Beta Review: City of my Nightmares for Vaesen



First Impressions of the New Vaesen Collection, City of my nightmares

This isn’t a full review, more like a set of field notes, for three simple reasons:

  1. I’ve already read, run, and reviewed the first scenario, Scent of a Killer.

  2. I’ve only read the other three: I haven’t had the chance to run them yet.

  3. The version I’m working from is a backer copy. It’s clearly not final.

Still, I wanted to share some early impressions, especially for those wondering what kind of experience this collection offers. It is not spoiler-free, but neither is it spoiler-heavy.

A Thread to Tie Them All

The overarching campaign frame is light. Very light.

Essentially, a recurring NPC contacts the Society to help him break a mysterious bond with a Vaesen. In each scenario, he draws the group into several tasks. First, it’s an unrelated investigation of murders in Stockholm. Then it is a summit of supernatural scholars, which is quickly derailed by murder and the interference of a Vaesen. After that, the same quest-giver sends them into a haunted library to retrieve a book. And finally, the Society must piece together how these thing relate to each other, and stop a catastrophic plan, which involves magic, deception, and a powerful Vaesen.

It’s an episodic structure that works if the players don’t grow suspicious too early. Fortunately, because each scenario is mostly self-contained, they can easily be used as standalone stories.

A Shift Toward History?

One interesting element is the depiction of Stockholm, which leans more toward historical realism than it is usual for mythic Scandinavia. I don’t see this as a problem: the balance feels right. There’s enough to ground the scenarios, but not so much historical detail that it overwhelms the mythic tone of the game, and if you want more, there is plenty of information you can find elsewhere in our digital age.

Let’s Look at the Scenarios

Scent of a Killer

Already reviewed this one in detail elsewhere. I ran it, and it holds up very well. Some minor inconsistencies, but easily addressed. Great tension, great pacing.
Score: 9/10

Song to the Moon

A whodunnit on an isolated island. The setup is familiar, and the central mystery is straightforward. The main problem? The villain feels flat, someone who does horrific things because the plot needs them to. Some logical holes (why are these people still visiting this island if they know its grim history?, how didn't anybody suspect what happened?) and a few too many red herrings muddy the waters. But the red herrings are fun.

With some tweaks, especially to flesh out the antagonist and clarify background motivations, it can work very well.

Score: 7/10

The Haunted Library

A search through a labyrinthine, haunted library for a book. Again, not a groundbreaking concept, but the execution is clever. The characters experience a series of collective dreamlike hallucinations, each playing out like a mini Vaesen mystery. It’s surreal, unsettling, and inventive.

There’s a final confrontation that feels forced: a dramatic showdown that doesn’t fully emerge from the logic of the scenario, and even complicates continuity with the next mystery. But it’s undeniably cool.
Score: 8/10

City of My Nightmares

Set across Stockholm, this scenario begins with a ghostly invitation to prevent a catastrophe. The ghost’s séance monologue is a bit much: over-the-top melodrama that I’d recommend toning down (or letting your GM instincts do it for you).

There are a few logic gaps here too: how exactly does the villain predict that a fire in one part of the city will lead to a riot elsewhere that enables their plan? Also, the villain’s henchmen are little more than magical mercenaries, flat, unmemorable. But this is nothing an enterprising GM cannot solve.

But despite its weaknesses, there’s real energy in this scenario. Some focused editing could make this one shine.
Score: 8/10

Final Thoughts

This isn’t an epic campaign. The connective tissue is too thin, and it doesn’t answer the big setting questions that long-time fans may have: nothing about the Rosicrucians, the disappearance of the old Society, or the infamous events at the Black Cat Tavern a century ago.

But that’s okay.

What we get is a collection of flavourful, varied mysteries, each offering something to chew on, each playable on its own or as part of a loosely linked arc. With a bit of prep, each can become a strong addition to your Vaesen table.

If you’re looking for deep lore or a dramatic through-line, this won’t scratch that itch. But if you’re after good sessions with a mythic-horror vibe, it’s shaping up nicely.

The best endorsement I can give a campaign I haven't run is what I give this one: I want to run it.



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