Friday, April 17, 2015

Evolution of my Pathfinder campaign


I recently binge-watched Game of Thrones from first episode to last of the 4th season in order to prepare for the recent premiere of season 5, and I have come to the decision that I really want to add some flavor to my campaign setting.

Though I'm intending on using the old Dungeons & Dragons setting maps for Forgotten Realms, Dragonlance and the like, I've never been one to read much of the history of the settings. Though I would gladly utilize signature characters such as Elminster, Raistlin Majere or Lord Soth, I never really used much of their back story or the surrounding stories that exemplified the novels of Ed Greenwood, Margaret Weis and Tracy Hickman. I always gave them my own personal spin, and everything worked out well.

While watching GoT, I thought of a few things I want to add to my setting:
  • Families with notable histories and various duties.
  • Firm religious orders with hierarchy setups and ideas on how to possibly progress a religious movement.
  • Working off the religious orders, I want to create 1 or 2 that are counter to the norm. (i.e. cults)
  • Not that I feel that it would actually come-up in the campaign I have designed, but military orders at various levels for each family and royalty. (i.e. Kingsguard, Night's Watch, The Unsullied.)
  • I had already planned on having some special swords for a specific part of my overall storyline, but I never really thought of naming them until watching GoT.
  • Secret societies like Skull & Bones.
As I'm writing this over the course of several days, the Star Wars: The Force Awakens 2nd trailer was just released, and I would also love to incorporate some of what I'm seeing from that as well:
  • Going back to the religious orders I mentioned above, that would include something similar to the Jedi and Sith. Could also be considered a military order as well.
  • Ruins from epic battles that will make my players take notice. (i.e. The ruins of a fallen Star Destroyer from the SW trailer, the Titan of Braavos.)
  • Military orders with notable differences in rank and file. (i.e. The different Stormtrooper uniforms/armors.)
This means a lot of work ahead of me before I am ready to get this game actually going. This is taking me a lot longer than I had originally anticipated.

My biggest roadblock is that I have never been good with coming-up with names... especially for a fantasy setting. I love the family names George R.R. Martin came-up with, and I'd like to try and create names that give a similar feel when you hear them. You can't deny that (at least from those who have either read the books or simply watch the TV series) you have some sort of feeling when you hear the name Lannister, Stark or Targaryen. I want to be able to instill similar feelings into my players when they come across NPC's from my noble families.

If you happen to have a good resource for fantasy names, please leave a comment.

Friday, April 10, 2015

Call of Cthulhu 6th Edition

Title: Call of Cthulhu 6th Edition

ISBN: 9781568821818
Price: $34.95
Publisher/Year: Chaosium 2005
System: Basic Roleplaying Game
Out-of-print: Yes
Available on DriveThruRPG: Yes

Overall rating (1-10): 7

As one can tell, Lovecraft told tales of humanity facing an uncaring cosmos. There are vast forces in the universe of H.P. Lovecraft. It would not do to call them evil, suffice to say that they are to humanity as we are to gnats.

In the Call of Cthulhu RPG our heroes take on the role of investigators dealing with these unknowable horrors. The game itself is something of a living fossil, for though it is in its 6th edition it has not changed very much since its inception - the latest version of the game is certainly thicker than the original 1st edition boxed set, but this is a result of new material being added. You could take a 1st edition Call of Cthulhu adventure and run it with 6th edition characters and rules without any need for conversion.

The Call of Cthulhu game tends to assume that the investigators will be set in one of three eras - the "classic" era (the 1920s and early 30s, during which Lovecraft was active), modern times, and the "gaslight" era of the 1890s. Major expansions have been released to support the middle ages (Cthulhu Dark Ages) and Imperial Rome (Cthulhu Invictus).

The 6th edition version I have is a thick paperback book. It is pretty durable, having survived being tossed into numerous bags an being passed around the table.

The book opens with a reproduction of Lovecraft's "Call of Cthulhu" short story, dealing with the operations of the Cthulhu cult and those who have faced it. This has been in all versions of the game since the 5.5. version of 1998. I think its inclusion is a good idea, it answers very well the common RPG question "what do I do".

The next section of the book deals with the main rules of Call of Cthulhu including items such as character generation, skills, combat.

In a nutshell, Call of Cthulhu uses a version of what is called the Basic Roleplaying System, frequently abbreviated as BRP. BRP first appeared as part of the first version of RuneQuest, originally published by Chaosium. It has since been published by Avalon Hill and Mongoose Publishing and a new version is forthcoming by The Design Mechanism. Variants of BRP found their way into games like Elfquest, Ringworld, Stormbringer, Pendragon, and lots of other games.

Most versions of BRP use a set of attributes which typically range from 3-18. In Call of Cthulhu they are Strength, Constitution, Size, Intelligence, Power, Dexterity, Appearance, and Education. Size and Intelligence are generated with 2d6+6, Education with 3d6+3, and all others with 3d6. There are several derived stats including:
  • Sanity - starts as Power x 5 but can go down as a character faces various horrors. It is something of a joke in the Call of Cthulhu community that even if you survive long-term your character will probably go insane.
  • Hit Points - an average of Size and Constitution. They never increase as you "level up". Most characters are a well-placed gunshot away from death at all times. This does intend to encourage caution.
Your character starts with a default value in a variety of skills. Skills are ranked from 0 to 99 and represents your chance to succeed at a task using those skills. There isn't much given in the way of contested actions and various difficulty levels, though the newest incarnation of the BRP rules (not required to play Call of Cthulhu) has some guidelines and most Cthulhu GMs (or "Keepers" as they are called) develop their own rules. The default values vary somewhat depending on the era of play being used.

After generating attributes one then selects an occupation. You get 10 x Intelligence to improve any skill and 20 x Education to improve a subset of skills dependent on your occupation. Clearly based on this not all characters are created equally. That said, min-maxing is a fairly pointless exercise in my experience of running Cthulhu games. More important than a well-skilled character is an intelligent player, or even better, group of players. The foes in Cthulhu are such that a character with 99% in handgun is still one bite doing 10d10 damage away from death. Unlike D&D there is no concept of "levels". Most of the game is built around your skills. You improve your skills primarily by using them. During an adventure you check off skills that you successfully used - with the Keeper's approval - they have to be important uses of the skill not. After the adventure ends you make a skill test for each skill but instead of wanting to succeed you want to fail. If you fail your skill goes up. In other words, as you improve in a skill it becomes harder to improve it.

There are rules for combat and skill use - they are pretty general. Cthulhu assumes a game that has a Keeper who is comfortable making rulings during play. I don't want to give the impression that its totally free-form, but it is far less detailed than games like D&D 3.x and 4e games. One weakness in the game, in my opinion, is some vagueness in rules such as dodging, parrying, etc.

There is a lengthy section of rules for using Sanity. Exposure to various horrors, eldritch and mundane, can wear away an investigator's Sanity. For the most part exposure to such sanity-blasting horrors causes the character to make a Sanity-check. Failure causes the Sanity to go down by an amount, success means no loss, or, in the event, of worse horrors, a smaller amount. Making use of magic in Cthulhu usually incurs a cost in Sanity that cannot be avoided. The more you increase your Cthulhu Mythos skill the lower your maximum Sanity becomes.

Losing a certain amount of Sanity at once causes a character to go temporarily insane. Larger losses result in extended insanity. A Sanity of zero removes the character from play as he becomes a slave to the forces beings of the Cthulhu Mythos. Lower Sanity also makes later checks less likely to succeed as Sanity rolls are made based on your current score.

The Sanity rules, while not something out of a psychiatry textbook, avoid turning insanity into something laughable. I'm pleased that the rules for Sanity are treated maturely - as a person who has dealt with mental health issues in his family, it is not something I take as humorous.

Sanity can be regained, though it tends to be far easier to lose than regain.

The Game System section closes with a section on magic. It does not include sample spells (those come later) but rather it discusses how one learns magic. Magic is learned from studying tomes of the Cthulhu Mythos. These books are difficult to decipher, typically written by madmen, often  in dead languages. It can take months to complete the reading of such a tome.

Casting magic requires the expenditure of Magic Points. Magic Points start equal to a characters Power and regenerate over the course of a day. They also usually require the expenditure of Sanity points. Some truly powerful spells require the permanent expenditure of Power. There are ways to gain Power but this is a difficult undertaking and one that is not guaranteed to succeed, usually by testing one's Power against other beings.

The next section in the book is its lengthy Reference section. It includes items such as:
  • A discussion of the Cthulhu Mythos
  • A discussion of the Necronomicon, one of the key books of the Mythos
  • A biography of H.P. Lovecraft
  • A list of mental disorders
  • Guidance for Keepers
  • Creatures of the Mythos - something of a "monster manual" for Cthulhu
  • Deities of the Mythos - stats of Mythos deities. The stats aren't really needed - most could read "eats 1d4 investigators per round". However the description of the deities is useful as it gives guidelines for the followers of the deities.
Finally there are several scenarios. This is extremely useful - I've gotten a lot of mileage out of the sample scenarios included in the game. They tend to assume a game set in the 1920s, though they can be moved to other eras with some adjustment.

Though I've had Call of Cthulhu for years and played off and on I've gotten a lot of play over the past two years or so. While the game has a reputation for a horrific body count my games have tended to involve some very cautious investigators who have managed to survive, albeit scarred and somewhat mentally damaged. For the most part my games have involved dealing with human cults and minor servitors of the Mythos - no battles with Cthulhu.

As I mentioned in my Overview, the rules themselves are pretty light. The engineer in me who loves to tinker keeps on thinking I shouldn't enjoy the rules as written but every time I play a game of Cthulhu I find the rules serve their purpose perfectly - they fade away when not needed and work well when they are required. One key, and I think this is true of many games, is knowing when not to use the rules. If a character is searching for a secret note right where the note is, of course they find it.

Pelgrane Press has released their own Cthulhu game, Trail of Cthulhu, using their Gumshoe system, a rules engine very focused on investigative games. It is designed to solve the problem of making sure the game is not derailed by a single failed roll. It's something I'm curious to try out. I've had hints of that problem in my own Call of Cthulhu games but never to the extent that it blocked progress. However one should be aware that many older Call of Cthulhu scenarios, available via Chaosium or RPGNow, while mostly excellent, sometimes have points in the adventure that are totally dependent on a single clue or a single decision. With that caveat, it is a very nice feature of the game that there are a lot of premade scenarios available, both from Chaosium and several licencees.

My own experiences have primarily been in the classic era. I'd be very curious to try running a more fantasy-oriented Cthulhu game, set in a setting like Clark Ashton Smith's Averoigne cycle. 

All in all I've found Call of Cthulhu to be an enjoyable game. It's core book is a nicely complete game though there are a ton of supplements out there. If you're not playing Cthulhu it still has some value - if you're playing another BRP game and want to add some cosmic horrors, the beasties here slide in rather nicely. It also makes a nice inspiration work if you are running games in other systems, though I'd argue in such a case you might be better off just reading the works of Lovecraft and others of his circle.