REVIEW: Terror in the Streets
Allow me to say once again, as I always do, that I am a huge fan of historical fantasy. From what I can tell, my fondness for it is unusual, both among RPG players and among RPG writers and broadly for the same reason: the perception that it's hard to get right – especially when there are legions of know-it-all armchair historians out there positively salivating at the possibility of uttering the dread incantation Ackchyually the moment they detect even the slightest deviation from the historical record. Consequently, I don't blame anyone who chooses to shy away from venturing anywhere near real world history in their RPG sessions or products.
Nevertheless, I remain deeply grateful to publishers like Lamentations of the Flame Princess and writers like Kelvin Green for their willingness to sate my peculiar tastes for fantastic adventures set in this world's historical past. Terror in the Streets – no, I won't be using the acronym – is a clever, well-presented and, above all, fun example of just how you can use real world history as a backdrop for a fantasy RPG adventure without either getting too bogged down in pointless minutiae or giving that history its proper due. It's not perfect by any means, but Terror in the Streets is very good.
Before proceeding to the meat of this review, I should add that there are, in fact, two different versions of Terror in the Street. The first (and the one I'm reviewing in this post) is a 96-page A5 hardcover book featuring a cover painting by Yannick Bouchard. The second version, entitled Big Terror in the Streets – no, just no – is a boxed set that features a lot of additional goodies, like a map of the city of Paris in 1630, player handouts, cardboard cut-outs, and a large yellow six-sided Unrest Die (for tracking the progress of civil unrest), in addition to an additional book, the 48-page Huguenauts and Other Distractions. Unfortunately, I don't believe Big Terror in the Streets is available in any form any longer, though there may still be copies of it floating around in secondary markets. That's a shame, since Huguenauts and Other Distractions has much to recommend it and indeed provides worthwhile fodder for anyone who continues to worry that historical fantasy is hard to get right. (If I find that the book is available, I'll do a review of it as well.)
Terror in the Streets is a murder mystery set in early 17th century Paris – "Jack the Ripper, but 250 years early," as the author describes it in his introduction. There's a serial killer of children loose in the city and it's up to the player characters to stop him. Just how and indeed why they might do so is an open question, one of many ways that Terror in the Streets might be called a "sandbox" adventure. Other than a timeline that dictates when and where the killer strikes (along with other key events), the course of the adventure is largely determined by the choices of the player characters, as they investigate, interact with NPCs, and deal with random encounters.
This is, in my opinion, the only way to structure a murder mystery adventure without resorting to a more heavy-handed approach. Yes, this structure carries with it the risk that the characters might get lost in the weeds, wasting too much time on red herrings – of which there are quite a few in Terror in the Streets – and other irrelevant complications. However, the advantage of this more open-ended structure is that it's much more forgiving to the referee trying to keep track of all the moving parts that make up the scenario. Plus, the timeline, which exists independently of character actions, serves as a useful way to nudge their attention back toward more pressing matters. And there are even guidelines for what might happen if the characters fail to stop the killer, which is quite refreshing.
While the murder mystery scenario is a genuinely compelling one that nicely leverages multiple aspects of real world history, like the tensions between political and religious factions within Paris, it's not the only appealing thing about Terror in the Streets. Equally interesting in my opinion is its presentation of 17th century Paris – its districts, landmarks, taxi service companies, encounters, and, above all, unique NPCs – in effect a mini-gazetteer of the city. Taken together, these elements give the referee everything he needs to keep the characters engaged while in Paris, not just for this adventure but for others as well. It's nicely done and, reading through it, I found myself wishing that LotFP produced more material like this in the future.
The only aspect of Terror in the Streets that might be considered a flaw is Green's humor-laden conversational style of writing. This is not a book whose author takes himself or the material too seriously. Consequently, there are asides, digressions, and meta-commentary scattered throughout, usually to good effect. Green is quite open about his inspirations and the shortcomings/limitations of the adventure, which is genuinely refreshing and indeed helpful. However, there are also occasional moments of goofiness and sly winks at the reader, like a mad wizard with wild hair and a beard named Alain de la Mare. These don't necessarily detract from the scenario, but I can easily some players and referees finding them off-putting, particularly those who prefer their historical fantasies straight. For myself, I found most of these elements amusing and felt they nicely demonstrated that there's no reason a historical scenario need be unduly solemn.
In the end, though, this is a small thing and Terror in the Streets is one of the best things Kelvin Green has written for LotFP to date. It's also one of the best historical fantasy adventures I've read in quite some time. Reading it, I was left with a small sense of disappointment that I am not refereeing a game where I could easily make use of it. Terror in the Streets is a well written, well presented scenario that is probably a lot of fun to play. I can think of no better compliment.
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