Fan Club “Blog” #2: Impossibly Large Landscapes (Patreon)
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(Header image taken from this Actual Play)
To say I have a soft spot for ambitious adventure modules would be an understatement. The fascination I have with a good, big, pre-written campaign is the sort of prominent, pulsing weak spot you'd expect to see on a boss in a video game. It will almost certainly see me bringing ruin upon my gaming table.
I have little interest in Traveller, but I'd run Pirates of Drinax in a heartbeat. I wasn't convinced by Mausritter until I read The Estate. My favourite thing to come out of Mothership so far is Gradient Descent (though Pound of Flesh is a VERY close second), and hearing that there's some mammoth adventure coming out for Heart (also written by Gareth Ryder-Hanrahan, same as Drinax) sets my actual heart aflutter.
The key thing to point out here is that these modules aren't long, they're big.
A long adventure is just a scripted sequence, and in being scripted it's going to siphon some of the magic and unpredictability out of telling a story with your friends. Conversely, these big adventures I'm talking about are sprawling sandpits that offer a queasy quantity of scale and consequence. They often need you to finish reading the book(s) before you can start playing, because you're not preparing a story, but a situation made up of (the illusion of) byzantine clockwork.
And this week, I'm getting ready to actually play one.
We're going to be playing Delta Green: Impossible Landscapes, an epic module for Call-of-Cthulhu-but-it's-a-contemporary-cop-conspiracy game Delta Green. It introduces the players to the (now practically folkloric) character of the King in Yellow, in a story spanning 20 years, contained in a GM-facing book 368 pages long and a .pdf with exactly 100 player-facing handouts.
I couldn't be more excited.
However, anticipation is all-too often the harbinger of disappointment. Just ask a pre-packaged sandwich.
Will I enjoy Impossible Landscapes? Will my players? More to the point, will we finish it? I have no clue. I'll probably end up talking about in a double-feature review with the Delta Green system in Quinns Quest season 2, though, just because it's such an absurd time investment.
(Also because Arc Dream aren't answering my emails, meaning I had to buy the books myself. Can u belief)
But actually, seeing as I haven't started Impossible Landscapes in earnest yet, what I want to do today is point you towards today a blog that I've been having the best time reading: Matt Runs Masks.
This is a regular blog by Matt Sanders of Rowan, Rook & Decard talking about his experience reading and running Masks of Nyarlathotep, the definitive campaign for Call of Cthulhu that has been revised five times and is even longer than Impossible Landscapes, being packaged in TWO hardback books.
Matt decided to run Masks after splurging on the $140 fan-made fancy prop set, which is a terrible life choice that I absolutely also would have made, and his blog posts are exquisite. They combine true excitement for the module with... I wouldn't describe it as an eagerness to ridicule it, exactly? But Matt's an excellent writer and editor, he has high standards, and wherever he perceives the book as failing he doesn't pull his punches. In general, the blog has the feeling of a buddy comedy road trip, with Matt stuck driving an aging, slightly sociopathic, tedious, ever-so-slightly racist yet nonetheless compelling individual, who is a book. Or really, two books. I guess you could imagine both hardbacks in the back seat, muttering darkly about eldritch gods.
I guess I'm personally interested in where the TTRPG community's desire for grandiosity becomes a folly. A lot of us love reading these books or sketching ideas for megadungeons, and I've no doubt that starting a campaign of them is as dramatic and full of potential as anything you could be doing in the space.
But how do these campaigns feel 10, 20, 30 sessions in? Surely the worry starts to creep in that you could (or really, should) be doing something better with your time.
This week is session zero of my Impossible Landscapes game. Time to begin the long, weird process of finding out.