William Bailey’s Haunted Mansion

William Bailey’s Haunted Mansion is an award-winning historical Call of Cthulhu scenario set in 1890s Ballarat, a mining town in Australia. William Bailey, the local mining baron, has been losing sleep due to a series of break-ins and a particularly unsettling encounter with something he swears was inhuman. This scenario is a lively and well put-together one-shot that practically runs itself.

Players start at William Bailey’s mansion, and from there have another four locations in town that they can investigate. The clue trail is well set-out and interesting, so players will be aware of and motivated to visit the final location.

This scenario has it all: ruthlessness, fear, and betrayal; seances, an asylum inmate with a broken mind, a charming, sleazy cult leader, all topped by a plot arc with potential reality-warping consequences. Also, a bit of Latin. Nice touch.

One of the standouts of William Bailey’s Haunted Mansion is the structure. The layout is clean, and sections are well-organised. The writing is clear, and pages are laid out so that the most important information stands out. All this makes the Keeper’s life easier; in fact, this is perhaps the only scenario I’ve seen where I don’t feel the need to make a sheet of notes to run it well.

Another standout is the authenticity of the setting; characters, locations, and artefacts actually existed at the time of the scenario – in fact, some still do. I’m not much of one for historicity in scenarios, but in this case, it doesn’t get in the way of the game. Characters, locations, and objects all contribute to the overall plot, and work together to create an unfolding drama.

Normally, I’m less interested in historical scenarios than creative ones, as I feel the historical background often adds little to the gameplay itself. There are notable exceptions, such as the Berlin: Wicked City supplement, which takes a moment in history and shows a Keeper how it can be brought to life. William Baileys Haunted Mansion does the same, breathing life into a Colonial Australian setting, whose gritty quaintness serves as an excellent contrast to the true horrors of the universe.

27 pages, 4 pre-generated characters. Available in pdf and softcover

Get it at drivethrurpg.com

Check out David Waldron’s latest scenario The Last Dance of Lola Montez

Congratulations to David Waldron, author of William Bailey’s Haunted Mansion, which has received the Commendation Award for Best Historical Interpretation at the Victorian Community History Awards for 2023.

Watch the live actual play performance at the Ballarat Heritage Festival

Or listen to an actual play by The Lorewrights

And there’s another actual play on the Miskatonic Playhouse too

Being a professor of History, the author wrote about the use of games to engage interest in the subject. Read more below:

One of the primary challenges in history
education revolves around capturing students’
interest and establishing a connection with the
past


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7 responses to “William Bailey’s Haunted Mansion”

  1. David Waldron Avatar

    I am very happy to announce Willam Bailey’s Haunted Mansion has received the Commendation Award for Best Historical Interpretation at the Victorian Community History Awards for 2023.

    1. Stef Avatar
      Stef

      I’ve updated the post to reflect that. Congratulations!

  2. David Waldron Avatar

    Thanks for that. We are all very pumped to see what the Miskatonic Playhouse doe with therir adpatation of the story once it is edited.

  3.  Avatar
    Anonymous

    Cheers thanks. I am so looking forward to the Miskatonic Playhouse Adaptataon coming out. Our whole Tales from Rat City team is. Been done and awaiting editing. We all want to see how a different groups of playewrs interpret the story. 🙂

  4. David Waldron Avatar

    Thank you for that wonderful review. I can add in two, it was designed as a live stream performance sessions for the Ballarat heritage Festival here. https://www.youtube.com/watch?v=EqJ1qPkrYuI

    At home play if you want to pad out the time for players or add some more action scenes, some encounters with cultists thugs or have the “ghosts” visit players, directed by Stephen, and mess with them as they do their investigations in other areas works very well.

    1. Stef Avatar
      Stef

      Sage advice; I’m sure people will appreciate your tips!

    2. Stef Avatar
      Stef

      I’ve incorporated your youtube video into the article

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