There's a full update today over on the IndieGoGo page, but just wanted to drop a couple notes here as well.
Playtests for The Monolith from beyond Space and Time went very well yesterday. (although almost 15 hours of describing physical and temporal anomalies was rather exhausting... boohoo my job is hard.) I've now played the adventure with five groups and the pattern is generally the same:
- The players stumble upon "the solution" soon enough but nobody even considers that to actually be the solution. So they continue to explore and come up with plans (sometimes for hours of real time) that usually pull them further and deeper into a weird mess.
- Atrocities are committed along the way. Once PCs encounter time and space as completely malleable constructs they lose inhibitions and respect for "the natural order." It's like Lovecraftian insanity in organic, rather than mechanical, form*. What at the beginning of the scenario is considered absolutely crazy is tried at the end just on the off chance it might work.
- Things get awfully quiet and a little bit desperate when they realize that their final options are all kind of crap.
- Things liven up afterward when they realize that it's the adventure's fault and it wasn't them just being too dumb to find the happy ending.
When it doesn't work like this, it's because the PC is OK with being an altered being and think that's better than the available alternative.
I don't know how the public at large will receive the adventure, but "eehh, same old shit" is not a criticism I'll be hearing often.
The God that Crawls is going to be a more familiar format of adventure, being focused on a dungeon, but with a great possibility of having a very unconventional structure. I'll be doing Google+ games for this hopefully in the next couple weeks. But take a look at a cool piece of Jason Rainville art from the adventure (which will be presented in a 210 × 550mm (about 8.25 × 21.5 inches) foldout on the reverse side of the maps):
* I recently received Trail of Cthulhu, Bookhounds of London, and Stealing Cthulhu. All are excellent, with Stealing Cthulhu in particular being exceptionally perceptive as a general resource for horror gaming and dissecting Lovecraft's stories for RPG scenario purposes. Bookhounds is a great concept. They are very useful non-system specific sourcebooks and idea mines...