Ken has contributed an awful lot to the gaming world over the years, including a large volume of material for GURPS, the beloved SUPPRESSED TRANSMISSIONS column for Pyramid magazine, and a wealth of Lovecraftiana. Contemporary gamers might know him best for the excellent podcast he does with the equally-formidable Robin Laws, KEN AND ROBIN TALK ABOUT STUFF. (Seriously, if you don't know that one, you're just not paying attention. Go listen to it right now and then sit in the corner thinking about what you've been missing.)
If you're not listening to this, you might be a bad person. |
Ken has also recently started writing a series of monthly, shorter articles called (appropriately) KEN WRITES ABOUT STUFF that give you a brief injection of Hite-ian awesome. The articles aren't as wide-ranging as the old SUPPRESSED TRANSMISSIONS columns, preferring to keep a tight focus on one subject that maybe isn't big enough for a whole sourcebook by itself. The articles have talked about a wide variety of topics, including DIE GLOCKE (a piece of Nazi occult lore that's treated very briefly in his Osprey book), MOON DUST MEN (about government investigators covering up UFOs), and a number of articles about Lovecraftian monsters. They tend to have a bit of crunch to add something to your game, especially if you're a Gumshoe player, but the main event is that delightful history-through-a-glass-darkly material that Ken does so well. If you're reading about history So Weird It Might Be True or So Weird We Wish It Were True, "it might be Hite".
The first book is half background, and half mechanics for using voodoo magic in Gumshoe games. There's enough here that you could use the ideas easily with Your Favourite Game, though, which is what I plan to do for the New Orleans detective game I'm planning. The main thing here is that the delicious flavour is all there, and it's plenty rich and spicy.
The second book examines the most important Invisibles you're likely to encounter, detailing the domains they preside over, the offerings likely to attract their attention, their symbols, and (importantly) what a chewal (a person possessed by that Invisible) might look like. Like Hite's treatment of the Cthulhu Mythos in Trail, there are options given here so that you can define the Invisibles any way you like for your game -- including a Lovecraftian angle, for those who like that stuff (and who doesn't?).
The KWAS series are bite-sized chunks of awesome, and the Voodoo series is no exception. I find they're just about the right length to digest in a single sitting, and full of amazing ideas that will make anyone's game into a flavourful occult gumbo. They're inexpensive (at about $4.50 apiece for a new issue), but you can trust me on this -- you're going to want them all, and $25 for a whole year of Ken Hite cool is a bargain. You can get them through DriveThruRPG or the Pelgrane Press webstore.
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