The King in Yellow: The Role Play - Preview of a trip to Carcosa

The King in Yellow: The Role Play - Preview of a trip to Carcosa

For some time now we have been witnessing a return of some literary genres that subsequently find space in cinema, comics and video games ... and among these, a current stands out that has created a living, concrete, immortal imaginary. We are talking about the weird, a branch of horror literature known mainly thanks to the works of Howard Philips Lovecraft. From his pen it was born Chtulhu, an alien and incomprehensible deity to the human mind, and the Necronomicon, that manuscript became legend for its crazy and obscure contents. However, the idea of ​​such a gloomy volume was already proposed by another author, from whom Lovecraft himself took inspiration for his books: Robert William Chambers.



The New York writer had imagined the existence of a one-of-a-kind book. It is a'play with otherworldly, diabolical powers, capable of giving shape to terrifying nightmares. Through the reading of those pages the characters became crazy, suspended halfway between reality and dream. The reign of Carcosa it echoed against a delusional, dark, distorted background. And the King in Yellow, a mysterious and loveless figure, wanders in those lands. Sometimes, unfortunately for the whole of humanity, it also appears on Earth.

The King in Yellow: The Role Play - Preview of a trip to Carcosa

The King in Yellow, the collection of stories in which this dream horror first appears, has consecrated Chambers' pen to the Olympus of weird writers. Although its fame fails to rival others of its environment, the myth of Carcosa is survived the time, attracting more and more readers. And as has happened with other weird works, it seems to be returning from abysses of the dream in a form that created a certain expectation. The RPG community has received great news. From the book to RPG, the step was shorter than expected. The project is the work of Robin D. Laws and has arrived very recently thanks to Need Games!, the publishing house that is establishing itself in our territory for the quality of the titles it publishes with a certain consistency; we remember Old-School Essentials, Labyrinth: The adventure game, Cyberpunk Red: Jumpstart Kit to name a few. Of these you will find a dedicated article that offers an in-depth look at the product.



Il King in Yellow: The role-playing game is now available in a version that has already convinced the most hardened collectors. A casket which includes four hardcover bound volumes, containing the complete regulation e four different scenarios to immediately immerse yourself in the game world. And this beautiful box becomes it screen for the Game Moderator, just so that we do not miss anything. In addition, along with the PDF version of the game, the colonna sonora, correlated with a booklet illustrating the compositions. We've said almost everything on the content, so let's now take a more complete look at this interesting title.

The King in Yellow: The Role Play - Preview of a trip to Carcosa

What is hiding in the darkness?

The King in Yellow: RPG is a RPG investigative. Players will take on the role of characters called to solve grotesque and merciless mysteries set in different eras. Each manual contains a scenario that will take players to different places and times in history, with ever more diabolical dangers. And in each of these events, the plots hatched by the King in Yellow will ensure that theirs sanity be put to the test. After all, giving in to insanity will be easier than expected. There investigative dimension merges with the adventurous one, thanks to the session management method. In addition, the mechanics are made fluid by the game system used: the GUMSHOE System di Pelgrane Press. As also reported on the first scenario, here is what this system provides:


  • the GM never rolls the dice. Masters who like to create tension at the table will be quite disappointed.
  • - clashes will faster and the strategic dimension will be less present. The choice is given by focus of the game, which is not about the outcome of the fight, but the consequences of it and the actions of the characters. It's not about defeating gargoyles, equipping yourself with saving potions, and finding treasure. Something greater is at stake here.
  • Characters leave the game for two reasons: Death (when you have too many Injury cards) or Nervous Breakdown (too many Trauma cards obtained).

From this small premise we immediately grasp the intent of the production, which he wants retrace the atmospheres devised by Chambers in his manuscripts. The game system offers players the opportunity to experience delicate moments, where every decision can make a difference, and all this happens with extreme simplicity, as the regulation is quite simple to learn. Some mechanics may not be clear on first reading, but this is sometimes a practice. The master will have to take care to lead the table in a constantly growing metropolis, where the places and meetings are innumerable. There are thousands of ideas, thanks also to the details with which the scenarios are described, and it is precisely this that is worth talking about now.


The King in Yellow: The Role Play - Preview of a trip to Carcosa

Investigate in space and time

As already mentioned, each volume that makes up The King in Yellow: The role-playing game proposes aparticular and precise setting, during which an unprecedented investigation takes shape. The proposed scenarios are:


  • Book I - Paris. The players will take on the role of students of the Academy of Fine Arts in Paris at the beginning of the 900s. In a period of strong social and cultural growth, this is the perfect time to experience Parisian cafes and social life. In the meantime, a theater company intends to stage the Cassilda. The troubles begin and the players will have to solve the case.
  • Book II - The wars. It is 1947 and Europe remains torn by the Continental War. The number of deaths at the front continues to rise and there is no peace on the horizon. Players will have to lead a squad of French soldiers marching towards the enemy's advance. Yet, amidst mortar fire and screaming trenches, they will discover that they are part of a much darker plan. War is just an appetizer.
  • Book III - The day after. The dictatorial regime of the Castaigne, which ruled until 1920, was finally overthrown. This resistance cost the lives of many partisans, but this sacrifice was inevitable. In the present, in an alternate America, players will find that the old occult powers have not been completely defeated. They had only subsided. With a past as revolutionaries, the PCs will once again have to defend a democracy threatened by Carcosian dangers.
  • Book IV - This is not normal. Players will play as normal people, living a normal life in a normal world. In short, all normal. Is that faceless man who has been following me for days also normal?

Chambers's stories were set in a specific historical period and painted a detailed environment, capable oftotally immerse the reader. Reading his stories, it seems to breathe the air of New York and its busy streets. This precision has also been taken up in this role-playing game, thanks to detailed descriptions of the environment and the historical period in which players will have to investigate. Certainly there is no lack creative component, both from the moderator and the players, but the stage on which you go up is more than structured.


Each manual introduces the scenario with great attention and historical eye. The first book, for example, offers a section dedicated to Paris area of Belle Epoque, to the historical figures who lived it, to the society and culture of the time. There is no shortage of paragraphs concerning places of interest, such as cultural centers or those cafes where artists and absinthe drinkers met. The (perhaps too much) detailed atmosphere offers not indifferent ideas. On the other hand, if you want to recreate a certain historical moment it is good that you contextualize it in the best possible way, to prevent it from appearing weak. In this perspective, the manual helps a lot, sometimes getting lost in descriptions of spaces that, perhaps, will never be lived. History buffs will appreciate. The game rules are included in Book I. All include:

  • chapter on the historical period of reference;
  • chapter on places that players will be able to face;
  • list of possible enemies, a kind of bestiary. As always inevitable.

The King in Yellow: The Role Play - Preview of a trip to Carcosa

Summing up

In short, we are talking about a role-playing game suitable for lovers of weirds and dark atmospheres, investigations in crowded cities and settings where nothing is as it seems. Following the instructions in the manual regarding the setting will certainly add value to the game. Reading Chambers's stories isn't mandatory, but certainly advised to recreate a concrete experience, capable of involving at best. Each story hides interesting insights that can be used during the sessions. The master really has a lot of material to entertain - and even torture a little - the players with. The layout of the volumes is simple and linear, without too many redundant elements or elements that break the reading. The text abounds and is divided into two columns, a stylistic choice that does not bore, but risks interrupting the attention. The illustrations are not as frequent as they often are, but some of them deserve to be framed. The idea of ​​creating a soundtrack for the project is also very curious. Madness travels precisely on those melodies. The price, yes, it can be scary, but the material is also a lot, there is no question about this. At the same time, however, since the purchase of individual manuals is not foreseen, many onlookers who would like to try everything could feel in a certain sense held back from taking the plunge.

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