Showing posts with label Blogthulhu. Show all posts
Showing posts with label Blogthulhu. Show all posts

Monday, April 2, 2012

Pulp Cthulhu Inspirations


Pulp Cthulhu: Reckless Adventures in the 1930's jumps into the decade of pulp adventure! Enter a time when the world changes. Economic despair brings a nation low, while an eldritch shift in the fabric of reality unleashes dark horrors, and tempts heroes. Join in as secret societies and occult leagues battle against horrific creatures in a timeless struggle for existence.


Pulp Cthulhu expands upon the [Call of Cthulhu] setting and rules system, allowing for fast-paced, cinematic game play. It provides rules for insane scientists, reanimators, mentalists, gadgeteers, professor-sorcerers, supernatural detectives and much more...
--From Chaosium's Pulp Cthulhu blurb

Chaosium has been talking about Pulp Cthulhu for nearly 10 years - I remember hearing about it back when Cthulhu d20 was released, and I seem to recall an early version was even supposed to be a dual-stat product (BRP and d20).  That's a long time ago.

As I'm working through the background for our upcoming Trail of Cthulhu campaign, I realize the game is already going to be heavy on the pulp side of things - the characters will be a bit more stalwart than the nervous, sensitive types in Lovecraft's bleaker stories; the struggles will be a bit more real-world and physical than philosophical and dread-inspiring cosmic nihilism.

Note:  Ultimately I would like to run a campaign that features Lovecraft's bleaker themes, but I think it's something we'd either build up to, or run some one-shots in the Purist mode first - Trail has quite a few excellent Purist one-shots I'll be reviewing in the near future.  But a pulp campaign is a safe start for D&D gamers on their first foray into Cthulhu gaming.

I recently re-read Stunning Eldritch Tales, and it struck me how much two-fisted pulp action is already in some of the Trail of Cthulhu books - you've got sinister Nazi and Japanese agents, vicious Chinese triads and gangsters, jaunts to deserted islands, and weird science.  There's even a masked crime fighter like the Shadow, or the Green Hornet, in one of the investigations.

I'm working through the Dramatis Personae for the campaign, and we've  got plans to make player characters in a couple of weeks.

I've been thinking about pulling out my Mignola Lobster Johnson stories for some extra inspiration.  So here's the question for the readers - what's your favorite bit of pulp inspiration?  It could be a film, a comic, or even a gaming supplement or book.  Thanks!

Monday, March 12, 2012

Scooby Doo Cthulhu Gaming


Good news - my group loves the idea of playing detectives and investigators in the SCD, the NYPD Special Crimes Division, last week's campaign idea for my upcoming Cthulhu campaign.  I'm sifting through my Trail of Cthulhu scenarios and Chaosium's backlog to identify a good set of adventures to relocate to New York.  We're still undecided whether the rules will be Trail of Cthulhu or Call of Cthulhu; we like the Trail clue system but the Chaosium combat system… and we didn't discuss whether the 1920's would be more fun than the 1930's.  But campaign planning is moving forward.  Joy.

However, sifting through all these published scenarios brings me to a soapbox moment, a mini rant on what I call "passive plot hooks", or Scooby Doo Cthulhu.

The suggested plot hooks for most Cthulhu scenarios involve the players being asked to perform a service or investigation on behalf of a friend, loved one, relative, or an employer, usually with no direct reference to the occult or supernatural… and yet, miraculously, as the players get involved, it becomes obviously clear within a short time that this is another full blown Occult Investigation™.   Over and over again.

When every scenario starts with an innocuous letter from an old friend or relative seeking help, and leads to madness and insanity, either credulity stretches beyond belief or you stop picking up the phone and opening your mail.

I understand why scenario writers resort to loading pre-existing relationships onto the players; those loaded relationships create instant motivations for the characters, and a bit of cheap emotional resonance with the subject matter.  "You have to go to Dunwich for Aunt Patricia's Christmas dinner, she sent you a letter with an invitation, and just happened to invite all of your colleagues for dinner as well.  You wouldn't want to hurt her feelings."  Sure, it always starts  as Christmas goose and tarts, the cultists and the awful rites to Yog-Sothoth only come later.

If you are running an endless parade of one-shots, with new characters that begin as ordinary folks with no previous Mythos experience, then I suppose it makes sense their first induction into the world of occult horror would come indirectly through the benign summons of a friend, relative, or mundane employment opportunity, which goes terribly wrong when a monster shows up.  But if you try to run your campaign in this mode, you end up with Scooby Doo; no matter where the Mystery Machine goes, there's always an occult mystery that needs to be solved by the gang at the precise moment when they're driving through.

This is why they're passive plot hooks.  There's no looking for trouble; trouble always finds the crew of the Mystery Machine.  No matter how cute you think are Daphne and Velma (or Fred), I'm asking you to say no to Scooby Doo Cthulhu gaming.  (I was always partial to Velma).

My first task when identifying scenarios for use in the SCD campaign is to ruthlessly strip the passive plot hooks and reposition the entry point of the scenario so that it gets on the radar of an investigative organization like the SCD. This might mean advancing the inherent timeline a bit, or moving the action closer to the boiling point.  So be it.  Let's take a look at a few popular introductory scenarios that are burdened with Scooby Doo plot hooks, and flip them around to work with the SCD.  (This technique would work great for your Delta Green setting Cthulhu game, too).

Edge of Darkness
"Edge of Darkness", from the core book, begins when the player characters arrive at the bedside of a dying man, Rupert Merriweather.   "The investigators are all friends, relatives, past students, and former colleagues of the man."  How convenient.  The characters go on to learn that Rupert had a dark secret, and if the characters don't take up his cause, something terrible will happen. "Ruh-Roh, Shaggy."

Let's change the entry point but leave the rest of the scenario intact.  With no one to turn to, Rupert wrote a letter on his death bed and had his last words sent in a package to the local police, warning them about a coming horror.  Whenever anything weird and unusual shows up in the mail, like Rupert's rambling death bed letter, occult journal, and weird Egyptian box, it gets routed to the mail room of the SCD and ends up sitting on a shelf somewhere.  It's not until the actual murders and disappearances start to happen in Ross's Corners, the place where Rupert warned the horror would begin, that this plot hook bubbles up to become a potential case.

The desk sergeant:
"We got a note off the wire about a mutilated woman's body found out near this small town, Ross's Corners.  Yeah, I never heard of the place either.  Normally I wouldn't pay attention to an isolated murder, and just let the locals handle it, but I remembered this kooky old guy sent us a box a week or so back with a letter, saying that once he was gone, bad things would start happening out at Ross's Corners."

"O'Malley, maybe you should get your team together and consider looking into it.  I bet Charlie in the mail room remembers where he put the box with the kook's letter and book.  You never know - this could be a real SCD case after all."

Mister Corbitt
The collection Mansions of Madness features "Mister Corbitt", and this is another popular kick-off scenario.  In this case, one of the investigators just happens to be the neighbor across the street from a guy that may or may not be a major sorceror.  Apparently, our nosy future investigator likes to peer out the venetian blinds at his neighbor, and sees him carrying a mysterious bundle into the house… and something flops out of the bundle that looks like an arm!  Yikes.  It's totally reminiscent of Hitchcock's Rear Window, which should be awesome.

Unfortunately, the approach is a bit too passive for the SCD campaign.  Our investigators are professional detectives, not the local babysitter and her friends who spy on the neighbor out the window and imagine dark things going on behind closed doors.

Let's keep the basic facts the same, where the babysitter or neighbor actually does think she saw something weird, and calls the local police.  A nervous teenager isn't a big priority, so by the time a patrol car swings by to speak to the sitter and knock on Corbitt's door, the man is already gone again.  The officer snoops around the house to allay the babysitter's fears, checks out the weird looking green house in the back, and then drives off.  All clear.

The player characters get involved when they're called down to the morgue to check out a corpse - our local patrol officer was seen a bit later at the gas station, getting torn to pieces in broad daylight by some kind of "thing", only there was nothing there.  Wounds just opened up spontaneously on the screaming cop.  The terrified gas station attendant can relate the whole incident.

Desk Sergeant:
"We've got a report of a patrol officer being lifted into the air and ripped to pieces by an invisible monster over on 3rd Avenue, in broad daylight.  O'Malley, why don't you take someone over to the morgue and check it out.  They've got a witness down at the precinct giving a statement - the gas station attendant.  Make sure you test him for booze.  If he checks out, it sounds like we might have a case. "

The group is able to trace the officer's dispatches, so they'll end up at a similar starting point - looking at Corbitt's house from across the street while speaking to the babysitter about the arm she thought she saw flopping out of a package.  But this entry point is more action oriented and horrible, and the investigators will also have a nifty coroner's report and toxicology analysis on what really might have happened to the dead officer.

So that's what I'm doing the next few weeks - reading through these old scenarios, seeing which ones can be positioned to work in the SCD campaign, and fixing the plot hooks.

Monday, March 5, 2012

Welcome to the SCD - A Campaign for Cthulhu Gaming



In which the phrase, "Luca Brasi sleeps with the fishes", takes on a wholly different meaning from the Godfather movie.


My Monday blogthulhu posts the past month or so have been promoting a theory on structuring a Cthulhu sandbox to maximize player choice and avoid common problems in horror gaming.  Now it's time to bring it all together in a sample campaign structure.  This is for 1920's or 30's Cthulhu gaming, but the theories behind what makes this type of campaign structure work apply to historical and weird horror gaming in other periods, as well.

The Campaign
It's the 1920's in the Big Apple - gangsters, prohibition, the jazz age, and the Harlem Renaissance.  But even on the mean streets of the city, there are some crimes that defy explanation, some events that can't be solved through conventional policework.  When New York's Finest and the suits at One Police Plaza are confronted with bizarre enigmas and mysteries, those cases get shuffled to the NYPD's Special Crimes Division - the SCD - and their set of dusty offices down near the archives.

Special Crimes is an unpopular assignment with the rank and file; folks that make detective there get stuck on long assignments and rarely make sergeant or lieutenant in the boroughs or precincts.  Detectives in the division don't exactly buck for promotions, either.  It's a close knit group with a lot of secrets, and officers get a bit distant after they've experienced a few SCD cases, as if they've seen too much.  The chief has tried to have the division closed a number of times, but the commissioner keeps it open, and there's someone in the mayor's office that has a vested interest in the group.

The Big Apple attracts all sorts of creeps and cultists; sorcerers seeking forbidden tomes, high society dabblers in forbidden magic, decadent art collectors, crazed wizards, and blasphemous deep one cults among the shady crews near the docks.  Somebody has got to stop all these nutcases from calling down their ancient horrors, and that group is the SCD.

Characters
Players in the campaign take on the role of detectives in the SCD and the various contractors that work with the police.  The great thing about the police procedural genre is there are always contractors and adjuncts to the department getting pulled into cases.  Because of the occult nature of SCD's cases, the department employs psychics, sketch artists, hard-boiled private detectives, a local priest, and even a few scholarly professors, for those times when they recover indecipherable eldritch books or strange relics.  A psychologist might be a regular consultant for profiling perpetrators.  A nosy reporter or journalist could be in on the secret, helping to piece together clues while keeping the horrible truths off the front page.  Players will have some wide open choices.

NPCs and Organizations
A campaign like this will have a ton of familiar, recurring NPCs; you've got all the folks in and around the NYPD, the political side of the force, characters like the commissioner, the chief, and the lieutenant in charge of SCD.  There's constant pressure to stop the bad guys while hiding the truth.  Then there's the folks that support the genre, archetypes we can borrow from Film Noir like the street pigeon, the cop on the take, the femme fatale, the gangsters, and the movers and shakers in New York society.

There are a lot of interesting organizations that can be worked into a New York city-based campaign.  The Fate (from the Delta Green setting) has existed for centuries in New York, so I'm sure there's a 1920's version that can be used as a secret power behind the streets.  Organized crime will be a big influence.  I'll probably transplant the Hermetic Order of the Silver Twilight from Boston to New York and put that occult society in the background.  There might even be a government branch related to Project Covenant that could be an erstwhile ally from time to time.

Themes
This campaign uses two Cthulhu gaming themes from the D20 book - Hometown Heroes and Badges and Guns.  New York is big, but the cast of characters will be small enough that the Five Boroughs (hah - five Burroughs) and their varied neighborhoods will become familiar, with locations and regulars that recur over time, like the university and its library stuff, the denizens of the favorite pub, the coroner, and the beat reporters for the daily news.

Badges and Guns gives the players a bit of formal authority and the power to bring legal and governmental resources to bear, but constrains them in other ways - like the pressure to keep their exploits off the front page of the newspapers, and to get things done quietly without embarrassing the mayor.

Solving Common Problems
Let's look at how this structure solves some common problems with Cthulhu gaming.

Active Plot Hooks
One of my biggest gripes with most published scenarios are passive plot hooks; plot hooks that are related to the character's relationships and backgrounds, and not their jobs or activities.  The first problem solved by an organization like the SCD is that it provides a funnel for active plot hooks.  There's a backlog of cases, and the Keeper can introduce new crimes all the time, because the organization is actively taking on cases that fit the occult profile.  It's The X-files for the Five Boroughs.

Target Rich Gaming
The second benefit of the plot hook input funnel is what I call target rich horror gaming; there may be one or two high profile cases at any given time, but there's also a backlog of unsolved cases in the player's hands.  This is the top level of player agency, the opportunity to prioritize and pick and choose from a couple of different options.  It may not mirror how a real life department would work, where priorities are usually set by superiors, but choice is important to how I run games.  The players aren't puppets and they'll get to pick most of their assignments.

The next level of agency is making the actual investigations themselves non-linear, with clouds of clues and multiple paths of victory.  This one's all on the Keeper.

Replacement Characters
The last benefit of a campaign structure like the SCD is easy replacement characters.  By tying plot hooks to the activities of the organization, individual characters can come and go if the death toll or sanity loss mounts.  The campaign keeps chugging along.

Open Questions
I've been thinking this would be a 1920's game, but there are some compelling reasons to consider advancing the timeline to the 1930's.  I get to assume all of Lovecraft's 1920's stories are true and actually happened in the campaign's past; this lets me play with aftershocks, perhaps moving some of the key players to the city.  The rise of the fascist dictatorships in Europe means I can have Nazi agents in the city looking to carry out Hitler's occult agenda - robbing the Natural History Museum or raiding a private collection.  The players can be there for the forming of the early Karotechia.  However, by moving out of the 20's, I lose the charm of the prohibition era, with its gangsters, speakeasies, and glitzy jazz music.

The other open question is whether I should use Trail of Cthulhu or Call of Cthulhu.  Trail would work really well for a game based on police procedurals; the Trail skill system supports ultra-competent investigators.  But I'll put it to a vote - the players would probably prefer COC style character attributes and dice rolling.

There's an official Chaosium supplement for the city, Secrets of New York - that's going to the top of the reading list.  Miskatonic River Press has been threatening to release some New York based scenarios for a while, so that would be an immediate add, too.  I'm going to work my way through the various Chaosium collections looking for earlier scenarios that would work well in the city.  I'll also be skimming some of the Trail collections for suitable investigations, like Arkham Detective Tales, Stunning Eldritch Tales, and Shadows Over Filmland.


Readers:  if you have favorite scenarios that you think would work well in New York, I'd be grateful for recommendations!  I'd also like to hear any thoughts about using the 1920's versus the 1930's for this kind of game.  I have no problem replacing the plot hooks, transplanting a mansion scenario to an urban brownstone, that kind of stuff; I'd never run something as is.

I have some time to get the details of this campaign together - we've got plenty in the queue for the AD&D game before having an opening to start some Cthulhu one-shots, probably in April.  I like that this campaign could be episodic, with short adventures - we could do an investigation every few months for a change of pace, continue the regular D&D campaign, and then run another SCD one-shot in between major D&D stories whenever I need to scratch the COC itch.

Now I just need to find a great kick-off scenario.

Monday, February 27, 2012

Cthulhu Campaign Elements

So far in the Lovecraftian sandbox, I've focused on the kind of campaign structure and investigations that support player choice and agency; I'm ready to wrap the series up next week with a sample campaign.  This week we'll look at a bunch of elements that frequently show up in Cthulhu games.  I'm putting this list together to make sure I "check off the right boxes" as I compile notes for the setting.

Antagonists
This one is pretty obvious, most investigations involve a (human) villain or cult, and usually some kind of Cthulhoid horror.  If you're starting your scenario design with the awful truth and working backwards, you've had to figure this out already.  I find some of the most interesting villains are those that end up using Mythos magic as a means and not an end, and don't consider themselves insane worshippers of an outer god.  It always goes horribly wrong for them, like the guy that built Jurassic Park.   Munch munch.

Organizations
I don't recall too many recurring organizations in Lovecraft's actual stories, but they're excellent devices in a campaign.  An individual antagonist can be removed, but the organization endures and continues to plot against the player characters (or the world).  Well-known examples in some of the published campaigns include The Masters of the Silver Twilight, or the Brotherhood of the Black Pharaoh.  I really like some of the organizations in the Delta Green book, like the Karotechia (undead nazi sorcerors) or The Fate (mythos wizards running an organized crime network).  One of the closest examples in Lovecraft's work would be the Cthulhu Cult, as we catch glimpses of a world-spanning conspiracy in the eponymous story.

Eldritch Places and Ominous Locales
Investigations will already feature interesting and ominous locations; when I think of this as a campaign element, it means putting in a recurring location that will have an impact beyond a single investigation.  It could be a mundane location with occult overtones like The Fate's Club Apocalypse, or something completely beyond the mortal realm, like The Great Library of Celaneo (an alien library orbiting a distant star, only reachable via magic).  Resources and sources of knowledge are ideal for this role.

Bystanders
My view of the Lovecraft campaign structure involves the players belonging to an organization that allows the campaign to survive frequent character death; the first set of NPCs will be other folks in the organization, peers and patrons.  In the Armitage campaign idea, this would mean students and other professors.  Recurring (mundane) locations should have NPCs associated with them, and as we learn more about the player characters, some personal attachments can be added, too.

I tend to be on the fence about how much time to require players to put into background notes up front; ideas like pillars of sanity and sources of stability from Trail provide some convenient mechanics for at least jotting down quick notes without too much depth, so that's probably the approach I'd use for campaign play.

It might seem obvious, but one of the best uses for bystanders is vicarious horror.  Inflicting horrible things on bystanders foreshadows what might happen to the player characters, and builds tension before the player characters become directly exposed to the awful truth.

Tomes and Artifacts
A number of Lovecraft stories directly involve eldritch tomes or artifacts, so this is another element that will probably end up in some investigations already.  Two quick examples the reader will recall would be the Necronomicon itself, and the Shining Trapezohedron from Haunter in the Dark.  I like eldritch tomes in the campaign, because they present real dilemmas for players to decide how much to read them because of the associated sanity loss.  The other suggestion here is to consider multipart artifacts, so that the artifact's significance extends longer into the campaign.  One that jumps to mind are the many pieces of the R'lyeh Disc, which show up in Shadows of Yog Sothoth as a scavenger hunt theme.

That's it for this week; I'll pull it all together next week and put up a sample Lovecraft sandbox.  Well, I'm calling it a "sample", but it could easily be the one I use this spring when we start some episodic Cthulhu games.


--On the image above: Anyone remember Chaosium's old Mythos TCG card game from the 90's?  I must have a thousand of those in a card box in the attic - I might have to bust them out sometime for a retrospective.

Tuesday, February 21, 2012

Build Your Own Investigation

This week's blogthulhu is looking at different approaches to constructing investigations.  The goal of the series has been to outline a step-by-step approach to building a Cthulhu campaign that can be run as an investigative sandbox; previous columns are here:  Blogthulhu.  Let's look at the advice the core books have provided on structuring investigations.

Call of Cthulhu
The core book presents the classic overview of how a scenario unfolds:
  1. A mystery or crisis is posed
  2. The investigators become linked to the problem.
  3. The investigators attempt to define the mystery.
  4. The investigators use the clues and evidence to confront the danger.
  5. They mystery or problem is solved.
The key step in the classic view is step 3, defining the mystery.  Clues are gathered, NPC's are questioned, and the problem solving happens.  However, there's not a whole lot of method in the old COC book, just some sample investigations.  The other thing I've always remembered from COC is its use of an onion metaphor; each phase of the adventure is like the layer of an onion - once the players penetrate the first layer, they realize there's another layer underneath, and so on.

Trail of Cthulhu
Trail challenges the Keeper to develop three pieces of information - what is the plot hook that engages the characters, what is the horrible truth behind the scenario, and what is the trail of clues that leads from the initial plot hook to the horrible truth?

It seems like common sense to start with the end of the scenario (the horrible truth) and work backwards; start with the center of the onion and cover it with layers, working outwards to the last peel, so to speak.  One thing to be wary of with the Trail approach is this reliance on a breadcrumb trail of clues leading from point A to point B to point C; they call it "the spine", and if the idea is taken too literally, the investigation will seem linear.  In practice, though, it's fairly easy to make sure the path meanders, and to ensure there are events that ratchet the tension or sidetrack the action as the players probe the mystery - Trail calls them "confrontational scenes", and they're a way to introduce reactions by the other side.  Finally, there's this idea of "floating clues", which I'm not terribly fond of, unless I'm using a lot of improvisation in the scenario.  Floating clues are a tool to get an investigation back on track.

Last week's post mapped the flowchart of "The Haunting" as a dungeon, and it can be analyzed using the Trail approach fairly easily.  The horrible truth is that a previous owner of the house, now interred as an undead monster in a secret chamber in the cellar, exerts a baleful influence throughout the house.  There are two trails of clues to follow, a research path that goes through various library, newspaper, and court records, or a physical path that involves careful searching of the basement.  Finally, the plot hook involves being hired by the landlord, after the last set of renters ended up in the asylum.  Simple!  Phrased thusly, you could write an investigation like that, couldn't you?

There are many scenarios that don't use a linear breadcrumb trail of clues to meander along a path, but rather a "cloud" of clues surrounding the subject matter.  I rather think of them more like Call of Cthulhu's "onion peel".  There's a layer or two of obfuscation that conceals the truth, not single path.  I was taking a look at "Edge of Darkness", a popular introductory scenario for COC, and recently read another popular scenario, "Mister Corbett" (from Mansions of Madness), and both scenarios follow a similar structure:  they start with a simple, awful situation.  The players learn enough up front to head right to the site of the scenario, guns blazing (metaphorically, at least), or they can choose to take a circumspect approach and do non-linear research.   For that matter, both "The Haunting" and "The Kingsbury Horror" from last week are really close to this structure as well; while a few of the clues in both scenarios have prerequisites, creating a slight breadcrumb trail, the group is otherwise free to choose between following a research path or kicking down doors.

There are some high profile Cthulhu campaigns that involve lots of directive action by NPC's; the group of players is a bit like Rosencrantz and Guildenstern, popping in to observe a key scene when they're sent for, or sent to, a certain locale, and the whole thing involves a lot of puppetry by the game master.  Blech.  A few bad apples have created this reputation that "horror game means rail road".  This is false.  As I review more Cthulhu scenarios, I'll call out the ones that require Keeper puppetry to move the investigation along; there are plenty of well-done alternatives.

One final note; the past two weeks have focused on structure, and identifying structures that support the kind of agency we enjoy in old school games, like the dungeon crawl.  Structure does not equal content.  I'm considering what is to be said about making a good mystery, how much information is too much, and how to create an elegant puzzle that challenges the players.  Another thing to look at is the other elements I like to put in a campaign.  I've got a week to decide which one comes next...

Monday, February 13, 2012

Mapping the Investigation like a Dungeon


This week's offering of blogthulhu starts with a simple premise:  the traditional D&D dungeon is a type of workflow.  It offers nodes and processes and decision points, and the players navigate these decision points to reach their final destination - the boss fight, the big treasure, the answer to the quest - whatever goal that inspired them to choose this dungeon in the first place.  The dungeon as an adventure setting is such an enduring fixture because it provides a great degree of choice and agency for the players, within a limited structure that even a new DM or game master can handle well.

You could step back from a dungeon and map it out like a flow chart, and realize it looks an awful lot like an investigative scenario.  To drive the point home, I went ahead and mapped out a few signature investigative scenarios as dungeons!    Sit back and enjoy as we send our adventurers into The Haunting and The Kingsbury Horror.  The Haunting has appeared in just about every edition of Call of Cthulhu as a sample investigation, and The Kingsbury Horror appears in Trail of Cthulhu.  Spoilers abound - you are warned!

The Haunting



In The Haunting, the players are hired by a landlord to look into problems at a rental property - seems like the last tenants ended up in the nuthouse!  The place indeed has a sordid history, as a quick jaunt to the library or newspaper records will reveal, and if the group follows up these threads all the way through, they may even discover an old cultist's hangout at the abandoned Chapel of Contemplation and find their first Mythos tome.

Note how a group might choose to go right to the house (the right path), move from exploring the first floor, to the cellar, and find the secret chamber leading to the resolution of the scenario.  I've seen folks decry that the players can "solve" the investigation without going through each and every potential research point in a linear fashion.  Bah!

Before critiquing The Haunting, let's take a brief look at The Kingsbury Horror.

The Kingsbury Horror



The Kingsbury Horror is the sample scenario in The Trail of Cthulhu book.  It involves the investigators acting as consultants to the sheriff, helping to find a serial killer during an election cycle.  But this is Cthulhu gaming, so naturally the serial killer is a cultist!  Much fun ensues.

Like The Haunting, there's an investigative path on the right side of the "dungeon" that can lead to the resolution fairly quickly; once again, that's a feature, not a bug!  However, The Kingsbury Horror adds an important element to the mix that The Haunting is missing - "wandering monsters".

Wandering monsters, you say?  In 1930's Cleveland?  There are a number of floating events, such as a nosy detective, breaking news around additional killings, or "time slips" as the weirdness mounts, that can sidetrack the investigation, or increase tension as the players realize they're running out of time.  I'm just being a bit cheeky in calling them wandering monsters, but the effect is similar.  It's a simple element to add, but these events transform the investigation into a much more dynamic environment.

Folks frequently ask how to make The Haunting into a better adventure, and that's the first thing I'd suggest - add in some variable encounters that bring the surrounding area to life.  It could be suspicious gangsters or street thugs, nervous about the investigators casing the neighborhood; it could be a hobo or squatter trying to camp out in the abandoned house and yard; it could be a beat cop asking a lot of questions and checking the investigator's references.  One of my favorite ideas is to have the landlord find new renters, and press the players to cut their investigation and quickly give the house the all clear so he can move a lovely young family in there… while they know something is still very, very wrong there!

I enjoy both of these scenarios because they offer multiple paths to navigate the scenes and reach a resolution - I recommend both of them highly.  The Kingsbury Horror gets that extra edge due to the pacing and sense of building menace the Keeper can achieve by interspersing variable events.  Good stuff.

We’re not done looking at investigation design;  there are suggestions on designing your own in both the Call of Cthulhu and Trail books, and next week's blogthulhu will hold that advice up to the light.  But today's post gives you a flavor on what I value in an investigation, and how these match up with old school priorities:

  • A non-linear path through the adventure
  • Multiple roads to victory
  • No indispensable NPCs pushing the Keeper's story - it must be player driven
  • Some variable events that keep the situation dynamic

I'm reading a Cthulhu campaign book right now that has lots of "this NPC is too important to die, don't let the players kill him/her", and "the players need to trust and like this other NPC for the adventure to continue", and that kind of stuff , and it makes me reach for the heartburn medicine.  Don't do that, people, don't make Beedo nuts.  Games can feature powerful NPCs giving directives; that's how life works.  What is not okay is mandating that the players need to act or feel a certain way towards an NPC because of a preconceived story the Keeper wants to implement.

Next week we'll look at the design advice offered in the main rule books.  This series of articles started as a top-down approach to setting up a Cthulhu campaign - but one that can be managed like an investigative sandbox - so it seems only fitting to top it off with an original campaign framework at the end.  That's in the works, and it'll become my default go-to setting for both Cthulhu one-shots and campaign play (at least with my regular group).  I'll wrap up this series with that setting in a few more weeks.  See you next time!

Monday, February 6, 2012

Target Rich Horror Gaming


Blogthulhu continues!  I've been looking at how to structure a Cthulhu campaign and enable some of the free-form sandbox play we enjoy so much in old school D&D and avoid the linear rail road.  The sandbox style is one where the players have a high degree of choice and agency, there's no formulated story, and the events of the game unfold primarily through player interaction with the setting.  Sandbox is far from the only successful style of play in horror gaming; at some point I'll take a look at some of the pros and cons of the famous published rail road campaigns in the genre, but for us, sandbox is the style we prefer.  For the D&Ders, most of this idea should also carry over into weird horror gaming in any historical setting.

Previous installments of the series have declared an overarching metaphor for horror gaming (points of darkness), discussed the difference between active and passive plot hooks, and then argued for the importance of an investigative organization to provide a campaign framework.  A framework solves common problems in Cthulhu gaming, like access to plot hooks, replacement characters and continuity, and a lightweight approach to getting new characters in the game without a ton of back story.

Now let's look at how choice defines sandbox play.  There are two scales of choice that are important to me when enabling player agency - at the campaign level and at the adventure level.  On the larger scale, there's the question of which adventure the characters are going to pursue; when they've made an adventure choice, I then want to make sure it's structured to support player planning, different strategies and roads to victory, and variability of outcomes.

Let's use a simple example from the D&D space.  The ubiquitous elf, dwarf and a cleric, at the local tavern, learn there are bandits in the nearby woods, a weird hermit stalks the north woods, a dangerous swamp lies nearby with rumors of reptilian marauders, and beyond the nearby hills, the legendary Caves of Chaos await.  This is that top level of choice - what will they do?  Once the party makes the decision on which rumor to investigate, the actual adventure site offers many different approaches to how the group resolves their exploration.

In horror gaming that first level choice emerges via the plot hook.  The first hurdle in porting a similar sandbox approach to Cthulhu gaming is to provide a "target rich plot hook" environment - the equivalent of deciding between stopping the goblins in the woods or heading out to the ruined moat house.

The nice thing about the organizational frameworks from the last post is that the Keeper has a venue for introducing options to the players and giving them the same kind of experience.  "According to these news bits from our clipping service, there's an art gallery in New York City displaying a series of paintings from that notorious artist, and there was a ritual murder in Central Park last week.  It could be nothing.  The other item that's come in off the wire is this announcement of a new fraternal order recruiting in Boston - anyone care to join the Hermetic Order of the Silver Twilight?"

A risk with an organizational frame work is to provide real choice, and not make these plot hooks directives from an NPC boss in the hierarchy.  One criticism I have with Delta Green is that "missions" tend to be presented as immediate orders from superiors - pretty much the opposite of what makes player planning in a sandbox fun.  The default setting in Delta Green assumed the players are rank and file agents that take orders; in my preferred style of play, that would be adjusted.  There would still be some reactive, urgent missions, but players would also be able evaluate intelligence and make decisions on longer term cases to pursue.  It's a simple but important switch to flip.

A nice opportunity emerges regarding plot hooks that are passed over; other NPCs in the organization may investigate those plot hooks instead, and that can add some interesting verisimilitude later on.  "Remember how we sent Doctor Horton to investigate that Hermetic Order in Boston?  He's stopped phoning in reports… we may have a situation."

So one key component to this style of campaign is to have an input funnel that regularly presents plot hooks to the player characters to create that target rich environment.  Looking at some of the sample organizations from the previous article, it could be projects or expeditions presented by the Miskatonic faculty - "Should we outfit a voyage to the Yucatan seeking the legendary crystal skull, or pursue this rumor that the tomb of Nephren Ka might have been found in Giza?"  It could take the form of intelligence briefings gathered by Project Covenant, Delta Green, or The Laundry.  The Gilchrist Trust might use a news clipping service as they try to find positive evidence of the supernatural on their globe trotting search.  The Bookhounds scour auctions and estate sale posts seeking forbidden tomes.

One interesting variant to the plot hook funnel is a true info-dump.  When I was thinking about a similar campaign in the D&D space last summer (The Library of de la Torre), the idea was that the characters could inherit the journal or library of a recently deceased adventurer who had made a career of exploring occult mysteries and fighting monsters.  I saw this character as an analog to Howard's Solomon Kane, but you could port this type of idea into Cthulhu gaming just as easily.  I hear there's a famous Lovecraft story that used the same technique… it's on the tip of my tongue… Call of… Cthul-something or other.  Kidding aside, don't lose sight that The Call of Cthulhu story is essentially an info-dump of the memoirs of a deceased Lovecraftian investigator, and the protagonist sifts through the material and then launches his own investigations.  It's the epitome of the target rich investigative setting.

A published adventure following this approach is The Armitage Files; the campaign dumps a lot of information into the player's hands at discrete intervals, giving them massive freedom to determine how to proceed.  Masks of Nyarlathotep does this as well.

You may be thinking, Beedo, are you out of your mind?  If I give the group multiple plot hooks every time we start a new adventure, doesn't that mean I need to generate all those adventures?  I have a life outside of gaming, you mad monkey!  I'm well aware of balancing sandbox constraints, and I've referred to it in the past as the sandbox triangle.

It's a fair criticism, and I have a few suggestions.  The first one is a really simple Pro Tip:  Don’t present plot hooks at the beginning of a gaming session!  Present the next briefing or opportunity to review leads at the end of a session, or in between sessions, so the group can discuss the pros and cons of different leads and make their choice ahead of time, giving you ample time to prepare for the following week without having to over prepare.  It's a fair trade-off for giving them so much freedom to pick their adventures.

Another recommendation is to leverage the massive back catalog of published adventures for Call of Cthulhu.  Chaosium has been producing collections of short adventures for 30 years, they're all compatible with the current rules, and most are available in PDF.  Couple that with short adventures from Miskatonic River Press, Pelgrane Press, and The Unspeakable Oath, and you've got a ton of material to intersperse with your own creations - just file off the plot hooks, which are typically passive plot hooks, and add your own that would bring them to the attention of an active investigative unit.  There were some additional magazine publishers as well - The Black Seal and Worlds of Cthulhu - but I never collected them.  The Black Seal was focused on the modern UK and I wasn't collecting when Worlds of Cthulhu was printed.  I'm hoping Worlds gets converted to PDF some time.  If you read those, let me know what you think of them.

Alright, that's enough for now.  I'll see where the Cthulhu muse takes me next, either a review of The Armitage Files (since I've mentioned it a few times now) or on towards open-ended adventure structures.  Ciao!

Wednesday, February 1, 2012

Campaign Frameworks for Cthulhu Games


Cover image from The Armitage Files

I've been interrupting the regular stream of Dungeons & Dragons posts this year to bring more Cthulhu blogging, and my first big project has been to step through campaign structures and different approaches to launching campaigns.  I'm particularly interested in exploring ways to run investigative sandboxes to enable the kind of free-form, sandbox style I enjoy so much in D&D.  If you're wanting to run a weird horror D&D game in a mundane or historical world, these posts should offer ideas for that as well, since there's a lot of overlap with games like Cthulhu Dark Ages or Cthulhu Invictus.

Last week's entry, Points of Darkness for Horror Gaming, contrasted a horror setting with the typical D&D fantasy approach (points of light).  It emphasized the importance of plot hooks for engaging the characters;  I further separate plot hook approaches into "passive" or "active".

Passive plot hooks are related to the back story of the characters before the adventure:  "You are all gathered together as friends of  Important NPC™ Jackson Elias."  Or, "You receive a letter from your old friend, Henry Hancock, the African explorer, asking you to come to Scotland and help him at his current dig site…"  I have issues with the passive plot hook approach.  They trade on some pre-existing emotional connection between the player characters and the NPC.  While I expect players to buy into the general premise of the game, I don’t like having to tell them to feel a certain way towards an NPC so they have the right emotional resonance with the scenario.  That's not very old school.

The second issue with passive plot hooks is that once the scenario is initiated, there's no longer a credible reason for replacement characters.  One of the in-jokes in COC gaming involves a party narrowly escaping a TPK, needing replacement party members, and recruiting the waiter, the store clerk, the taxi driver - you get the idea.   Here's one caveat; while I dislike the passive plot hook approach for a campaign game, I recognize that it works well for one-shots and convention games; the Keeper can distribute pre-generated characters with appropriate backgrounds and push the game right onto the tracks.

This isn't a new problem.  There was an 80's publication that took a tongue-in-cheek approach to an organized group of Mythos busters (The Field Manual of the Theron Marks Society) but it wasn't until Pagan Publishing's Delta Green (1997) that a campaign setting outlining a comprehensive framework for investigations altered the face of Cthulhu gaming.  I consider myself an old timer, so I'll trace the evolution of these frameworks from Delta Green through the latest books I've seen published.

You might ask, what's the big deal?  Important characteristics of the investigative frameworks are that they provide built in objectives for the game, as well as solving the problem of credible replacement characters and campaign continuity.  The campaign now transcends the player character party and a TPK is no longer fatal.  The casual dramatists and authors in the group can still write their detailed character back stories, but the frameworks make it easier for everyone else to make their 15 minute character and start rolling the dice.

Delta Green
Delta Green is a (fictional) conspiracy within the United States government, to investigate and stop Mythos activities, and keep the existence of the Mythos horrors secret.  Players take on the roles of cross-departmental government agents who manage to use official cover, appropriations, and false orders to get involved with investigations that have alien or supernatural elements.  One guy could be in the ATF, someone else in the FBI, and so on.  It tends to feel a bit like The X-Files, badges and guns, with more hardware and spy tech (since it's an underground conspiracy communicating through back channels).

The most interesting part of the Delta Green setting is how other corrupt organizations have learned of the existence of Mythos magic, kept it secret, and attempted to wrest power from the supernatural by weaponizing  the Mythos.  It always goes horribly wrong.  The signature opponents in Delta Green include various inhuman Nazis that have extended their lives unnaturally, and the Majestic 12 group (formed after the Roswell incident) which has been benefiting from alien biotech while turning a blind eye to alien abductions.  Don't get me wrong, the opponents in Delta Green are not like the pulp Nazi sorcerers you see in a Mignola Hellboy comic; the situations in the Delta Green books tend to be fairly dark; they're smart, slick, and mature.  Delta Green captures that pre-millennial conspiracy angst from shows like The X-Files or Millenium.  The books are hard to get, but I hear PDF versions are nearing release at the usual places, and an updated version of the setting for the post-911 "war on terror" world is underway as well.

Call of Cthulhu d20
I wasn't a fan of the d20 level-based approach to COC, but the d20 book itself was still chock full of useful campaign advice for Call of Cthulhu; John Tynes, one of the driving forces behind Delta Green, had taken his skills to WOTC during this time and worked on the d20 Cthulhu book.

The d20 book recommends the use of a tentpole NPC - a powerful figure behind the scenes that ensures continuity for the investigation - or the creation of an organization.  It goes on to describe Cthulhu setting genres and  sample organizations for each one, such as Lovecraft Country, Hometown Horrors, Private Investigators, Badges and Secrets, Esoteric Orders, and Global Hot Spots.  (Delta Green even makes a cameo).

The other thing I really liked in the d20 book was that it took each of the genres and looked at how it might change for different time periods, and included good movies or TV shows to help set the mood.  Good stuff all around.

Trail of Cthulhu
Last week I did a review of Trail of Cthulhu; Trail provided three detailed campaign frames, two of which have been further developed in later books.  The first one, the Armitage Inquiry, assumes the various professors of Miskatonic University, having previous Mythos encounters  (as detailed in some Lovecraft stories), recruit like-minded individuals from the faculty and student body to explore and document Mythos occurrences.  The second frame, Project Covenant, suggests the Naval officers, involved in destroying the Deep One colony at the end of The Shadow Over Innsmouth story, form a secretive investigative arm of the government - similar to a 1930's version of Delta Green, but with actual government backing.  The final suggestion is Bookhounds of London, which puts the players in the role of book merchants collecting and selling rare and highly sought volumes (and frequently encountering the mad occultists seeking said books for all the wrong reasons).  It reminds me quite a bit of the excellent novel, The Club Dumas.

Two of those campaign frames get the full treatment in The Armitage Files (cover pictured above) and Bookhounds of London.  Both are excellent, so I'll definitely review them in the future.  The (award winning) Armitage Files is unlike any game book I've seen, and warrants a full post (and a warning!)

The Laundry RPG
I don't have The Laundry yet.  It's a BRP system like COC, based on a series of books by Charles Stross (The Atrocity Files), that details a secret British agency known as The Laundry.  The Laundry is tasked with keeping the world safe from occult horrors.  My perception is that it mixes quite a bit of office-culture and Information Technology humor juxtaposed against high-tech Mythos investigations in a world where computers have made monster summoning a not uncommon affair.  I'm not sure how the black humor would work out in game play, but I'll keep my eyes open for getting a copy and plan on reading The Atrocity Files at some point.  Although I'm a purist at heart, I'm sure my group of regular players, all tech geeks, would probably find this approach entertaining.

This discussion waxes long!  Providing a framework for ongoing investigations has become de rigeur in the Chaosium licensees making modern Cthulhu games.  There is an alternative to a structured organization, mentioned briefly above, it is the idea of using a "tentpole NPC" to anchor a campaign; I'll visit that one shortly.  Then we'll return to campaign development, perhaps looking at structuring investigations, and what makes for a good one.  Ciao!

Friday, January 20, 2012

Points of Darkness for Horror Gaming

Last year I spent some time thinking about how I'd run a historical D&D game in a "weird horror" mode, and I called it the 'Wide Area Sandbox'.  Points of Darkness is a simpler and more evocative term for horror gaming; I saw it over at Brendan's blog (points of darkness) and it stuck with me.

The idea behind the Points of Light trope is the fantasy world is essentially a dangerous place, and the DM can structure it as civilized settlement (a point of light) surrounded by a vast swaths of wilderness that are unfriendly or hostile (the darkness).  It's a great approach for starting a standard D&D campaign, which typically involves a fallen civilization and lots of ruins.

Lovecraft Country: not for hex crawling
Horror gaming often takes place in the regular world - it could be 17th century Europe, the Victorian age, 1920's America, or the modern day.  Day to day life may be different than our world, but it's still fairly mundane; whatever supernatural threats or horrors exist, they do so on the fringes of society - the remote mountain fastnesses of Transylvania, untouched tombs of Egypt, sleepy New England coastal towns where the forefathers made a pact with aquatic horrors.  The points of darkness where eldritch horror lurk are few and far between, and they keep themselves secret and hidden.  This is a problem for putting players in touch with the horror!

The traditional 50 miles of hex crawl centered around a medieval manor or barony doesn't work as an organization structure for a globe-spanning horror game set in the mundane world.  The characters aren't going to hex crawl through New England before discovering the weird events surrounding the lonely Akeley Farmhouse (from The Whisperer in Darkness).

The plot hook becomes the primary method for ferreting out the existence of a Point of Darkness, and so the horror game is defined by its approach to plot hooks.  I haven't always appreciated the plot hook; it's very easy for a DM enamored with their own ideas of "story" to slide from presenting plot hooks as information into plot hook as rail road.

There are two basic approaches I've seen to using plot hooks in horror games; the first approach emulates the literary genre by associating the plot hook with character back story, the second approach functions more like a police procedural.

In genre emulation, the protagonists often have a close, preexisting connection to the plot hook and the Point of Darkness; they’re already in the wrong place at the wrong time when the story starts.  Henry Armitage gets involved with The Dunwich Horror because he happened to be the Professor at Arkham University; Francis Thurston of The Call of Cthulhu (story) was the nephew that inherited the papers of his dead uncle, and pieced together the fragmented tale of the Cthulhu Cult; Walter Gilman in The Dreams in the Witch House happens to be the student that chooses to stay in the Witch House and has those bizarre experiences.  The protagonist's initial involvement is almost passive.

You see a similar approach in game materials that try to emulate horror source literature; everyone has to play pre-generated characters that come loaded with a back story that places them in nexus with the upcoming horror.  Many Trail of Cthulhu adventures use this approach.  Alternatively, everyone makes a character, but they're required to have an appropriate background before the first session - "The adventure involves Mayan ruins, so you need to be an archaeologist, or someone associated with a dig site, at the start of the game".

That approach is fine for one-shots and limited engagements, but doesn't work so well in a campaign where the players want to use their own characters.  The "police procedural" approach puts the players in some kind of narrative framework that provides access to plot hooks over time, and the group chooses to conduct investigations that could ultimately lead back to a Point of Darkness.  A good example from television was The X-Files; the main characters were FBI agents who often investigated murders and abductions that put them in contact with supernatural or alien forces.  Most TV shows that have a recurring horror element have a narrative framework that puts the protagonist in touch with frequent plot hooks - one per episode, right?

The nice thing about the procedural approach is that it gives the players quite a bit of agency in how they actually carry out their investigations.  They still need to buy-in to the basic premise of the game, first; "I know we said we'd be occult investigators working for a rich philanthropist, but that sounds kind of dangerous.  How about we all become bankers instead?"  Short game.

So what's the point about this analysis?  Really two-fold.  When taking a look at published scenarios, you should be able to ferret out fairly quickly the approach the writer is expecting.  Most early Call of Cthulhu materials used back story or connections to a friend or benefactor to get the characters engaged; thus, it was often a struggle having a rationale for introducing replacement characters as the body count rose; be warned.  Later publishers in the space have offered various forms of narrative frameworks supporting the procedural approach, obviating the problem and supporting ongoing campaigns that feature degrees of mortality.

As a scenario builder, you'll likely start with a horrible situation in mind, and have to work backwards to getting the players involved (starting at the center of the onion and adding layers).  It'll be helpful to know which approach you mean to use - will the players encounter the plot hooks passively or actively?  In an upcoming post, I'll discuss common narrative frameworks for games like Call of Cthulhu, and then pivot to discuss different ways writers have presented investigations and adventure sites.  After all, what we want are free form sandboxes that maximize player agency!  I've got a review of Trail of Cthulhu almost done as well.

Monday, January 16, 2012

Call of Cthulhu's Old School Roots

One goal for this year was to write more frequently on subjects with nexus to Call of Cthulhu - reviews, discussions of the literature, how to play the game and run campaigns.  If you've hung around here a bit, you know in my D&D discussions I'm biased towards the rules light, old school style of play; a good place to start any discussion of Call of Cthulhu is how it measures up as an old school game.

Simulationist
My power trio of early games is Dungeons & Dragons, Traveller, and Call of Cthulhu.  One important element that ties all three games together is they attempt to simulate a game world, with a set of coherent rules where conflict and skill resolution are handled by dice; you don't see any of the things that creep into later generation games like dice pools, resource pools, action points, or similar elements that support cinematic, action-hero play.  The game master exerts strong narrative control, and all three games lend themselves well to free form, exploratory scenario design.

Characters
The default approach to Call of Cthulhu is to play ordinary folks in the 1920's, who through one reason or another, begin to investigate occult mysteries.  It's the game that pioneered such exciting character choices as "Antiquarian", or "Historian".  The action oriented might choose to be a "Police Officer", or "Private Detective".  Characters are generally fragile, and the scale is human (as opposed to the super-human action heroes that grace power fantasy gaming).  Like other games of the period, COC uses random character attributes.

Conflict and Balance
All of the chief conflict resolution systems use dice for resolution - combat, skill checks, and sanity rolls.  Like Traveller, character skill is an important element to the game - investigators are typically armed with such exciting skills like reading ancient languages, or knowledge in various scientific fields like botany or zoology.  (Gun skills are useful for dealing with cultists and mortal foes, but not so much against monsters).

There is no "game balance" whatsoever.  Invariably, the investigators will cross paths with cultists armed with terrifying spells, or horrible monsters from the Cthulhu Mythos.  Survival during an investigation is primarily dependent on player skill, since physical conflict against monsters is a bleak proposition.  The ability to analyze clues and information, marshal resources, and solve problems, is critical to successful Call of Cthulhu play, and the game challenges the players far more than their characters.

Paradigm of Investigation
Characters in Call of Cthulhu perform investigations, which are essentially fact-finding, exploratory scenarios.  One of the things I'll highlight in some upcoming posts is how investigative scenarios are basically virtual dungeons; you can flow chart an investigation much like a traditional dungeon (and I find it's helpful in scenario design to avoid a linear experience).  One issue we'll visit below is that poorly done scenarios are essentially rail roads.

Rules History
Call of Cthulhu was first published back in 1981; the first few releases were boxed sets, followed by progressively more elaborate core rules.  I've heard there have been something like 30 different unique printings of the core rulings in one form or another, although the game is officially on the 6th edition, with rumors of a 7th edition in the works.  Unlike D&D, that generates wide-scale changes between editions, COC typically features only minor variations, and early edition supplements remain completely compatible with the latest and greatest set of rules.

Issues
We tend to have big debates in the D&D world about play styles and DM approaches; sandbox play is right, and rail road play is wrong, that kind of thing. Similarly, in the Cthulhu space, one can find scenarios that are written in a linear style with foregone conclusions and elements we'd describe as a rail road.  One of the things I'll get to discuss over the course of the year is which published scenarios and campaigns support free-form exploration in the old school style, and which campaigns and scenarios are linear rail roads, and how groups have different expectations.  For instance, many Call of Cthulhu devotees are more interested in good horror experiences than character agency, and don't mind a linear plot if the situation provides a novel experience.

Another thing that drifts from old school play, is when scenarios put significant emphasis on character background and back story, more than we're used to in old school Dungeons & Dragons.  This isn't inherent in the game system, it tends to be the foible of a specific module writer.  You folks that complain about the pre-generated characters in Dragonlance know of which I speak.

The original game doesn’t provide a lot of guidance on campaign structures that allow a group of disparate investigators to come together without straining credulity; it really becomes a problem when the body count piles up and replacement characters need to be introduced.  "This is Bob, my other character's second cousin's brother…"  Call of Cthulhu D20, Delta Green, and Trail of Cthulhu all added useful tools for structuring campaigns that provide an ongoing rationale for character involvement, and I'll explore these ideas in upcoming posts as well.  Despite the issues, Call of Cthulhu is absolutely an old school system, and it's possible to structure the same kind of free-form, exploratory adventures in COC that we enjoy so much in old school D&D.  It'll be fun to discover here on the blog.

My goal is to do a Cthulhu-related post or so each week, but not overwhelm the D&D stuff; judging by how the side poll is going, the majority of folks that come by here are either COC players or somewhat interested in the game and genre, so that should be fine.  Let me know how it's going!