Showing posts with label lovecraft. Show all posts
Showing posts with label lovecraft. Show all posts

Monday, March 5, 2012

Cthulhu's Brother



I'm currently reading the Brian Lumley book The Clock of Dreams, one of the Titus Crow stories set in the Mythos.

Lumley's stuff is from the "Derleth School" of Cthulhu Mythos adventuring. That is to say, Lumley took to August Derleth's imposing of a Christian-like "good vs. evil" mentality upon the Elder Gods and The Great Old Ones. Die-hard fans of Lovecraft took exception to much of what Derleth did, including such minutea as his coining the phrase "Cthulhu Mythos (Lovecraft himself used the term "Yog-Sothothery"), but mostly for his creation of heroes who could take it to the grill of Lovecraftian monsters. They are not milquetoast academics who faint at the smell of a fart like most of Lovecrafts heroes. Guys like Crow, though outmatched, fight back against the slimey gods of the Mythos. Lumley said it best here:

I have trouble relating to people who faint at the hint of a bad smell. A meep or glibber doesn't cut it with me. (I love meeps and glibbers, don't get me wrong, but I go looking for what made them!) That's the main difference between my stories...and HPL's. My guys fight back. Also, they like to have a laugh along the way.

I have to admit that this is my favored type of character for Call of Cthulhu play, mostly because I prefer long campaigns. BTB CoC is not meant for long campaigns

Still, I take exception to the somewhat corney creation of entities such as Kthanid (pictured above), a brother of Cthulhu who is his twin, except for his crystal eyes. He is the "good" to Cthulhu's "evil," which I just find way to simplistic and far too Christian in concept. In The Clock of Dreams his is a helpful figure, and I have to admit I think a helpful monster should be pretty rare in The Mythos, no matter what flavor. And c'mon, a helpful brother of Cthulhu is just plain lame.


For my Cthulhu games, I like to find a kind of balance to the hopeless universe of Lovecraft. Sure, you may find a powerful friend here and there, but really, you need a mostly hopeless and terrifying universe to get the most juice out of this genre.

Thursday, January 26, 2012

Arkham Horror begats Call of Cthulhu








Being down three players last night (Dan Dan the Power Game Man is overseas for awhile, Little Ben has to take a month or two off suddenly, and Big Ben had a cold), we decided to finally play Paul’s copy of Arkham Horror he got for Xmas instead of my Runequest session.. In all honesty, I’m not feeling Runequest like I thought I would. I love the setting, but the super crunch of the combat rules really killed my buzz. I’m going to go back to the drawing board on that for awhile. Like I said a thousand times on this blog, my pet peeve in GMing it to feel like its work. I don’t wanna work during a game. I want to have a couple of beers and paint a picture. I’m all heart and passion at the center, not the crunchy shell. I actually was willing to carry on without using the mind-numbing, high maintenance Strike Rank, but with a couple of the guys being heavily for using it BTB, I just wanted to step back for a bit and take another look before we spent another session trying to adjudicate a battle with the characters and a couple of weapon snakes.

So we finally play AH (the latest version), and it seemed pretty cool. As the only real Lovecraft aficionado in the group, I had to hold back and not bore everybody with the back story of every side street on the Arkham map and all the monsters and books and such. What was weird was they, the Cthulhu novices, seemed to enjoy it a bit more than me. In all honesty, I like a board game to be a little simpler, and to be able to be played inside of three hours with 4 people or less. I’m actually surprised that we finished by 11:30, but I think we fudged a couple of things to be able to get to the battle with the endgame god (in this case it was Yig the serpent god, and we beat him with only one character dying).

We’ll have a better handle on it next time so it will go quicker, but one really good thing came out of this: we got the Lovecraft bug, and I’ll be running some Call of Cthulhu for my next session! Next week at Big Ben’s D&D I’m thinking of taking up a half hour or so for some CoC chargen so we can do less of that when I get the Cthulhu session underway.

Usually this would be a good time to get that weekly gaming in, but some of us are having our schedules become busier on weeknights than usual. Andy is getting involved in some kind of local politics, Terry is going to start bartending at her club a night or two during the week, and in addition to my usual once weekly music practice I want to start learning some new instruments – so all of a sudden we find ourselves dashing about trying to work it out for weekly gaming now. Once or twice a year we have a longer weekend session, and I suggested we try to make that once a month or so to make up for some lost weeknight sessions, so in the long run I think it will be all good and the group will carry on with standard operations bullshit for the foreseeable future.

Friday, December 17, 2010

Call of Cthulhu Friday: Cthulhu zeitgeist




There is more of it out there than I thought. Not just plushies and Miskatonic U. bumber stickers ( Go Pods!), but I’ve discovered from my Amazon.com browsing that there are a pile of Cthulhu humor books out there. “Where the Deep Ones Are” is obvious, but an interesting one, not so much humor as a “Cthulhu for Idiots” type info book, is Cthulhu 101. Made for people who don’t really know what the works of Lovecraft are all about. It gives you the lowdown on the various entities of the Cycle, goes over Lovecraft and his life, and hits on the pop culture items where the Old Ones and their crew make their mark. Cthulhu zeitgeist!

Much as I am with zombies, I’m sort of Cthulhued out (although that may not jibe with the fact that I do a twice monthly Cthulhu post). Although I’d love more than anything to have a CoC campaign going on in the coming year, I think I can take a pass on the plethora of ancillary Lovecraft floating around out there. I wonder what HP would think of all this stuff?

Thursday, October 14, 2010

Call of Cthulhu Friday: Mythos Card Game




In the early 90’s I decided I wanted to do some Call of Cthulhu with my regular D&D group. It had been a few years, and I was just chomping at the bit to do a new campaign. But most of my regular players, including my two long-time female players Terry and Planet Janet, did not have much interest. Pretty much none of my players at the time were even aware of the great works of Mr. Lovecraft.

But like other genres I would introduce to this group (the main other one being Champions), it only took one game to win them over. Both Terry and Janet came up with great characters, and often when we had a D&D session planned they would request I make it CoC instead. I remember one great game where only the three girls in my group showed up, so I just let them wander the map of Arkham, poking their heads into antique shops and bookstores, shopping at various clothing boutiques, and having lunch in a diner, all the while being stalked by agents of the evil they were then facing.

When I discovered the Mythos Card game and began collecting them, Terry and Janet got on that boat as well. Soon we all had enough cards for various theme decks, and for a couple of years we spent many a Saturday or Sunday afternoon doing tequila shots and playing session after session. We seemed obsessed with the game at one point (although I think it was only I who managed an almost complete set of all the releases).

In Mythos, you selected one of various Lovecraftian heroes, such as professors, students, journalists, and doctors to be your character de jour (one of my faves was The Pragmatic Hobo). The deck consisted of location cards, event cards, phobia cards, and monsters. In a nutshell, you would place various location cards to indicate your current spot (or that you were travelling there or leaving there), and use its resources to be able to lay out artifact and tome cards, allies, and use the gate at that location (if it had one) to summon monsters to your “threat” that would attack another player at the end of a full round of playing. Both damage and sanity losses were what could take you out of the game. Ultimately, you had a variety of “story cards” that you held on to, because there were various conditions you had to fulfill in order to get the points off that adventure. Get enough points, and you won. Or you could just say “screw the story” and try to take out the other characters exclusively with your threats and phobias. Sanitarium locations existed as places you could go rest and recover some sanity. Appropriately for a Lovecraft themed game, some asylums had a risk of monster attack or some kind of botched medical procedure.

According to Wikipedia, In 1999 Pyramid magazine named Mythos as one of The Millennium's Best Card Games.[3] Editor Scott Haring said "Mythos was a very deserving game, with great art and gameplay that involved more than just monsters fighting each other."

In the end our sessions sort of petered out as we did other things, such as focus more on actual rpg games rather than a card game. I actually think Planet Janet stopped playing because I kicked her ass so thoroughly in almost every game. She claimed it was because I had more cards than her, but that wasn’t really the case. I was damn good at the game. Terry was a good player, but she just made her decks too big, restricting access of cards she really needed to get to in order to fulfill her stories.

Last year Terry came over to play Mythos a couple of times, but then she got hooked on my Champions of Norrath and Baldur’s Gates Playstation games, and ended up preferring those to anything else we might do whenever she stopped by.

But I have fond memories of this card game, in a way I don’t really for Magic the Gathering, which I think I have outgrown. I’ll always be up for more Mythos down the line. Do you have a deck?

Thursday, September 23, 2010

Call of Cthulhu Friday: Gaming in Arkham





My very last CoC campaign in the late 90’s was set in 1922 Arkham. This was around the point when that current long-time group had pretty much petered out where I had just Terry and Janet Planet left as regular players. Yep, two players. Terry and Janet had been around in my games since around 1988, 10 years at that point, and I was pretty comfy running games for just the two of them. In fact, around 1989 there was a period of around a year when they would come over to Venice Beach once or twice a month on a Friday night to play a little two player Champions, which was just great times. Sometime in the mid-90’s there was also a point when I was doing campaigns for a group of all women (not by choice), of which Planet Janet and Terry were a part of.

So around 1998 or so I ran what was going to end up being some of the last few games I would be doing before my several year semi-retirement from gaming.

At some point a dude had let me borrow and copy some of his Cthulhu material, including the Arkham sourcebook. I loved reading that book, and all the little 1920’s details that came with it. The big apartment building with interesting NPC’s that the characters stayed in, to the small lunch diner where they “served meatloaf and mashed potatoes in big white crockery,” it was just brimming with period flavor. The shopping district, the city hall, the Miskatonic environs where all cool, and there was even a speakeasy for Terry’s torch singer “Lila” to perform and get caught up in gangster activities (and even meet Al Jolsen who attended one night, who offered her a job when she made a great singing roll if she ever went to New York).

Terry ran her singer, a veteran and survivor of no less than two CoC campaigns (maybe a little light in the sanity department, but she had been a very lucky and well played PC). Planet Janet came up with a new character, a rich English country girl who came to the U.S. to attend Miskatonic. Oh yeah, a buddy of mine and longtime player, Gary, also played here and there, but missed many sessions due to commitments. When Gary did play, he ran an American Indian guy based on the Indian soldier from “Predator.” You know, the dude who seemed to be able to sense the Predator’s presence in the woods (Gary figured he would hear things, but that it would be Cthulhu stuff instead of a dreadlocked Alien).

Anyway, there were just a handful of those games, and most of the ones with just the girls were about shopping and exploring the places in town; mixed with the occasional weird happening. The group tangled with gangsters, evil seamen, and even visited an old Civil War bone yard in a cave that rose from the dead when they took some Necronomicon fragments. They made a few friends in town too, including an English jester dwarf and “Colonel Sausage,” a limbless midget from the local carnival.

Alas, the campaign did not go as long as previous ones. Both Terry and Janet were tough to schedule for get-togethers, and after almost two months of no gaming at one point I said “fuck it” and more or less started my long game-less sabbatical that pretty much ended with my current group a couple of years ago.

But again, I loved that Arkham supplement. Maybe I’ll drag it out one night for inspiration. Although I am kind of leaning on Victorian England or The Old West for my eventual new campaign, Arkham is the classic setting, and a hellacool one.

Friday, August 20, 2010

Call of Cthulhu Fridays: Time Periods




Happy 120th birthday HPL! You sick bastiche.

It has been around 10 years since my last Call of Cthulhu game, and now that my group seems to be getting more open to lots of non-D&D alternatives to our regular game, I figure next year might be a good time to introduce it to some CoC . My long time player Terry is the only one of them with any experience with the game, and she loved it. She actually had a character survive at least two campaigns with her sanity mostly intact (by staying in the background and hiring a gangster bodyguard).

But should I do it in the 20’s again? I’ve had a couple of long running CoC campaigns, and they have both taken place between 1919 and 1922. One I set in the Los Angeles area, and the other shorter campaign in and around Arkham.

Victorian England is temping, and there are sourcebooks available for that setting. And I work a couple weekends of a Charles Dickens Christmas Faire up in San Francisco during the holidays, so plenty of inspiration there (the White Chapel district that they set up inside the Cow Palace is just dark and creepy). Switch that era to the Old West, and you have a setting I would love to do CoC for. Last week I got my hands on a copy of Deadlands, and that is inspiring an old west thing even more.

American Revolution seems like untouched and fertile ground for a few games. Or how about the Elizabethan Renaissance (my Ren Faire experience should really pay off for that)?

Hell, I think CoC with some Cro-Magnon Man tribesmen might even be worth a whirl.

Oh man. If only there was time for them all.

Tuesday, May 12, 2009

MY “APPENDEX N” (hold the applause)


MY “APPENDEX N”

OK, the rage this last week was listing books that inspired your D&D ( or other gaming), so here is mine in a nutshell.

Comic Books – probably the most influential media in terms of my love of gaming, and not just my long-running Champions games from the 90’s. I have always tried to inject the drama and descriptiveness of comics into my games, D&D or otherwise. I think it is one of my greatest points as a GM. Without going too much overboard, my humanoid villains often came off a lot like Marvel Comics villains. I do try to go light on the corny dialogue, however. Offbeat, genre-slapping comics like Watchmen, Dark Knight returns, and Marshal Law also taught me to turn clichés and expectations on their ear a bit in game terms.

The Hobbit/LOTR – Natch. Nuff Said. Oh man, my mind is still on comics. Tolkien was my greatest gaming influence in the earliest days, just as it was for D&D in general.

Conan – I was in my early teens when I started devouring the first several Conan paperbacks. REH’s mood, passion, and swift and blinding violence transported me to that dark prehistoric place where Conan tread in his sandaled feet. Marvel’s Conan comics, especially Red Sonja, helped color my world as well.

Tarzan/John Carter of Mars – My dad read me the first Tarzan book when I was a kid. Years later I would jump on the rest and be transported to those awesome jungle places. And the sweeping adventure of JC of Mars really set my gaming blood on fire. I so wanted to have dashing sword fights like those in my games. Edgar Rice B. has such a terrific sense of adventure, and such a great sense of love and honor.

H.P. Lovecraft – Ok, I didn’t read HP before I got into D&D, but when I started in the early 80’s, it lead me to one of my favorite D&D alternatives: Call of Cthulhu. It was hard to talk my D&D players into trying it when I went for a full campaign in the early 90’s, but they soon fell in love with it, even the girls. It was always a great break from D&D.

Lankhmar – of course of course of course. The big guy and the little guy and their crazy city came in second only to Tolkien for my game inspirations. I could not get the most out of Judges Guild products like City State of the Invincible Overlord or Hargraves’ Arduin until I got into Leiber's great (and ahead of their time) books. This was one of those rare series that let you know how limitless the possibilities were in a fantasy world, as opposed to how limited. Somehow, the world of Fritz seems an amalgam of all the reading material I have listed above.