more like a lighter entry into a Call of Cthulhu campaign with a lot of secrets to uncover, red herrings to expose and other drawing room mystery business before discovering the truth behind the monster. The second adventure seems like it's geared towards experienced investigators dealing with a new mythos entity.

Bottom line: Cthulhu By Gaslight Keeper’s Guide gives plenty of challenges both mundane and Mythos for investigators in the Gaslight Era.
 

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Rob Wieland

Rob Wieland

After Masque Of the Red Death came out in the 90s we jump in with both feet to horror in the late 1800s. We ditched the D&D based rules for a home brew system pretty early and ignored most of the lore of the setting.

What we did do was a ton of library research. Before the internet was really a thing we would go to the library to get our info on that time period. One of the ones had encyclopedias from 1890s which was great.

There was a 2 or 3 year period where this was our main focus in gamming. Its a great era.
 


Here's a link to an article with more screenshots:

This is a gorgeous game book.
 

There was a 2 or 3 year period where this was our main focus in gamming. Its a great era.
It really is. It's one of my favorite eras of American history because we really start to see modern life as we understand it today. It's a liminal setting where we're torn between familiar elements including electricity, skyscrapers, elevators, automobiles, telephones, and even fashion that's juxtaposed against the unfamiliar such as social mores, extreme class dichotomies, and even the pace of life in general. It just keeps the players a bit off kilter which is great for a horror campaign.
 

It really is. It's one of my favorite eras of American history because we really start to see modern life as we understand it today. It's a liminal setting where we're torn between familiar elements including electricity, skyscrapers, elevators, automobiles, telephones, and even fashion that's juxtaposed against the unfamiliar such as social mores, extreme class dichotomies, and even the pace of life in general. It just keeps the players a bit off kilter which is great for a horror campaign.
Could you share a play report? I've never run Cthulhu by Gaslight (actually a Cthulhu game) game, and I would like to learn more about it.
 

It really is. It's one of my favorite eras of American history because we really start to see modern life as we understand it today. It's a liminal setting where we're torn between familiar elements including electricity, skyscrapers, elevators, automobiles, telephones, and even fashion that's juxtaposed against the unfamiliar such as social mores, extreme class dichotomies, and even the pace of life in general. It just keeps the players a bit off kilter which is great for a horror campaign.
I was having a very similar conversation about this today on the topic of Victorian London and how it’s a liminal space between modern and pre-modern. Victorian London is one of my favorite, if not my favorite setting for horror.
 
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Could you share a play report? I've never run Cthulhu by Gaslight (actually a Cthulhu game) game, and I would like to learn more about it.
I've never actually run a Cthulhu by Gaslight game, it's just that I majored in history, even went to graduate school, and the area of American history I specialized in was Reconstruction through 1939. When I'm not busy thinking of the Roman empire, as all men are wont to do, I'm thinking of the late 19th and early 20th centuries.

I was having a very similar conversation a out this today on the topic of Victorian London and how it’s a liminal space between modern and pre-modern. Victorian London is one of my favorite, if not my favorite setting for horror.
Call of Cthulhu came out in 1981, and back then the game was typically set in the 1920s. We're fast approaching the point where the 1980s is as far to us as the 1920s were to players in 1981. Indeed, I would argue for people in their early 20s, that 1981 would represent a liminal space between the contemporary and the past. They'd recognize most things from the 1980s, but a lot of what they take for granted wouldn't be there.
 

As far as I know, almost all of Sherlock Holmes stories are in the public domain.
Yes, they are. As of January 1, 2023 all of Doyle's Holmes stories are in the public domain.
I've never actually run a Cthulhu by Gaslight game, it's just that I majored in history, even went to graduate school, and the area of American history I specialized in was Reconstruction through 1939. When I'm not busy thinking of the Roman empire, as all men are wont to do, I'm thinking of the late 19th and early 20th centuries.
Nice. I've always been fascinated with WW1 through the early 50s. It seems like a wildly transformative period. Love the music, swing jazz and blues. Love the literature, pulp magazines and comics and sci-fi.
Call of Cthulhu came out in 1981, and back then the game was typically set in the 1920s. We're fast approaching the point where the 1980s is as far to us as the 1920s were to players in 1981. Indeed, I would argue for people in their early 20s, that 1981 would represent a liminal space between the contemporary and the past. They'd recognize most things from the 1980s, but a lot of what they take for granted wouldn't be there.
My wife and I were walking to a local bookstore yesterday and came across a vintage store that specializes in 90s and 00s. We were both born in the mid 70s so had to take a moment to catch our breaths. Both because we're old and because the stuff from our late teens to early 20s is now vintage.
 

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