Showing posts with label call of cthulhu. Show all posts
Showing posts with label call of cthulhu. Show all posts

INVESTIGATING SARAH CONNOR: My Ideal CoC Game & The Terminator

 

A campaign big on torches, less on tommy-guns

My ideal Call of Cthulhu game would consist of the following materials:

Investigators Are Everyday Outsiders: Pull out an index card and write your name and profession, which can't be a part of any established power center like the police, city hall, military, or even university faculty (could be new professor or pushed aside faculty). I’d even exclude “big” criminal backgrounds because they themselves are enforcers of (inverted) power structures. Ideally, its professions that push boundaries or study obscure corners or exist in the cracks of power structures. You can’t be anyone important.


In terms of investigations, I think Sean McCoy’s investigation sheet is the bee’s knees when it comes to empowering the player to actually be fully invested into the mystery of the world. This stands in a little bit of contrast to the official CoC publications as well as Cthuhlu Dark’s own philosophy via Stealing Cthulhu. Both sources frame their campaigns more as revelations that true “whodunits”.


No to Sanity Mechanics, Yes to"Cassandra Effects": Basically, do away with "insanity" because the investigators aren't insane- ever. There really are evil fish-people, they did see star-vampires, and reality-eating colors totally ate that guy. There is nothing to cure because they are not suffering from any delusions. NPCs can go "insane," but players always maintain agency, but are thwarted by non-believers.


Instead, it will be up to the investigators to explain to the humans around them what the hell they exactly were doing when the local Presbyterian church blew up with Mann Co.'s suspiciously missing dynamite. This crime-suspicion-alibi structure will also reinforce the campaign's framework. Players will have to avoid their investigators becoming the prime suspect in their own investigations!


Cthulhu Dark's Insanity Die becomes the "You're Crazy" Die: Okay, so here's how the dice work in Cthulhu Dark:


[Roll 1 or more of your dice] [t]hen your highest die shows how well you do. On a 1, you barely succeed. One die if the task is within human capabilities. One die if it’s within your occupational expertise. Your Insanity die, if you will risk your sanity to succeed.On a 6, you do brilliantly. Your Insanity die, if you will risk your sanity to succeed


In some respects, a CoC campaign very much embraces noir influences of being an outsider investigating the dark corners of society. So instead of risking your literal sanity, let's risk the public perception of your sanity. As the score increases, you lose access to people and institutions because the good people of the town won't be seen with you, let alone listen to you. At max level, you lose access to society in toto, not because you are insane, but everyone perceives you as insane.

Mechanically, this means different institutions/NPCs have varying levels of tolerance on this scale. For instance, Joe's Soda Shoppe might stop letting you in if your score is 2, meanwhile the local speakeasy, Diamonds, will keep letting you in if up to a score of 4.

Arkham Library is closed off to you at a score of 3, while Ms. Terry the local, supposed, medium and fortune-teller to the ladies of Arkham might still let you come by if your score is 5. She, too, knows what's up in Arkham. Cults, the real ones, are always ready to welcome new congregants, but you can't be less than a 5.


The Terminator & Cosmic Horror: Or The Slow Train Wreck You Can’t Stop: It will be up to the GM to continuously press on the tension between the reality the players know and the illusion of normalcy the NPCs maintain.  And, to spell it out, this always includes the press of law and government, who keep the peace and enforce the law. The horror here is knowing the absolute truth with a big "T" and being almost powerless to stop it and in fact thwarted by the institutions who could do something about it. Not so much a jump-scare by tentacles.

With this framing, Sarah Connor in Terminator is the perfect Lovecraftian protagonist. She is a waitress in LA who meets a drifter claiming to be from the future sent back to protect her from a murderous robot sent from the same future by a machine intelligence so powerful it invented time travel to kill her before she births the child who will stop it from destroying humanity. Sarah (and the audience) knows this to be true, but part of the horror of Terminator, besides being hunted by an unstoppable killer robot, would be trying to convince others of this truth. No one would believe you, you might even hardly believe you. By Terminator 2, she is put in an asylum and has her child taken away for being “crazy”. But again, she’s not! Its all true.

Magic the Cosmic Cheat: If we are somewhat logically deducing our way through means, motives, opportunities, and suspects, what is the role of magic in this context? Most obviously, it allows the solving of investigations/mysteries with a greater supernatural element to them. But more importantly it provides a way to cheat. I think too attempting the investigation framework will also provide the temptation to do so too!

For instance, players might have a victim, motive, location, but 3 different suspects, all with not entirely air-tight alibis. A speak with dead spell could fix the issue because you can merely ask the victim who killed them. But now you have to exhume the body or break into the morgue. A small crime in the greater context. But then if you know the perpetrator, how do you legally bring them to justice, given you don’t have admissible evidence? Maybe you take the law into your own hands. After all you know the truth and that is what matters right? Again this puts characters back at odds with the “polite” society around them. 

My goal here is not to turn our investigators or the game into some 90’s grimdark Frank Miller Batman, but instead have players themselves experience somewhat the same temptation of magic NPCs feel. And also have things only get more complicated from there. Which, while maybe not a direct reflect of CoC source material, does put this game and magic in contrast to fantasy adventure games– magic is dangerous not because it causes insanity, but because it allows you to act in anti-social ways. Its continual use naturally drives you away from normalcy.


Summary: An investigation-focused game that features normal folks attempting to keep it cool while peeling back the Truth about fish cults, trans-dimensional travelers, space fungus, and elder gods all the while trying not to let the magic at their fingertips go to their heads.

Specifically for the players, this means using a rules-lite systems to find a solution (not necessary “solve”) a logic set-up that structures a crime/mystery with natural and super-natural elements using whatever is in the fictional environment: libraries, NPCs connections, skills reasonably linked to chosen profession, and anything else in the Sears cataloge. So there you have it, my ideal “CoC” campaign.

P.S. Downtime: I love carousing tables in D&D, so I'd most likely have 3d6 version in this campaign too. The objective here would be providing outcomes for very mundane tasks the characters who try to get a handle all while they are investigating some mythos plots. I might have their current "perceived sanity" score added to the roll (low = good, high = bad). How can you keep your university position if you are coming into class beat up? Will you ever get tenure? What will your family think if you disappear in the night, then show back up in the morning, soaked in sweat and dragging your torn-up friend into the house? How can you maintain your job at the garage if you never show up consistently for your shift, but weird people keep coming in asking for you?

CALL OF CTHULHU: The Price of Charity Day 2

Previously...

THE PRICE OF CHARITY

Investigators

Ellis Williams PI
Caldwell Zimmer Drifter
Evelyn Dalton PI
Darleen Marsh Miskatonic Lady's Track Coach

TUESDAY, SEPTEMBER 26, 1922:

  • The investigators decide to split up into two groups: The ladies will hit up the library to dig into some of the local personalities and history; the gentlemen will seek out Ross Waightly
  • Ellis and Caldwell ask around town about Ross Waightly. They get the location of his farm but are warned that the family is a bit touched in the head and Ross is nice enough but odd. Ellis takes that as a good sign and they head out up the way to meet him.
  • Once in Fox Field, Ellis and Caldwell are confronted by two men in a truck with bats. These "friendly locals" try to warn away Ellis and Caldwell by informing them their business is very much concluded:
    • Ellis: "Hmm is either of your names 'Ross Waightly'? No? Well then, me and my associate's business remains unresolved. And while I'd love to stay for a game of baseball, I seem to have forgotten my bat <pulling open his coat to reveal the .38 at his side>.
  • Ellis and Caldwell head to the Waightly farm where Ross informs them that (1) he was helping Kai figure out the mysterious illness afflicting the town and (2) it seems to center somehow on Gilory.
  • Ross tells the men to bring their friend back at midnight for a summoning of a being that can hopefully push back against the Gilory blight. Caldwell is all in! Ellis believes none of this.
  • At the old Bonner Mansion, Evelyn and Darleen find several interesting records concerning the Gilroy family and their surprising fortune:
    • The Gilroy family has made their fortune in two ways: corn & gems
    • While bootlegging might be the reason for the corn, no other farm has had success growing anything in the same rocky soil
    • The gems are also a new aspect, most folks don't understand why these precious rocks are all of a sudden showing up there. Maybe the Gilroy farm is trafficking people to mine?
  • The investigators meet back up and all but Ellis agree to travel to the Waighly farm for the summoning-- Ellis, uninteresting is such nonsense, will run decoy for the truck that seems to be lingering outside the hotel.
  • DISASTER STRIKES! Once at the summoning, all goes well until the inhabited vessel (Nancy) speaks and it is revealed that the group has mistakenly summoned the malevolent being they were hoping to thwart.
  • THE BEING ANSWERS QUESTIONS & PROPOSES A SACRIFICE: The being calls itself THE TOAD a patreon to sorcerors and confirms that Kai is walking among its servants. And that a godling is being prepared that will serve THE TOAD's will in this reality. Then Nancy's body, grotesquely swelling through this interrogation, explodes! Everything is drenched in a black ichor that starts coalescing where she once stood. 

 

CALL OF CTHULHU: The Price of Charity Day 1

I have written about Call of Cthulhu before a little bit. Mainly about how I really like Sean McCoy's investigation sheet as a way to turn a CoC game from a horrible revelation structure to that of a true investigation

We actually ran a pretty good 10-12 session arc involving my investigator, Henry Heart, who eventually lost his memory and fled Arkham. I am sorry I did not write down those reports as I do Nightwick so I aim to correct that. 

For this run of CoC, I decided to use an CoC NPC generator because I find that really I don't need nor want the mass of skills a traditional CoC character provides. Once skills drop below ~30%, I'm not going to relay on them. And I don't want the temptation to load up on Spot Hidden, Firearms, or Occult. I want to avoid the temptation to meta-game given I know so much about CoC. But I also have another tool.

Yup. The investigation sheet. Its great because it works outside of the character mechanics in CoC, yet, I don't view it as a meta-object or tool because its exactly how one would investigate a crime-- establish persons of interest, means, motive, and eliminate alibis. Any character type can do this and that's part of the charm of CoC everyone from antique booksellers to flapper girls become PIs.

But even the players using the investigation sheet become literal investigators in a way they are not fighters or wizards when playing D&D. Almost like a sit-down LARP. That is what is so cool about it. In fact, I would reckon that you could almost only give CoC players the investigation sheet and need nothing else.

THE PRICE OF CHARITY

Investigators

Ellis Williams PI
Caldwell Zimmer Drifter
Evelyn Dalton PI
Darleen Marsh Miskatonic Lady's Track Coach

MONDAY, SEPTEMBER 25, 1922:

  • The investigators are summoned to the office of Dr. Price at Miskatonic. Alas, influenza has found its way into the Price household and taken is only son Kai Price. Given though, that Dr. Price is older, he has asked his friend Darleen to retrieve the body and personal effects.
  • Kai Price was known for his charitable works in the rural areas around Essex country. Especially since those areas have been hit the hardest by the recent influenza outbreak.
  • "Well of course do this for you Dr. Price, it should be a simple task."
  • Investigators drive to Essex Falls which contains the Divine Mercy Hospital, Kai's workplace, and his small apartment.
  • MERCY HOSPITAL: "What do you mean there was a mix-up? Why was he buried in a pauper's grave?! Yes, we want you to get him!!" This will take 2 days- allegedly.
  • KAI's APARTMENT: Kai's journal speaks of a new strain of flu, local witchcraft practices, and grave robbery, but local authorities seem unconcerned. Weird dead frog full of undigested bloat mosquitoes that pop with black sludge.
  • LOCAL GENERAL STORE: "Wait is one of those men Kai?" The group drives off after persistent questioning. Local police remind the investigators that visitors should not hassle the locals. Cops...
INVESTIGATION SHEET



KNOWING THE SHAPE OF THE UNKNOWN: The Structure of a Call of Cthulhu Game

 

What is a Call of Cthulhu game? Like what is the structure or nature of it? Maybe a better question is what do people expect of it? It must be a few things because there is Call of Cthulhu, Trail of Cthulhu, Cthulhu by Gaslight, ACHTUNG! Cthulhu, Delta Green, Cthulhu Dark etc.

Its on my mind because I've become a player in a steady game of classic CoC, so it has started to occupy my mind about what the game is.

By my count, a CoC game could be a(n)...
1 | Investigation
2 | Procedural
3 | X-files / Fringe case
4 | Urban "crawl"
5 | 1920's D&D
6 | Eldritch story arc

By the CoC Player's Handbook, a CoC game structure is supported I think by two sections. The first is on page 148 which outlines investigative procedures:

1 | Gather information
2 | Talk to and/or watch those involved
3 | Determine a motive or purpose
4 | Make a plan
5 | Carry out the plan

Chapter 6 of the book also lists several organizations that investigators could be apart of: Warth's Circus of Wonders, employees of Strange but True! News, The South 13th, SKT Research, Novem Angelus. Each of these organizations has a slightly different setup (circus, police, a society of rich people) which could influence game structure.

A nice CoC magazine (from the one issue I have read), Bayt al Azif, has an article on what is involved in a CoC game:

The themes that are important to take away from these stories for
Cthulhu RPG play include:
  • Discovering the secret “true” history of the world
  • The horrific supernatural that is hidden around us
  • Good preparation and research can help survive encounters with those supernatural things
  • The confrontation of the mind with some awful truths can be too much for their sanity to take
  • Sometimes people die or are driven insane by these truths

A third source, Stealing Cthulhu, which uses Cthulhu Dark as a rules-light system,  has a few things to say about what an eldritch game is:

  • So far, we have copied Lovecraft’s stories. But we’re not writing stories. We’re playing games: games in which Investigators uncover mysteries.
  • In converting Lovecraft’s stories into investigative scenarios it’s easy to think of crime investigations. Avoid this. 
  • Specifically, avoid stealing elements from detective stories: for example, bodies, murders and evidence.
  • In particular, avoid making humans responsible for the horror. These are tales of cosmic horror, not human plots. They concern hyperintelligent beings, not evil villains.
  • Finally, you need not begin scenarios with explicit mysteries, as detective stories do.2 There need not be a crime, death or mysterious disappearance. Although something must draw the Investigators’ attention, it need not be an definite puzzle. 
  • You can simply begin with strangeness.

A couple of notes in Stealing Cthulhu by Hite and others provide counter-examples to some of the above, by noting, for example, in the stories Call of Cthulhu and Dreams in the Witchhouse- the protagonists put together clues that lead them to the end. Also, as to not using "evil villains", the notes remind the reader of several classic Lovecraft stories that do use such villians: The Case of Charlie Dexter Ward, The Thing on the Door Step, Cool Air, The Horror at Red Hook, & The Dunwich Horror.

So, am I just playing the wrong game if I am pushing for investigations? 

Feel the answer is still "no" because CoC is a game, like D&D, that can range over a landscape of play styles or modes. No reason a very strict investigation might end up with a complex chase or race against time in the next session. But I think it still comes down, for me, to maximizing my choices when playing an RPG. I want my player-decisions, realized in-game via my character-avatar, to matter. And an investigation structure in CoC allows just that and provides an in-game justification of risking life and limb when "realistically" any person who stop while they were ahead (and not a head in a jar).

JUST ONE MORE THING: Adding "Unexplained" to Sean McCoy's Investigation Sheet

 

Henry Heart survives his 3rd investigation; the sheet barely did.

RECENTLY

In the previous investigation sheet post, I outlined how I thought Sean's sheet could be used to help design CoC investigations better by creating multiple plausible suspects while still allowing the Keeper to specify a single "true" perp. It would also have (hopefully) an additive effect of not causing the players to immediately jump to mythos solutions.

In my recent CoC game, my character was able to pin the responsibility not on an NPC friend who had become possessed by the soul of a vengeful wizard to carry out revenge killings, but instead on Troy Parker. Troy was an NPC who brought the body-jumping, murderous wizard back to the present. But because there was enough evidence pinning him to the scene of the initial murder that kicked off the investigation, he showed up at a planned murder, AND that he attacked my character and friends in public-- we could convince the Arkham police he was the guy.

Aaand conveniently we had already killed him. But got paid *dick* for all our efforts, which is why Henry Heart pocketed that $11 from Troy the Corpse's pockets.

Now the investigation sheet helped a lot. Despite a fair number of persons of interests and body swapping, Troy was the only one with a completely plausible connection to what was going on. But the body-swapping brought out a missing element of Sean sheet for CoC. A category for the "unexplained" associated with each person of interest.

"UNEXPLAINED"

I use the word "unexplained" instead of "supernatural" because I want the investigation sheet to look like something a detective might actually use. Again, to try and maintain some preference and push for the rational over the mythos. "Unexplained" sums up loose ends, unnerving bits, and pieces that don't quite fit. This category, I think, could be useful to players because it will: 

  1. Clearly outline which suspects could most easily be turned over to or sought by the cops because they are linked to the crime by mundane alibis, means, motives, and opportunities
  2. Help players track links between persons of interest which might be only supernatural
  3. Allow players to keep track of themes of unexplained phenomena which might mark yet additional mythos party involved (e.g. mi-go agents monitoring the investigators dealing with the Church of the Starry Wisdom)
  4. Provide a reason for PCs to not turn someone over to the cops because they want to cut a deal with them for their mythos knowledge  (which happened in our recent game)
For the Keeper, I think it just helps further demark who is a true suspect, a false one, and who is steeped in mythos but may really not have anything to do with the investigation at hand. It could also provide the hook for the next investigation or adventure.

JUST THE FACTS MA'AM: Using Sean McCoy's Investigation Sheet in CoC

Does the investigator on the right just think this all
is a bad black mold infestation? Too calm...

Recently, a friend started a pandemic Call of Cthulhu campaign with me using a 1-on-1 set-up. The idea was that my Arkham city investigator, Henry Heart, PI (hat-tip to you Sam Spade & Joe Dimond), could easily be joined by any number of other characters should friends and family want to join us as they desired. The backbone of the campaign would be mostly short investigations and one-shot adventures.

CoC suggestion #1: CoC is very conducive to a one-player and one-GM set-up: combat light and friends can drop-in/-out.

CoC suggestion #2: DON'T BUY ANYTHING- grab some d10s and download the free quickstart rules which are FAR better than the player's handbook for CoC.

Now, I really wanted to stick to the basics of running an investigation. I wanted to actually try to work out suspects, locations, motives, and weapons to give to the cops instead of just jumping to, "Whelp no doubt this is the work of that old slimy bastard of the benthic zone-- Cthulhu!" Yes, I know most CoC stories end in just that revelation (of various colours), but maybe I could also just solve investigations by proving whoever the Arkham cops caught was innocent. Saves the trouble of convincing folks of magic.

This reminded me of Sean McCoy's post on Failure Tolerated about investigations. I particularly enjoy the investigator's sheet he put together in his post and re-created my own in Google Slides. I also agree with Sean that doing actual investigating is where the fun of CoC lay.

For my 3rd investigation, I began using Sean's sheet (see below). This sheet has been pretty great both as a meta-game tool and an in-game object. That duality is what I think is so nifty- it works well in both contexts. This is not how I feel about the "quest log" in D&D which can be a handy tool for the players but feels weird from a character's in-world POV. The sheet also has been helpful in culling the many "can do" courses of action into "should do" actions. Also helpfully points out that while we might understand what is going on (or have a strong guess), we can only prove about half of it to the cops.

Wish I had used one for the first 2 investigations

In the original article, Sean suggested the investigation sheet could be used in "reverse" to help a CoC Keeper establish a mystery. I think this is quite smart advice and so I tried it out using the intro scenario The Haunting from the quick start rules above. And here is what you get:

Investigation Sheet for The Haunting

Now, sure, The Haunting is a decent starting adventure for teaching the players what to do mechanically in CoC. And perhaps the Keeper as well. However, it does not really help me understand how to build a good mystery. The players are told that their client, Mr. Knott, wants them to figure out what happened to the Macario family while living in the Corbitt house so he can clear the property of its bad reputation. The game instructs the players (literally via Handout #1) to seek information at the newspaper, library, and police department and Mr. & Mrs. Macario are in an asylum.

If the players jump to the Marcarios they will learn there is a "spirit" in the house. If they go through documentary evidence they will learn that Corbitt built the house, was sued by neighbors, died, and the will was carried out by Pastor Thomas who fled the state in 1917. Thomas is connected to a shady church that burned. So, there is really nothing to puzzle out except what's in the house- but would new characters be motivated to believe in the supernatural? The meta-logic of CoC is going to cause the players to think so, but why would the characters?

CoC suggestion #3: Anytime players immediately jump to a supernatural explanation out loud, in character or out, as a reason for X events, drop their Sanity by 1d2 representing the character slowing choosing the irrational over the rational; 1d8 if they agree to increase their Cthuhlu score by 1

The PCs could convince Mr. Knott that nothing is going to happen to anyone renting the house. Because all actual evidence points that way- the Macarios went mad and are now locked up. And the investigator sheet points to that too- no other characters have the means, motive, and opportunity outside of a supernatural explanation (Corbitt himself). Open and shut case. If players go to the Corbitt house they can find Walter Corbitt entombed and his murderous will still active. And THAT IS what is causing the problem. But players crawling around in a spooky location trying to find a wraith's tomb behind a secret wall, to me, becomes a D&D dungeon crawl more than a CoC investigation.

I might have not played enough, but I think interesting investigations in CoC would somehow:

  • Create multiple likely perpetrators (What if you grab the wrong guy?)
  • Have a possibility to close the case with non-supernatural evidence/events
    (How do you convince people of magic without being accused of lunacy or worse yourself?)
  • Require rational reasons & evidence to convince the cops or authorities to take action
    (Can't just drop a copy of De Vermis Mysteriis on the Police Chief's desk)
  • Save supernatural elements to creating lingering doubt, slow burn, and/or big reveals
    (Was it really the husband or was he in fact possessed? And why have the killings not stopped?)
  • Have the ability to get the investigation wrong
    (Person X has no alibi on the night of the murder but does have a motive and opportunity, but the investigators add a supernatural explanation as to the "means" but lack proof that it occurred)
While some of these might be "fail states" they are not. Failure, doubt, and collateral damage drive good people to fringe ideas and unorthodox methods- like seeking occult knowledge and practices. Maybe we can just inject the victim's corpse with a little of ol' Dr. West's serum and get them to tell us who their killer was...

For The Haunting I would keep the undead Corbitt as the true antagonist, but maybe change things:

  • Vittorio Macario is innocent, but still had an earlier very heated dispute with his wife about her activities with the Chapel of Contemplation and her wanting to leave him w/ the children
  • Pastor Thomas might be trying to gain control of the Corbitt House that is owned by Knott and suggested the property to Macario knowing what is there
  • The Macario family would be new members of the Chapel of Contemplation creating further context and possible suspicion about their own activities
  • Corbitt House is a legal fight for ownership between Thomas and Knott
  • Have a 3rd party burn down the church, but for totally separate reasons unrelated to the case at hand
  • Vitttorio's wife knows he's locked up but refuses to testify because she knows he wouldn't purposely do what he did and she's afraid for her safety since leaving town and the Chapel
  • Provide some encounters of people looking to stop the investigators like rougher Chapel members not liking their snooping around
Now the investigation sheet looks something like this if filled out:

Vittorio has a stronger reason to be the actual perpetrator. The connection between the Chapel is made more ominous and deeper. Thomas and Knott have some personal hate, which calls into question why Knott is going with "independent investigators" (who might include former bootleggers or mob fixers). And Pastor Thomas also has more suspicious occult activities, but is still not the actual killer.

This whole idea need refining, but I think it had legs just as good dungeons maximize player choice, so should good investigations. Not just a straight line from the client, to the library, to police, to a creepy house to the boss monster and the true source of crime.