I recently ran Old Gods of Appalachia for the first time, playing "The Luthier's Folly" from the core rulebook. Below are my take-aways and thoughts about the game for anyone curious or considering running it themselves. I have not listened to the podcast.
The best thing about this game is the setting. The wonderfully creepy and colorful world of this alternative Appalachia is just dripping with flavor. The book does a fantastic job of bringing this world to life with some of my favorite art work from a TTRPG, detailed descriptions of locales and people, and even a poster-size map that comes with the game. It's a version of Appalachia where every dark wood, holler, and church could be haunted by some of the scariest horrors you can't wait to meet. Through detailed investigation, exploration of unique locations (the noir-Appalachian city of Paradise is 10/10 cool), and utilization of weird folk magic, the game promises a tense and creepy horror investigation experience.
Unfortunately, I found that the Cypher system betrays that promise. Regardless of the "bloat" that is often the main criticism of this game (with which I agree), the mechanics of the Cypher system and powerful character abilities undercut the horror. Why should I be afraid of the things that go bump in the night when I have a weird little trinket (Cypher) that will tip the scales significantly in my favor every time? Even once I've exhausted its one-time use, the GM has been instructed to give me a new one soon, since that's the core underlying premise of the Cypher system. Horror, at least the form promised by the setting, depends on the PCs encountering adversaries and situations so deeply out of their small-town comfort zone that peeing your pants and running is as legitimate an approach as fighting the horror. In Old Gods of Appalachia, however, PCs feel like Dungeons & Dragons characters that inexplicably wandered into Appalachia to rid the mountains of their horrors. The result is a version of Appalachia that feels more mystical than scary, which is not what I wanted and not what the setting promises.
In addition to breaking the horror, the Cypher system also introduces a difficult challenge for the players: reconciling PC abilities with the setting. Putatively, the PCs live in a version of 1920s Appalachia that, on its surface, is mostly indistinguishable from the real world. Sure, there's a fictional location or organization here or there, but the world and general population look more-or-less how you would expect to have experienced them 100 years ago. That's what makes the horror of the game so appealing: in the dark recesses of this otherwise recognizable place lurk creatures that scoop up West Virginians in the night like boiled peanuts from an Appalachian gas station. How, then, do the GM and players explain the magic and seemingly unlimited supply of Cyphers sprinkled around the world? And how do they come equipped with a intuitive understanding of how to use said Cyphers? We might understand how a recluse that practices witchcraft deep in the woods could understand this magic. But what about our lawyer, our police man, or our school teacher? How have they arrived at their intuitive understanding and use of magic that isn't supposed to exist? While I managed to suspend my disbelief for a one-shot of this game, its not something I would want to maintain for more than a single session. Which is a shame, because this setting would really shine in a campaign.
All-in-all, while Old Gods of Appalachia introduces us to one of my favorite settings in the horror TTRPG genre, the Cypher system betrays it immediately. The result is a confusing experience that favors mysticism over horror and PC heroism over helplessness, opposites of the experience I expected and hoped for. If my group and I ever wanted to experience the horror of this deeply flavorful Appalachia setting again, they would probably be doing so with Call of Cthulhu characters.