The Sleeper on the Plateau, part of the Laundry Files series mythos, is an alien god sleeping in an ancient temple on a pyramid on a plateau on a planet far, far from here, whose awakening will herald CASE NIGHTMARE GREEN, when the stars come right and the Old Ones awake. GOD GAME BLACK is the codename for Laundry operations to stop the awakening. The supplement covers a range of Laundry related stuff, primarily bringing the game up to speed with developments in the novel series through The Apocalypse Codex, in which an American megachurch tried to to wake the Sleeper.
We start off with External Assets, the non-Laundry contractors such as Persephone Hazard, aka BASHFUL INCENDIARY, whose existence is revealed to series hero Bob during Apocalypse Codex. Assets tend to be experts in their particular area, so character generation provides for them to be more powerful than a raw Laundry recruit. On the other hand they can't pick up a phone and call for OCCULUS, their whole point is that they're deniable (or that's the cover story, anyway). Next up are rules for traditional magic. Magic in the Laundry Files is a computational process, and Laundry agents get to run it on their iPhones, isolating them from the Eaters in the Dark. But if you aren't a Laundry agent and need to provide your own hardware, then you can run it on raw brains, which is precisely what the Eaters like.
And then we get to CODICIL BLACK SKULL, a whole section on the history of the Sleeper, and humanity's contact with the plateau (which mostly consists of people dying horribly, or not-dying horribly). One oddity here is that 666 Squadron, who perform regular reconnaissance of the plateau using gate spells and the White Elephants (aka nuclear armed Concordes) is referred to as Squadron 666, which is neither British, nor American, usage, there's one or two other typographical oddities, but nothing critical. There's also a very minor problem with 666 Squadron's history, but you have to be extremely well read on the RAF to spot it.
Which brings us to the Black Chamber. They’re not so much our sister agency as our psycho ex-girlfriend turned bunny-boiler. The Apocalypse Codex. Remember what US foreign policy was like in the heart of Cold War - We don't care if you're channeling Hitler at seances and dropping democracy activists out of helicopters, any anti-communist is a true friend of America's - now apply that to contact with the Cthulhu Mythos. The Black Chamber's primary field agents are either human drones, remotely piloted via the black mark, or non-humans, who don't have any rights in US law, and so can be extorted into service - cf Ramona Random in The Jennifer Morgue. Think In order to save humanity, it became necessary to destroy our humanity. The chapter gives the complete structure of the Black Chamber, and rules for character generation if you should want to play a Black Chamber campaign, potentially including care and feeding of the demon the Black Chamber bound into you in order to ensure your loyalty. If you use the Black Chamber as an American version of the Laundry, then it’s best to embrace the Strangelovecraftian weirdness. ... While the Laundry hunts down possessed sheep in a rainy field in Essex, the Black Chamber’s off fighting DEEP SEVEN in the Colorado Mountains, or blowing up large chunks of the Middle East. Go weird, loud, and paranoid.
Pre-history is next up, or rather pre-Laundry History, so the history of the Invisible College, from the 13th Century through to WWII and its metamorphosis into the Laundry. As this covers the main 1920s era of Call of Cthulhu, there are brief rules for creating agents of the Invisible College in that era, plus a rogue's gallery of the movers and shakers in the creation of the Laundry, such as Major General JFC Fuller, who here gets the option of running the Laundry or being interned as a Nazi sympathizer, and Claude Dansey of MI6 - Spiteful and often cruel, he has a special dislike for intellectuals and academics, which makes his position in the Invisible College rather awkward, along with Ian Fleming, Denis Wheatley, and Aleister Crowley.
The Phoney War covers how to handle the period where the laws of nature start to change as CASE NIGHTMARE GREEN draws closer and ideas for how to cover that in campaigns - it looks pretty much compatible with The Annihilation Score and The Nightmare Stacks, even if written before them.
And the supplement ends with two really good scenarios. Think of the Children is set in an academy (a privately-run, government-funded school - hugely controversial, perfect choice) controlled by the Golden Promise Ministry, the Christian(-ish, sort of not really) megachurch trying to raise the Sleeper in The Apocalypse Codex and can run either immediately prior to the events of the book or just after. Appropriately for a quiverfull ministry, the academy is another string to Golden Promise's bow, a different way of coming at waking the Sleeper by using psychically aware kids. Then one of the kids tries to make contact with the Laundry by taking a character's family hostage. Only there's multiple layers to this plot, and stopping it is going to present the players with a real moral dilemma. The final scenario is The Moral High Ground and runs in parallel with Apocalypse Codex. A handful of Golden Promise agents try to kidnap an exiled Tibetan expert on the mythology of the plateau and its intersection with Tibet, and when the main mega-massacre plot is stopped by Bob and Persephone, launch an attempt to reach a ruined monastery on the plateau and wake the Sleeper from there. Stopping them means paradropping a mixed Laundry/SAS team onto the plateau. And the record of teams surviving the plateau is not good.
It's a bit mixed thematically, but everything here is pretty good, and some of it really should be core to a Laundry Campaign. That last scenario ties in really well with the special forces stuff from As Above, So Below.
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