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Author Topic: Call of Cthulhu RPG  (Read 9287 times)

ScriptWolf

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Re: Call of Cthulhu RPG
« Reply #30 on: December 18, 2012, 06:25:35 pm »

It's really interesting reading your posts just to see peoples different views on the subject.


Also please could someone link a online CoC character generator please and thank you

And when I do get round to doing a game please lots of feedback on how to improve my games. Due to the nature of this RPG and more cryptic and investigate plus creepy fighting and keeping you out the loop while making it fun seems like it's going to be hard and I'm still quite new but I really want to give it a shot.

Right now I'm just sorting out and coming up with the first game and tying up and how it can lead onto other things and how everyone's characters have ended up mashed togeather
« Last Edit: December 18, 2012, 06:33:07 pm by ScriptWolf »
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eharper256

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Re: Call of Cthulhu RPG
« Reply #31 on: December 18, 2012, 07:14:12 pm »

Actually that is a great example of both our sides Nenjin.

Since Dark Corners of the earth worked best when you weren't just shooting everything dead and started to fall appart when you actually started to become a combat dynamo (As with most horror games... as with Clocktower 3)
Though I haven't actually played either of your examples so can't really comment on this, personally I find the earlier 'oh noes I'm weak and need to be scared of everything' parts of games like this to be tiresome. Perhaps that's just me.

What I mean, but cannot explain well enough apperantly, is the issue is that there is always a push in action animes to getting ontop of your enemy (or terrible shock death animes...). You do not summon the power of friendship...<snip>
Again, this is restricting your view of anime to Shounen shows, really. Not all anime involve epic fights and the power of friendship. That was really all I wanted to express; it mostly irks me when I see sterotyping of it going on and I have to defend it, but defend it I must.

As Nenjin says, for something to be Lovecraftian, it doesn't really have to follow a specific set of rules. It doesn't have to have exactly the same themes (of hopelessness and being involved in things man should not know) for it to be a Cthulu Mythos graduate. Who's to say Lovecraft would look at Cthulutek and sneer? Had he been born now, his works may well resemble it.

It's really interesting reading your posts just to see peoples different views on the subject.
Sorry if I de-railed your thread. Must actually be pretty annoying.

And when I do get round to doing a game please lots of feedback on how to improve my games. Due to the nature of this RPG and more cryptic and investigate plus creepy fighting and keeping you out the loop while making it fun seems like it's going to be hard and I'm still quite new but I really want to give it a shot.
CoC will be a good challenge for you if you're a novice GM; moreso if you're doing a forum game (its easier to establish atmosphere around a table, and when you have your actual voice~ its something that typed out words have trouble with).

CoC is one of those games where one of my favourite GM techniques, Player Cloud Processing, (something I spoke about here) really comes to the fore. What is key in a creepy horror game is holding your cards close to your chest, so to speak. Give nothing away; make people work for their answers, and don't be afraid to steal a players idea when it sounds better than yours (!).
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nenjin

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Re: Call of Cthulhu RPG
« Reply #32 on: December 18, 2012, 07:27:14 pm »

Actually Neonivek, there are plenty of examples of going toe-to-toe with the Elder Things in some Lovecraft stories. Do they outnumber the ones where the main character is shitting themselves in terror and running away? No. But the precedent is certainly there.

The Dunwich Horror immediately comes to mind. Though the narrator is not physically present at the incident, it's related how Armitage and a few others go up against something coming through the gateway on top of the mountain, and they literally force it back with nothing but sorcerous knowledge. In Whisperer In the Darkness, the secondary character and his dogs go to town on a bunch of insectoid star travelers for weeks.

That's the Catch 22 in CoC games, magic. Is it enough to stop an Elder God? Absolutely not. But it's more affective against Elder Things than any mundane weaponry. You're never really presented a story from a Lovecraft Sorcerer's point of view in his stories, they are one of the great unknowables just like the monsters are. So in a sense even the PnP game is already outside of the realm of "a real Lovecraft experience."

Which, ya know, is ok to me. Because games based on pre-existing source material are always interpretive to some degree. And that's really to me what makes Lovecraft, Lovecraft. He focused on the soul-numbing terror people felt at meeting this stuff, that was his overarching theme. Compare and contrast 40k, a universe with the same precepts (ancient things beyond human ken, madness, the human inability to accept an alternate reality....) People lose their shit there seeing things all the time, and what they fight against is just as unbeatable, in some ways even more than Cthulhu monsters. Yet, they fight. That's a choice of the writer of the world, of course. But to me, you can't really force any player into a game where they're nothing more than a punching bag for the GM. And players can only hear "you're terrified, your world is falling apart around you...." so many times before it fails to have the desired effect and eventually hardens players to the mechanical traps you lay.

Trust me, a bad CoC game goes like this. "GM: You see a book laying on the table." "Player 1: Not it." "Player 2: Not it." "Player 3: Not it." "Player 4: Screw that, I'm not opening it. I leave the room." And that's already the mindset of CoC players in the know when they get there. So you have to give them something to draw players other than the total sadists who just want to watch themselves blow sanity checks so they can be crazy.

So while I like the horror aspect of Lovecraft, what I actually love about his works is the setting. The Pan-dimensionality of his world, the alien cultures, corrupted bloodlines, low-tech, magic and yes, the loss of sanity. What doesn't really move me is the lack of power. That's always been a function of who Lovecraft decided to put into the role of the main character. Compare to Arkham Horror where you're playing bad asses, magicians and mystics. CoC and Lovecraft crossbreeds are a chance for people to play a role other than "college-educated literati who has never been out of New England." Because in truth, while it makes for a good horror story, running scared does not make for a good campaign. That's not to say I endorse blasting Hastur with Tommy Guns in the final battle, that'd be ridiculous. But fighting against Byaki, Mi-Gos, Ghosts and Warlocks? I think that's a necessary part of CoC not being in this weird niche of self-abusive RPGs.

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Right now I'm just sorting out and coming up with the first game and tying up and how it can lead onto other things and how everyone's characters have ended up mashed togeather

Depends on the kind of group you're running or the kind of narrative you feel you want to tell. Arkham Horror used the very simple setup that everyone has had a mythos experience (I think that's part of CoC's character creation too) and you're a party by virtue of that. Sometimes it's easier and makes for a better narrative if you let the players eventually define the nature of their group and their reason for being, than trying to orchestrate how it would be possible. Just as an alternative to a lot of story structure. (I'm struggling with that in a game I'm running right now.)

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What is key in a creepy horror game is holding your cards close to your chest, so to speak.

One of the hardest things I've ever found as a GM is trying to instill fear. Just pure, realistic fear based on the thing you present. Players will fear all sorts of stuff, but they often approach it from a mechanical standpoint. (That thing ages you 30 years if it touches you! We're outnumbered 5:1. Do you know how many checks you have to make every round fighting that thing! It hits for 4D10+10 damage!)

So you really, really have to let the player's imaginations do the work for you, and like you say, that's best accomplished by giving away as little as possible for as long as the players are still intrigued and not getting annoyed. When players can't tie what they're experiencing to mechanical parts of the game, it really takes away their confidence because they have no metrics to use to assess the threat. They only have their imaginations which, again as was said, will cook up far more horrible things they might face than just about anything you planned out.
« Last Edit: December 18, 2012, 11:12:21 pm by nenjin »
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Chattox

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Re: Call of Cthulhu RPG
« Reply #33 on: December 18, 2012, 07:33:36 pm »

It's really interesting reading your posts just to see peoples different views on the subject.


Also please could someone link a online CoC character generator please and thank you

And when I do get round to doing a game please lots of feedback on how to improve my games. Due to the nature of this RPG and more cryptic and investigate plus creepy fighting and keeping you out the loop while making it fun seems like it's going to be hard and I'm still quite new but I really want to give it a shot.

Right now I'm just sorting out and coming up with the first game and tying up and how it can lead onto other things and how everyone's characters have ended up mashed togeather

Sounds like you're putting a lot of effort into this. Can't wait to play, if I'm in :)
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sluissa

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Re: Call of Cthulhu RPG
« Reply #34 on: December 18, 2012, 10:43:04 pm »

As much as I would love to play this, my schedule is all over the place, so I probably couldn't commit to a regular weekly schedule... in any case, good luck getting it together, sounds like you've got plenty of volunteers already.
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ScriptWolf

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Re: Call of Cthulhu RPG
« Reply #35 on: December 19, 2012, 03:01:55 am »

So I have been thinking about first game alot more and I might just throw you into something and let you decided why you are there and craft it around that. Also I will be letting players free reign over what they do or where they go next after each game. So you could after searching a crypt and finding a tome which mentions a great powerful weapon and where it could be located go to Egypt  and search for the weapon. I visit the area around the crypt because you have heard that people are starting to go missing at night.
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eharper256

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Re: Call of Cthulhu RPG
« Reply #36 on: December 19, 2012, 06:29:08 am »

Trust me, a bad CoC game goes like this. "GM: You see a book laying on the table." "Player 1: Not it." "Player 2: Not it." "Player 3: Not it." "Player 4: Screw that, I'm not opening it. I leave the room." And that's already the mindset of CoC players in the know when they get there. So you have to give them something to draw players other than the total sadists who just want to watch themselves blow sanity checks so they can be crazy.
Yeah, there was always a fun discussion among my playerbase back in the day that the ideal CoC character was blind and illiterate, though that was perhaps the result of another GM who shall not be named who was terrible at running it, exactly as you say, which was exactly the reason I picked it up and ran it a couple of times, to prove it didn't have to go that way, that they were not doomed to insanity from picking up the book.

One of the hardest things I've ever found as a GM is trying to instill fear. Just pure, realistic fear based on the thing you present. Players will fear all sorts of stuff, but they often approach it from a mechanical standpoint. (That thing ages you 30 years if it touches you! We're outnumbered 5:1. Do you know how many checks you have to make every round fighting that thing! It hits for 4D10+10 damage!)

So you really, really have to let the player's imaginations do the work for you, and like you say, that's best accomplished by giving away as little as possible for as long as the players are still intrigued and not getting annoyed. When players can't tie what they're experiencing to mechanical parts of the game, it really takes away their confidence because they have no metrics to use to assess the threat. They only have their imaginations which, again as was said, will cook up far more horrible things they might face than just about anything you planned out.
Exactly as you say. What's more, you must warp their perceptions so that they start thinking in character, rather than in the metagame. I managed to make players scared sh**less of a Nightgaunt because I never outright described it, just the noises it was making, the sudden movements in the trees, the flicker of a shape in the moonlight, the subtle snap of the branch. It died (anticlimactically) to a cacophony of shotgun blasts eventually, but two players really lost their s**t in the process. Great times.

So I have been thinking about first game alot more and I might just throw you into something and let you decided why you are there and craft it around that. Also I will be letting players free reign over what they do or where they go next after each game. So you could after searching a crypt and finding a tome which mentions a great powerful weapon and where it could be located go to Egypt  and search for the weapon. I visit the area around the crypt because you have heard that people are starting to go missing at night.
Now you're starting to think like a GM. Let the players develop by bouncing, you know, actual role-play off one another, present the reasons and options to everyone, hint at certain paths being more lucrative if you want, but never expect anything certain, and never tell the whole truth unless they see it in character. :D
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Neonivek

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Re: Call of Cthulhu RPG
« Reply #37 on: December 19, 2012, 06:38:34 am »

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Again, this is restricting your view of anime to Shounen shows, really. Not all anime involve epic fights and the power of friendship. That was really all I wanted to express; it mostly irks me when I see sterotyping of it going on and I have to defend it, but defend it I must

This is getting tiresome because I constantly need to go back and pull earlier parts of the conversation.

Since I am specifically refering to "Shounen anime" or rather the specific animes that his friends were likely getting reference to and not anime (Which is simply "Animation from Japan") in general. Since eliminating anime from being combined with CoC would be silly because it would be like saying you couldn't do a CoC themed movie.

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Though I haven't actually played either of your examples so can't really comment on this, personally I find the earlier 'oh noes I'm weak and need to be scared of everything' parts of games like this to be tiresome. Perhaps that's just me

There is a balance to be sure.

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Do they outnumber the ones where the main character is shitting themselves in terror and running away? No.

No to my knowledge they do.

I cannot think of many main characters who just lost it.

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What doesn't really move me is the lack of power. That's always been a function of who Lovecraft decided to put into the role of the main character. Compare to Arkham Horror where you're playing bad asses, magicians and mystics

Arkham Horror actually extrapolates a lot and the implication is that a lot of the "fights" are often not fights.

As well the "Lack of Power", ignoring that a lot of his books pan out without a powerful creature, is simply a product of horror.

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That's the Catch 22 in CoC games, magic. Is it enough to stop an Elder God? Absolutely not

Actually magic is more then enough to stop an Elder God and often is. The trick is knowing the right spell or ritual and having the right situation.

It is why investigation is so important.

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So you have to give them something to draw players other than the total sadists who just want to watch themselves blow sanity checks so they can be crazy.


That is more of a product of the GM being too overt and not letting players opt out of an action they could reasonably stop.

While investigation has its risks GMs should be trying to foster a sphere of competence where the players feel like they can investigate. If something seems dangerous then preperation or backing out should be viable unless that is specifically the themes being drawn upon.

I am reminded of an adventure created for the game where there is an enchanted dagger which will do nothing until the players really try to mess with it.

The problem is a lot of GMs are very used to standard games and just keep planting traps everywhere.

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So in a sense even the PnP game is already outside of the realm of "a real Lovecraft experience."

Not really, you could do a Lovecraftian book in any style of narration.

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CoC and Lovecraft crossbreeds are a chance for people to play a role other than "college-educated literati who has never been out of New England." Because in truth, while it makes for a good horror story, running scared does not make for a good campaign

Uhhhh... I am pretty sure there have been more protagonists then that.

As well the trick isn't so much that they need to "Run Scarred" but an understanding that CoC is about problem solving and investigation and not brute force which sets it appart from the vast majority of pen and paper RPGs where those elements are set aside (mostly because of Dungeons and dragons' influence).

It does create a barrier because it creates a game where people cannot shut off their brains. It isn't a relaxing game, it is a game that tries to challenge its players when it is doing its job.

It is kind of the difference between Resident Evil 1 and Resident evil 5. One attempts to do horror and the other has long since stopped caring.
« Last Edit: December 19, 2012, 06:45:12 am by Neonivek »
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Nulzilcho

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Re: Call of Cthulhu RPG
« Reply #38 on: December 19, 2012, 07:16:57 am »

Also please could someone link a online CoC character generator please and thank you

Byakhee is pretty much it for character generation, otherwise you're SOL.

Also, can I play? Please! (I am at GMT+10, but my schedule is wide open at the moment and I don't mind getting up early.)
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Re: Call of Cthulhu RPG
« Reply #39 on: December 24, 2012, 04:40:42 pm »

I've only run one game that unfortunately got cut off right near the end, but I'm considering running another one, and pretty blatantly stealing a certain ancient horror from The Secret World.  I think it could be pretty cool if I actually do it and pull it off, lots of senselessness, body horror, all that good stuff.

And yeah, Call of Cthulhu is the kind of game where you can't treat it like a game.  If your players all refuse to read a book, they're being bad.  Reading through stories of people's best and worst CoC experiences, the best experiences are always when the investigators say "fuck this" and break out the dynamite and guns.

As for mixing Lovecraft and anime...
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Neonivek

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Re: Call of Cthulhu RPG
« Reply #40 on: December 24, 2012, 04:47:47 pm »

Yeah exactly!

The best thing I read in the manual was an example that was a steriotypical set up for most RPGs. You found out there was a huge monster at the bottom of a well that could not go into daylight.

They gave the steriotypical RPG response which was to go down into the well. Which in CoC would promptly lead to them getting killed.

Then it said that in this game you could have filled the well with Cement, blew it up, or put a really big rock ontop of it and consider that fitting. That finding solutions that arn't about combat is not only perfectly valid but expected.

As for Anime and Lovecraft, since people are going to bring that arguement up again.

My issue wasn't with the medium but rather a very specific type of anime that I felt was being referenced (DBZ, Sailormoon, and others of that type). Which already has sort of an example of why this concept doesn't work with CoC Proper, you cannot be afraid of something you have all the tools to fight. Hense why Clocktower 3 (a game where you transform into Sailormoon to fight ghostly murderers) didn't exactly work.
« Last Edit: December 24, 2012, 05:15:24 pm by Neonivek »
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ScriptWolf

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Re: Call of Cthulhu RPG
« Reply #41 on: December 25, 2012, 02:10:27 pm »

after a lot of deciding im doing one of the prebuilt games from the book as a test run.

Note I wont be doing the short route you will have to gather all your notes and findings and investigate what the fuck is going on. it wont just be shooty shooty  you will need to think of your actions! so if your only here to fight stuff this is not your game.

and for the love of god please no one blow up anything >,> although how you solve the dilemma is upto you i will leave it into your hands and change accordingly 

the game will take place on Roll20 ( this is a online tabletop for RPG's ) so you will need to make a account and i will ask people interested to PM me soon and i will send them the link to the campaign, all games will take place there.

http://roll20.net/

P.S if anyone can help me with roll 20 I'm having a few problems finding decent map tiles ! >,< I would love them forever.
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MorleyDev

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Re: Call of Cthulhu RPG
« Reply #42 on: December 25, 2012, 02:51:37 pm »

You muster up all your forces against one of the monsters, maybe you slow it out for a few centuries. In Call of Cthulhu, that's victory. A core concept behind Lovecraftian horror is a victory is always fleeting, even if you kill this one monster there are always countless more just waiting to start it all over again. And it's not out of evil or spite or malice, it's just what they are. Cthulhu > Man > Ants.

It's a game where it's considered lucky to die, reasonable to go insane and either be reduced to a rambling wreck or start working for the beings you were fighting, or join some other group of monsters during the fight, and standard to be trapped in an endless nightmare within a timeless abyss where your pain shall know neither beginning nor end.

Since I love cosmic horror, there isn't nothing about that which does not appeal to me.
« Last Edit: December 25, 2012, 02:54:52 pm by MorleyDev »
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Lectorog

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Re: Call of Cthulhu RPG
« Reply #43 on: December 25, 2012, 03:21:22 pm »

the game will take place on Roll20
Will participants need to use video and voice chat, or will it be purely text?
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Neonivek

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Re: Call of Cthulhu RPG
« Reply #44 on: December 25, 2012, 03:29:49 pm »

If people just blow things up I suggest just getting them arrested.

I have nothing against investigators using explosives but judging by your disdain it seems like most use it fairly inappropriately. "This house is weird... BLOW IT UP! We won! yeah!"
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