Captain Anorak's
Guide to Gaming
Call of Cthulhu
There was a time when I thought that Cthulhu was the greatest RPG ever.
The idea of a horror game set in the mythos of Lovecraft is great. But
really, CoC does not supply this, and I have fallen into disillusonment
in recent years. Much of the rulebook makes the game
into AD&D with mythos creatures in place of dragons, firearms in place
of magic weapons, and summon/bind spells in place of fireballs.
What can be done to remedy this situation?
Here are a few points in no particular order.
Not all scenarios need contain supernatural horror: I should say
that the best CoC games I've ever run were in a campaign which I wrote
called Bob What's Detective Agency. Sadly I only ran two scenarios
before circumstances forced us apart, but they were crackers. The curious
thing about them was that absolutely nothing supernatural happened in them
at all. I'd decided to run a campaign in which the player characters would
be members of a private detective agency in Boston in the 1920s. I thought
that the players should have a chance to get into their characters
and establish inter-character relationships before I threw any mythos
horrors at them. It's hard to roleplay people who have established
working relationships with each other when in fact you've never played
them together before. It's hard to roleplay people reacting to confronting
sanity-blasting horrors for the first time, especially if you haven't
established the character's personality through previous play. It's doubly
hard to do both these things at once.
So I wrote a couple of scenarios which were just
straight investigations which PIs would do. In the first,
which if memory serves me correctly I titled Psycho Nymphomaniac
Deranged Serial Killer Bitch Queen (the clue's in the title) they
had to find a rich man's missing niece; they failed, but it was still fun.
In the second, The Colombian Connection, the client wanted the PIs
to find out if his wife was having an affair. They happily reported back
to him, 'No Sir, your wife isn't having an affair, but we have exposed
the bootlegging business she was involved in, so she'll be spending the
next few years in prison.' The next scenario which I planned to run, but
which never happened as the group split up about then, would have had some
mythos content. After that I planned to run the campaign with a mix of
mythos and non-mythos scenarios. I could see no reason why every job that
a detective agency takes should involve the supernatural.
Not all horrors need be from the Cthulhu Mythos:
I’ve hardly run a scenario involving mythos creatures from the CoC book
in years. When I want horrors for my games, I usually make them up myself.
A while ago I ran a 'zombie town' scenario in which the PCs were police
detectives in a town beseiged by flesh-eating zombies. These zombies were
created by a Being. I could have justified this, in terms of the CoC
interpretation of Lovecraft, as a minor Great Old One, but I saw no need
to do so.
Having to save mankind every week is so boring:
I generally don't like players having to save mankind in scenarios.
Instead I prefer a smaller, local horror. Saving the inhabitants of
one small town is much more personal. It also comes down to a matter of
probability. If there are so many threats to humanity that people are
always having to defeat them, you'd expect at least one of them not to be
defeated. To have humanity constantly on the brink of being wiped out,
constantly being saved by bands of heroic investigators,
yet with the great mass of humanity oblivious to all this going on,
is silly. I much prefer the idea that although
alien intelligences are common in the universe at large, they're
rare on earth, and rarely trouble mankind.
The supernatural need not be alien horror:
Now many people will denounce my next point as heresy, but I don't
necessarily see that the supernatural things in CoC scenarios should be
either horrible or mind-destroyingly alien. In my scenario House of the
Fathers which was published in
People of Innsmouth,
the supernatural threat was caused by human spirits which
had stayed around on this earthly plane after death due some wierd magic.
The local people had built a religion around this. They could go and speak
to their departed ancestors, so to them ressurection to eternal life was a
tangibly proven reality, not a promise which must be taken on faith. Now
these dead people were not evil, were not alien, and were not repulsive.
They looked like slightly transparent humans and their motivations were
the motivations of normal people. They did have a conflict of interest
with outsiders who came to their isolated town, as they needed human
sacrifices to fuel their magic and prolong their lifespan indefinitely,
but I wouldn't really call them evil, just doing what was practically necessary.
PROBLEMS WITH COC AS IT'S WRITTEN TODAY
I find that the Call of Cthulhu rulebooks, supplements and published
scenarios encourage a kind of gaming which I don't like. Here's a list of
my objections.
Heroic Investigators and their Rollicking Adventures: The
players are encouraged to play people who will investigate the
occult when they see it, often in quite a gung-ho way. This is really
against the spirit of Lovecraft's work. There are a few such intrepid
occult investigators (like Randolph Carter or the narrator of The
Lurking Fear), but most
of the time people get drawn into something because of some personal
involvement (like ancestry in Shadow over Innsmouth and Rats
in the Walls or friendship in Pickman's Model and Thing on
the Doorstep), or they simply happen to stumble on something, or
they dabble with the occult without realising the danger. Then when
they glimpse just the slightest fraction of the horror, they
run away screaming in terror, or just go mad there and then. But the
game encourages people to play characters who go into the breach
regardless of the danger to their life or sanity, like brash young
officers going over the top in World War 1. I find this extremely
unsatisfying to play. I'd rather play people who have a normal
person's response to supernatural terror, which would be fear and
flight probably.
Another one bites the dust: The game is written on the assumption
that there will be a high rate of character loss, through death or insanity.
This leads to players not crying when their characters die or go mad, but
rather thinking it's a jolly good laugh. Characters are then created as
disposable things with little thought put into them, lightly created and
lightly lost. They cease to be characters played by the player, and become
game-pawns controlled by the player.
Dungeons & Deep Ones: Distressingly often, CoC turns into
a game about fighting monsters. Typically, a perfunctory investigation will
lead the characters to a ‘dungeon’, where they encounter monsters, kill
them, and take their treasure in the form of spell books and magic items.
Player characters with magic: I suspect that when CoC was
first conceived, magic was intended purely for cultists, and rules for magic
were written giving the spells the effects which they would have in the
hands of cultists. But since then there's
been a drift toward PCs having magic. This is a big mistake. Spells like
Summon/Bind were created to let cultists gain supernatural aid from the
beings they worship, but they have been allowed to enter the hands of
PCs without any re-thinking of what the spell means.
This is what a Summon/Bind spell means to me: a bunch of cultists
of Shub-Niggurath need the services of a dark Young, so they perform
the ritual which calls out to Shub. She recognises this as the particular
magical call which she has taught to her followers, meaning 'send us
some help.' She sends a Dark Young to help them, with instructions to
help the cultists. The Dark Young appears, the cultists tell it what they
want done, and it does it. Then it goes back where it came from.
Now I would say from this that the Dark Young is not actually
bound in the strict sense of the term, but instead that it chooses
its own course of action according to its own motivation, which is to
serve the cause of its mother Shub-Niggurath. The Young will only obey the
summoners if if believes that this helps the Dark Mother. Thus 'binding'
means that the summoner persuades the Young that he is a faithful follower
of Shub and that the action that he wants done serves Her purpose. Now
the Young may assume that anyone who knows the magical call must be
a cultist, and lacking knowledge of human society it may be unable to
judge for itself what is good or bad for the cause. Thus an
investigator could try to deceive a Dark Young into believing that he
is a genuine cultist. But such an attempt should carry a risk of failure,
and the consequence of failure are the wrath of the Young and of the
Mother Herself. For instance, ordering a Dark Young to go and destroy
a bunch of Shub-Niggurath worshippers will immediately arouse its
suspicion.
In contrast, the CoC rules go in completely the opposite direction.
Here’s what they say (CoC 5th Edn p143): Bound, the thing must
obey one order by the caster, even to attacking its own kind, after which
it is freed and returns whence it came. This means that, once
summoned and bound, a Dark Young could be ordered by its summoner
destroy another Dark Young, which was faithfully furthering the plans
of the Mother, and it would have to obey. This is plainly nothing short
of ludicrous. These rules really need changing, and so does the
attitude of GMs and writers to the whole idea of PC magic. It should be
virtually impossible for anyone who isn't a cultist to learn a
Summon/Bind spell, and using it should always involve a risk of the
subterfuge being detected, with horrible consequences.
Giving PCs access to a magical arsenal like the spells Shrivelling,
Dread Curse of Azathoth, Resurection and Wither Limb is simply
madness. Basically these turn the game into a magical firefight, with
PCs throwing spells about all over the place.
These spells should only be for cultists, to make them a
dangerous and frightening enemy.