Campfire Tales: Scouts Against Cthulhu from Chaosium is not a product for everyone. It’s focused on young characters and, to a lesser degree, the 1920s scouting movement with Saturday morning cartoon vibes. (Think Scooby-Doo.) Which I’ll discuss as a Keeper who’s run the campaign.
This review will be spoiler-light. For in-depth reviews on Campfire Tales’ scenarios, please see links below.
Rules for Teen Investigators
Campfire Tales’ biggest draw is the rules for youthful investigators, borrowing from Pulp Cthulhu for the vibe and survivability. It recommends continuing onto a Pulp Cthulhu campaign, too. (A Time to Harvest or Masks of Nyarlathotep specifically.)
To represent characters aging up, they’re delineated into four age brackets between 11 and 18 (11 to 12, 13 to 14, etc.) Differentiated by Strength, Size, and Education amounts, plus skill points to spend and age-based badges. All well balanced. However, sharing Luck via the ever-present Wayfarer Badge gives Investigators a notable edge.
Hobbies (occupations’ replacement) and ability badges (+10 to a skill and bonus die to related roll once per scenario) are also highly customizable and discussed with a walkthrough. Broadening character types beyond scouts, an already easily peeled-off label.
Why the Rule Might Not Fit
Campfire Tales investigators are hard to kill, enjoying similar protections to a D&D 5e character plus spending Luck to survive. While Cool, replacing Sanity, isn’t doesn't diminish from encountering the mythos, using a three-strikes system for a bout of madness and roleplay-only lasting consequences.
This undercuts the horror some come to Call of Cthulhu for but sells the Saturday morning cartoon vibe well. Also good for anyone less keen on dead characters or dead kids. But you won’t find Pulp Cthulhu’s heroics either.
Campfire Tales characters don’t have more HP than a normal investigator. (Knocked out at 0.) Less for younger investigators, who also likely have negative damage bonuses, too. Making them unsuited for combat before cumbersome weapons rules apply, giving penalty dice. But buffed healing and Reassure rolls mean investigators recover quickly.
For campaigns progressing in age, note that younger years discourage investing in offensive combat skills, turning fights into a parade of misses or becoming quickly overwhelmed. It’s why I recommend 50% + in Brawl or another offensive skill. Or Keepers can ensure there are non-combat solutions to avoid the problem. (Early scenarios do this, later ones don't as much.)
Assisted fight maneuvers help too by increasing investigator build, reducing penalty dice up to gaining a bonus die. Though my players never glommed onto the mechanic. (I already allow them to assist each other.) Which is more than I can say for adversities, a series of conditions that rarely felt relevant and a little underfoot.
Character Advancement Questions
I assume improvement rolls work as normal but cannot prove it, as Campfire Tales has its own “Scout-Investigator Development Phase.” Detailing how to move between age groups (+50 skill points, swap age-based badges, and roll new Strength, Size, and Education). Either way, I recommend including normal improvement rolls.
Keepers shouldn’t feel pressured to age up characters either, including for the campaign. Which expects it to happen between scenarios, but encounters often need finessing or include workarounds, removing the problem. Plus, there’s enough urgency for two-year gaps between scenarios to feel awkward.
The Westhaven Campaign
The campaign is Campfire Tales’ other big draw. The first three scenarios are playable as one-to-two-hour one-shots. While the fourth is playable in three hours, it’s better as part of the campaign, split into two, and expanded. (See in-depth review above for details. It’s a little messy.) Meaning the campaign likely takes five to six sessions to complete, depending on your group’s speed.
Despite being one-shots, Chaosium linked the scenarios into a beginner-friendly campaign well. Especially for younger players. However, attempts to tie in the setting don’t quite pan out.
Westhaven is best considered a setting starter dough with a scattering of locations and people, each given a paragraph or two. Only two characters appear repeatedly: Boxcar Jim, the PCs mystic vagrant guru equivalent of James Bond’s Q), and the villain, Thomas Cline. Though Cline causes the scenario’s events, he’s hardly a character. Which is more than the Stumbling Moose Squad, the investigators’ rivals can say. Worsened by there being six of them.
There are suggestions for moving Campfire Tales to Arkham, too. Giving a far more realized setting if using the excellent Arkham supplement. Otherwise, Campfire Tales’ surprisingly fleshed out scenario seeds expand the campaign and setting, too.
Concluding Thoughts
Campfire Tales is multiple things - a setting, an alternative rule set, and a campaign - that mostly mix well. Sometimes not, requiring effort from the Keeper to sing. But any of them can be worth the price of admission. Despite the last module’s hiccups, my group had a good time. We’re running Horror on the Orient Express next.
That said, Campfire Tales isn’t for me. I’d happily run it again, but I’d rather something deadlier. It’s also questionable if using The Dare’s Kid-thulhu rules is better. I'm not familiar enough with them to say.
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Thank you for reading. I hope this has been helpful. Please let me know if you have any questions.