Showing posts with label Cthulhu Mythos. Show all posts
Showing posts with label Cthulhu Mythos. Show all posts

Monday, August 20, 2018

RPG Focus: Trail of Cthulhu (2008)

Last year, I took a look at Call of Cthulhu, the grandfather of Horror RPGs, and, last month, I took a look at Investigations in RPGs.

So, in honor of Messr Howard's birthday today (8/20), I wanted to take a look at a different take on Lovecraftian Horror in RPGs: Trail of Cthulhu.





Named after the series of interconnected short stories by August Derleth (who did much to keep Lovecraft's literary legacy alive after Messr Howard's unfortunate demise), Trail of Cthulhu is, like Call of Cthulhu, an RPG focused on the Cthulhu Mythos genre of horror fiction.  Published by arrangement with Chaosium, Inc., creators of the Call of Cthulhu RPG, there are a handful of familiar trappings in this game (e.g., Occupations, skills) but it's just window dressing as Trail of Cthulhu runs instead on Pelgrane Press' in-house Gumshoe System.

Unlike Call of Cthulhu's d100 mechanic, playing Trail of Cthulhu only requires a single d6 for Gumshoe's target roll over mechanic.  Also, there are no ability scores for Investigators, only skills.





The supposed "killer app" of Trail of Cthulhu is the absence of rolls for Invesgiation skills.  Namely:

"Gathering clues is simple. All you have to do is: 
1. Get your Investigator into a scene where relevant information can be gathered,
2. Have the right ability to discover the clue, and
3. Tell the Keeper that you’re using it. 
As long as you do these three things, you will never fail to gain a piece of necessary information. It is never dependent on a die roll. If you ask for it, you will get it."

ToC's boosters argue that this is a revolutionary mechanic because the failure of a single roll can derail the entire session/game/campaign!

However, I consider this "No clue roll" mechanic to be highly overrated and the above argument to be hyperbole.  For example, the argument doesn't take into account that typically there's more than one PC with a relevant skill to acquire a particular clue and that typically the GM will allow multiple rolls.

In addition, such bottlenecks that this "killer app" is meant to address are usually the result of poor adventure design.  This issue can easily be overcome by the Alexandrian's Three Clue Rule (i.e., if there are enough clues, missing one in particular should not be fatal to gameplay).

Additionally, as the Alexandrian notes:
"[The "No clue roll" rule] is a mechanical solution to the problem. But while it may result in a game session which superficially follows the structure of a mystery story, I think it fails because it doesn’t particularly feel as if you’re playing a mystery. 
[Robin] Laws’ fundamental mistake, I think, is in assuming that a mystery story is fundamentally about following a “bread crumb trail” of clues...But, in point of fact, this type of simplistic “A leads to B leads to C leads to D” plotting is not typical of the mystery genre."



Furthermore, ToC is a very New School RPG in the sense of expecting the GM to cater to the players and tilting the odds in the players' favor by reducing the overall challenge.  This is as opposed to the traditional GM role of an impartial referee.

This game does have a vocal group of fans.  However, in terms of actual play, I personally cannot recall seeing a listing for Trail of Cthulhu on Roll20.

Monday, January 22, 2018

Literature Review: "The Tower of the Elephant" (1933)

This week, in honor of R.E. Howard's birthday on January 22nd, I wanted to give a shout out to another ripping yarn by the greatest of Swords & Sorcery authors"The Tower of the Elephant":





adapted as part of the 1982 Conan the Barbarian film.


owned by the evil sorceror Yara

black magic


mystery

Ahead of him he saw, looming against the sky, the Tower of the Elephant. He mused, wondering why it was so named. No one seemed to know. He had never seen an elephant, but he vaguely understood that it was a monstrous animal, with a tail in front as well as behind. This a wandering Shemite had told him, swearing that he had seen such beasts by the thousands in the country of the Hyrkanians; but all men knew what liars were the men of Shem.

gonzo, sci-fi elements

D&D adventure

meet up of PCs

Conan sensed the man's great belly shaking in laughter, but it was not derisive. "By Bel, god of thieves!" hissed Taurus. "I had thought only myself had courage to attempt that poaching. These Zamorians call themselves thieves—bah! Conan, I like your grit. I never shared an adventure with anyone, but by Bel, we'll attempt this together if you're willing."

compassion

Tears rolled from the sightless eyes, and Conan's gaze strayed to the limbs stretched on the marble couch. And he knew the monster would not rise to attack him. He knew the marks of the rack, and the searing brand of the flame, and tough­souled as he was, he stood aghast at the ruined deformities which his reason told him had once been limbs as comely as his own. And suddenly all fear and repulsion went from him, to be replaced by a great pity. What this monster was, Conan could not know, but the evidences of its sufferings were so terrible and pathetic that a strange aching sadness came over the Cimmerian, he knew not why. He only felt that he was looking upon a cosmic tragedy, and he shrank with shame, as if the guilt of a whole race were laid upon him.





Monday, November 27, 2017

Literature Review: "The Seven Geases" (1934)

This week, I wanted to give a shout out to a really interesting vintage Swords & Sorcery tale, "The Seven Geases":




Written by Clark Ashton Smith (one of the Big Three of the Golden Age of Weird Fiction, alongside RE Howard and HP Lovecraft), "The Seven Geases" is part of the Hyperborean cycle, a fictional prehistoric setting influenced by Smith's friends Lovecraft and Howard that mixes Cosmic Horror with Iron Age technology, and part of the Cthulhu Mythos.

The story follows Ralibar Vooz, a Commoriom noble out to hunt some Voormis, a race of yeti-like bipeds.  Unfortunately for the warrior, he interrupts a sorcerer in the middle of a casting a spell:

"Know that I am the sorcerer Ezdagor," proclaimed the ancient, his voice echoing among the rocks with dreadful sonority. "By choice I have lived remote from cities and men; nor have the Voormis of the mountain troubled me in my magical seclusion. I care not if you are the magistrate of all swinedom or a cousin to the king of dogs. In retribution for the charm you have shattered, the business you have undone by this oafish trespass, I shall put upon you a most dire and calamitous and bitter geas."

As a punishment for his insolence, Ralibar Vooz is magically forced to venture into the depths to seek out the toad-like god Tsathoggua and to offer himself as a sacrifice.  (Un)fortunately, Tsathoggua has no need for the noble as a sacrifice and places a second geas upon him to seek out the spider-god Atlach-Nacha and to offer himself as a sacrifice.  So, once again, Ralibar Vooz battle his way through the darkness and horror, only to have a THIRD geas placed upon him!

This happens four more times.




First published in the October 1934 issue of Weird Tales, this is a fun, witty and well-written read.  I would say that "The Seven Geases" is *TECHNICALLY* a Swords & Sorcery story (in the sense that there are swords and sorcery present) but there's relatively little action.  Instead, the focus is more on Horror and Weird Fiction, as Ralibar Vooz has to put up with a *LOT* of crap.  Moreover, there's a dark sense of humor to this yarn, especially with the highly unexpected ending!

Also, if you like High Gygaxian (e.g., the 1e AD&D DMG), this yarn is filled with obscure SAT words!  Just the first paragraph features scaurs, scoriac, blazonries, and catoblepas!

Speaking of D&D, actually, it's a bit surprising that Messr Smith is absent from Appendix N of the 1e DMG, especially given that Smith's friends Lovecraft and Howard are listed and that "The Seven Geases" is likely the inspiration for the 6th level Geas spell:

Geas (Enchantment/Charm)
Level: 6      Components: V     Range: Touch      Casting Time: 4 segments     Duration: Special      Saving Throw: None     Area of Effect: Creature touched
Explanation/Description: A Geas spell places a magical command upon the creature (usually human or humanoid) to carry out some service, or refrain from same action or course of activity, as desired by the spell caster. The creature must be intelligent, conscious, and under its own volition. While a Geas cannot compel a creature to kill itself, or to perform acts which are likely to result in certain death, it can cause almost any other course of action. The spell causes the geased creature to follow the instructions until the Geas is completed. Failure to do so will cause the creature to grow sick and die within 1 to 4 weeks. Deviation from or twisting of the instructions causes corresponding loss of strength points until the deviation ceases. A Geas can be done away with by a Wish spell, but a Dispel Magic or Remove Curse will not negate it. Your referee will instruct you as to any additional details of a geas, for its casting and fulfilment are tricky. and an improperly cast Geas is null and void immediately (cf. Wish).

That's pretty much how it goes in this story.  There are also other classic D&Disms (e.g., underground action, the astral plane, etc.)

So, if you want to read a terrifying tale from one of the greats of Weird Fiction, check out this  ripping yarn!

Monday, July 17, 2017

RPG Focus: 6th Edition Call of Cthulhu (2004)

"Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn."

This week, I want to take an Olde School look back on a terrifying classic, Call of Cthulhu, the seminal work in the field of Horror RPGs.




Named after H. P. Lovecraft's story of the same name and drawing upon the eponymous Cthulhu Mythos, Call of Cthulhu (or "CoC" for short) is mostly true to the source material as the PCs (aka "Investigators") take on the role of ordinary people struggling against various dark forces.  I love this setup, as the power level of the game presents real opportunities for true horror, as well as true (if potentially bleak) heroism.

While this discussion specifically covers the 6th Edition, Call of Cthulhu, published by Chaosium and powered by the Basic Role-Playing (BRP) game engine, has remained mostly unchanged over the years since the publication of the 1st Edition of Call of Cthulhu in 1981, which is a testament to the solidity of the BRP ruleset.  Indeed, CoC is one of the best and most influential of the second generation of roleplaying games.

Compared to the contemporaneous AD&D 1E, Call of Cthulhu is faster and simpler game.  It's not quite as streamlined as a modern design, but still easily playable and has a quick learning curve.  In true Olde School tradition, stats are randomly generated, though then there's a point distribution element, based on an Investigator's Intelligence and Education, for skills.  As you might expect, using the RAW some Investigators can have far more skill points than others, so for my own CoC games, I house rule that all Investigators start with the same number of skill points, regardless of Intelligence and Education scores.

With a good Game Master  (aka "Keeper"), the gameplay can be evocative, tense and terrifying as the Investigators explore the mysteries and face the challenges of the Cthulhu Mythos.  As I mentioned above, PCs are fragile (both mentally and physically) and I really like that this leads to more of a Sneak-and-Peak approach, rather than Search-and-Destroy.  This has influenced my campaigns such that the PCs' typical backup plan for any genre is to run away.




The book itself is filled with good advice and, unlike AD&D 1E, isn't written in High Gygaxian, so the writing is clear and to the point.  The book also has lots of neat tidbits to add color and atmosphere (such as a timeline of weird events), as well as random fun things.

So, if you're a roleplaying fan of Lovecraft or Horror generally, I'd suggest taking a look at this tried and true classic!

Monday, August 22, 2016

Literature Review: "The Doom that Came to Sarnath" (1920)

This week, in honor of H. P. Lovecraft's birthday on August 20th, I wanted to give a shout out to one of my favorite story stories by this preeminent practitioner of Weird Fiction, "The Doom that Came to Sarnath":


There is in the land of Mnar a vast still lake that is fed by no stream and out of which no stream flows. Ten thousand years ago there stood by its shore the mighty city of Sarnath, but Sarnath stands there no more.

With two sentences, Lovecraft quickly sets the mood for the piece: mythic, cryptic and bizarre.  A tale of murder, hubris and otherworldly vengeance follows.  Plus, it has space aliens, weird gods and dread prophecy.  What's not to like? 

An early work by Lovecraft, "The Doom that Came to Sarnath" is still a classic.  Influenced by one of Lovecraft's favorite authors, the great Lord Dunsany, this yarn is set in a fictional pre-historic Earth and is associated with Lovecraft's Dream Cycle stories

A wandering group of shepherds establish Sarnath "[n]ot far from the grey city of Ib" and take an immediate homicidal dislike to their neighbors, who "descended one night from the moon in a mist."  Some sacking and pillaging happens, combined with a big dose of ethnic cleaning, and the Sarnathites bring back the idol of the Bokrug, worshipped by the newly massacred beings of Ib, as a token of their conquest.

Ten centuries later, "[t]he wonder of the world and the pride of all mankind was Sarnath the magnificent."  The reigning superpower is at its height and about to celebrate "the feast of the thousandth year of the destroying of Ib. For a decade had it been talked of in the land of Mnar, and as it drew nigh there came to Sarnath on horses and camels and elephants men from Thraa, Ilarnek, and Kadatheron, and all the cities of Mnar and the lands beyond."

As for what happens next, let's just say payback's a bitch.



You can find the full text of the story here.  Alternately, here is a wonderful reading of the same by Nick Gisburne: