Showing posts with label Lovecraft. Show all posts
Showing posts with label Lovecraft. Show all posts

Monday, September 10, 2018

Design Philosophy, Revisited

So, it's been a couple years since I started this blog, and with the first public playtest of my rules set, Sorcery & Steel, under my belt, I thought it would be a good time to look back and see how S&S matches up thus far to my stated Design Philosophy.

As I mentioned earlier, with Sorcery & Steel, I want to create an "Old School" (e.g., traditional GM authority, player skill over character skill, Combat as War, etc.) rules set that combines "enough" interesting tactical options with also "reasonably" fast speed of play (i.e., a rules set that achieves Old School-style Tactical Depth at relatively low cost in terms of Complexity).  Here, "enough" and "reasonably" reflect my opinion and YMMV.




Overall, I'm pretty satisfied with how Sorcery & Steel is coming along.  In order to be an Old School game with both tactical depth and streamlined gameplay, I front-loaded a lot of the mechanical crunch, especially into Character Creation/Character Advancement.  However, as one of my players put it, once you finish making a PC and understand the basic gist of the game, it generally runs very smoothly.

Also, speaking of Character Creation/Character Advancement, I adopted both random roll and point buy elements, since I believe that Character Classes are good from a design POV in that they provide players with an easy guide to how to conceptualize and to how play their PC, but I wanted a bit more flexibility.  The end result is more of Archetype-style PCs, where the player has an overall direction for the character but still has plenty of room to customize to suit.




In addition to the above design goals, I want S&S to able to handle Swords & Sorcery-flavored adventures and adventures where Investigation is a key component.  In terms of the former, I think S&S is okay at Swords & Sorcery in terms of gritty, lower-powered fantasy (e.g., I lowered and flattered the power curve) but I did stay away from some classic Swords & Sorcery tropes (e.g., all sorcerers are evil).

In terms of the latter, S&S is inspired, in part, by the seminal work in the field of Investigation-based RPGs, Call of Cthulhu.  CoC's mechanics are rock solid, remaining largely unchanged through seven editions and nearly four decades.  Unsurprisingly, given the CoC inspiration, Horror, particularly Lovecraftian Horror, also provides a good deal of flavor to my rules set and has worked out pretty well in actual play.


However, while the basic building blocks seem to be in place, there's still plenty of tweaking and refining to do.  For example, I just completed the first major overhaul to Character Creation/Character Advancement, boosting a bit the power of starting characters.

加油!

Monday, August 27, 2018

RPG Events: NEON Retrofuturism Festival 2018

Last week, I attended the inaugural NEON Retrofuturism Festival!



NEON is, in the organizers' own words, "a celebration of Retrofuturism from the late 20th century."  As a love letter to that period's technology and pop culture, this celebration featured synthwave artists, obsolete tech, hard video games, and tons of So Bad, It's Good movies from yesteryear!  For example, Ninja III: The Domination!


A notable part of this convention was a huge arcade consisting of original restored cabinet games, including Pac-Man, Tapper, Dig Dug and Spy Hunter, only this time they were all free to play, so no need to keep begging Mom for more quarters!

The fun also included a massive selection of 80s and 90s game consoles, including relatively obscure platforms like the Vectrex:




I was amused that I still remembered a bunch of the secret treasure locations for Castlevania!




And, I had the opportunity to run the rules set I'm working on, Sorcery & Steel, for a bunch of strangers!  Specifically, I ran Ravenloft of Cthulhu, a reimagining of the classic AD&D gothic horror module with a bunch of Lovecraftian twists (e.g., Strahd is an eldritch horror rather than a vampire).

I changed a number of things so that even someone who had played and DM'd I6 many times before said he could see where certain things came from but the end results were quite different.  For example, I emphasized Lovecraftian horror rather than gothic horror, so there were no romance elements and Strahd was much more inhuman and unsympathetic.

Much fun was had, and I was happy that the session went smoothly and the game's mechanics were easily understandable by newcomers.  As a bonus, I also found a number of places to further refine the rules set.




A reboot of TempleCon, NEON still has a way to go to fill the shoes of its predecessor.  However, this year was definitely a good start.  If you're a fan of the 80s or a fan of things that love the 80s (e.g., Stranger Things), you should check it out!


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, March 5, 2018

Video Game Review: "Darkest Dungeon" (2016)

I wanted to give a shout out to arguably the best recent CRPG, "Darkest Dungeon"!



Developed by Red Hook Studios (the moniker being a sign of their Lovecraft fandom!), Darkest Dungeon is a low fantasy dungeon crawling and team management CRPG.  In terms of background, in the finest Lovecraftian tradition, The Ancestor of the player spent too much time delving into Things Man Was Not Meant To Know, hordes of monstrosities were subsequently unleashed and now it's up to the player to set things right.

Dungeon by brutal dungeon, you direct a legion of adventurers to clear your blighted estate, often at the cost of the latters' lives and/or sanity, until you face the eponymous Darkest Dungeon.

Like the grim and gritty setting, this is a grueling and challenging game, in large part because, in the best Old School tradition, Random Number Generation (RNG) has a huge impact on gameplay!  More than once, a string of bad die rolls will turn the situation upside down and you'll be screaming  in frustration at the screen.




In a big departure from the majority of dungeon crawlers, in this game, much like a soccer manager, you are more focused on developing an entire roster of adventurers to meet various goals and challenges, as opposed to leveling up a specific party.  If you miss the forest for the trees, it's easy to get too invested in a particular  adventurer or group of adventurers, spending way too much resources on them.

Mixing side scrolling movement (a la Castlevania (1986), Old School!) and turn-based combat, tension mounts palpably as you explore various procedurally generated dungeons and the hordes of opponents whittle away at the party's health and sanity, not unlike Call of Cthulhu!




There's little hand holding in this game, and one poor decision can cost you, so you need to constantly pay attention (who's attacked so far this round?) or the situation can quickly devolve into a TPK!  Moreover, this is another way that the game punishes you if you get too invested- if a dungeon delve is going poorly, sometimes it's better to cut bait and run than risk ruining or losing one or more characters to death or insanity.

In addition, between the classes, their skills and camping skills, quirks, dungeons, monsters, curios, etc., there's a *HUGE* amount of crunch to absorb, so don't feel like looking things up in the wiki is cheating!  In addition, FilthyRobot has put together an excellent and informative series of class guides, beginning with the Abomination:




Overall, Darkest Dungeon is an amazing Old School game!  It rewards planning, preparations and smart play, but sometimes stuff happens and you just have to bounce back.  The art style is apt and the artwork is moody and evocative, as is the voice acting, and the attention to detail is superb.

So, if you are looking for an intense, Old School dungeon crawler that demands your best and keeps you on your toes, you'll love (and, at times, love to hate) "Darkest Dungeon".

Monday, August 21, 2017

Literature Review: "The Quest of Iranon" (1921)

This week, in honor of H. P. Lovecraft's birthday on August 20th, I wanted to give a shout out to another classic yarn by the greatest of Weird Fiction authors, "The Quest of Iranon":


"Long have I missed thee, Aira, for I was but young when we went into exile; but my father was thy King and I shall come again to thee, for it is so decreed of Fate. All through seven lands have I sought thee, and some day shall I reign over thy groves and gardens, thy streets and palaces, and sing to men who shall know whereof I sing, and laugh not nor turn away. For I am Iranon, who was a Prince in Aira."

Written on February 28, 1921, and first published in the July/August 1935 issue of Galleon magazine, "The Quest of Iranon" is a mythic and romantic fantasy tale written in the style of HPL's literary hero, Lord Dunsany.  In this short story, the titular character, a golden-haired youth, wanders far and wide, singing and telling wondrous tales of the lost city of Aira, where he was prince.

However, few truly appreciate his stories, and Iranon moves on from place to place.  In his travels, the bard meets another disenfranchised lad, Romnod, who joins the party.  Years pass and Romnod ages normally, while Iranon remains exactly the same.  

More years go by and Romnod passes away from sleep apnea.  Iranon continues on his quest alone, finally encountering an old shepherd who reveals the truth of his past.




For those who only know Lovecraft for his Cthulhu Mythos, "The Quest of Iranon" is quite a departure.  Like "The Doom That Came to Sarnath," this story is part of HPL's Dream Cycle, a pre-history/alternate dimension that can be entered via dreams.  As such, it is a heartbreaking story about an earnest but possibly naïve search for perfection and for a place where people truly understand and appreciate beauty, song and art.

Consequently, this tale is somewhat autobiographical, as Iranon's quest mirrors Lovecraft's own situation: the outsider filled with childish dreams and unrealistic fancies who never truly managed to grow up, despite growing old.  In addition, Iranon, like Lovecraft, is never acclaimed or recognized during his lifetime.





So, if you are a fan of Lovecraft, and are keen to read a beautiful, tragic and poignant tale with a  mythical and dreamlike narrative, check out "The Quest of Iranon"!


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: