Thoughts on Role-playing games. Mostly Fantasy Role-playing like Dungeons and Dragons and horror like Call of Cthulhu.
Showing posts with label Call of Cthulhu. Show all posts
Showing posts with label Call of Cthulhu. Show all posts
Wednesday, October 26, 2016
Learning Chinese and sanity loss
Many moons ago I had the wonderful opportunity to take a crash course in Cantonese. Three months of full days of language training taking me from not knowing a single word, to... well... running out of time to learn more Chinese before I went to Hong Kong. You see in those three months, my classmates and I did learn some Chinese. Towards the end of the class I realized that we were in fact speaking a strange secret language unknown to the rest of the world. No one else around us in the language training center could understand us (they weren't learning Cantonese!) but I was pretty sure that no one in Hong Kong would understand us either. Our small group had become separated from everyone else because of the knowledge we held.
So what does this have to do with gaming?
In Call of Cthulhu and many other weird/horror games there is some sort of sanity mechanic. How well can you hold it together when you have encountered the fantastic cosmic horror that doesn't care about you or your cat, Mittens.
Most of the time this loss of sanity is articulated with some mechanic to make the character "go crazy" and true to the writings of Lovecraft it should. His protagonists are often on the verge of committing suicide, being unable to continue on with their newfound knowledge, with others committed to asylums for their discoveries.
Sanity loss needn't be relegated to developing restrictive dementias added to a character sheet. Sanity loss can instead be a measure of how well the character can fit into society. The act of simply knowing (the truth) can be enough to have them locked away in a nut house.
After witnessing cultists, with the assistance of their otherworldly assistants, attempting to summon some eldritch evil, the investigators go to the local police to get help.
If the tell everything they have seen, at best they may be considered a nuisance, at worst they may be locked away as a danger to themselves and others because the claims in and of themselves are outlandish and ridiculous.
A character who has read forbidden tomes and gained magical abilities would be mocked at best or condemned by a church at worst.
So encountering weird and horrific things can be their own curse, but sanity mechanics can still come into play.
Sanity loss can measure how well the character can keep their mouth shut. It is human nature to want to talk. (Most of Lovecraft's writings are couched as some sort of confessional) The more sanity loss a character suffers, the more they feel a need to talk about what they have seen. The therapy rules fit in nicely with this as the character is venting their experience and thus regain sanity points
Sanity loss as a partial breakdown. You don't have to throw out the weird quirks and dementias completely. You can provide legitimate information regarding the horrors the character has encountered. If the character is told that the things can travel through shadows, the character will naturally be apprehensive around them, and may take actions to eliminate them whenever possible. There is a rational reason for the character to perform the act, but to everyone else the actions are the fruit of an unstable mind. Of course you can just as easily provide inaccurate information and let the character react to false information.
Sanity loss as a complete breakdown. Of course the persons mind can just snap not being able to handle what they have seen. Heart attacks from fear, or loss of hope, or ability to function these can all occur as well. But much like character death, as a GM, I find these far more interesting to use as a threat rather than an actual event.
Sanity loss as a measurement of separation from the group is the same as learning Chinese slowly separated my group from those around us until we reverted to the norm of speaking English.
Oh, and one of the high points for me was when I realized that the word "mogwai" from the movie Gremlins was the Cantonese word for demon and not just a made up name for the type of critter gizmo was.
Saturday, October 15, 2016
Rules heavy or rules light?
I started playing Dungeons and Dragons back in 2nd Edition, but it isn't my favorite rule system (I mean really, does anyone love Thac0?). 3rd Edition (3.5 or Pathfinder if you prefer) was the high point for me, in the dungeons and dragons franchise, even though it has its own problems. 4th edition just didn't interest me at all and although I've heard good things about 5th ed I just haven't gotten around to playing it at all.
While I like a lot of different systems for a lot of different reasons, my two preferred systems for fantasy games are Hackmaster 5th Edition, and Lamentations of the Flame Princess (LotFP).
Hackmaster 5th Edition. Still in its relative infancy, the core books are all out, it was born from the previous edition that spoofed a lot of the classic TSR rules and modules (and is actually a pretty good set all on its own), and their original western game Aces and Eights. What you get is a rule set that captures a lot of the feel of the original dungeons and dragons, but with lots of detail. The game repeatedly makes the point that it is a game of tough choices. You do have to choose between armor to protect yourself or the freedom of movement to not get hit. While it is fairly rules and dice heavy, there are a lot of tools to keep things moving and everyone engaged during combat. It provides a fine level of granularity to the game. The gamemaster book has great advice on how to set up adventures and make them engaging and award players not just for combat but for clever thinking and story advancement. The only downside of the game I would say is that I am too old. I don't just feel like whipping up a new monster or converting stuff over to the rules from other systems.
On the other end of the spectrum is LotFP. It is an OSR clone that takes a very rules light approach to the game. When I first introduced it to players some balked at it because the fighter class was the only class that advanced in combat abilities. I saw this as a feature though, as in many other systems the magic user classes soon eclipse the non-magic classes in versatility and power. In this way the fighter remains the king of combat. The balance come in little things like there are no monsters with armor better than plate mail, so even a non-combat class has a chance to affect physical combat at any level. Pretty much any adjustment I need to make on the fly during the game can be made with a +/- 1 or 2 to a roll and move on. The adventures published by LotFP is where the game really shines. Most of the adventures are system neutral and so can be easily ported to any game (I might even take the effort to port them to Hackmaster!) because they aren't filled with combat for combat's sake. If a monster is present, there is generally only one and it is an important part of the story rather than just an encounter. Like Call of Cthulhu though, the adventures are harsh and unforgiving.
The downside is that I have had players quit because of these adventures.
There are plenty of other systems that I like for specific games too. Usually because the rules provide incentive to, or not to do certain types of behavior in the game, or help establish the feel the game is going for.
I like Deadlands classic for this reason, it uses a poker decks and chips to assist in the game mechanics, which provide a unique system that helps with the whole wild west theme. It is far more complex then the streamlined savage worlds rules, but I think it also provides a lot more depth. One of my favorite bits is the use of "wind" and "wounds" which is much like non lethal vs. lethal damage, but also handles the wider range of terror, needing to catch your breath etc. compared to a broken leg or a shot up gut.
While I like a lot of different systems for a lot of different reasons, my two preferred systems for fantasy games are Hackmaster 5th Edition, and Lamentations of the Flame Princess (LotFP).
Hackmaster 5th Edition. Still in its relative infancy, the core books are all out, it was born from the previous edition that spoofed a lot of the classic TSR rules and modules (and is actually a pretty good set all on its own), and their original western game Aces and Eights. What you get is a rule set that captures a lot of the feel of the original dungeons and dragons, but with lots of detail. The game repeatedly makes the point that it is a game of tough choices. You do have to choose between armor to protect yourself or the freedom of movement to not get hit. While it is fairly rules and dice heavy, there are a lot of tools to keep things moving and everyone engaged during combat. It provides a fine level of granularity to the game. The gamemaster book has great advice on how to set up adventures and make them engaging and award players not just for combat but for clever thinking and story advancement. The only downside of the game I would say is that I am too old. I don't just feel like whipping up a new monster or converting stuff over to the rules from other systems.
On the other end of the spectrum is LotFP. It is an OSR clone that takes a very rules light approach to the game. When I first introduced it to players some balked at it because the fighter class was the only class that advanced in combat abilities. I saw this as a feature though, as in many other systems the magic user classes soon eclipse the non-magic classes in versatility and power. In this way the fighter remains the king of combat. The balance come in little things like there are no monsters with armor better than plate mail, so even a non-combat class has a chance to affect physical combat at any level. Pretty much any adjustment I need to make on the fly during the game can be made with a +/- 1 or 2 to a roll and move on. The adventures published by LotFP is where the game really shines. Most of the adventures are system neutral and so can be easily ported to any game (I might even take the effort to port them to Hackmaster!) because they aren't filled with combat for combat's sake. If a monster is present, there is generally only one and it is an important part of the story rather than just an encounter. Like Call of Cthulhu though, the adventures are harsh and unforgiving.
The downside is that I have had players quit because of these adventures.
There are plenty of other systems that I like for specific games too. Usually because the rules provide incentive to, or not to do certain types of behavior in the game, or help establish the feel the game is going for.
I like Deadlands classic for this reason, it uses a poker decks and chips to assist in the game mechanics, which provide a unique system that helps with the whole wild west theme. It is far more complex then the streamlined savage worlds rules, but I think it also provides a lot more depth. One of my favorite bits is the use of "wind" and "wounds" which is much like non lethal vs. lethal damage, but also handles the wider range of terror, needing to catch your breath etc. compared to a broken leg or a shot up gut.
Thursday, September 8, 2016
How playing Call of Cthulhu ruined gaming for me and why I love it.
How playing Call of Cthulhu ruined gaming for me and why I
love it.
Like most folks, Dungeons and Dragons was the first
roleplaying game I played. It was full of wonder and adventure and even though
it was just my friend Ben and I it was amazing and enchanting beyond anything I
had experienced. Pretty soon I was
hooked, and was making up my own monsters even though I didn’t grasp all the
rules because it was exciting and could literally be anything!
Then my parents banned me from playing after they heard some
bad press about Dungeons and Dragons. My
dad warned me about how guys in the Air Force would play the game all day long
while on lock down during an alert. I
know this was an attempt to warn me away from something, but it had the
opposite effect of just confirming that this game was THAT good. But despite all that, I was a generally
obedient kid, and so I told my friend I wasn’t allowed to play anymore and
roleplaying died out for about a year.
Then I got introduced to the Star Wars Roleplaying game by West End, and
I was hooked anew. But this was good
jedi and spaceships and not evil wizards and rogues so my parents were fine
with it. That was my go to game for years.
Eventually D&D worked its way back in, and I encountered many other
games, like Vampire: the masquerade and Shadowrun.
But then one day a friend
invited me over to play Call of Cthulhu.
I was pretty excited to try this game out since about a year
before I’d picked up my first Lovecraft short stories and quickly fell in love
with the world that was created. We
investigated a haunted house, lost some sanity with the dead rising around us
and the great thing that was being summoned in the basement and in the end
closed the gate and lived to tell the tale another day, primarily due to some
lucky rolls involving Latin.
This caught my attention in a way that hadn’t been since my
first dungeon crawl many years before.
These monsters weren’t a collection of stats to be beaten. In fact at best we could stop them, but never
really defeat them. Orcs and Goblins and
even dragons had just become stat blocks and often were just battles of
attrition, you couldn’t do that with a thing that couldn’t die.
The next time I ran a Star Wars game it was with a new group
(several from the Call of Cthulhu game) so I used an adventure I had run before
and the group of rebels trying to defeat the mechanizations of the evil
Empire. I found though that when they
encountered the giant sewer rats I wanted to take the game down a darker
path. I actually had to stop the game
for a moment and poll the players –high adventure heroics, or dark and
gritty. They chose the high heroics and
so I played out the adventure as I had before and everyone had a good time, but
I really wanted it to be something else.
Since then I’ve found that most of the games that attract me
have that dark overtone. Be it Warhammer
Fantasy Role-play or Lamentations of the Flame Princess there is an attraction
I have found to these heavy metal inspired games. If I wasn’t paying one of those games, I was
generally finding ways to shift the tone of some other game or system so it was
more grim and dark and perilous.
I think the reason why is the monsters. As a young role-player every monster
encounter was something new and exciting. As both a player and a character I
never knew how things were going to react.
As time went on many of the foes became cookie cutter and even though
there was threat presented to the character, it was just a matter of scale. Every monster was SUPPOSED to be defeated, so
I came to expect to always meet opponents of an appropriate difficulty.
Call of Cthulhu changed all that. Now the answer isn’t that I always have to
have a grim-dark setting. But rather to
present new and different threats to players.
Things that make them scratch their heads and wonder. There is probably even room for re-tredding
old monsters and just presenting them in different ways. It has given me a push where in any genre or
setting, I want to present new and interesting things to the players to push
not the bounds of their characters abilities, but to elicit the best of the
creativity and ingenuity of the players.
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