My first impression of tremulus wasn’t great, but 19 sessions and two campaigns later — one as MC, one as a player…

My first impression of tremulus wasn’t great, but 19 sessions and two campaigns later — one as MC, one as a player…

My first impression of tremulus wasn’t great, but 19 sessions and two campaigns later — one as MC, one as a player — it’s become one of my favorite RPGs.

http://www.martinralya.com/tabletop-rpgs/tremulus-after-two-campaigns/

33 thoughts on “My first impression of tremulus wasn’t great, but 19 sessions and two campaigns later — one as MC, one as a player…”

  1. Huh. I’ve heard nothing but negative things about Tremulus, so this is interesting.

    What is the main sticking point the negative reviewers have, do you think?

  2. I can’t recall reading any reviews. I haven’t noticed much commentary about the game, which gives me the impression that it’s not on a lot of folks’ radars.

  3. Apparently I’ve read at least one review, though, because I commented on this one back in 2012: https://rpggeek.com/thread/879471/how-does-cthulhu-stack-pantheon-apocalypse-worlds

    I agree with the first negative, but it’s erased by the rest of the ecosystem. I agree with the second, but have never had trouble agreeing on motivations. The fourth doesn’t seem to carry into the published version.

    The third, about the moves, doesn’t match my experience. I find the moves to be excellent drivers for mystery play — but they did look “off” at first.

  4. This has been a tough sale for my group. From reading through the book on more than one occasion I can see where the rules look rather lack luster and the setting carries it more than anything else.

    Thank you for the before and after insights.

  5. I would so be down to try it out, one of my regrets was not backing that KS. I was looking at it hard, too. But ultimately didn’t think my IRL group would play it with me so decided not to. Now, though – I just want it regardless.

  6. I actually wrote a not 100% positive review of the game for The Unspeakable Oath, but I agree with Martin Ralya , I’ve actually really enjoyed the game every time I’ve run it (only for one-shots and short campaigns). 

  7. Martin Ralya I’d be really grateful if you would provide a) your initial take on it b) how you now find it

    Sort of like “I originally though X But now think Y” if you can elaborate along the way that too would be great.

    I was put off by the sense that you arrive at the town and stuff just happens which coincidently all ties into the town-spiracy … It seemed really …fake. But I want to like it so I need to know more!

  8. Yep, Shannon Lewis​​, that’s exactly what my post is. 🙂

    Fraser Simons​​ With apologies, that sounds like work! I don’t record my sessions.

  9. If any PBTA game needs a second edition, this one does. Someone who loves it should rewrite all the lackluster bits and use the best of the new ‘ecosystem’ as you call it.

  10. Summoning Sean Preston. Not sure how active he is on G+, though.

    I’d also love to have a print version of the rest of the ecosystem — all the playbooks, all the playsets, etc.

  11. Note I own the book knowing what’s in between the covers is not the issue. I still don’t know how you turned the corner on the game – other then you …did.

    I must really be missing something…

  12. Shannon Lewis Time is the enemy and all that, but the best advice I can give you is to gin up an Ebon Eaves and play a few sessions. Maybe grab another set of playbooks, too.

    We didn’t really turn any corners, we just found that the game is a lot more fun than it looks.

  13. Ahh right… Got you. I’ll do as you say and try it at a game session. I agree with others that the writing of the book is a bit hum …dry?

  14. I found that it works pretty well*, but my main gripe (as a game designer) is that the procedures literally written in the book often don’t make sense and contradict each other. The game works for me because I ignore the bits that don’t make sense and drift it based on my experience with other PbtA games.

    *Although for some reason my groups always ends up with a playset result that doesn’t do much to inspire me, despite all the awesome ones I’ve flipped past.

  15. Potentially, a second edition of tremulus would be really cool. It’s a very flawed implementation of the AW system, but it’s got a spark of greatness in the playset rules. But I’ve seen Sean Preston post about the game and I don’t get the sense that he really acknowledges the flaws–so I’m not sure that a second edition would fix them.

  16. Fraser Simons ApocWorld was my first great experience, in play around 14 or so sessions (we play weekly or twice a week if we can for 6+ hrs at a time) before it was put on hold.

    Monster of the Week we jumped on too. We did around the same length in that. Our game was inspired/ informed by Kult rpg. It’s a game I’d like to get back to.

    I’ve only played a few sessions of these next PbtA -games: Uncharted Worlds is great Traveller type sci fi fun it’s a bit rough around the edges but quite good. Strange New Worlds is the best Star Trek gaming I’ve had. World of Dusters is fun. The Sprawl is ok so far too but we are just getting into it now. We tried Worlds in Peril but it didn’t work out for everyone. I think it’s just ok. Looks great.

    I don’t play Dungeon World – did, but as its just D&D with the PbtA engine, and I havnt needed that yet. I think for certain ideas it would work well. I like survival type dungeons and it’s not really what DW it’s great at Imho. So I’m an OD&D ( LotfP, Neoclasical geek revival, beyond the wall and other adventures etc) and Torchbearer fan. I feel similar about Monsterhearts it’s just not for me although I’m sure it’s probably a good game if you want what it provides.

    I did not enjoy reading most of the ApocWorld book. The authors voice is just a bit silly to my ear, it just doesn’t work for me. Too arty, I’m not looking for that in an rpg – ( apologies Vincent). Dispite this it’s full of great game advice and practical instruction.

    ApocWorld, was a revelation in fun playing at the table. The scale of what you could do… Own an outpost, a gang, be a psychic overlord, and other cool stuff, like relationships in the game which adds to the drama. It’s a great “TV show as an rpg”. It feels like HBO role playing game, or BSG (I want to try that hack eventually). Or Mad Max the show, it felt like to us.

    It was a really odd experience in ways too – odd because it’s “just” a normal rpg in most ways. The scale is different and the set up is different ( more minimal yet adequate). The bang for buck ratio is very high.

    It’s the ellegance which is impressive. Play-books are long overdue in our hoby imho. A master stroke. The reduced prep and dice less GMing. Inspired. I’ve had a lot of fun exploring these games. I like the aproach and what they offer on the whole.

  17. I love the setting, and the Apocalypse World engine, but I would say we had fun in our Tremulous campaign despite the rules. We had to change many of them and ignore some for it to make sense for us. I did like some of the profession moves, and the Ebon Eves adventure generator worked fairly well. In the end, I went back to square one, re-read the original stories, and wrote Mythos World for our group to use.

  18. Alan Scott We playtest and assess and do the best we can. Always room for improvement. I am proud of what we’ve done and continually strive to make the next thing better.

  19. Martin Ralya I was just about to address that. We’ve talked about compiling all the materials, so I need to see what that’d entail. That was always part of the vision. I think it’d be a nice companion piece for this edition of tremulus. I mocked up a cover for it quite some time ago.

  20. Shannon Lewis Sweet! Thanks for sharing that. I have heard some hype about strange new worlds a couple times now, will have to check it out. Out of all the settings, for me D&D type stuff is the least exciting stuff. AW was a mind blowing read and play for me. Nothing has clicked for me the way AW does, ever.

  21. Maybe I will try this friday a mix between tremulus and Mythos World. I really like the Ebon Eaves concept from tremulus, but I do not find the stat system as natural as the one from Mythos World. Using Reason to flee from an opponent? Sounds contrived.

Comments are closed.