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Colonial Gothic (2007)
Rogue Games
Date Reviewed: 6-24-11
Critical Kobold Rating:
(3 out of 5 Dice)
This Ain't In the History Books!
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Colonial
Gothic is a supernatural
horror role playing game set against the backdrop of the American
Revolutionary War, circa 1776. The American Colonies are staging a
war of independence against Great Britain, but there’s another
battle of far greater import taking place in the fledgling nation. A
battle against… eeeeeeevil. For many years, an ancient force
imprisoned in the land has been awakening, spreading nastiness and
corrupting nature. The Native Americans have known about it for a
generation or more, and have fought against the unnatural force with
their shamans’ magic. Now some of the American settlers are
realizing that something’s not right, that the nights in this new
land are far more dangerous than the colonists once believed.
Players will flesh out the roles of explorers, soldiers, Indian
scouts, scholars, shamans, missionaries and more to take up the
fight against the horrors born of the emerging evil force haunting
the land of America. |
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I have a
weak spot for good games of supernatural horror. (Really, what true
goblinoid doesn’t like a little horror, eh?) I especially enjoy
alternate-historical settings, because they supply just enough
real-world background to make the supernatural all the more
disturbing. Colonial Gothic does a tidy job of providing a
complete role playing game system with a detailed background and
just the right touch of spookiness to give me the happy wiggles. The
game uses Rogue Game’s streamlined 12° System, whose
mechanics are simple but practical and perfectly suitable for the
game style. And speaking of game style, the backdrop of the
Revolutionary War era gives a game master ample choices for campaign
ideas. Even without adding supernatural elements to your Gothic
game, you can create adventures based around exploration, battles or
missions related to the War of Independence, trading or hunting
adventures, diplomatic missions with the Native American tribes, or
any of a dozen scenarios based off of the settling of new towns or
the blazing of new trade routes through the frontiers of the
colonies. The game offers something about everything for anyone
interested in historical gaming during this time period.
Let’s Whip Up A Minute Man! |
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Fighter
Thief
Cleric
Rogue |
To get you
started, you design a character based off five prime attributes.
Once your PC is created, these five stats won’t change, so choose
wisely, young frontiersman!
Might, Nimble, Vigor, Reason,
and Resolution are your attributes. Most of those are pretty
self-explanatory, but Resolution may require clarification; it’s a
character’s willpower, and also the stat that determines how well a
hero reacts when faced with supernatural scariness. A high
Resolution will allow said heroic Colonial to stand toe to toe with
a towering, slavering monstrosity out of his worst nightmare, while
a low Resolution will give our trepid hero the heebie jeebies when
the wind blows through the trees at night. |
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Colonial
Gothic uses a point-buy
char gen, which means you have 55 points to place into your stats as
you like. Take some care when doing this, because you’ll pick skills
later, and skills will have the same base score as the ability stat
that they’re based on. For example, starting off with a high Reason
trait will make your PC better at any skills based on reasoning.
Such as, say, Healing. Which may be useful in a game about
supernatural horror in the frontier wilderness.
I’m just
sayin’, is all.
Anyway, once you’ve allotted your trait points, you may pick a
background. Backgrounds are rather like broad character classes,
and simply act as a starting point for your PC idea. You can be a
colonist, for example, and choose a subcategory such as urban
colonist or frontier colonist. Perhaps you’d like to play a freed
slave, or German immigrant. Maybe you’re a British Redcoat officer,
or a Shawnee brave. Whatever sparks your tinder, really, and if
there’s not a specific background you like, you and your GM can
create another rather simply. Besides giving you a starting point
for inventing an identity for your PC, backgrounds allow you to
choose a free Trade skill, and usually offer a bonus of some kind to
either an attribute score or some other skills related to your
history. For example, frontier colonists can choose to add +1 to
either their starting Resolution or Vigor, because they have a
reputation for being hardy and resilient folk.
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Three more traits that will be
determined once you set your five attributes are your Vitality,
Faith, and Sanity scores. Vitality lets you know how many
grievous musket ball wounds and tomahawk whacks you can take before
keeling over. Faith is your belief in a higher power and can save
your bacon in a crisis. Sanity of course dictates just how much
freaky frontier horror you can witness before you lose it and run
screaming off into the night, never to be seen again. (Not alive,
anyway… heh heh!)
During the campaign, encounters with suitably horrific things or
sights will cause you to make Resolution checks, with failure
resulting in Sanity loss. Too much sanity loss and you start to
develop mental hiccups. That’s when the real fun begins.
Lastly, an optional but cool
personal touch: starting players invent four short sentences, called
Fate Cards, which are plot hooks relating to their
characters’ |

Goth chicks are hot! |
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backgrounds. These can be anything,
from cryptic to specific, that gives insight into what skeletons
your PC has in her armoire. You might jot down something like, “No
one knows that you abandoned your men to die on that battlefield.
At night, you’d swear you can feel the eyes of your lost men
watching you from the dark.” Or maybe something like, “Your father
raised you as a strict Quaker, but after your parents’ death, your
aunt gave you a pendant belonging to your mother, in the shape of a
magic circle, with runes inscribed along its surface.” Or possibly,
“Dude, you really hate Limburger cheese. Like, seriously, man. It
sucks.”
These will be used as the campaign progresses, at the players’
discretion, to affect the current plotline. For example, perhaps a
PC noted on a Fate card that they had been attached to a merchant
crew based out of Virginia a few years previously. If during an
adventure the party finds itself needing transport down to South
Carolina, that player could choose to play the Fate Card, and
therefore ask for assistance from his former shipmates, and the GM
could work that into the storyline. |
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Other than
that, you just need to grab some basic equipment common to 18th
century citizens of the colonies, and you’re ready to go! Most
Colonials didn’t have much in the way of individual possessions
other than a reliable weapon, their clothes, and some packs with
camping gear, so you won’t find extensive lists of personal goods to
buy. But everything technologically available to everyday
Revolutionary folk is available in the game. Dutch long pistol?
Check. Mohican short bow? Check. Powdered wig? Check. Scented wig
powder? Check!
That’s it! Your party is off and ready to face the challenges of
living in the wild 1776 frontier wilderness of Massachusetts! Even
if that frontier entails real witches whose magic will cause your
eyeballs to boil from your skull! They were truly exciting times,
the 70’s.
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So, Just Out
Of Curiosity, How Do I Fire This Cannon, Anyway?
The game
mechanics work thusly: when your character attempts something, from
speed-plowing the turnip fields to exorcising demons from the
townsfolk, you roll two twelve-sided dice. If the sum of your roll
is lower than the target number, you pulled it off.
And yes, that’s the entirety of the resolution mechanics. For every
single thing you do.
The target
number is based on your attribute or skill scores. Of course, the GM
may impose penalties or reward you with bonuses as appropriate.
Modifiers rarely run more than +2 to -2 individually, but stacking
them can make things rough. Trying to fire a long rifle using one
hand, while you ride by on a galloping horse, at an opponent who’s
diving behind cover in the darkness is going to accrue serious
penalties! That’s where Faith comes in. During any task check, you
can declare that you’re using Faith. If you then bungle your roll,
you can use as many Faith points as you need to make up the
difference. You can then turn that failure into success, but your
Faith pool is lowered by that difference for the session. If you
don’t have enough Faith left to meet the target number, you lose the
points anyway, and fail. As the Chickasaw tribe saying goes, “Tough
noogies.”
Combat is
straightforward, too. Try to slash your foe with your tomahawk or
blast a gunpowder barrel with your wagon-mounted rampart gun to set
of an explosion, and you hit either one if you roll beneath your
appropriate fighting skill score. Unarmed damage is equal to half
your Might score. Damage is calculated variably for ranged weapons
(flintlock pistols do 1d12), and is a standard modifier to your
Might attribute for melee weapons (a war club does Might +4 damage).
Faith can also be used to keep you from tottering over the brink of
death. (Although, really, how many times could that happen to
a band of brave frontier adventurers hunting supernatural monsters
using only black powder weapons?) If at any time you take enough
damage to snuff your brave Catawba shaman, you can spend Faith
points to stay alive and gasping, albeit at one single Vitality
point. Using your Faith this way reduces your Faith pool permanently
by one. Costly, but probably worth it.
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Colonial
Gothic can be played on a
somber, realistic or gritty note, such as Call of Cthulu,
where the characters are unexceptional people who walk into
exceptionally dangerous situations. Death and insanity are not only
possible, but probable unless the characters are very careful and
well-prepared. However, the authors state that it’s really intended
to be a relatively cinematic game. This means that your characters
should be larger than life, and the action should be intense and
rollicking. Fights could be fast and frenetic, and PCs could be
swinging from rafters and vaulting onto horses and firing a
blunderbuss in each hand as they dive through windows to pursue
fleeing demons. Unfortunately, combat tends to be seriously lethal
in Gothic. Three good solid hits over the course of a game
from a vicious beastie’s claws or the arrows of a Pawnee war party
can turn an erstwhile hero into a bleeding heroic corpse on the
hillside. If you’d like your game to be of the more cinematic
variety, and plan to have musket shootouts and predatory
supernatural antagonists as common occurrences, then there are
guidelines in the rules for making starting PCs more powerful with
more points with which to buy attributes and skills. GMs should
decide ahead of time what type of action and how much of it they
want their campaign to entail, and allow beginning PCs to be
designed appropriately.
After PC
creation, the remainder of the book is divided into useful GM game
material, and some basic history of the time period from 1585 to
1776 so you can flavor your campaign to taste. One of the chapters
covers magic, which if you play the game as written, as a
supernatural version of the real world, will be indispensible.
Players can have access to the magic information and powers by
choosing some of the Occult skills available, such as rituals or
alchemy. Magic in Colonial Gothic is performed by enacting
rituals which have a wild variety of effects from healing to cursing
to lighting things aflame, or perhaps summoning darker powers to do
your bidding… and which hopefully won’t eat your soul in the
process. While magic can be used by heroes for good ends, much of
the magic in Gothic is of the creepy evil type. Warlocks brew
poisons and forest hags manifest shadowy monsters to terrorize the
countryside, all of which your heroes will be confronted with in the
course of defeating the insidious nastiness that makes the civilized
townsfolk cower in their cabins after sundown.
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A vicious wendigo. Or possibly Lady
Gaga. |
Another
chapter details several of these paranormal entities that skulk the
frontier of the colonies, from zombies to ghosts to vampires to
worse. In the world of Colonial Gothic, the human evildoers
often disguise their villainy as the works of the supernatural, so
it’s not always easy to tell whether the thing that ripped Farmer
Vance to pieces in his barn was a bloodthirsty werewolf, or just
Widow Luntz down the lane who’s been dabbling in witchcraft.
After each foray into the Revolutionary world of the gothic, players
receive between one to four experience points to jazz up their
characters with. You can either buy new skills or raise skills you
already have, or learn new magic rituals if you’re a dabbler.
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The GOOD
Colonial
Gothic is a short, sweet,
complete game in one handy book. There’s just enough background
information to allow players relate to the setting without it feeling
like you’re reading a history textbook. The flavor is menacingly
supernatural, but the exciting setting leaves plenty of room for
perfectly mundane adventures as well. The 12° system is simple and
intuitive, and easily applied to any task on the fly so that it
blends seamlessly into the background.
The NEUTRAL
The
art in the book is really cheap-o. I’m pretty sure it was all public
domain stuff. (The authors’ credits affirm that much of it is
clipart.) It does manage well enough to give you a sense of the
stylish outfits popular in the late 1700’s, but let’s just say
there’s nothing here that’s going to catch your attention. If you’re
the type who enjoys illustrations that help get you in the frame of
mind to immerse yourself in your game worlds, you’ll probably be
looking stuff up online or in art books for more skillfully and
colorfully done, more evocative images. Or just watch Last of the
Mohicans and The Patriot.
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The EVIL
The only
caveat to my joy with Colonial Gothic is the issue of
proofreading and editing. Readers should know that I have the
original, first edition rules, and Rogue Games has since put out a
revised and expanded edition which may have corrected the issues I’m
about to mention.
Rogue Games
produces some awesome game ideas, but like most of their products,
Gothic could have used some judicious editing. For example,
there are two slightly different explanations in two separate
chapters of the book as to how Faith points function to preserve
your PC’s life… and then one line of text on yet another page
actually implies that there’s a third manner in which this works.
Now, as it happens, you can choose which of the two described
methods you’d like to use, as one is more cinematic than the other,
but nowhere in the text does it indicate that this was intentional.
I assume the authors meant to have one unified method of using
Faith, but simply ended up with two different and contradictory
versions in the book. Sloppy, amigos. Aside from that, there are a
few random mis-formed sentences and the occasional incident of odd
grammar, but nothing else that hinders a reader’s understanding of
the material. |
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So that’s
the lowdown. Now, grab your Kentucky long rifle, Zeke. There are
reports of zombie Redcoats prowling the woods near Raleigh, and
Running Deer and I are off to see what we can do about it! Right
after I get my wig powdered.
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