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A Cthulhu Heartbreaker

6/11/2012

9 Comments

 
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This post will detail my current frustration in finding a system to run Lovecraftian adventures that meets the needs of everyone in my current group. I will assume that the reader has at least passing familiarity with both Call of Cthulhu and Cthulhu Dark.

This past weekend, I ran a game... my first in several years. The rules we used were Cthulhu Dark by Graham Walmsley; the scenario was part one of Red Eye of Azathoth, originally written using the Call of Cthulhu rules (Basic Role-Playing by Chaosium).

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First, the good:
  • Everyone had lots of fun, and it turns out my GM-ing skills aren't all that rusty. I really appreciate having some players who know how to drive the story and ask pertinent questions... it makes my job easy, and lets everyone take responsibility for their own fun.
  • Most of us enjoyed Graham's incredibly rules-light take on Lovecraft. Characters have an Occupation and only one stat (Insanity), although I used Jason Morningstar's suggestion of adding a Harm stat, as well, so that we could fight zombies and take damage. The system is quick to pick up, and very intuitive, if you can grok the logic.
Which is where the bad comes in...
  • Our resident self-described system monkey, Dan, had two complaints about the bare-bones system: 1) the basic die mechanic is somewhat counter intuitive, and 2) there's little to no mechanical distinction between the Investigators.

Although much fun was had, I am forced to agree with both of Dan's criticisms. Let's take each in turn:

1. Insanity and Harm
We treated Insanity and Harm the same way. When you fail one of these rolls, you check a box. The more boxes you check, the less likely it is that you'll fail the next roll; effectively, the more hurt you are, the more resilient you become.

As Dan noted, this makes a certain amount of sense for Insanity. The Investigators become hardened to the horrors of the Mythos as they proceed, which makes it less likely that they will tip over the edge. We all agreed that, though different from traditional Cthulhu, this was appropriate.

Where this mechanic broke down was in Harm. As the Investigators took injury and made Harm checks, they became stronger and more effective at withstanding violence. If anything, this process should be reversed.

2. Mechanical Differentiation
Investigators get this: Name, Occupation, and Description. Then a stat or two: Insanity, and Harm (if you want to use the common hack). Their Occupations allow them to roll an extra die under certain circumstances, but when everyone is rolling 2d6 or 3d6 for nearly every action, there ends up being little or no distinction between disparate skill sets, beyond how each player portrays the Investigators through narration.

Obviously, this is a known pitfall (or benefit) of every system that strives to be rules-light: you sacrifice complexity to make the mechanics easier to navigate, but you end up with short and similar stacks of numbers.

Resolution? Nah... frustration!
I'm currently re-reading my Sixth Edition Call of Cthulhu book, and remembering why I gave up on it. It's not that it doesn't work -- nearly every mechanic in here, from Sanity to Magic to Impaling Weapons, makes a lot of sense. They're pretty elegant, too. It's just that, as a GM, I absolutely detest having to keep track of all this stuff. Just looking at The Resistance Table or the various skill lists for each historical era makes my teeth hurt.

This could be a product of my age, my attention span, my busy schedule... I dunno. I just want to have a few simple mechanics to resolve conflicts that are an intrinsic part of the setting:
  • Sanity/Insanity: call it what you want, but this is pretty much the touchstone of Lovecraftian fiction. The Investigators need to be fragile in the face of chaos.
  • Investigation: I like how Trail of Cthulhu and Cthulhu Dark address the *whiff* factor of BRP: you can't just fail when you're gathering clues that drive the story.
  • Combat: I dislike how Cthulhu Dark chucks combat entirely. Sure, shooting a rifle at Great Cthulhu ain't gonna do much, but there are sorcerers and cultists and henchmen and Lesser Servitor Races that can crumple under a sword, right?
That's about it for now. I'm looking over Barbarians of Lemuria, and admiring how it contains exactly what you need to tell Conan-style stories, without any fluff. Maybe it's time for a hack, or a new Cthulhu system entirely. 

9 Comments
Doug
6/12/2012 09:58:20 am

Aaron, the setting works, the group works, but there is a quirk in the system? Use Fate. System light. Can distinguish PCs. Enough room for each PC to shine. We all know it. Keep the Sanity checks the same.

Reply
Aaron
6/13/2012 02:42:43 am

Doug,

Thanks for the note! FATE has occurred to me already, but I'm still reading through the 2.0 rules, and have never played SotC, or Dresden, or any of the other FATE games enough to have the necessary familiarity with Aspects and such. I really like what I see, and will try to bring FATE to the table soon.

Reply
Aaron
3/19/2014 01:53:09 am

Although it's been a couple years since this conversation happened, I have finally come around to trying Fate for Cthulhu. I'm currently working on the character sheet, skill list, and rules for the Mythos skill and how it affects sanity (mental stress).

Fate Core is glorious!

Graham
6/12/2012 10:12:55 am

Harm doesn't work for me. I really want it to. But it doesn't, for precisely the reasons you give.

When I do combat, I simply use opposed rolls. Often, it's not about
hit points, but (say) escaping from a room. So you roll to see if you escape.

If you want mechanical differentiation, you can add it. Just give each Investigator three skills for which they get a bonus die. The first iteration of Cthulhu Dark had this: but it was the first thing to go. Nobody missed it. In the end, Cthulhu Investigators seem to be differentiated by character, rather than mechanics, and Occupation does most of that.

I'm glad you enjoyed it.

Reply
Aaron
6/13/2012 02:44:52 am

Graham,

Thanks for your notes on this! Three Skills were exactly what I added on for Cthulhu Grey, so it's nice to know that was an older idea.

For what it's worth, I concur with you on characterization. When I run it at cons, I will stick to the published CD methods.

Reply
Doug
6/13/2012 10:06:40 am

Regarding the differentiation, I was fine for that coming in the roleplaying as a group. When it called for a religion check, Dan and I were the focus, when it was fighting, it was Kylie and Dan. As the scribe, I did not even pick up a weapon because it did not fit my character.

To me, it worked better this way, that the young scribe trying to out fight the ex soldier. He would just get in the way.

Aaron
6/16/2012 03:20:01 am

Doug, I'm glad to hear that we're on the same page. Nonetheless, I'm dedicated to finding/hacking systems that will work for everyone at the table.

starmonkey
3/17/2014 09:01:55 am

Nice post - personally I think a working version of "Dungeon World" would be fantastic for Cthulhu games.

Cthulhu Dark reminds me of the rules-light system in "Over the Edge". In that, you roll xd6 and total the number. It has the concept of an "occupation" stat, two "side traits" and a "flaw", which affect the number of dice you roll.

Reply
Aaron
3/19/2014 01:51:08 am

Thanks! There is a * World version of Cthulhu called tremulus, which you can find here: http://realityblurs.com/shop/index.php?main_page=index&cPath=24&zenid=6b26f7052aa86221751c71430195b98e

I've heard mixed reviews.

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