Note: Since the release of the 2nd Edition Colonial Gothic Rulebook, this old entry has been getting a lot more views – which is great, but there’s a more up-to-date account here.
Colonial Gothic is a game I’ve been working on for a couple of years now, with my friend Richard Iorio II of Rogue Games. My elevator pitch is “the American Revolution as imagined by H. P. Lovecraft and Dan Brown” – it has scheming Freemasons, Templar survivors, Things Man Was Not Meant To Know, and weird Americana like Bigfoot and the Jersey Devil. It’s not just 1775-1783, either: the game can handle adventures from the mystery of the lost Roanoke Colony in the 1580s, through the Salem witch hysteria of the 1690s, all the way to the War of 1812 and possibly beyond.
I’ve written and edited a few titles for the game, and I’m working on ideas to expand the property outside gaming. Fiction is a big priority, and the “Cthulhu 1776” concept has brought expressions of interest from a couple of publishers already. More news as it comes in.
Roleplayers Chronicle has just posted a “Designer’s Diary” feature for the Flames of Freedom campaign, which Richard and I are co-writing in the hope that it will do for Colonial Gothic what the Enemy Within campaign did for Warhammer Fantasy Roleplay. You can find it here, and this link will take you to a list of reviews of Colonial Gothic products.
All titles are available in a variety of e-book formats, and there is a range of e-book-only supplements for just 99 cents each. The most recent e-book is Organizations Book 1: The Templars, which collects together all the history, legends and consipracy theories about the Knights Templar (usable in any game) as well as describing their place in the world of Colonial Gothic.
Rogue Games also has an E-book Guarantee, which allows customers to order a free electronic copy of any title they have bought in dead-tree form.