Way back in the days, I got to take a peek at the game books used by the older brother of one of my class mates and gaming buddy. It was a hardcover volume, and I still remember to this very day that the illustrations struck me as very silly and amateurish. That book was the 1st ed AD&D Players Handbook.
Many years later and I talk to a guy who once he got that game started up a game, and the game is still running, even though the game sessions now are a year or so apart, was started in those early days. That coincided with WotC releasing 3rd ed. D&D and I felt inspired, and bought the game. So I guess AD&D has been a game that has influenced me, pushed me toward other games and coloured my perception of things.
Still, I have never played the game.
I tried to gather some players some years back when I scrounged up a bunch of Rob Kuntz modules, but never managed to get enough for a whole party. It stayed the un-played edition.
I took down one of my two copies of the PHB and perused it. Yeah, I have two copies of a game I've never played. I have three copies of the 2nd ed. DragonQuest and I haven't played that either. Why are you looking at me like that? Anyway. I took down my copy of the PHB, and decided to check it out. Fiddly bits. Dozens of fiddly bits. You come to the section on how to make a character, and it starts with how to roll up your stats. Is this power gaming or what? You are told you need superior stats, and oh do you need them. Multiple bizarre little things are calculated off those stats, like how good you are at lifting gates. Some stats are even rolled with both d6 and a percentile score. Involved is the word.
The thing is, much of this first saw the light of day in the OD&D Supplement I - Greyhawk, and you understand that Gary and Rob must have loved fiddly bits. In their campaign there were so many subsystems and extra house rules added on top of OD&D that the game beneath was barely visible. This is a game for people who love a game, not a tool for creating stories in secondary worlds.
I actually don't have a problem with lot of rules. I have played MERP, and own more than one edition of Rolemaster. I have both Burning Wheel and Burning Empires, and would even consider running them. But, then there are rules. Let's take a look at Surprise. That section of the rules begin by telling you what surprise is, and then suggests you roll a d6, or a d8 explains that then there's a 1 in 8 or a 1 in 6 chance. Then there's a nice table to show how many time increments difference there is in rolling difference sets of results on those dice. It's both simple and extremely convoluted at the same time. Say whatever you will about Rolemaster or Burning Empires, but they are far more consistent and thus handle the weight of those rules quite differently.
Sometimes I catch the wonder, the fantasy and the strange beneath the over- and under-explained rules. I see why some of this caught the imagination. There was arcane mysteries to be unlocked in this mysterious tome, and since I love Call of Cthulhu you can guess why that speaks to me. But, I still don't want to run this game. Playing D&D as a game - as a challenge for the players, not their characters - would be a different challenge. Maybe one day, but I would probably chuck much of that Gygaxian cruft. It's just not my style.
Showing posts with label Call of Cthulhu. Show all posts
Showing posts with label Call of Cthulhu. Show all posts
Monday, November 10, 2014
Saturday, March 29, 2014
Comparing two game sessions and the prep - Savage Worlds & Stormbringer
I've been thinking and writing a bit about my recent online game. One thing I was not really satisfied with that game was the flow and pacing, but it highlighted different ways to handle game prep. I thought it might be interesting to compare that game to a Savage Worlds/Agents of Oblivion I ran last year. That game was not online using Hangouts, so the issues I had with that format did not apply, of course. But, I realize that there are other interesting differences.
For those who are interested in how prep notes for a SW/AoO game can look like, check these notes. It's worth nothing that my Agents of Oblivion had a healthy dose of Cthulhu to it, and less James Bond.
Worthy about these notes is that I've listed the names of people, but very little about what they know or what they will do. I improvised that part as we played. Also, I had a vague plan that was basically using the look and feel of a small mining village like the one in the movie October Sky and the dramatic feel of a X-Files episode. Basically, I knew the place and the people, but except that the only thing clear was that the Fungi would mind wipe the characters. Then I just made sure weird shit happened.
I can tell you that they investigated the shit out of that place! They basically took Jackson's place apart and sawed out a bit of the floor with some odd scratches/markings which might have been a Mi-go claw mark! After a fight with the MIBs they totally freaked out when they turned to piles of sand! Some pretty cool roleplaying happened when the sheriff showed up and they had to fast talk her and cover up the weird shit. To say nothing of their trip down to the mines...
In my Stormbringer game on the other hand, I had figured out how they would be forced into the situation, how they would encounter some people who could show them the way and a clear end to their travels, and a final scene where they could do two things. Those was dependent on them either being convinced of the need to repair the world machine or to destroy it. While a con game has to be slightly linear, I can now see some additional problems with it.
While the Savage Worlds game was all centred on the mining village of Torchwood, the players could talk to anybody and go wherever they liked. Also, they could do it in any order. The other game was built on a trip by caravan, where things would unfold. Sure I had the feel and attitude nailed down as well. I wanted the freaky aspect and unreal quality of dream to play up. Moorcock usually introduce the outre into the mundane and I wanted that feel. Less fun with the travel, though. I'm more convinced than ever that trips in roleplaying games should be narrated in a sentence or be the whole point.
Trying to make travel be just part of a scenario never seem to work for me. This makes me think of the Call of Cthulhu scenario Blood on the Tracks from the excellent scenario collection Out of the Vault by Pagan Publishing. Running that worked excellent and it was all travel. In comparison I don't think I've really did any low technology fantasy wilderness adventure that worked well. Know what you're good at, and play to your strengths...
Thursday, August 22, 2013
How to write adventures - I keep talking about scene based design
I'm continuing my thinking on adventure design, and have now come to how I've planned out my Savage Worlds scenarios. Since I've heard so much about how great this game is for cons, I designed scenarios from that. I've listened to how people often use a scene based design to fit in the time constraints, and that fit me perfectly.
So, I wanted to do something with a lot of feel of the X-files. Since I started from that, it was very natural for me to think of a scene that introduce the mystery and then play the intro and then introduce the characters. Since I was not writing a TV-show, I did think up the first part, but we started play when the players entered the plot.
The first scene would utilize the outcome of the background scene as its "bang". So I imagined a miner in this small community being attacked by his whole kennel of dogs, and how his fiance would see it and panic. That was what had just happened. Then I planned on putting the PCs in that small mining town, fill it with NPCs and build scenes from character interaction and some"plot based" scenes that would exhibit more of the strangeness that was the basis for the hounds attacking the miner.
The main plot was that the miners had dug deep into the Appalachians in West Virginia, and uncovered Cthonians. They reacted by psionic mind controls and called in their minions. I planned to have some weird things happening, like the MIB show up and discourage the PCs from snooping, and finally have the fiance disappear only to call someones phone and lure them out into the wilds at night. I had decided that after fooling around like that, I would end it with a scene where the PCs found them somehow confronting "aliens" in a strong light and finally finding themselves with redacted memories in their car out on the highway.
So, how did it go, and how did I used the scene based design?
Well, I started with the players taking control. They came to the town, and started talking to people. I decided to take a cue from Vincent Baker's advice in Dogs in the Vineyard, and started to give away as much as possible from all the NPCs. Vincent is wise, for without that they would have stumbled!
Talking to the NPCs, the characters were set in a location, some people were there and that was often the extent of my scene framing. I did not include any "bangs" or any destabilizing events into those interpersonal interactions.
In between those I dropped some small bombs in the shape of scenes with not only location and people, but also destabilizing events. It turned out that those scenes which all had things happening they had to react to did work really well. I totally failed to make one of them a chase scene with the Savage Worlds chase rules, but that was only me at odds with that rules set, and I've posted about that in other posts.
Worth noting here is that I did not introduce any shakeups in the "interview" scenes we had. Maybe I should have, because I sometimes felt that all those individuals with cool stories to tell had to walk up to the player characters more often than being sought out. It might be something that is dependent on how proactive your players are, but I did take that with me to my next attempt. It was my greatest lesson from this kind of adventure design.
Then there was that about how to string scenes together. In this scenario, which I called "Deep Calls to Deep", the players had the choice of going where they wanted and talking to whomever they choose. That kind of made it very natural for me to toss in my bombs after they had learned stuff which would make the next thing happening feel more cool. It made for a fairly natural flow, I would think.
All in all I think it went well, and as far as I understood from the after game chat I had nailed the X-Files feel. Nobody ever got any hint it was a Cthulhuoid menace.
But, what could I make different, and better, the next time? I will talk a bit about stringing scenes together next time.
So, I wanted to do something with a lot of feel of the X-files. Since I started from that, it was very natural for me to think of a scene that introduce the mystery and then play the intro and then introduce the characters. Since I was not writing a TV-show, I did think up the first part, but we started play when the players entered the plot.
The first scene would utilize the outcome of the background scene as its "bang". So I imagined a miner in this small community being attacked by his whole kennel of dogs, and how his fiance would see it and panic. That was what had just happened. Then I planned on putting the PCs in that small mining town, fill it with NPCs and build scenes from character interaction and some"plot based" scenes that would exhibit more of the strangeness that was the basis for the hounds attacking the miner.
The main plot was that the miners had dug deep into the Appalachians in West Virginia, and uncovered Cthonians. They reacted by psionic mind controls and called in their minions. I planned to have some weird things happening, like the MIB show up and discourage the PCs from snooping, and finally have the fiance disappear only to call someones phone and lure them out into the wilds at night. I had decided that after fooling around like that, I would end it with a scene where the PCs found them somehow confronting "aliens" in a strong light and finally finding themselves with redacted memories in their car out on the highway.
So, how did it go, and how did I used the scene based design?
Well, I started with the players taking control. They came to the town, and started talking to people. I decided to take a cue from Vincent Baker's advice in Dogs in the Vineyard, and started to give away as much as possible from all the NPCs. Vincent is wise, for without that they would have stumbled!
Talking to the NPCs, the characters were set in a location, some people were there and that was often the extent of my scene framing. I did not include any "bangs" or any destabilizing events into those interpersonal interactions.
In between those I dropped some small bombs in the shape of scenes with not only location and people, but also destabilizing events. It turned out that those scenes which all had things happening they had to react to did work really well. I totally failed to make one of them a chase scene with the Savage Worlds chase rules, but that was only me at odds with that rules set, and I've posted about that in other posts.
Worth noting here is that I did not introduce any shakeups in the "interview" scenes we had. Maybe I should have, because I sometimes felt that all those individuals with cool stories to tell had to walk up to the player characters more often than being sought out. It might be something that is dependent on how proactive your players are, but I did take that with me to my next attempt. It was my greatest lesson from this kind of adventure design.
Then there was that about how to string scenes together. In this scenario, which I called "Deep Calls to Deep", the players had the choice of going where they wanted and talking to whomever they choose. That kind of made it very natural for me to toss in my bombs after they had learned stuff which would make the next thing happening feel more cool. It made for a fairly natural flow, I would think.
All in all I think it went well, and as far as I understood from the after game chat I had nailed the X-Files feel. Nobody ever got any hint it was a Cthulhuoid menace.
But, what could I make different, and better, the next time? I will talk a bit about stringing scenes together next time.
Tuesday, July 9, 2013
Deserted Island experiment - Call of Cthulhu
A few days ago I started a new thing, listing three supplements for one of my games, that I'd take with me to a deserted island. Now the time has come for Call of Cthulhu.
The second obvious choice, and the one I'll pick since my list above leans toward the historical eras, is Delta Green. Sure, by now it's also history, but it's modern day and tweakable to be used for 2013 as well, or whatever. It would be easir for me to pack for my island trip as well, since I own it. But, I have actually not read it all, so that will suit me fine. I can stay on the island for a while!
I bet some of those choices would meet with arguments! Agree? Disagree? Feel free to say so.
We'll see what game comes up next. You know where to find me...
- The 1920s Investigator's Companion - this book might be disqualified as it can be considered a "core book" for players. I'll add it to my list anyway, and add a fourth as a bonus. This book is just great when it comes to suggestions for character concepts. The long listing of professions and how to create those kind of characters are really helpful. If you want to get away from the dilemma that the characters are an unlikely bunch, you could pick a section and have all make characters from that type or one similar. Other goodies are the sections on research facilities, and how to get around. If you play in a historical setting these facts are gold. They are also well presented. We'll see how the 7th edition is designed, but this book would be great as the core of a Players Guide.
- Cthulhu by Gaslight 3rd ed. - This choice might surprise some, but I think the second great era for any kind of horror game is the gaslight era. This is a great book with lot of details about the geography of London and how people lived back then. There are also some good advice and tweaks for character generation that can be used for other eras as well. Naturally there are a few scenarios to start that campaign at the island.
- Arkham Unveiled - Is there any book more iconic than this? Arkham is at the heart of Lovecraft country, and this is a book that gives a pretty good overview of a typical city of that area. There are lots of small mysteries and oddities you can make adventures out of, and there are nothing better than a university that can work as a patron for cerebral adventurers. If that's not enough, there's bootleggers and criminal gangs for more two fisted games. Round it off with a few scenarios and you have a good place to mine for lots of gaming.
The second obvious choice, and the one I'll pick since my list above leans toward the historical eras, is Delta Green. Sure, by now it's also history, but it's modern day and tweakable to be used for 2013 as well, or whatever. It would be easir for me to pack for my island trip as well, since I own it. But, I have actually not read it all, so that will suit me fine. I can stay on the island for a while!
I bet some of those choices would meet with arguments! Agree? Disagree? Feel free to say so.
We'll see what game comes up next. You know where to find me...
Sunday, July 7, 2013
Impressions of FATE Core - look and feel
So I finally got my copy of FATE Core. While I am less than happy with some Kickstarter projects, this was not one of them. Evil Hat kept in contact during the whole process from the funding until arrival of the goods, always updating with the latest status. Take note, all you who run rpg Kickstarters! Let people know what's going on? You have taken their money, they deserve to know you have not left for a sunny beach with their money. Kudos to Evil Hat. they did this right.
How is the game?
Well, I have not yet run a game, since I've only owned the book for a few days and I rarely read a game book from cover to cover when I first get it. But, it looks good. I am familiar with FATE 2nd ed and this looks like a really good update. It's well presented and from what I've glanced, it reads well. All concepts are clearly presented.
This is where I'd like to take a moment to compare this book to The Dresden Files game. In that game there was sidebars and "boxed notes" laid out to look like handwriting, and post-it notes. It was horrible! The page looked so busy I got tired from reading just a few pages. It also made it a pain to skim a few pages to search for something, or get a grasp of things. With so busy a page, it made the eyes jump all over the place. Less is more, guys.
Not so in FATE Core.
In this book it's all black and white and the sidebars and boxes highlighting stuff is integrated in the graphical profile of the whole page. If that sounds like just so much typographical gobbledygook, I will hold up classic Call of Cthulhu as an example. If you take a book like Arkham Unveiled or The Fungi from Yuggoth, you'll see two column lay out, few fonts and the boxed illustrations align with the text columns. The eye needs not stray. Everything you needs in where it's expected to be.
There's more.
One thing I really like is how Evil Hat have put small notes in the margins, pointing out where to go for details on something mentioned in that paragraph. Especially in the beginning chapters which explains the basic concepts and character generation that is really helpful. It's taking the usage of an index to the next helpful level. There is an index, but thanks to these hints it's quite short. I think it works pretty well. We'll see how it holds up after heavy use.
Another thing I really liked were the illustrations. I found no gravity defying breasts and ridiculous armour, and in general women were depicted sensibly. Also worth noting is that there are quite a few non "white dude" individuals. I liked that. I have not found any really amazing pieces that I stood out, but I found none that made me cringe, which I think is far more important. You can say what you want about knowing your target audience, but clearly Evil Hat wants to think beyond the niche here and they should be applauded for that.
This game I like, and I have seen enough of the rules to like them as well.
So.
You know what I have a problem with? Now when I have this game and Savage Worlds, I have two games that can cover multiple campaigns. (Yeah, I also have GURPS but I have given up on that.) Why is that a problem? What should I use it for? I have too many choices! But, maybe I can finally get a Planescape game that feels like it lives up to the setting's potential. Just maybe.
Saturday, May 12, 2012
When horror hits home - an experiment with Unknown Armies
So we have just finished a session of Unknown Armies, and it really left the players feeling confused, and a bit freaked out I think. Was that good or bad? I'm going to think out loud about some of that.
First impressions from behind the screen is of satisfaction. I finally got to run a game that reads great, it's the best written RPG bar none, and even though I had to flip through the book a lot, it worked out ok.
We played one of the scenarios in the back of the 2nd ed rules, called Bill in Three Persons. This is a scenario full of weirdness, and also some really twisted NPCs and lot of opportunities to trying to cope in a world full of hard knocks. I thought it had lot of potential, and it had the excellent qualities of working fine with characters (and players!) that know nothing of the setting and don't know each other beforehand.
Once again, my players surprised me by not interacting with the NPCs. I guess I should have learned by now that these players wont actually approach and talk to everyone they meet, like I do when I play. When I asked them after the session, one of the actually said it was a weird scenario, where they was whisked from place to place and didn't have much people to talk to. How does that jive with their efforts to avoid interacting with the NPCs in the game? Maybe they were too freaked out by them? Let me take an example, with spoilers for the scenario, so be forewarned.
The scenario is in three parts, and is about how to three times encounter the person Bill Toge, and maybe put him on a different path in life than the one the PC encounter in the starting scene. Bill is not a very nice person, or at least a person who has been roughened up by life quite a bit. In our session the first part ended with Bill shooting one PC in the chest before being shot to death by a police sniper. I guess that established him as dangerous, and so dangerous that the players stayed out of his way in the rest of the session! That kind of puts a damper on the NPC interaction opportunities when he in the main NPC in every scene.
Mood wise I think the game worked perfectly, though. After the first 10 minutes everyone was already feeling freaked out and everyone could see their world trying to burst its seams. It was very David Lynch, so to speak. I loved it, and I those who commented said they loved it as well. That brings me to another point. How does it compare to Call of Cthulhu we played the session before that?
CoC ended with everyone mad or going mad in the alien city of Carcosa after seeing some alien monsters grabbing them and flying through space. In UA on the other hand, they had seen low life crooks getting shot, child molesters being harassed and drugged cultist being taken out by police. And getting shot. I think it all felt a bit more real.
It will be very interesting to compare when I finally run a modern CoC scenario, if it hits closer to home that way. I know that the idea of alien non euclidean angles and books about arcane non human knowledge doesn't sound horrifying to many modern people, as my players. Modern horrors, and modern non-Lovecraftian ones, feel more real.
After this run, I think it's time for something of a different genre. Horror wear out, and post apocalyptic gaming beckons, or Old West, or science fiction, or something else. But, I will run more Unknown Armies in the future, now I know for sure!
First impressions from behind the screen is of satisfaction. I finally got to run a game that reads great, it's the best written RPG bar none, and even though I had to flip through the book a lot, it worked out ok.
We played one of the scenarios in the back of the 2nd ed rules, called Bill in Three Persons. This is a scenario full of weirdness, and also some really twisted NPCs and lot of opportunities to trying to cope in a world full of hard knocks. I thought it had lot of potential, and it had the excellent qualities of working fine with characters (and players!) that know nothing of the setting and don't know each other beforehand.
Once again, my players surprised me by not interacting with the NPCs. I guess I should have learned by now that these players wont actually approach and talk to everyone they meet, like I do when I play. When I asked them after the session, one of the actually said it was a weird scenario, where they was whisked from place to place and didn't have much people to talk to. How does that jive with their efforts to avoid interacting with the NPCs in the game? Maybe they were too freaked out by them? Let me take an example, with spoilers for the scenario, so be forewarned.
The scenario is in three parts, and is about how to three times encounter the person Bill Toge, and maybe put him on a different path in life than the one the PC encounter in the starting scene. Bill is not a very nice person, or at least a person who has been roughened up by life quite a bit. In our session the first part ended with Bill shooting one PC in the chest before being shot to death by a police sniper. I guess that established him as dangerous, and so dangerous that the players stayed out of his way in the rest of the session! That kind of puts a damper on the NPC interaction opportunities when he in the main NPC in every scene.
Mood wise I think the game worked perfectly, though. After the first 10 minutes everyone was already feeling freaked out and everyone could see their world trying to burst its seams. It was very David Lynch, so to speak. I loved it, and I those who commented said they loved it as well. That brings me to another point. How does it compare to Call of Cthulhu we played the session before that?
CoC ended with everyone mad or going mad in the alien city of Carcosa after seeing some alien monsters grabbing them and flying through space. In UA on the other hand, they had seen low life crooks getting shot, child molesters being harassed and drugged cultist being taken out by police. And getting shot. I think it all felt a bit more real.
It will be very interesting to compare when I finally run a modern CoC scenario, if it hits closer to home that way. I know that the idea of alien non euclidean angles and books about arcane non human knowledge doesn't sound horrifying to many modern people, as my players. Modern horrors, and modern non-Lovecraftian ones, feel more real.
After this run, I think it's time for something of a different genre. Horror wear out, and post apocalyptic gaming beckons, or Old West, or science fiction, or something else. But, I will run more Unknown Armies in the future, now I know for sure!
Friday, May 11, 2012
How dynamite solved the problem
\The last Saturday was the final session for my Call of Cthulhu game. I say final, and I think you can guess what that means?
All in all, Tell me, have you seen the Yellow Sign? was a very good scenario. It was well structured, and had enough support for the Keeper to keep focused on what was going on in the setting. I liked the story and plot, and how it had a strong theme that came out in play. So how did it feel in play, after all was said and done?
Our intrepid investigators finally decided on a trek out in the swamp lands after finding the occult bookstore, and seeing too many signs and needing someone to tell them what the relation to the raid of 1907 was. It turned out they found the gate, the site where the coronation and the calling of Hastur would take place. They spent some time debating the best cause of action and finally decided to build bonfires and use heat and cold water to break up the standing stones at the ceremonial site. Not too bad an idea.
The next night they were woken in the night my thugs dragging them away to the main cultist, Papa Screech, and taken to Carcosa via Byakhee. The experience made them all really shaken, and the poor journalist who was formerly experienced temporary insanity turned totally bonkers. There we left them, having saved the world but having lost themselves. Very Call of Cthulhu, I'd say.
It was kind of telling that in the end what they needed most and couldn't get was dynamite. Very Call of Cthulhu I'd say.
I loved being the Keeper of CoC, and hope to do it soon again!
Now it's time for a one shot of Unknown Armies before the big summer mess arrived and everyone travels around and have no time for gaming.
All in all, Tell me, have you seen the Yellow Sign? was a very good scenario. It was well structured, and had enough support for the Keeper to keep focused on what was going on in the setting. I liked the story and plot, and how it had a strong theme that came out in play. So how did it feel in play, after all was said and done?
Our intrepid investigators finally decided on a trek out in the swamp lands after finding the occult bookstore, and seeing too many signs and needing someone to tell them what the relation to the raid of 1907 was. It turned out they found the gate, the site where the coronation and the calling of Hastur would take place. They spent some time debating the best cause of action and finally decided to build bonfires and use heat and cold water to break up the standing stones at the ceremonial site. Not too bad an idea.
The next night they were woken in the night my thugs dragging them away to the main cultist, Papa Screech, and taken to Carcosa via Byakhee. The experience made them all really shaken, and the poor journalist who was formerly experienced temporary insanity turned totally bonkers. There we left them, having saved the world but having lost themselves. Very Call of Cthulhu, I'd say.
It was kind of telling that in the end what they needed most and couldn't get was dynamite. Very Call of Cthulhu I'd say.
I loved being the Keeper of CoC, and hope to do it soon again!
Now it's time for a one shot of Unknown Armies before the big summer mess arrived and everyone travels around and have no time for gaming.
Monday, April 30, 2012
Personal horror
A few days ago once again sat down behind my Trail of Cthulhu screen as the Keeper of Arcane Lore. Once again we travelled back to New Orleans in 1929, as imagined by Kevin Ross. This time, people went mad.
I'm beginning to appreciate the way this scenario is put together. The tome The King in Yellow is the key for it, and today the characters found the book, and read it. Telling them what they found made me realize how the whole of the scenario is modelled on and structured by that book. But, the big thing I wanted to talk about was how that book affected the characters, and the players.
Kevin Ross has provided the Keeper with a short summary of the physical characteristics of the tome, and a quite detailed summary of the content of the text, and how it affect the reader. Combining this with how Ken Hite suggested Hastur as a viral meme, I managed to portray the reading experience of the tome in a way that I had never tried or experienced before. I'll get into some details.
I have not read Chambers, but this book might follow his story. I don't know.
So, the setting is a city and the characters are a royal family fighting over succession. A stranger arrives, in a Pallid Mask, and he bears the Yellow Sign. He proclaims the coming of the King in Yellow and at the ball he is the only one not who has not removed his mask, and then it is revealed that he has none. Somehow the city is then replaced with Carcosa and the city is now situated by the lake Hali and everyone goes mad.
So, how does this related to the scenario, and how did I use it? In the scenario, it's Mardi Gras and everyone is dressed up and there's a masquerade ball at the end of the scenario. As you can see, the idea of masks is a common theme, as is the idea of a ball. But, the question of identity and duplicity is also important.
When the first character read the tome, she lost 5 SAN at once and I decided that her feeling of identity had started to slip, and that the idea of personal belonging became kind of hazy, cleptomania struck her as quite logical. Also, she at once started to wear a mask.
The second character read the book, and lost slightly less SAN. That character was most strongly affected by the duplicity of cities, places and time. I described how time and place suddenly had no meaning, and how the one turned into the other just like the city in the book had turned into Carcose. It had always been Carcosa.
The third reader had notes from the others, and here I emphasized the labyrinthine qualities of the text, and how plot lines twisted into each other, and how the pages seemed to be out of order. The main thing to freak that character out was how the literary qualities was as mutable as the reality in the story was.
What I did was I gave all the players different views of what they had read, and how it affected them differently. I had great help of the summary of the text, and could use different parts of it for retelling and rephrase things to freak the character out. Many times when you play CoC, you find a tome, read it and dock some points of SAN and now you have learned occult knowledge and are slightly more crazy. I found that actually have something to present to the players was important, and one of them even noted the fact that they all got something different from the experience. Suddenly the otherworldly qualities of the cthulhu mythos became tangible, or more real. It drove home the idea that you could actually be affected by reading a text. It became personal.
I think the first time I came across the idea of personal horror, was in the World of Darkness games, like Vampire. In those games you play the monster, and thus it's personal. I became bored when I realized that it was just a super hero game dressed in black leather and lace. Call of Cthulhu on the other hand is often criticized for being slightly too cerebral and too focused on the indescribable. I think the criticism is often well founded, but maybe focusing on the personal experience of something like a text could be a way to make it more personal, and make the player connect to the character to some extent. The themes in the setting, and the weird qualities of the text reinforced each other. By underlining the shifting nature of reality in the text, the shifting nature of the reality in the game was kind of implied. Since it was different for each character and it became more personal, isolated and possibly even hinting at the utmost loneliness of all character in the face of the mythos. Can you say "existentialism"?
It was a good session.
I'm beginning to appreciate the way this scenario is put together. The tome The King in Yellow is the key for it, and today the characters found the book, and read it. Telling them what they found made me realize how the whole of the scenario is modelled on and structured by that book. But, the big thing I wanted to talk about was how that book affected the characters, and the players.
Kevin Ross has provided the Keeper with a short summary of the physical characteristics of the tome, and a quite detailed summary of the content of the text, and how it affect the reader. Combining this with how Ken Hite suggested Hastur as a viral meme, I managed to portray the reading experience of the tome in a way that I had never tried or experienced before. I'll get into some details.
I have not read Chambers, but this book might follow his story. I don't know.
So, the setting is a city and the characters are a royal family fighting over succession. A stranger arrives, in a Pallid Mask, and he bears the Yellow Sign. He proclaims the coming of the King in Yellow and at the ball he is the only one not who has not removed his mask, and then it is revealed that he has none. Somehow the city is then replaced with Carcosa and the city is now situated by the lake Hali and everyone goes mad.
So, how does this related to the scenario, and how did I use it? In the scenario, it's Mardi Gras and everyone is dressed up and there's a masquerade ball at the end of the scenario. As you can see, the idea of masks is a common theme, as is the idea of a ball. But, the question of identity and duplicity is also important.
When the first character read the tome, she lost 5 SAN at once and I decided that her feeling of identity had started to slip, and that the idea of personal belonging became kind of hazy, cleptomania struck her as quite logical. Also, she at once started to wear a mask.
The second character read the book, and lost slightly less SAN. That character was most strongly affected by the duplicity of cities, places and time. I described how time and place suddenly had no meaning, and how the one turned into the other just like the city in the book had turned into Carcose. It had always been Carcosa.
The third reader had notes from the others, and here I emphasized the labyrinthine qualities of the text, and how plot lines twisted into each other, and how the pages seemed to be out of order. The main thing to freak that character out was how the literary qualities was as mutable as the reality in the story was.
What I did was I gave all the players different views of what they had read, and how it affected them differently. I had great help of the summary of the text, and could use different parts of it for retelling and rephrase things to freak the character out. Many times when you play CoC, you find a tome, read it and dock some points of SAN and now you have learned occult knowledge and are slightly more crazy. I found that actually have something to present to the players was important, and one of them even noted the fact that they all got something different from the experience. Suddenly the otherworldly qualities of the cthulhu mythos became tangible, or more real. It drove home the idea that you could actually be affected by reading a text. It became personal.
I think the first time I came across the idea of personal horror, was in the World of Darkness games, like Vampire. In those games you play the monster, and thus it's personal. I became bored when I realized that it was just a super hero game dressed in black leather and lace. Call of Cthulhu on the other hand is often criticized for being slightly too cerebral and too focused on the indescribable. I think the criticism is often well founded, but maybe focusing on the personal experience of something like a text could be a way to make it more personal, and make the player connect to the character to some extent. The themes in the setting, and the weird qualities of the text reinforced each other. By underlining the shifting nature of reality in the text, the shifting nature of the reality in the game was kind of implied. Since it was different for each character and it became more personal, isolated and possibly even hinting at the utmost loneliness of all character in the face of the mythos. Can you say "existentialism"?
It was a good session.
Wednesday, April 11, 2012
Thinking more on my last CoC game
I have been thinking some more of my reactions to the latest CoC session. There was a time in the beginning of the session where the players where basically flailing about. They even said right out to me that they did not know what to do. It made me start to think I had to do something, and after some futzing around things did start to move again. Not in the "right" direction, it did start to move again. It did also manage to move in a direction that the characters did intersect with the major NPCs and the things that were going on, but that was another thing.
So, today I was catching up on some old email. I am, and have been for years, a subscriber to the Roleplaying Tips newletter from Johnn Four. Usually it contains at least some new nugget to use in a upcoming game, or something to file away in that GM folder of tricks. This issue I had lying around had as a main feature a piece by some guy called James and he wrote something which made me think. Take a look at this:
Often when I play RPGs, I'm the referee. That means that, potentially, I will more often than anyone else have "nothing to do". That sounds boring.
Now, I think many of you dear readers are well aware of the tenets of the so called "old ways". The games master is supposed to make rulings, present the players with meaningful choices and let the dice fall where they may. I can dig that. Well, I can dig that when I run fantasy, but I also dislike not having anything to do. I am there to play a game as well, after all. So, what to do, and why did I specifically mentioned running a fantasy game?
When I run a game of standard, or not so standard, fantasy I usually make shit up all the time. I once had a few NPCs have a totally unrelated fight in the background of a city while my players where debating what to do. Afterwards I got praise for that, since it made the game world feel real. Not everything revolved around the characters and their quest. That is where I think I can do the sandbox thing. I have enough experience to make up odd or mundane things for a fantasy setting. If the players are not entertaining me, I can entertain myself and maybe they follow along that path none of us knew existed.
Let's compare that with Call of Cthulhu. In CoC, there's usually a conspiracy or plot going on. Someone is going to grab an occult macguffin unless the players intervene, or someone is trying to summon some extra terrestial horror, and following some clues the characters might be able to figure that out and choose to stop them. Let's bring back that part about being bored.
In my last session of CoC, I was bored. I could try to steer the players back to the plot, basically railroading of some kind or another. That was never my intention. While it might be a slightly less dramatic way to end, a fizzle is an end as well. No, my problem was not that I needed to have my players go and actually talk to any of those named NPCs I had given them names and addresses to. No, they could do that or not, but if they did not they would miss some of the clues to the plot. I have ended scenarios before without players understanding things, so that was ok. What was not ok was that I wanted to throw in some things for the players do to, because I wanted something to do.
This is where I think I slightly disagree with Jim Raggi. I think the GM do need to think about providing excitement for his group of players. Not in order to "steer the game back" to whatever it is you usually steer them towards. No, I think you need to provide some excitement for your players when they are not providing any excitement for you! Otherwise you wont be getting any, and there was probably another individual in your life you could share some excitement with instead.
So, what do you do when you want to make a session wake up again? I love random encounter tables, and like I said I have enough experience in fantasy to be able to play with the troupes. When running a game in the US in 1929 I am lacking the troupes. Maybe what I need are random encounter tables? Or maybe I just do what Chandler is supposed to have done, have someone charge in with a gun and let's see what happens...
So, today I was catching up on some old email. I am, and have been for years, a subscriber to the Roleplaying Tips newletter from Johnn Four. Usually it contains at least some new nugget to use in a upcoming game, or something to file away in that GM folder of tricks. This issue I had lying around had as a main feature a piece by some guy called James and he wrote something which made me think. Take a look at this:
It is not the referee's job during a session to provideWhat about that? Do you agree?
excitement for his playing group. His job is to administer
the setting and resolve character actions. If the characters
are taking no action and are not interacting with the
setting, then the referee has literally nothing to do. The
players are wasting his time.
Often when I play RPGs, I'm the referee. That means that, potentially, I will more often than anyone else have "nothing to do". That sounds boring.
Now, I think many of you dear readers are well aware of the tenets of the so called "old ways". The games master is supposed to make rulings, present the players with meaningful choices and let the dice fall where they may. I can dig that. Well, I can dig that when I run fantasy, but I also dislike not having anything to do. I am there to play a game as well, after all. So, what to do, and why did I specifically mentioned running a fantasy game?
When I run a game of standard, or not so standard, fantasy I usually make shit up all the time. I once had a few NPCs have a totally unrelated fight in the background of a city while my players where debating what to do. Afterwards I got praise for that, since it made the game world feel real. Not everything revolved around the characters and their quest. That is where I think I can do the sandbox thing. I have enough experience to make up odd or mundane things for a fantasy setting. If the players are not entertaining me, I can entertain myself and maybe they follow along that path none of us knew existed.
Let's compare that with Call of Cthulhu. In CoC, there's usually a conspiracy or plot going on. Someone is going to grab an occult macguffin unless the players intervene, or someone is trying to summon some extra terrestial horror, and following some clues the characters might be able to figure that out and choose to stop them. Let's bring back that part about being bored.
In my last session of CoC, I was bored. I could try to steer the players back to the plot, basically railroading of some kind or another. That was never my intention. While it might be a slightly less dramatic way to end, a fizzle is an end as well. No, my problem was not that I needed to have my players go and actually talk to any of those named NPCs I had given them names and addresses to. No, they could do that or not, but if they did not they would miss some of the clues to the plot. I have ended scenarios before without players understanding things, so that was ok. What was not ok was that I wanted to throw in some things for the players do to, because I wanted something to do.
This is where I think I slightly disagree with Jim Raggi. I think the GM do need to think about providing excitement for his group of players. Not in order to "steer the game back" to whatever it is you usually steer them towards. No, I think you need to provide some excitement for your players when they are not providing any excitement for you! Otherwise you wont be getting any, and there was probably another individual in your life you could share some excitement with instead.
So, what do you do when you want to make a session wake up again? I love random encounter tables, and like I said I have enough experience in fantasy to be able to play with the troupes. When running a game in the US in 1929 I am lacking the troupes. Maybe what I need are random encounter tables? Or maybe I just do what Chandler is supposed to have done, have someone charge in with a gun and let's see what happens...
Saturday, March 31, 2012
Gamemastering Call of Cthullhu - pacing
Today I was once again behind the screen as Keeper of Arcane Lore. I'm collecting experience, and this was my sixth time as a Keeper! While running this session I experienced something I wanted to talk about.
I have been running games now for almost 25 years, and I think I have a pretty good grasp on how to behave in many different situations. Are the players looking excited? Are they laughing? Do that guy over there look like he is getting bored? I think I have those things nailed down when I stomp around in my familiar fantasy grounds. Especially the problem of pacing is something I usually know how to handle.
Today they players sat down trying to continue from having explored a warehouse of a suspected cult and having had to retreat with one member of the party K.O.'d. What now? From my point of view it was pretty obvious what to do in a Call of Cthulhu game. You visit every named NPC and talk to them to track down ever scrap of knowledge, since knowledge is the most important thing in this game. Right?
Naturally, my players did not do that.
After some very intelligent and smart use of backstory, connections and leveraging Credit Rating, one of my players found a masonic brother and started to talk. Since he was the D.A. I thought that this was a guy who knew stuff, and had resources. I had him mention a few things and be friendly. That and some interest from the players in one of the named NPC and they had finally gotten the idea that talking to people was good, and digging around for people in the know was fruitful. Finally.
Now the P.I. in the party decided to go sneak into the posh mansion of one of the key NPCS. In broad daylight. In an area where I specifically mentioned police patrols being regular and observant. Guess who got to spend a night in jail?
So. What would I have done? Well. I don't understand why they didn't start to talk to all the people on the list they had gotten from their main contact? I would have visited each and every NPC, in alphabetical order! After the session some of the players even voiced the opinion that it felt like it was a bit hard to find the clues. I even play with GUMSHOE inspired rules, so they will find core clues, and they know it. At least I have mentioned it. Interesting.
You do know about the three clue rule, right? Go read that essay if you haven't.
Now, if this had been a fantasy game I would have rolled for a random encounter. I love the idea of a random encounter. The random encounter could provide a conveniently dropped clue, to make it an even three, or just something to do so that after the encounter someone had a new idea.
What do you do when there's a lull in the action in an investigative game? You can't really push the players toward the next clue. It would be bad form, and boring. Also, in order to entertain them while waiting for the penny to drop, do you let wandering kobolds show up and pick a fight? I guess not. I think there are, after more than 20 years, still some things this old dog has to learn.
I have been running games now for almost 25 years, and I think I have a pretty good grasp on how to behave in many different situations. Are the players looking excited? Are they laughing? Do that guy over there look like he is getting bored? I think I have those things nailed down when I stomp around in my familiar fantasy grounds. Especially the problem of pacing is something I usually know how to handle.
Today they players sat down trying to continue from having explored a warehouse of a suspected cult and having had to retreat with one member of the party K.O.'d. What now? From my point of view it was pretty obvious what to do in a Call of Cthulhu game. You visit every named NPC and talk to them to track down ever scrap of knowledge, since knowledge is the most important thing in this game. Right?
Naturally, my players did not do that.
After some very intelligent and smart use of backstory, connections and leveraging Credit Rating, one of my players found a masonic brother and started to talk. Since he was the D.A. I thought that this was a guy who knew stuff, and had resources. I had him mention a few things and be friendly. That and some interest from the players in one of the named NPC and they had finally gotten the idea that talking to people was good, and digging around for people in the know was fruitful. Finally.
Now the P.I. in the party decided to go sneak into the posh mansion of one of the key NPCS. In broad daylight. In an area where I specifically mentioned police patrols being regular and observant. Guess who got to spend a night in jail?
So. What would I have done? Well. I don't understand why they didn't start to talk to all the people on the list they had gotten from their main contact? I would have visited each and every NPC, in alphabetical order! After the session some of the players even voiced the opinion that it felt like it was a bit hard to find the clues. I even play with GUMSHOE inspired rules, so they will find core clues, and they know it. At least I have mentioned it. Interesting.
You do know about the three clue rule, right? Go read that essay if you haven't.
Now, if this had been a fantasy game I would have rolled for a random encounter. I love the idea of a random encounter. The random encounter could provide a conveniently dropped clue, to make it an even three, or just something to do so that after the encounter someone had a new idea.
What do you do when there's a lull in the action in an investigative game? You can't really push the players toward the next clue. It would be bad form, and boring. Also, in order to entertain them while waiting for the penny to drop, do you let wandering kobolds show up and pick a fight? I guess not. I think there are, after more than 20 years, still some things this old dog has to learn.
Saturday, March 10, 2012
Call of Cthulhu is so metal somtimes!
Today I once again was the Keeper for my CoC campaign. Now it was time to handle the scenario Tell me, have you seen the Yellow Sign? from the Great Old Ones book. As I was prepping the game, getting the mood, I was listening to some music.
So what kind of music do you listen to when you want to get in the mood for a slightly paranoid setting with sighting of a certain occult symbol all over time? I put on some Danzig and the song I Don't Mind the Pain.
So how did the scenario go?
Our brave investigators arrived in New Orleans after a close fight with a vampire. They talked to their local contact, agreed something was fishy and started digging. Soon they was convinced by a chatty physics professor that the stiff must have died some other way that was the police official story. He must have jumped from a hot air balloon, or something else flying fairly high up in the air. They also talked to some police men, including one guy who partook of the famous raid of 1907. When night fell, they started the real work, investigating a warehouse they had visited during the day.
As a diversion, the party doctor decided to play drunk and act out some shenanigans on the fire escape ladder, involving the night patrol man. It ended with the rest of the party hastily retreating, dragging their bleeding companion to medical attention with a cracked skull. He will now be hospitalized for weeks.
I don't mind the pain.
So what kind of music do you listen to when you want to get in the mood for a slightly paranoid setting with sighting of a certain occult symbol all over time? I put on some Danzig and the song I Don't Mind the Pain.
So how did the scenario go?
Our brave investigators arrived in New Orleans after a close fight with a vampire. They talked to their local contact, agreed something was fishy and started digging. Soon they was convinced by a chatty physics professor that the stiff must have died some other way that was the police official story. He must have jumped from a hot air balloon, or something else flying fairly high up in the air. They also talked to some police men, including one guy who partook of the famous raid of 1907. When night fell, they started the real work, investigating a warehouse they had visited during the day.
sidebar:
How come so many rpg parties set something on fire, steal stuff or start breaking and entering? I was just earlier this week, or the week before (I don't remember) listening to a podcast where someone suggested it's always just a matter of time before the PC set something on fire. It didn't take long for one of my players to suggest it. But, instead they trespassed on private property doing some old school breaking and entering.
As a diversion, the party doctor decided to play drunk and act out some shenanigans on the fire escape ladder, involving the night patrol man. It ended with the rest of the party hastily retreating, dragging their bleeding companion to medical attention with a cracked skull. He will now be hospitalized for weeks.
I don't mind the pain.
Tuesday, March 6, 2012
Prepping Call of Cthulhu
I am going to be the Keeper of Arcane Lore again this Saturday, and now it's prepping time. As usual it's complex. In a scenario where investigation is common, you need to have lot of information available. Not only give the characters enough rope to hang themselves by, but also enough information for the players to to feel it is a real work they are interacting with. I find this is slightly different than a game like D&D or T&T.
The idea of making the game world seem real involves sound. When our Keeper ran us through the Beyond the Mountain of Madness campaign, he made good use of sound. Ambient sound like engine sound, arctic winds or the lapping of waves can go a long way to make the players feel involved, which is something I try to do when running CoC. The coming scenario, Tell Me, Have You Seen the Yellow Sign? (from Chaosium's Great Old Ones) will be set in New Orleans. Guess what kind of sounds I'll need? I don't even like jazz music...
You know what? Right now I'm contemplating how to introduce more yellow objects into our living room, just as "background noise". I wonder why CoC always makes people go that extra mile?
It would be fun to hear if any of my readers have done something like that, or if you have run TMHYStYS?
The idea of making the game world seem real involves sound. When our Keeper ran us through the Beyond the Mountain of Madness campaign, he made good use of sound. Ambient sound like engine sound, arctic winds or the lapping of waves can go a long way to make the players feel involved, which is something I try to do when running CoC. The coming scenario, Tell Me, Have You Seen the Yellow Sign? (from Chaosium's Great Old Ones) will be set in New Orleans. Guess what kind of sounds I'll need? I don't even like jazz music...
You know what? Right now I'm contemplating how to introduce more yellow objects into our living room, just as "background noise". I wonder why CoC always makes people go that extra mile?
It would be fun to hear if any of my readers have done something like that, or if you have run TMHYStYS?
Thursday, February 16, 2012
Call of Cthulhu on rails
So, we played another session on CoC last weekend. It was the second of two sessions covering the scenario Blood on the Tracks by J. Todd Kingrea from the Pagan Publishing scenario collection Out of the Vault.
The scenario is basically a train ride on a train hijacked by a monster. The intent is to have a feeling of being locked in, of having someone around hunting you for mysterious reasons. I think it is an interesting set up. I'll do a short summary of events and then talk about what went well and what didn't.
So, our investigators left Boston for New Orleans, following the letter our intrepid reported had gotten from her old friend there. Everyone settled in and talked to the other travellers and had dinner on the train. After dinner and cigars most people retired to their rooms, some for "medical tonics for better sleep". Suddenly the peace was shattered when the priest yelled at the top of his lungs that he had seen the conductor run out from Ms Browns compartment, all bloody. The brave investigators broke down the door to the washroom and found the dead conductor.
They spent the night doing autopsies (good with a MD in the group, eh?), examining the blood trail and searching staterooms. Sooner or later the professor of anthropology they had talked to was missing and they started a search, finding him stuffed in a box in the baggage car. By now they all suspected some vampiric activity, considering the blood was missing. They did find, and open, the big crate in the baggage car. Interestingly enough, this lead to the conclusion that Sir Alexander's wife must be a vampire!
Now they had noticed that the radio was smashed and that communications with the engine was down. Our war hero decided it was time for more pulp hero antics and climbed over to the engine via the coal box! He had his big gun with him and managed to blow the two living corpses away. Then there was a fight in the railroad car with the vampire and his acolyte. They ran down the whole train and the fight ended in the baggage car with a stake through the heart of the vampire. Then they had managed to slow down the train and had a lot of explaining to do when the authorities arrived.
So, how was it? Well. I more than once used the guidelines from Unknown Armies about 30-50% being professional level and had everyone with that level automatically succeed at crucial checks like in Trail of Cthulhu. I never had anyone need to be pushed by their Drive into action. Also, I actually forgot to check if anyone's Pillar of Sanity was threatened when they rolled for SAN. The latter was a failing on my part.
Mood wise I think it worked ok. Having one after another being killed off did heighten the sense of being hunted somewhat. I think the fact that things were moving along a pace determined by the villain was a good thing. It meant that even though the investigation could inform the decisions of the players, nothing had to stop because they didn't figure it all out. In fact, I don't think they ever did. The fact that guns are so deadly in close quarters made any gunfight slightly lopsided. I rolled really bad on my part and every second (no, really!) shot fired was an impale! Maybe you need to have a mix of "gun fodder" and some nasty mythos critters to drive home how useless guns are against those.
One of my house rules that will come to matter is how I handle SAN recovery. The doctor who did the autopsies and with reckless abandon ran after the vampire with his hunting rifle did suffer. He gained a temporary insanity and how have this thing for cleanliness. It will affect his work, I gather. But, more importantly he lost 8 SAN which he will never get back. They ended up with a train filled with bloody murder, corpses and guns had been fired. No chance of plausible denial there, so no SAN recovery even though they defeated the monster. That rule will colour this campaign!
Now they will arrive in New Orleans and there are cults, murders and monsters up ahead. I can't wait.
The scenario is basically a train ride on a train hijacked by a monster. The intent is to have a feeling of being locked in, of having someone around hunting you for mysterious reasons. I think it is an interesting set up. I'll do a short summary of events and then talk about what went well and what didn't.
So, our investigators left Boston for New Orleans, following the letter our intrepid reported had gotten from her old friend there. Everyone settled in and talked to the other travellers and had dinner on the train. After dinner and cigars most people retired to their rooms, some for "medical tonics for better sleep". Suddenly the peace was shattered when the priest yelled at the top of his lungs that he had seen the conductor run out from Ms Browns compartment, all bloody. The brave investigators broke down the door to the washroom and found the dead conductor.
They spent the night doing autopsies (good with a MD in the group, eh?), examining the blood trail and searching staterooms. Sooner or later the professor of anthropology they had talked to was missing and they started a search, finding him stuffed in a box in the baggage car. By now they all suspected some vampiric activity, considering the blood was missing. They did find, and open, the big crate in the baggage car. Interestingly enough, this lead to the conclusion that Sir Alexander's wife must be a vampire!
Now they had noticed that the radio was smashed and that communications with the engine was down. Our war hero decided it was time for more pulp hero antics and climbed over to the engine via the coal box! He had his big gun with him and managed to blow the two living corpses away. Then there was a fight in the railroad car with the vampire and his acolyte. They ran down the whole train and the fight ended in the baggage car with a stake through the heart of the vampire. Then they had managed to slow down the train and had a lot of explaining to do when the authorities arrived.
So, how was it? Well. I more than once used the guidelines from Unknown Armies about 30-50% being professional level and had everyone with that level automatically succeed at crucial checks like in Trail of Cthulhu. I never had anyone need to be pushed by their Drive into action. Also, I actually forgot to check if anyone's Pillar of Sanity was threatened when they rolled for SAN. The latter was a failing on my part.
Mood wise I think it worked ok. Having one after another being killed off did heighten the sense of being hunted somewhat. I think the fact that things were moving along a pace determined by the villain was a good thing. It meant that even though the investigation could inform the decisions of the players, nothing had to stop because they didn't figure it all out. In fact, I don't think they ever did. The fact that guns are so deadly in close quarters made any gunfight slightly lopsided. I rolled really bad on my part and every second (no, really!) shot fired was an impale! Maybe you need to have a mix of "gun fodder" and some nasty mythos critters to drive home how useless guns are against those.
One of my house rules that will come to matter is how I handle SAN recovery. The doctor who did the autopsies and with reckless abandon ran after the vampire with his hunting rifle did suffer. He gained a temporary insanity and how have this thing for cleanliness. It will affect his work, I gather. But, more importantly he lost 8 SAN which he will never get back. They ended up with a train filled with bloody murder, corpses and guns had been fired. No chance of plausible denial there, so no SAN recovery even though they defeated the monster. That rule will colour this campaign!
Now they will arrive in New Orleans and there are cults, murders and monsters up ahead. I can't wait.
Wednesday, December 28, 2011
2011 is behind me, 2012 is coming...
So, the year is nearly in the bag, and a new one looms ahead. Let's look back a moment.
What did 2011 bring to the table? For me one of the best moments was when I scored both The First Fantasy Campaign, and a British 1st ed. of Tunnels & Trolls. That one will be hard to beat!
Personal accomplishments must be that I finally sat down behind the screen (from Trail of Cthulhu) as the Keeper of Arcane Lore for a Call of Cthulhu game. For so many years, that has been one of my favourite games and now I finally got to run it! Also, being published in Fight On! together with so many creative individuals was definitely a personal highlight.
A true blessing have been my faithful readers. That's you! Many thanks for those who check in here more or less regularly, and post comments. My interest have flagged somewhat during the year, but having a readership is a marvellous ego boost. Thanks!!
Lost causes this year was my failure to run a game of T&T. I tried the Raggi method by plastering the city with notes, and got no reply what so ever. Damn, I miss Canada! Swedes are a sullen lot, who don't let you in easily. The same fate befell any attempts to play old D&D. I was a player in a play by forum game, but it died on the vine. I have posted my conclusions about play by forum in another post.
But! Time to look forward. What will happen in 2012? Will I finally become a google droid like so many else, and run a game on google+? Who knows. I like the idea, but spend so much time before a computer anyway, and when I am home I would like to either sleep or spend time with my books or my family.
I will try too run more CoC games. I loved it, and have so much good material to try out. Small but vicious dog reawakened in me the urge to do something with Warhammer. I still think that game would be so sweet as a Burning Wheel game. Burning Hammer, eh? Savage Worlds is another game that just begs to be played.
My attempts to create some original material always seen ti flounder. Most of my creativity comes on a tight deadline for my weekly game, which I have none at the moment. We'll see if I do something about those issues.
New games, then? You know, there are some cool things coming out, but I can't for the life of me post a very long list! The only thing I can say I really look forward to is the new edition of Cthulhu by Gaslight.
How was your year? Can you help me get pumped up about some upcoming games that I have overlooked? Feel free to chip in!
A Happy New Year to all of you out there in blogging land!
What did 2011 bring to the table? For me one of the best moments was when I scored both The First Fantasy Campaign, and a British 1st ed. of Tunnels & Trolls. That one will be hard to beat!
Personal accomplishments must be that I finally sat down behind the screen (from Trail of Cthulhu) as the Keeper of Arcane Lore for a Call of Cthulhu game. For so many years, that has been one of my favourite games and now I finally got to run it! Also, being published in Fight On! together with so many creative individuals was definitely a personal highlight.
A true blessing have been my faithful readers. That's you! Many thanks for those who check in here more or less regularly, and post comments. My interest have flagged somewhat during the year, but having a readership is a marvellous ego boost. Thanks!!
Lost causes this year was my failure to run a game of T&T. I tried the Raggi method by plastering the city with notes, and got no reply what so ever. Damn, I miss Canada! Swedes are a sullen lot, who don't let you in easily. The same fate befell any attempts to play old D&D. I was a player in a play by forum game, but it died on the vine. I have posted my conclusions about play by forum in another post.
But! Time to look forward. What will happen in 2012? Will I finally become a google droid like so many else, and run a game on google+? Who knows. I like the idea, but spend so much time before a computer anyway, and when I am home I would like to either sleep or spend time with my books or my family.
I will try too run more CoC games. I loved it, and have so much good material to try out. Small but vicious dog reawakened in me the urge to do something with Warhammer. I still think that game would be so sweet as a Burning Wheel game. Burning Hammer, eh? Savage Worlds is another game that just begs to be played.
My attempts to create some original material always seen ti flounder. Most of my creativity comes on a tight deadline for my weekly game, which I have none at the moment. We'll see if I do something about those issues.
New games, then? You know, there are some cool things coming out, but I can't for the life of me post a very long list! The only thing I can say I really look forward to is the new edition of Cthulhu by Gaslight.
How was your year? Can you help me get pumped up about some upcoming games that I have overlooked? Feel free to chip in!
A Happy New Year to all of you out there in blogging land!
Sunday, December 11, 2011
What I don't like about Trail of Cthulhu
Since I just ran a game of Call of Cthulhu, including some rules and concepts from Trail of Cthulhu, I have spent some time pondering the qualities of the latter.
Why did I not just run a ToC game?
Basically, my main beef with ToC is that I don't really feel very comfortable about rolling one die. It might seem like a small thing, but I want more randomness in my games.
If you, like in ToC, rolls 1d6, may add in "spends" from your pools (all skills are pools of points) trying to beat difficulty of, say, 3-4, it goes without saying that most times randomness wont be a factor. Naturally, this is a design feature. Robin Laws who designed the game clearly states that his idea is to make the system drive a kind of narrative that behaves in a specified way.
Personally I like the quality of "new school" games, like the forge style games and others, to have rules that reinforce and drive toward a style of play the designer envision his or her game to be about. Many times, almost as many times that I have claimed Alignment leads to brain damage, I have elevated the rule of gold equals xp to sublime levels of design mastery, due to the effects it can have in enforcing a style of play. This is something I think is the great re-discovery stemming from Ron Edwards "system matters".
What kind of style is it then that ToC reinforce with its pools you can spend for basically guaranteed success? Well, it is a game where you can be sure, as a player, that the actions of your character will succeed. If you have a decent pool of at least 2, trying to beat 4 (a rough mean of a 2-8 scale) is an average chance of success of more than 80%. I think that makes it kind of pointless to have a randomizer with those odds. Before we delve too deep into math and probabilities, the main point of my argument is that on such a small scale a spend of one point, to say nothing of more than one, makes successes almost certain.
So, why is that bad? Isn't it good for the players to have say in when they get to shine? Well, no. Not when the object of the game is horror.
Horror demands giving up certainty and hope. Vagueness and isolation, and the strong possibility of failure and its following painful result is what drives the sense of horror. I think ToC is a fine game for CSI, but not for horror.
Some say the rules don't work that way in actual play, and they might be right. I have only played ToC once, but it did not falsify my principal objections to the rules. Feel free to disagree!
Why did I not just run a ToC game?
Basically, my main beef with ToC is that I don't really feel very comfortable about rolling one die. It might seem like a small thing, but I want more randomness in my games.
If you, like in ToC, rolls 1d6, may add in "spends" from your pools (all skills are pools of points) trying to beat difficulty of, say, 3-4, it goes without saying that most times randomness wont be a factor. Naturally, this is a design feature. Robin Laws who designed the game clearly states that his idea is to make the system drive a kind of narrative that behaves in a specified way.
Personally I like the quality of "new school" games, like the forge style games and others, to have rules that reinforce and drive toward a style of play the designer envision his or her game to be about. Many times, almost as many times that I have claimed Alignment leads to brain damage, I have elevated the rule of gold equals xp to sublime levels of design mastery, due to the effects it can have in enforcing a style of play. This is something I think is the great re-discovery stemming from Ron Edwards "system matters".
What kind of style is it then that ToC reinforce with its pools you can spend for basically guaranteed success? Well, it is a game where you can be sure, as a player, that the actions of your character will succeed. If you have a decent pool of at least 2, trying to beat 4 (a rough mean of a 2-8 scale) is an average chance of success of more than 80%. I think that makes it kind of pointless to have a randomizer with those odds. Before we delve too deep into math and probabilities, the main point of my argument is that on such a small scale a spend of one point, to say nothing of more than one, makes successes almost certain.
So, why is that bad? Isn't it good for the players to have say in when they get to shine? Well, no. Not when the object of the game is horror.
Horror demands giving up certainty and hope. Vagueness and isolation, and the strong possibility of failure and its following painful result is what drives the sense of horror. I think ToC is a fine game for CSI, but not for horror.
Some say the rules don't work that way in actual play, and they might be right. I have only played ToC once, but it did not falsify my principal objections to the rules. Feel free to disagree!
Friday, December 9, 2011
How did it work? Combining the Cthulhu game rules
So, now I have run to sessions of my Trail of Cthulhu infused Call of Cthulhu hack. How did it go?
To begin with, I think more sessions are needed to really expose the dark corners of the system. But, I think I some impressions would be fun to share.
How about the most talked about feature of ToC? Well, I have said before that I think having a scenario stall because somebody missed their Spot Hidden roll is just shoddy game mastering. Having rules that hinder that just feels like the wrong way to fix the problem. That being said, I always liked the way how Unknown Armies handled skill percentages. In that game you are really good with a skill of 50%. That doesn't mean that you fail every second time you try to do what you do to earn your living. If you have 50%, you can earn your living, without rolling! That way of handling skills is a way to fuse ToC with the regular BRP system. You don't roll your Spot Hidden to notice that clue, and fail. If you are a guy who needs to be perceptive to make a living, you just spot things. That's what that 50% means. It turned out quite well in real play. You roll your dice anyway and if you succeed I give some extra info or colour. I think that worked fine.
The part of ToC that I personally feel is most interesting is the Drive, Pillars of Sanity and Sources of Stability. I implemented the Drive and the Pillars. The former I actually turned to once, just checking if it was time for a soft driver. The player in fact used the Drive to justify the roleplay, and the Driver thus worked, without actually turning into a game mechanic. Would that roleplay have happened without the Drive? Maybe, but the signpost and guide for roleplay was there. I think that worked fine.
After the scenario I realized that I had totally failed to ask for SAN rolls at quite a few opportunities when it would have been applicable. Thus, the concept of the Pillars needs further play testing.
I will probably make a follow up post on this topic after some more sessions of play. Sadly, it seems like the great game killer season is upon us, and now people will be travelling to be with friends and family. Probably we will have to wait until January until the next session.
To begin with, I think more sessions are needed to really expose the dark corners of the system. But, I think I some impressions would be fun to share.
How about the most talked about feature of ToC? Well, I have said before that I think having a scenario stall because somebody missed their Spot Hidden roll is just shoddy game mastering. Having rules that hinder that just feels like the wrong way to fix the problem. That being said, I always liked the way how Unknown Armies handled skill percentages. In that game you are really good with a skill of 50%. That doesn't mean that you fail every second time you try to do what you do to earn your living. If you have 50%, you can earn your living, without rolling! That way of handling skills is a way to fuse ToC with the regular BRP system. You don't roll your Spot Hidden to notice that clue, and fail. If you are a guy who needs to be perceptive to make a living, you just spot things. That's what that 50% means. It turned out quite well in real play. You roll your dice anyway and if you succeed I give some extra info or colour. I think that worked fine.
The part of ToC that I personally feel is most interesting is the Drive, Pillars of Sanity and Sources of Stability. I implemented the Drive and the Pillars. The former I actually turned to once, just checking if it was time for a soft driver. The player in fact used the Drive to justify the roleplay, and the Driver thus worked, without actually turning into a game mechanic. Would that roleplay have happened without the Drive? Maybe, but the signpost and guide for roleplay was there. I think that worked fine.
After the scenario I realized that I had totally failed to ask for SAN rolls at quite a few opportunities when it would have been applicable. Thus, the concept of the Pillars needs further play testing.
I will probably make a follow up post on this topic after some more sessions of play. Sadly, it seems like the great game killer season is upon us, and now people will be travelling to be with friends and family. Probably we will have to wait until January until the next session.
Sunday, December 4, 2011
Anyone have a good source of sound effects?
In the prep work for my stint as a Keeper of Arcane Lore for Call of Cthulhu, I browsed around for some sound effects to use as ambient background noise during the session. When we played Beyond the Mountains of Madness, our Keeper had managed to find some very good noises both for the boat trip to Antarctica and for when we was on the ice. It managed to give that extra subtle but constant reminder that we "were" in another place.
What I did find now when I searched, was only short snippets that either faded out or faded in. If you wanted to have them as ambient sounds in the background, you'd get some very annoying clicks and points when the sounds would go away before suddenly re-emerge. Needless to say, looping them just didn't work.
So, where do you go to find good, loop able, sounds for sounds of weather and general noises in rural or urban areas? Anyone have a good stack? Do you know a site where they reside? My google-fu wasn't up to it before the session, and I thought I should try other methods before the next one.
What I did find now when I searched, was only short snippets that either faded out or faded in. If you wanted to have them as ambient sounds in the background, you'd get some very annoying clicks and points when the sounds would go away before suddenly re-emerge. Needless to say, looping them just didn't work.
So, where do you go to find good, loop able, sounds for sounds of weather and general noises in rural or urban areas? Anyone have a good stack? Do you know a site where they reside? My google-fu wasn't up to it before the session, and I thought I should try other methods before the next one.
Tuesday, November 29, 2011
The Hils Rise Wild - some impressions
Last Saturday we played The Hills Rise Wild for Call of Cthulhu. Now after the fact I'm wondering why I decided to play that scenario? Let me put it this way.
In the scenario, the text describes how the players are introduced to the events and then sketches out a trip into the wilderness and then on day three, it say "this is when the scenario start for real" (paraphrased). There's a problem there.
As written, this assumes that it takes two days to travel to where the scenario start. When we ran it my players checked the capabilities of their car and we looked at the maps of New England I had printed out. It turned out the actual travel time, unless you stop and ask the locals every mile, is one hour. Have I missed something, or have the author only assumed that the investigators stop every mile? Nothing in the background and the introduction suggest that. I guess you could me a sloppy Keeper, but this was something I did not foresee.
I'm going to suggest something.
When you write a scenario which needs a trek through the wilderness, you need a map and a preferably hex grid on it. Discrete units of travel, like hexes, makes it possible to easily measure how far you get in a certain time. Also, if there are to be things happening while travelling, make a list of encounters and/or a random list.
Nothing really broke down, but if the author had intended the scenario to be a slowly building event, there should be in the adventure and not glossed over. I thought the stuff that was in there, but when actually trying to run it I improvised most of it.
Now, why didn't I see this coming? Maybe it takes some training to see what is a good scenario and I think that this kind of scenario, wilderness hex crawl for lack of a better word, is not something I'm very comfortable with.
In the scenario, the text describes how the players are introduced to the events and then sketches out a trip into the wilderness and then on day three, it say "this is when the scenario start for real" (paraphrased). There's a problem there.
As written, this assumes that it takes two days to travel to where the scenario start. When we ran it my players checked the capabilities of their car and we looked at the maps of New England I had printed out. It turned out the actual travel time, unless you stop and ask the locals every mile, is one hour. Have I missed something, or have the author only assumed that the investigators stop every mile? Nothing in the background and the introduction suggest that. I guess you could me a sloppy Keeper, but this was something I did not foresee.
I'm going to suggest something.
When you write a scenario which needs a trek through the wilderness, you need a map and a preferably hex grid on it. Discrete units of travel, like hexes, makes it possible to easily measure how far you get in a certain time. Also, if there are to be things happening while travelling, make a list of encounters and/or a random list.
Nothing really broke down, but if the author had intended the scenario to be a slowly building event, there should be in the adventure and not glossed over. I thought the stuff that was in there, but when actually trying to run it I improvised most of it.
Now, why didn't I see this coming? Maybe it takes some training to see what is a good scenario and I think that this kind of scenario, wilderness hex crawl for lack of a better word, is not something I'm very comfortable with.
Monday, November 14, 2011
CoC character generation
So, this weekend we generated some character for CoC. I will be running The Hills Rise Wild when we next meet. It will be interesting.
I decided to include as much cool stuff from Trail as I had earlier been pondering. Drives, Pillars of Sanity and all core clues from Occupational Skills of 30% or above. I also added in a starting max of 85% and the Trigger Event from Unknown Armies. I think it will fit well.
We now have a lady reporter, a private eye and a businessman and gentleman scholar. It will be interesting...
I decided to include as much cool stuff from Trail as I had earlier been pondering. Drives, Pillars of Sanity and all core clues from Occupational Skills of 30% or above. I also added in a starting max of 85% and the Trigger Event from Unknown Armies. I think it will fit well.
We now have a lady reporter, a private eye and a businessman and gentleman scholar. It will be interesting...
Wednesday, November 9, 2011
Hexcrawling Call of Cthulhu
This coming Saturday I'm supposed to be running a Call of Cthulhu game. I guess it goes without saying that if you plan on playing in that game, the rest might be less fun to read before the game.
Since I like Arkham, and I own the sourcebook, I had planned to run the scenario The Hills Rise Wild from that book. But, some parts of it I'm not very sure on how to handle.
Basically, the scenario is about finding pieces of a crashed meteorite. While searching in the rural outback the investigators will find this cabin where a homicidal maniac keeps his family in thrall, and plans to do the Investigators in as soon as he can.
The problem I'm having is the part where the players are supposed to be driving around in the rural outback, talking to farmers and searching the area for hints of a crashed meteorite. How do you make that part fun?
Looking at the scenario I think it's quite likely that rolling a few rolls for reactions, rolling a few rolls for search skills and then suddenly start to flesh out a cabin and some individuals living there, will be a dead give away that seems people are special and probably the main focus of the adventure. In CoC that means scary stuff to run away from. It will be a very short session if they do.
Improvising some odd rural folk and their quaint tales I can manage, and probably also describing the increasing decrepitude of the area and buildings. But, how to make the search in the fields interesting?
Anyone have any experience running that scenario, or have any hints on how to make a rural trek and meteorite search more engaging, so as to not bore the players until they get to meet some crazies?
Since I like Arkham, and I own the sourcebook, I had planned to run the scenario The Hills Rise Wild from that book. But, some parts of it I'm not very sure on how to handle.
Basically, the scenario is about finding pieces of a crashed meteorite. While searching in the rural outback the investigators will find this cabin where a homicidal maniac keeps his family in thrall, and plans to do the Investigators in as soon as he can.
The problem I'm having is the part where the players are supposed to be driving around in the rural outback, talking to farmers and searching the area for hints of a crashed meteorite. How do you make that part fun?
Looking at the scenario I think it's quite likely that rolling a few rolls for reactions, rolling a few rolls for search skills and then suddenly start to flesh out a cabin and some individuals living there, will be a dead give away that seems people are special and probably the main focus of the adventure. In CoC that means scary stuff to run away from. It will be a very short session if they do.
Improvising some odd rural folk and their quaint tales I can manage, and probably also describing the increasing decrepitude of the area and buildings. But, how to make the search in the fields interesting?
Anyone have any experience running that scenario, or have any hints on how to make a rural trek and meteorite search more engaging, so as to not bore the players until they get to meet some crazies?
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