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.

Sunday, February 19, 2012

Bumper Crop of Cthulhu minis







I really don’t do a lot of shopping for figures lately. The other year I bought a few cheap batches of great, prepainted plastic minis from Ebay, and there were plenty of fantasy and sci fi ones. And with a nice basic color coat on them, it only took a little extra model work and couple extra colors to make the mini stand out or look like a particular character or NPC. These, and my older metal minis, form the stock in my miniature soup.

But for 1920’s Cthulhu fun, my mini collection is a bit lacking. Sure, I have the odd Mi-Go or Dark Young figure left over from the olden days, but not much in the way of 1920’s humans. Here and there some of my Champions and other modern figures can do in a pinch, but it’s really not enough.

So yesterday, seeing as I was in the Neighborhood for the Queen Mary Scottish Festival, I stopped by The War House in Long Beach. Actually, since I have been competing at these games for years now, I kind of make that Saturday afternoon my yearly pilgrimage to the place. I remembered from the year before that they had some Cthulhu minis, and I was hoping to find a couple of items for characters or NPC’s in the current campaign.

They had Chronoscope, which has a few nice pulp adventure minis. But these are pretty pricey. Not that I can’t afford it, but I really need to justify how much use I will get out of something I buy for gaming. But then I saw that War House still had a nice lot of official Call of Cthulhu figures, but sadly most where monsters and again, I have to justify to myself that I will use a particular mini enough to make it worth it.

Then I spotted this pack of Adventurers. 10 character/NPC types in one package…for 10 bucks! I immediately saw three or four that I liked rolling around in that little see-through plastic bubble, so that was my purchase. I cannot pass up 10 metal minis for that price. I knew I would use a few of them. The photo above from the official web site actually shows less than are actually in the pack, so people online are getting a better deal than they bargained for.

There is a big gamer hunter that might come in handy for a “Most Dangerous Game” type scenario, or for a character. The young female archeologist is perfect a couple of the players characters, and the two or three pith helmet guys will be useful eventually. The cops as well.

OK, so the old librarian lady and the South American native guy might not find much purchase in the game, but ya never know.

I haven’t sat down to paint for many months, so here’s my excuse. Hope my paints haven’t dried out.

Friday, February 10, 2012

Suddenly – Cthulhu



It does feel very sudden. In the last four years of this gaming group’s existence, I have run a long AD&D campaign that took characters from 1st level to close to 10. I did a handful of Metamorphosis Alpha sessions. I timidly started a Star Wars KOTOR campaign that most players quickly fell in love with. I have even managed to get in a couple of sessions of my beloved Champions setting (too long ago now, around 2 years). And with Big Ben regularly running AD&D I have gotten to sit down as a player more than I have since I was a teenager.

But the entire time I have had Call of Cthulhu in the back of my mind. My “big three” games of my adult life have been 1st edition AD&D, Champions, and Call of Cthulhu. These are the games I ran long campaigns for over the years from the late 80’s and throughout the 90’s. Full, satisfying, amazing campaigns with these three genres. And seeing as during the latter part of the 90’s we only seemed to be able to get one several hour session in every month or so, I am in sort of a renaissance of gaming. Running and playing almost every week (weeknight) which a few years ago would have been inconceivable to me. But here we are literally rolling in gaming goodness.

This has given me the opportunity to branch out a bit, and that was especially good for me because after a little over two years of AD&D I was ready for a break. With Call of Cthulhu holding a special place in my heart, I could have gotten a campaign underway sooner, but in all honesty I was not sure this was the best group for it. I have Terry, a veteran of those 90’s Cthulhu campaigns (which were often mostly comprised of female players, which would be another difference from the current group), but the likes of Dan Dan the Power Game Man™ might risk it being more farce than fearful. So as recently as a few weeks ago I decided to go with Runequest, but quickly hit a (hopefully temporary) snag because of my dislike for Strike Rank. I decided after game two to shelf that, and go the hell ahead with Cthulhu. With Big Dan overseas for a temporary period, it seemed like a good time to get a session underway before he came along and futilely tried to powergame a Basic Role Playing character.

My last campaign towards the end of the 90’s was set in around 1922 or so, so I decided to have 5 years go by and set the first session on NYE 1927. My catalyst would be my old NPC “Mr. Troy,” a sort of Truman Capote look/sound alike who was a wealthy antiquarian and high society mystic. Mr. Troy featured as a sort of benefactor in my previous campaigns, at one point setting the old characters up in an occult themed antique shop on the newly built Venice Beach Canals (“Venice of America”). At the start of this game, Troy is in New York, and after character set-up I managed to tie most of them in with Mr. Troy so they can be present at his New Years Eve party at a Times Square hotel penthouse.

One character was a female Turkish Antique expert, and another a female dilettante who used her massive trust fund to travel the world and indulge her hobby in archaeology. These two I connected to Mr. Troy, them being hired to both accompany him to the “underworld” private auction where a well-preserved 2000 year old Chinese urn containing the ashes of a X’an Dynasty sorcerer. I spent a few minutes running this auction with the girls in attendance, and got to introduce a rival of sorts for Mr. Troy, “Hong Lo,” a restaurateur and reputed occultist.

One of the male characters was a young Chinese martial artist working in Hong Lo’s restaurant, which incidentally was catering Troy’s party. So that’s how I got Ben’s guy at the party.

Andy ran a 70 year old investment expert named Michael who had taken a bath in the 1893 market crash, and since then has lived frugally off of some minor, safe investments. During some rougher patches he learned to handle himself brawling for survival or profit. I got him invited to the NYE party of Troy’s because he knew Cornelius Vanderbilt Whitney, heir to the Whitney fortune, business-man, wanna be Bohemian, and invitee to the party and he asked Michael to come along with him and his free-spirit pals.

The Times Square penthouse party was within view of the madness of Times Square on NYE, and within a stone’s throw of the ball-dropping. The party had a Chinese theme, and the female characters, the antique expert and the archeology-loving dilettante, stayed near the displayed ancient urn and acted as both custodians for it and information dispensers. As a band played and the large, eclectic crowd (sort of reflected in the character make up; Chinese food service people, business people, academics, entertainment folk, Bohemians, dilettantes, etc) in the party danced, ate, drank (those wacky Bohemians hissing like vipers as they smoked reefer by the fireplace) and had a good time.

Not long after the time Hong Lo showed up uninvited and unannounced ( still a bit miffed that Troy had outbid him on the private auction of the urn), and with some of his Chinese thugs acting as servers, he had secretly arranged for the urn to be covented in the chaos of the midnight countdown. A gun was pulled, the urn was grabbed for, and a nice pulp action sequence began as the martial artist intervened, and even the girl characters threw some Indy Jones punches during the ensuing brawl. It was actually a pretty enjoyable action scene, and proving that CoC is pretty good for this kind of thing.

Eventually Hong Lo whipped out a special magic whistle that could summon Byakhee, and as he blew it an loud, eerie Byakhee cry brought forth one of the creatures from the air of the wintery New York evening sky. As drunken party goers screamed and ducked in fear, the Byakhee rages around the room, and a couple of the characters engaged Hong Lo (Andy’s old dude going cane-to-cane combat when Hong Lo revealed his sword cane).

First sanity loss of the game, with Terry’s dilettante taking the worst san hit for 5 whopping points. She went catatonic for a couple rounds, as Big Ben’s kung-fu cook took it to the Byakhee’s grill. His well placed kicks hurt the creature pretty bad (I threw one of the Mythos’ few harm able creatures at them for this first game), and one of Mr. Troy’s armed assistants shot it down.

So 1927 passed by with a bang, and a successful session was in the bag. I was really happy with it. In past years my D&D players would hem and haw when I suggested something like Cthulhu, but they would soon be requesting it over D&D after they saw how fun it was. I think my current group could well feel the same. I’m really looking forward to more of this!

R.I.P. - ADAM ADAMOWITZ OF FALLOUT 3





What with my love of post apocalypse settings, including game ones such as Gamma World and Metamorphosis Alpha, I had meant to post about my Fallout 3 experiences for a long time. I’m sad that the passing of the concept designer for the game, Adam Adamowitz, has been the catalyst.

I love this game, and am still playing it after several months. My character, Mac, left the safety and comfort (well, except for the occasional Radroach) of Vault 101 to search for his father (voiced by Liam Neeson), and has spent his countless hours in the wasteland exploring, helping people, and building up good karma. His rewards for his being good instead of evil have been many, including a spiffy shanty house in the town of Megaton that he long ago saved from the eventual explosion of the atom bomb worshipped in the town square. Mac continues to adventure, and with my purchase of the add-on Broken Steel hopes to soon bring pure, radiation-free water to the Capitol Wasteland through completing Project Purity.

Adam also worked on the current huge hit, Skyrim.

I did not know much about Adam, but I know I loved his work. He had everything to do with that world, from the raggedy human survivors, to the terrifying super-mutants. This weekend, I’m to play a couple extra hours for Adam.

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, January 20, 2012

Runequest - the Buzzkill of Strike Rank




Ran the second Runequest 2nd edition session the other night set in that famous Sartar lane known for its apple orchards. The Tin Inn and environs were still hopping from the Spring festival. I say “Spring” because I have yet to memorize the names of Gloranthan days, weeks, and months, and seasons. As an aside, speaking of the calendar names in RQ, I have been reminded of how much I snagged out of Glorantha as a kid to plug into my game world Acheron (I still hate that name for a game setting, but I was a kid, man). The names for seasons and some of the names of days (such as “Godsday”) were apparently shamelessly ripped-off by me. I totally forgot about that over the decades. That’s OK of course; I hardly ever use them in my D&D game anyway. I get lazy and just call the days Sunday, Monday, Tuesday…

Before I go any further, let me lay out the characters for any Runequest fans who might be reading. Their backgrounds were all rolled out of the RQ 2nd edition chargen section. None of the characters are laymembers of any cults yet (well, Paul’s barbarian “Bjorn” being a herdsmen is automatically a lay member of the storm god Waha).


Catuanda – from the sage-heavy city Jonstown. He himself is scholarly, but like all the other kids he is setting out on the bloody road of violence to better himself physically. Instead of being a follower of Lankhor Mhy, the main knowledge god in Sartar, he went with a minor one (the name escapes me). Has a preference for the long spear, and is pretty lucky with it in combat.

Rowan – from main Sartar city Boldhome. At 21 years old, she is the oldest of the PC’s. Her father was a successful weaver in the city. Like all the new young fighters, ask her why she is setting off down the road to violence and she will tell you “because everybody else is doing it.” She has a liking for the warrior girl goddess Vinga, daughter of Orlanth. This last game she met “Siobhan Lomand,” a Rune Priestess of Vinga, who has offered to make her (and some other girls at the festival) lay members of the Vinga cult. So Terry will probably be the first character in the campaign with a god connection (BTB you need to be a lay member for a year before you can get to the Initiate stage of worship, and all the perks it comes with). Rowan currently uses a short sword as her main weapon.

Bjornheld – the only “barbarian” of the group, Bjorn comes from a sheep herding tribe. He left because they made a lot of fun of him…he has a size of 4. That makes him small. He could wear Vern Troyers kilt. Bjorn makes himself look even smaller by preferring the long spear in combat.

Tensen – From Boldhome. Started with a dagger for combat, but has a bow and is favoring its use. I see a bow-master in the future! This last game Big Ben decided out of the blue that Tensen would be very vocal of his hatred of the Lunar Empire who are occupying Sartar. Just goes to show you, you need a couple of sessions before characters start to differentiate themselves. Even in RQ, where human characters can seem very similar, these characters are standing out from each other pretty good.

Yuri – Little Ben’s new character (LB missed the first session the other week). Guess what? Another townsperson from Boldhome (that makes three character from the capital city). Hasn’t been fleshed out fully yet. I can’t even remember what weapon he used.

Yuri showed up in town while the festival was still going on, and the other characters had finished up their blood combat initiation from the previous game. To give Yuri his own combat, the character volunteer to fight again as teams in the Humakt battle circles.

Which gets me to the topic subject; strike rank. Ah, the buzzkill of it. It’s crunch man. I had forgotten how much there was too it. Too much Call of Cthulhu in the 90’s, where Basic Role Playing left SR out of the mix. The system is soooo easy without SR.

OK, it ain’t rocket science (I have Champions for that). But it requires a lot of rewriting the order folk go in from round to round, especially if they are using missile weapons. Basically, your strike rank is an attacking order based off of weapon length, dexterity, and size. So a fast guy with a spear is going to hit before a slow guy with a dagger, capishe?

Look, I like the grim and gritty nature of RQ combat. Every blow can be crippling or deadly. Odds are some of these characters will be missing a limb or dead before somebody is advanced enough to have a six point healing spell (needed to attach limbs and bring you back from the brink of death from a stoved-in head or skewered torso).

But the busy work of strike rank – is it worth the trouble? Well, although I am a 50% combat/50% roleplay kind of guy, the group on a whole might actually be more like 75% combat/25%roleplay. With 50% I feel like I can relax, have a beer, and paint a world around the characters shenanigans. When the combat encroaches on that, I start feeling like it’s work. Don’t get me wrong, I love the action, irony, and heartbreak of RPG combat. I just don’t want it to be what it is all about. I put heart and passion into my GMing in part because I think that is a bit of a lost art these days. People are either too much on the serious side, or too much on the “beer and pretzels – games are a party” side. I just want to be in that sweet, sweet spot in the middle. But not sure there is room for both me and SR.

Next session things are going to heat up, and combat situations are going to get a bit more complicated. But we have had some good practice over two sessions now. Two combats among characters in the battle circles, and last game a nice fight against some weapon snakes (snakes with swords and maces for tails – chaos creatures), and also a couple of Broo. So for next game, we’ll continue to use strike rank as is (but without movement and encumbrance considerations). But I’m still looking at toning down the crunch factor a bit so I can relax more.

Tuesday, January 17, 2012

DM's Character Assumptions






There are a few things I assume at character creation that a character can do that perhaps not the average man can do in a low-tech setting, but in my mind are basic to the survival of a standard dungeon delving character. You can call them skills if you want, but by any other name I think a character needs these things, and what continuing character in a campaign has time to learn such things in the course of games? Background skills I come up with on the spot based on whatever the player wants for his character (son of famers, then got some farm skills Son of a mason, can do a little stone work, dads a sailor, then tie some knots well, etc).But I think since the earliest forms of D&D some unspoken skills are assumed into characters (in most cases).

I recently posted about this to a forum, and guess what? Yet another thing to divide players on. Some think characters should have to take time to learn these basics, and a good deal of folk think in medieval Europe terms and say almost nobody should historically be able to do these things (c’mon folks, this is not the real world we are talking about. It’s D&D).


Again, a lot of my assumptions maybe come out of having played (since childhood) editions where you had to come up with your own options and ideas for mundane things outside the class abilities. And I liked it in that things didn't need to get too bogged down with skills and more and more things that players have options and choices with outside of the most basic stuff that made the PC's D&D characters. Too much of that and you flash forward to talents and feats etc etc etc and may as well break out my Champions rules to use for fantasy gaming.

Here are some things I pretty much automatically assume about characters at the start of a campaign (I have no idea if any of these are assumed in the PHB or DMG anywhere). Do you have these or some of your own?

*All characters can read and write their own language.

*All characters have some experience in at least light horse riding (they can saddle a horse, ride it up to a medium trot with no difficulty, and attend to its basic feeding and grooming needs properly after a days ride).

*All characters can drive a horse/mule cart/wagon (max of two animal-driven)

*All characters know the basics of starting a fire (with flint and steel) and setting up a safely contained campfire.

*All characters can swim

*Fighter types know how to properly clean, oil, and sharpen their weapons. Those proficient in bow can restring a bow (but could not necessarily create a bow and arrows from scratch).

*That clerics and monks (in most common cases) will belong to an organization in the area (temple, monastery) that acts more or less like a guild they can go to for aid or safety.

*All characters can do very basic math equivalent to 1st year Jr. High skills (money grubbing adventurers that they are), and MU’s can do higher math (some algebra-type functions or beyond)