![]() ![]() The next 280 pages contain seven ready-to-run adventures, all of which are tied to Harlem, and which can be woven into a full episodic campaign. It also has new occupations, back story elements and 10 Talents for a Pulp game. The first part, about 100 pages, describes Harlem from around 1920 to around 1930 – the Harlem Renaissance – and the many important people and NPCs in it, and it helps you handle racism in your game. ![]() Harlem Unbound is a beefy 368-page sourcebook for Call of Cthulhu and Pulp Cthulhu (or Trail of Cthulhu for that matter). If you are normally a CoC player, you should stop reading, when you get to the: How I ran That Jazz Craze part. The three characters were part of the detective agency Duke & Whitlock. For the first adventure, we played None More Black. I ran That Jazz Craze as the second adventure in a mini-campaign of three scenarios, before we got back to in-person gaming. The other six adventures of the book, I will not cover in depth, as you don’t really get a good understanding of an adventure from simply reading them, you need to prepare to run them – and then run them – to see what really works and where you might experience some problems. I will also provide some thoughts on the ‘source book’ part of Harlem Unbound, and why I think you should get it – because you should. In this article, I will describe how That Jazz Craze ran for us, and the addition I made to its ending, and the reasons why. I’ve run the adventure That Jazz Craze from the excellent Harlem Unbound 2nd edition source book and adventure collection by Chris Spivey for Call of Cthulhu 7th edition from Chaosium. ![]()
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