Monday, December 14, 2020

Morgan's Undead of Winter 2020 Adventures

 


This is the Annual Dead of Winter convention, but now virtual due to Covid concerns and lockdowns. The original idea was that DoW GMs would bring back to life an old game they had run before.

I played in 3 games and coincidentally, all three games were set in the 1990s.

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12/12 Sat 11am-5pm
The Witch of Bar Harbor
GM: Travis Smalley
Game System: FATE
Power Level: Low
Number of Players: 5 (Aaron V, Matt S, Shannon M, Tom I, Morgan Hua)
Characters Provided: Yes
Technology Involved: Discord and Maptools. Webcams preferred but not required.

Description: (game was changed last minute, so this description is mine, not Travis's) In the Secret World of Cats, we play sentient and magical cats, similar to Andrew Lloyd Webber's Broadway musical Cats. The cats strive to protect humans from their follies. The game is set in 1990, Bar Harbor, ME.

The game starts with unexplained Rube Goldberg-like set of events which threaten a teenage girl.

I have a strong dislike for the FATE system as players tend to stack Aspects and then Invoke a pile of them to auto succeed. Players game the system too much and remove any sense of challenge or danger.

So, why did I sign up for this game? Well, Travis is a great GM and I haven't played a game with him for a long time. Also, Dovi A runs a great Star Wars FATE game, so not all FATE games suck. So, there are exceptions to the rule.

Travis limited the amount of Aspects available and only gave out Aspects with a free Invoke when a 5+ success occurred. With no free Aspects, PCs had to generate an Aspect first. This limited the amount of Aspect abuse. Travis was also very masterful in escalating and managing the end game.

Overall, I loved playing a cat and trying to navigate the everyday normal world from a cat's eye view. Travis delivered a really good game.

Other investigative cat games are: Cats of Catthulhu and Cathulhu (CoC 6th).




12/12 Sat 7pm-1am
Josie
GM: Matt Metcalfe-Armstrong
Game System: Home brew (rules light, roleplay heavy)
Variations: NA
Power Level: Normal people
Number of Players: 5-6 (Alicia H, Andrew W, Dani L, Honda C, Lis H, Morgan Hua)
Characters Provided: Yes, and developed as game proceeds 

Description: A group of high school gaming friends meet again every few years in observance of a morbid anniversary, and must cope with the long-term ramifications of the events in their life. 

A game in multiple acts, and following characters over the course of 20 years, from their high school graduation night to middle age. An untimely death changes the trajectory of their lives, and when they come together 20 years later, they try to make contact with the spirit of their lost friend.  

GM NOTES & GUIDANCE TO PLAYERS
TONE: Supernatural drama, players must be willing to invest in characters, and be willing to accept that their choices may lead to bad outcomes for their characters. Mix of dramatic memoir and ghost story.

This game reminds me of Montsegur 1244 in that it can be played very realistically and bring in very strong emotions, or played with less realism (being over the top) and have less impact, all depending on the mood of the table.

The game started in 1994 and ended in 2020, skipping about 5 years per act and then skipping about 20 years for the last act.

1994 is the senior year of high school. All of the PCs are friends of each other and Josie, an NPC who dies after graduation. We fill out an open ended questionnaire about our lives. We play out various prompts and resolve or invent some drama. Matt (GM), then reveals what happens in between acts. We fill out questionnaires again, rinse/repeat until the final act.

The only issue is that with such an open ended start, it was hard for the Players to latch onto something. So there was a bit of floundering at the start, but once we got Act 1 out of the way, things went a bit smoother. But there were times when I felt even though when the Act was done, people just filled in the empty space with small talk until Matt called End Scene, we probably needed a non-verbal signal that we were done.

I had a really good table of players. The game turned out very low key and realistic. The emotional content at the end turned out very good.





12/13 Sun 11am-5pm
SKILLSHOT
GM: Andy Hull
Game System: Delta Green
Genre: Horror
Number of Players: 5 (Shannon M, Tom I, Dave S, Aaron V, Morgan Hua)
Characters Provided: Yes
Power Level: Recruits

Description:  It's 1992.

Unlikely companions search for treasured people who have faded from their lives. A filthy stranger promises them answers as long they keep their damn mouths shut.

Does this team have what it takes to penetrate a gnawing supernatural conspiracy, or will they become another necessary sacrifice in the grisly hunt for the truth?

Delta Green fights on.

GM Notes & Guidance to Players: 
Tone - An investigation with limited resources and rising stakes

Tags/Descriptors/Genre - Supernatural Horror, Mystery, Serious, Retro, Body Horror, Mature 

You will be expected to work together as a group with varied fields of expertise, and handle many clues presented as props.

I really enjoyed this game because it was 90% investigative. I love investigation games. Andy had tons of props and handouts to mull over and figure out.

It was a very hard mystery and without some help from the GM, I think we would have taken 8 hours to finish this. Given a time limit though, we did what we could. We did run into spending more time discussing what we should do vs just doing it because we thought we had a ticking clock and spent more real-time arguing about what to do than doing. Part of the problem was that all the PCs didn't know each other and were working together for the very first time.

Overall, if you like solving mysteries and reading handouts, check this game out.





12/13 Sun 6pm-Midnight
Four Hours to Reno 
GM: Morgan Hua
Game System: Down Darker Trails - A setting for Call of Cthulhu—the American West of the late 19th century. The era of gold rushes, outlaws and lawmen, discovery and expansion.
Variations: Luck Spends to adjust most % rolls
Power Level: Purist
Number of Players: 4-6 (5-6 is ideal as this scenario is more action oriented) (Todd E, Felipe M, Badger M, Aaron T)
Characters Provided: Yes

Description: The Investigators are a deputized posse of civilians lead by US Marshal Eldridge Nash, returning on a train to Reno from Salt Lake City as they take in the remnants of the Hensley gang to be tried for cattle rustling and murder.  

GM NOTES & GUIDANCE TO PLAYERS
Tone: Yee Haw! Western. Them darn Hensley gang going to hang! Cthulhu? Pardon me mam, but here's a kerchief for your cold.

60% Root-em shoot-em action, 25% Investigation, 15% Horror.

Tags/Descriptors/Genre: Western/Supernatural Horror/Action/PG13 with some gross bodily fluids. Scenario will run for 4-5 hrs depending on the pace of the game table.

I was originally going to reanimate my Scooby-Doo game, but it would have required too much work to get it ready for an online game. Instead I ran this which I had prepared for GenCon. Also I picked the last slot on Sunday because I knew the game was only 4-5 hours long and no one would complain if I ran a shorter game after everyone had stayed up late the previous day and they would probably be dead tired by then. Also the scenario was more of an action set piece and would work when people are tired.

This game actually did run 5 hours even with just 4 players. Generally, a game runs faster with less players, especially combat heavy games.

I had a lot of fun running this game. I think this is the 6th time I've run this. I had a great table of players. There's a balance of roleplaying, advancing the plot, and just having fun. There were a lot of great moments brought by the masterful role players.



Sunday, December 06, 2020

Morgan's ModCon 2020 Adventure

 


MODCon 2020 was held Dec 4-6, 2020. It was advertised as a How to GM convention. I watched most of the seminars for the first two days and attended one game.

Here's the panel schedule:


Each panel ran from the start time to 15 mins before the hour, so most panels were only 45 mins long. My issue was that the panels were all Q&A panels, where audience members texted in questions, so it wasn't a seminar per se, but random Q&A of questionable value.

Things I Wish I knew When I Started GMing / Mastering the Basics. Only good nugget of info I got from both seminars: have a list of NPC names ready and blank space, so you can check off those used and add notes as to who that NPC is when chosen. Seth uses one adjective like Angry Blacksmith to describe the NPC when chosen and activated. Other GMs used 3 descriptives. After the game, GM should write down in a notebook notable events and next steps (something I already do as a GM for multipart scenarios or campaigns).

The best panel was Next Step GM Techniques which talked about foreshadowing and improv. Basically, GMs can add foreshadowing / scenario seeds during play and hope that some of it sticks. Lloyd Gyan was a great panelist with amazing energy and great ideas.

The Star Trek Adventures (Special Behind the Scenes Game) was interesting as it broke down decisions the GM had to make on the fly.

How to GM 2d20, Dune 2d20: The Making Of, Modiphius: Coming in 2021 were of limited value.

All of the panels are here, divided by each day (videos are about 6 hrs each): https://www.twitch.tv/modiphius


A small number of games were listed, about 10. I tried to get into a Dune and Star Trek game but failed and was only able to get into a Vampire (V5) game.

System: Vampire V5

Title: The In Crowd (scenario from the starter set, but game was originally listed as No Place Like London and was changed because Modiphius requested the GM to change the scenario).

GM: Louis Garcia 

Players: 4 (Brad, A D, Joshua G, Morgan Hua)

Duration: 4 hrs (6 - 10pm) 

Description: We were newly made Vampires and we all woke up in a meat locker with other newly made Vampires. (This did not match the original game description as we expected the London scenario.)

The players were all familiar with Vampire, but not with the published version of V5. I had play tested Beta V5 and ran the published version of V5 once. So, I wanted to see how the "published" version ran.

The published version is a lot simpler and cleaner than the beta version, toning down a lot of touches Ken Hite had added to the earlier beta version. The Discipline / Hunger / Frenzy cycle was played down a lot. A majority of Disciplines didn't require Hunger checks and were skills that were freely used without risk of losing control. All superficial damage can be healed with only one Rouse check.

I wanted to resist feeding and I ended the game with 2 Hunger boxes checked and it didn't really affect my character that much other than increasing the risk of a Messy Critical which happened once to my character.

How it works is you take your dice pool (Attribute + Skill) and replace a number of dice with Hunger dice equal to your Hunger. For example: 

Dex 2 + Athletics 2 = 4 dice pool

Hunger 1

Roll 1 Hunger die and 3 Regular dice = 4 dice pool.

You only lost control with a Messy Critical or Bestial Failure. Throughout the game, the PCs got a few Messy Criticals and only one Bestial Failure.

A Messy Critical happens if you roll multiple 10s and there's a 10 on any Hunger die. You succeed, but you lose control and over do what you were trying to do. I crumpled the meat locker door while trying to remove it's hinges. In our play, the GM only looked at the 10 on the Hunger die. I looked up the rule and we didn't do it correctly, so there should have been a lot less Messy Criticals.

A Bestial Failure happens if you failed in a task and rolled a 1 on a Hunger die. At one point, I rolled 2 Hunger dice and 2 Regular dice, and got a 1 on a Hunger die, but I got a success on my Regular die, so I didn't lose control. In our game, one of the PCs instead of running, turned and faced an unmarked van in defiance due to his Bestial Failure (The PC tried to run, but got a Bestial Failure which dictated that he face the danger head on).

Overall, the system was cleaner, but lost some of the earlier edginess where every time your Vampire acted out, there was a chance you'd lose control of your inner beast.

My PC, a newly made Vampire had a Persuade dice pool of 9. A bit overkill. Another PC with a Persuade of 7 actually convinced a Primogen Justicar to lend us some vampire foot soldiers (he gave us guns, but was reluctant to give us some manpower). So something seems a bit wrong here. I'll look into this later.

Overall, I enjoyed the game and the Starter Set scenario was a good introduction to the rules and the world of Vampire.

Saturday, October 17, 2020

Mission Impossible: Night's Black Agents


I've been looking for a game system to build out a Mission Impossible game. Friends strongly suggested Blades in the Dark. I finally got to play in a game of it and though it was interesting, it didn't quite fit what I wanted. What intrigued me about Blades in the Dark (Forged in the Dark engine) was that you can retcon events and have your Mission Impossible team completely bypass difficulties such as traps, ambushes, and alarms by having short flashbacks where your Mission Impossible team came up with a workaround. This way you just dive into a mission as you run into difficulties, each expert gets to shine and shows how they helped you complete your mission.

Various aspects of Blades in the Dark just didn't work for me. And I didn't want to build out a playbook for each archetype. In Mission Impossible, there's a Mastermind, Nerd, Muscle, Driver, Mimic, and Thief, but various skill sets overlap. Then the question is what you do if you're missing one of your team members. e.g. if you don't have a full table of Players and you're missing one of your experts.

I heard that The Dracula Dossier was an amazing campaign, so I purchased all the necessary books. The amount of books is pretty daunting: Night's Black Agents, Double Tap, The Dracula Dossier Director's Handbook, Edom Field Manual, and Dracula Unredacted. So those books sat on my shelf for a long time. Finally, I decided to run The Harker Intrusion, one of the scenarios recommended as an introduction to The Dracula Dossier.


To my surprise, Night's Black Agents had the right feel for Mission Impossible. I got car chases, shoot outs, paranoia, secret agent-foo. The character builds (Backgrounds: The Old Life) covered all the archetypes that I wanted. If you didn't have a full team, you gave each team member more build points, so they can cover any skill gaps. Heat works really well too.

I'd also allow Investigative points spends on short flashbacks, allowing PCs to narrate something special they've done to help them get out of trouble, a la TimeWatch. This was exactly what I wanted.

So, I finally found my system.



Here's what I came up with:

1. Movie Header / Trailer
Pick snatches of action or locations that will occur in the movie. A chase scene, someone falling out of an airplane, a bomb counting down, an explosion, someone tearing their face off.
Place a piece of white string on the table and have postcards, travel magazines, and fashion magazines for inspiration. Tear pages and pictures out and drop it on the string.

2. Pick exotic location. Grab it from the list of places on the string.

3. Pick a specific scene location.
  • Iconic landmark 
    • Paris: Eiffel Tower, Arc de Triumph, Louvre Museum, Moulin Rouge
    • London: Tower Bridge, Tower of London, MI6 HQ, Buckingham Palace, London Museum, 10 Downing Street, London Eye
    • Brazil: Amazon Rainforest, Carnival of Brazil
    • Morocco: Casablanca, Sahara Desert
    • USA: Mount Rushmore, White House, Louisiana Mardi Gras, Golden Gate Bridge
  • Secure location: evil lair, industrial building, power plant
  • Transition location: airport, subway, crowded street, large street party, large elegant gala
4. Pick a villain. Grab it from list of people on the string.
  • Major Villain: Calling card or over the top signature. Carries a white fluffy cat, loves gold, etc. What stands out, is this a reoccurring villain? If so, can't die until Climatic Ending.
  • Lieutenant: Has a tell or minor calling card. Bad cologne, origami chewing gum wrappers, razor sharp teeth.
  • Mooks: A dime a dozen.
5. Do a scene.
Pick either multipart McGuffin, break-in, chase, or Climatic Ending.
Complications: malfunctioning gadget, unexpected visitor, more than expected, betrayal, twist, you've been followed, there's another guy, a second shooter, it's not what it seems, reversal of fortune.

6. Repeat 2-5 until Climatic Ending.
You can be injured, but not killed until the Climatic Ending.

7. Any unused locations or people were left on the cutting room floor and may be used in a sequel or can be used in an outtake reel during credits.

Saturday, September 19, 2020

Morgan's PAX Online 2020 Adventures


PAX Online was held Sept 12-20, 2020.

The convention was held completely online and was free.

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Stalker in the Moonlit Mall

9/18/20, Friday, 11am-4pm (5 hr slot)

Duration: 4 hrs

GM: Mr. Snyde

6 Players

A violent death is ignored by the local police as a “minor workplace accident”, but the developer of the soon-to-open Brighton Fair Mall knows that such incidents can play havoc in the press for risky investments like this. So he reaches out to investors and associates hoping they can look into this before the public is allowed to roam the glitter halls at tomorrow’s gala. Pregenerated adventurers provided. (Call of Cthulhu Modern Era, 6 players per table, 4 hours long; beginner).

Scenario is pretty straight forward though enjoyable. We had a good table. Two Players dropped out early as the game or table wasn't for them. I think they found that they couldn't get a word in edgewise and didn't have the patience for the other four players. There's a certain rhythm to playing online and you just need to figure out when to speak up. But the remaining 4 players gelled and played well together. We had a good time.





The Mummy of Pemberly Grange

9/19/20, Friday, 4-9pm (5 hr slot)

Duration: 3 hrs

GM: Nick Carruthers

4 Players

Rich Socialite and Egyptophile Jessica Pemberly has shipped a mummy all the way from Cairo and invited some of the town’s richest and brightest to an unwrapping party at her newly purchased, self-named manor house. What could possibly go wrong? This VIP session is brought to you by Allan Carey from TYPE40. Award winning prop maker from Melbourne, Australia and Chaosium licensee. This will be a treat as you are immersed in the rich world of props during this unique experience. Your Keeper will be in 1920s costume, with a separate camera on which you will be able to view the in-game artifacts.

Due to this running at the same time as a identical event, not all props and special features of this session will be available.

I was hoping for props galore, but we only saw a partial picture of the bottom of one of the props and that was it. No handouts. I was disappointed. Overall, 1/2 hr was taken with technical issues, and the game ran for 2 hrs.

One PC died early on, about 1 hr into the game, and he sat out the rest of the scenario.

The scenario was pretty straight forward and without the props most of the time was taken up by combat.




Wednesday, August 12, 2020

Call of Cthulhu 7th Ed - Skill Checks Q&A

 

1921 Everest with Mallory Expedition


I thought Skill Checks were explained pretty well in the Keeper Rulebook. But of course people still have questions.

Here are the basics:
  1. Roll your skill % or less on percentile dice and succeed. Roll above and fail. The lower the roll the better.
    1. Crit > Extreme > Hard > Regular > Failure > Fumble > Crit Fumble (house rule)
    2. Roll 01, Critical success.
    3. Roll 1/5 your skill %, rounded down, Extreme success.
    4. Roll 1/2 your skill %, rounded down, Hard success.
    5. If success, but above 1/2 skill %, then Regular success.
    6. If failure, but not a fumble, then failure.
    7. If skill is 49% or less, roll 96-100 then fumble.
    8. If skill % is 50% or higher, roll 100 then fumble. Also Critical fumble (house rule).
  2. On failure, not fumble, you can Push to reroll OR Spend Luck (optional rule).
    1. Push, use another skill or somehow try again. See p.84 Keeper Rulebook.
      1. There must be time to do the Push whether seconds or hours. You cannot Push combat, Luck rolls, or SAN checks.
      2. If success, no negative consequences.
      3. If failure, consider it a Crit fumble. I generally discuss what the Crit fumble would be and offer the deal to the Player. If accepted, then the reroll is done, otherwise the previous die roll will stand.
      4. Skill improvement check is earned if success.
      5. Luck may NOT be spent on the reroll.
    2. Spend Luck (optional rule), spend 1 Luck point per 1% decrease in die roll. See p.99 Keeper Rulebook.
      1. You cannot spend Luck on SAN checks, Luck rolls, or damage rolls.
      2. Criticals, fumbles, and firearm malfunctions cannot be modified by Luck points.
      3. Skill improvement check is not earned if Luck points were used.
      4. Luck can be spent in combat, but various GMs house rule that you cannot spend Luck in combat or cannot spend Luck in the last act of a scenario.
  3. Difficulty Level. See p.83 Keeper Rulebook.
    1. If the opponent's skill or characteristic is 90%+, an Extreme success is needed to beat or succeed in the task.
    2. If the opponent's skill or characteristic is 50%+, a Hard success is needed.
    3. Otherwise, a Regular success is needed.
    4. Use this for most tests except for combat or a named NPC (if the GM desires).
  4. Opposed Skill Rolls. See p.90 Keeper Rulebook.
    1. Opposed Rolls should be used for combat or Player vs Player.
    2. If it's Player vs NPC, then use the Difficulty Level based on the NPCs skill or characteristic.
    3. Opposed Rolls cannot be pushed.
    4. Compare the level of success (Crit, Extreme, Hard, Regular, Failure).
      1. Better result wins.
      2. Tie, compare skill %, higher wins. If still tie, impasse until next round or both reroll.
      3. If both fail, then impasse until next round or reroll.
  5. Bonus or Penalty dice. See p.91 Keeper Rulebook.
    1. If conditions warrant it, allow a bonus or penalty die. Most times this is used in combat for point blank firearms, outnumbering an opponent, partial cover, maneuver on someone bigger than you, etc.
    2. If a penalty die is used and the result is a success, a skill improvement check is earned.
    3. If a bonus die is used and the first die roll is a success, a skill improvement check is earned. Note this is contrary to the rules where if a bonus die is used there is no skill improvement check, but in Pulp Cthulhu, some Pulp Talents skill always have a bonus die, so the PC will never advance that skill. So, as a workaround, if the non-bonus die roll is a success, a skill improvement check is earned. Therefore, if you roll multiple dice at the same time, make sure that the non-bonus die is distinguishable from the bonus dice.
    4. Bonus/Penalty dice are single ten's dice (00, 10, 20, etc). But Roll20 rolls a complete new set of % dice which is not exactly according to the rules. Overall, it's close enough and we use the die roller for Roll20 as-is without reinterpreting the die rolls.
    5. How to read the purple die roll on Roll20 character sheet, Accounting skill is at 60%: 
    6. For a push or reroll, reroll all bonus and penalty dice.
  6. Cooperating. See Physical Human Limits, p.88 Keeper Rulebook. An example of this is lifting a huge weight off of another PC.
    1. Subtract skill or characteristic of weaker PCs from difficulty level.
    2. PC with highest skill rolls vs difficulty level. See Difficulty Level above.
    3. If the die roll is a failure, all the PCs who cooperated will fail as a group.
    4. First Aid is a special case, max two PCs may try to do it together, both make die rolls. If any one succeeds, then the first aid is successful and apply the first aid once. Any subsequent tries are Pushed rolls which will result in more damage including possibly amputation or death on failure. See p.65 Keeper Rulebook, First Aid.
  7. Combined Tests. See p.92 Keeper Rulebook. An example of this is requiring two skills such as Physics and Elec Repair in order to succeed (to fix an Atom bomb). Instead of rolling twice, once for each skill, roll once and if the die roll is below both skill %, then it's a success. The reason for this is that if you require multiple rolls, the chances of success are vastly decreased and unfair.
  8. Group Stealth. See my blog post on Group Stealth.



Q (PB): I have a group climbing Mount Everest and they need to set up ropes beforehand which I'm going to let them use their Climb skill.

Is there a rule for cooperating on skills?

A (MH): See Cooperating, above. Subtract the lowest skill scores from the difficulty level and have the PC with the highest score roll for success. e.g. climbing a difficult area might require 150% difficulty level. So, subtract all the lower skill climbers. Say the 2 people helping are a total of 80%, so the difficulty becomes 70%. See Difficulty Level above. 50%+ difficulty requires a Hard success. So, the PC with the highest score let's say 90% climb can only succeed with a 45%, otherwise all 3 PCs fail. It doesn't mean they fall off the mountain (fumble), but they can't make it up this section of the mountain and must try a different route.

If they do fumble, a 100 roll for this case, then I'd rule they all peel off the mountain and each need to do an emergency arrest. They'll take SAN loss and some HP damage. The number of failures will determine the damage and setback on the climb. 1/2 HP loss = Major Wound where someone broke a limb or rib.



Q (JBB): Has anyone ever done a size roll? What constitutes a SIZ roll?

A (MH): "To see over a wall, to squeeze through a small opening, or even to judge whose head might be sticking up out of the grass, use size." See p.31 Keeper Rulebook, SIZ.

For squeezing through a small opening, reverse the die roll, you must fail your SIZ to squeeze through the opening. The bigger your SIZ, the harder it would be to get through a small opening. Depending on the size of the hole, you may say squeezing through the hole causes scraping damage based on how well they succeed. This also assumes the PC is pushing their equipment ahead of them or dragging it from behind.

For instance, spelunking in a cave and trying to get through a narrow passage:
  • Fail = squeezed through, no side-effects.
  • Regular Success = minor scrapes, but squeezed through, 1 pt damage.
  • Hard Success = failed to squeeze through and major cuts cause 1d3 damage before you gave up.
  • Extreme Success = stuck and wedged in, take another round to get out and take 1d6 damage.
  • Critical Success = stuck and need help to get out and take 6 pts (max damage).
For looking over a wall, it may not require a die roll. For instance, the GM can rule that if you are SIZ 80+, you can automatically see over the wall; otherwise a Climb, Jump, or something similar is required to do so.



Q: Is it true that you gain SAN for attaining 90% or more in a skill ability?

A: Yes, but only during the investigator development phase. If you create an investigator already with a skill at 90% or more, you will not gain this SAN bonus.

Add 2d6 SAN for mastering a skill at 90%+. This represents an increase in self-esteem. See p.94 Keeper Rulebook, Skills of 90% or More.



Q (JN): My Investigators are too weak in key skills needed to forward the story or have a chance at improving that skill. They're realizing it's important to know how to drive a car so they can go the gun range or spend time in the library. Should I house rule ways to increase their skills?

A: There are many ways to address this. First, there's some misconception here. Skills should only be rolled when failure is important to the story. So, even though PCs didn't put points in Drive, they have the Drive skill at default, which means they can normally drive a car. They only need to roll when in a car chase or when trying to run someone over. Same for Own Language skill, you don't need to roll when speaking with someone. You only need to roll when trying to decipher some old text.

For inexperienced Players, I allow new PCs, after their very first session, to move skill points around from skills they've never used. This rarely happens as I do explain to new Players what skills are normally used.

As a GM, you can also allow failed rolls to succeed at a cost. Especially for key clues. See p.194 Keeper Rulebook, Rolling Dice, Dice Rule 3: Losing a roll doesn't necessarily mean failing a goal.

For between sessions, there is training. See p.98 Keeper Rulebook, Training. So, no house rule is needed.



Q: If a Player switches skills after a failure is it a Pushed roll? For example a PC tries Charm and then switches to Persuade?

A: If the goal is still the same, such as gaining info or a clue, any switch in tactics or rerolls are Pushed rolls.

For social skills: Intimidate, Charm, Persuade, Fast Talk. Any switch in tactics or rerolls are Pushed rolls, even by a different PC. This prevents Players from doing the following: PC 1 tries Charm, failed. PC 2 tries Fast Talk, failed. PC 3 tries Persuade, failed. PC 4 tries Intimidate, failed. Then PC with highest social skill tries a Pushed roll. Yeah, this is an extreme example, but I think you get why this shouldn't be allowed.

I consider any re-try even with a different social skill a Pushed roll because it's really fishy if someone tried to Charm you to get past the door, then moments later, either the same person or their friend tries to Fast Talk through the door. I tell the players that if you do that, that's a Push and if you fail, the doorman gets pissed off and decides to teach you a lesson. e.g. it'll be a combat situation. Of course, if they beat him down, they'll get past him.

As an aside, if you fail a Locksmith (lock pick) and then kick the door in, the STR test for kicking in the door is NOT a Pushed roll as the consequence is that it's noisy and obvious someone broke in. And the original point of trying Locksmith was to quietly and unobtrusively get through the door.



Q: I have a Pulp Talent that automatically gives me a bonus die. "No tick is earned if the roll used a bonus die." See p.94 Keeper Rulebook, Rewards of Experience: The Investigator Development Phase. Does that mean I'll never improve that skill?

A: Yeah, that doesn't seem fair. So, I recommend using different colored dice for the bonus die or dice. And if the original skill roll would have succeeded (without the bonus dice), then that skill earns a tick mark. Furthermore, if penalty dice are used, you must pass the skill check using the penalty dice to get a check mark.



Q: PCs are using Library Use and they fail their rolls. What should I do?

A: If it is a core clue, give them the clue anyway, but rule that this took all their time and they can't research anything else that day. They have to come back the next day to research something else.

If the clue isn't really important, then you can just tell them they find nothing. PCs can also push the Library Use by staying past the closing time, stealing books, breaking into the restricted stacks, etc. Some pushed failures may lead to arrest, being banned from the library, or discovering that the needed pages are indeed missing.



Q: During the Investigator Development Phase, can you increase your skill over 100%?

A: Yes. If you roll above your current skill or roll 96+, increase that skill by 1d10. See p.94 Keeper Rulebook, Rewards of Experience: The Investigator Development Phase, second column.

Also having your skill over 100% doesn't mean you are infallible. It does mean you can still fumble by rolling 100 and during an opposed roll, you can still roll a worse success than your opponent.



Q (MW): What's the difference between Acting and Disguise? They seem interchangeable.

A: I would think this matters more based on the PC's profession. A stage actor would have Acting skill. A spy would have Disguise skill. A stage actor might be really good at delivering Shakespeare lines or pretending to be a Star Ship Captain, and in a pinch pretend to be a homeless bum staking out a suspect. A spy would be able to look like a homeless bum during a stake out, change to a respectable businessman in a suit, turn into a woman/man on a short notice, but won't be able to dazzle a crowd with a rousing speech.



Q: If I don't have Cthulhu Mythos can I roll Occult instead? And if that works, why do I need Cthulhu Mythos?

A: Here's the Q&A for Occult vs Cthulhu Mythos skill. If TLDR, it's up to the GM. Generally, no. But if the GM is being nice, maybe an extreme Occult success might give a hint of the truth.



Q (JV): When a scenario says something along the lines of "A successful Psychology roll during their meeting reveals that Hattie is hiding something from the investigator." is the keeper supposed to tell the investigator to make a Psychology roll or is it only for if the investigator specifically says they want to make a psychology roll?

A (MH): I treat some skills as Passive (always happening), so the PCs always get to roll dice. Those skills are: Psychology, Listen, and Spot Hidden (you see something odd vs tossing the place which would be an Active Spot Hidden). If there's some sort of clue or danger, I'd say, "Those in the room roll xyz." Sometimes it's a clue, sometimes it's someone sneaking up on them as a precursor to an attack.

But I don't use Psychology as a 100% lie detector (unless they get a Crit or Extreme success), otherwise you can say, "Hattie seems nervous, she doesn't seem entirely truthful or she's worried about something." Then the PCs need to do a follow up with a social skill.



Q (JV): Many of the scenarios start out needing to gather clues from various establishments: libraries, city hall, courthouse, Miskatonic U library, local newspaper archives, historical society, social/business clubs, etc.

How do you have it so the beginning of every scenario doesn't devolve into the investigators going to 20 or 40 different (but somewhat similar) locations to track down clues?

But also it feels like it would be pointless if you always just give all the clues to the investigators at the first place they stop. Plus some of the clues just wouldn't make any sense as to why you'd find them at a certain place.

How do you balance these extremes?

A (MH): For Library Use, I let every PC do research, but I ask what the topic is. If they roll well, I may give them an unrelated clue (to that topic) they just happen to run across. This takes time. A failed roll means that they spent all day looking up stuff and didn't find anything (or just the core clue). They'll have to return the next day to do more research (or go to a different establishment). 

Reduce the number of research locations or just assume the PCs split up and go to different locations based on the topic they choose. If they're looking up birth records, they have to go to City Hall. Newspapers in the library archives or a newspaper's archives. Deed or property info, City Hall. Membership records, the specific club. Just assume the PCs know which location to go to and just have them roll Library Use based on the topic they're looking up. Don't bother with asking them where they're going to.

Generally getting all the clues isn't an issue. Even with all the clues, they'll have to figure what's really going on, unless your clues spells everything out (hopefully not). If the scenario is designed properly, the clues they find would only be for Act 1, when they're in Act 1. Act 2 clues won't be unlocked until they understand what else to research or go to a different location (Act 2).

Now, if you want to make Library Use more exciting, you can do the following, but sparingly: 
Library Use or That was Boring.



Q (TJ): If you increase your EDU with an Improvement Check, from 80 to 88 for instance, does your "Language Own" skill increase accordingly?

A (MH): EDU can't increase. There is no Improvement check for characteristics after character generation. If you are talking about during character generation, then you increase your Characteristics before you set your defaults in skills and add skill pts. So, yes, your default Language Own increases to EDU during character generation.



Q: What if your PC ages up to the next age group during a game?

A (MH): I assume if it's unnatural aging, you get the physical penalties (or growth), but not any mental increases. If the game skips years (e.g. 10 years between chapters of a campaign), then I'd say allow the EDU improvement from life experience. If the PC is going through numerous scenarios, then I'd skip the aging part as the scenarios does the wear and tear on the physical and mental reserves of the PC. And check marks from scenarios is how the PC grows in skills. Also between scenarios, if this is an ongoing campaign, PCs can take classes, hobbies, etc which will add skill pts which will in effect be an EDU increase (life of hard knocks and formal training whether from school or work), though it won't be reflected in the EDU score. In my experience this never comes into play as most PCs die within a year or two especially in a long campaign. Either they'll die or they'll make it to the end and that's the end of the series and the PC is retired.



Q (P): I am a life long nerd who has studied math, physics, and chemistry at the college level. I play an uneducated character. When we get evidence while mystery solving, all players are spitballing ideas around the table trying to figure it out and where to go next. We got some chemical evidence recently which involves rather basic stuff, even for 1920s standards, and I know what they are but my street-smart character didn't have school or even public TV programs. I doubt he knows an acid cancels a base, even if he's had alka seltzer for a hangover; he doesn't know what it is doing.

How do you handle this type of thing when it happens to you? I want to suggest things based on my real knowledge because I want to solve the case. Do you offer your real world suggestion to the Professor character in your party and pretend he came up with it? Do you keep mum and maybe miss out on this big clue? Do you whisper to the GM that the scientist should make a knowledge roll?

I like role playing but when your real life specific knowledge set comes up, how do you "suppress" it? I could see this applying to any specific study: literature, military tactics, culinary, history, etc.
 
A (MH): The issue is if you decide to roll Chemistry skill, the base chance of success is 1%. So, even saying, I have an idea, but can I roll to see if my PC thinks of it is a non-starter.

You can play ignorant, but if you can come up with some in-period example that your character can reasonably come up with that would work, I'd do it. e.g. your hobo character says, "I remember one time when Gus got this battery acid all over him and Jimmy, who's real smart, dumped a box of baking soda on him, and that stopped the burning. Don't know how that works, but do you think this is somehow related?"

This is a legit way of roleplaying. You stay in character and help resolve the mystery.



Q (S): As a GM, how do you decide whether to add a Penalty die or make it a Hard difficulty roll?

A (MH): Set the Difficulty Level first, depending on the difficulty of the obstacle (see below). Then every adjustment after that would be bonus/penalty dice.

For example, lockpicking a lock. Is it just a normal door lock? A wall safe? A bank vault? The type determines the Difficulty level.

p.82 Keeper Rulebook, Determining the Difficulty Level tells you a task is only Hard if it challenges a professional. Extreme only if it challenges an expert or is on the edge of humanly possible. So, this doesn't change. The Difficulty Level is set when the obstacle is created. Such as a hardened lock (Hard), a bank vault door (Extreme), a NPC that is Hard to convince (p.83 Keeper Rulebook, based on the opponent's skill).

p.112 Keeper Rulebook, Firearms. The Difficulty Level is set based on Range. Then p.113 Keeper Rulebook, All Firearm Adjustment Modifiers (Aiming, Multiple shots, Point-Blank, etc.) are bonus and penalty dice. Once the Difficulty Level is set (based on range and it normally is Regular difficulty), penalty/bonus dice are added afterwards based on situational modifiers. The only special rule is p.116 Automatic Fire, "If this would incur 3 penalty dice, stick with 2 and raise the difficulty level by one step." So there's a max of 2 penalty dice, once that is reached, raise the difficulty level instead. It is interesting that Point-Blank (which is a Range) adds a bonus die, but I assume that's because there's no Easy difficulty level.



Q (GG): How do PCs increase their characteristics? If the answer is "they can't," I will find that very unsatisfying-- after all, in real life, anyone can increase their strength substantially just by going to the gym every day for a few months!

A (MH): Characteristics (stats) don't mean much in CoC, they're mainly there for their initial occupation skill % allocations. The only time it's consistently used is the Build Damage Bonus (DB) for Fighting (Brawl). Even if you increase DEX, your dodge won't go up, it'll be easier to train in the Dodge skill instead. So, you could spend time doing body building and if you increase the right stats, your Build might go up. We only use the stats in the game if the PC didn't have a specific skill, then we might say, roll DEX or (half DEX) to see if you succeed. The only time stats are used are mainly for saving throws, such as CON or (half CON), or STR for lifting something big. In my campaigns, I do let PCs train in skills and get a "check mark" for improvements.

I would let you do STR training, but the gain would be the same process. STR training requires continuous upkeep. Look at Arnie, he's shrunk even though he still trains, but not as hard, so even if you increase your STR, it will decrease over time unless you do upkeep.

For normal training, I'd go with p.98 Keeper Rulebook, Training. Notice most training requires 4 months of dedicated training.

For long cruises or travel, PCs want to read books or train in skeet shooting or a foreign language. Most of the time, I require a POW check to see if they have the will power to continue training while seduced by free food and entertainment. If they succeed, then they get a check mark on that skill for improvement.

In my Miskatonic University campaign, I did the following, since students started with low EDU and less occupation skill % allocations:

Figure out your semester's classes. 3 semesters a year (Fall, Spring, Summer).

A full class schedule for Fall and Spring includes:

  • 4 Classes.
  • 1 Varsity Sport or Other Activity.
  • 1 Optional Additional Activity.

After completing a class each semester:

  • Skill Gain: Roll 1d10, add this to a skill related to your course work as long as that skill is below 70% for undergraduates, 90% for graduate work.

For more details go here: https://sites.google.com/view/miskatonic-university/home/classes 




Q (GDH): Credit Rating (CR), Spending Level, Cash, Assets. Do you use CR to buy things? Luck to see if it's available? EDU or INT to see where to buy something?

A (MH): p.46 Keeper Rulebook, Cash and Assets explains pretty clearly what they are and how they are used. p.61 Keeper Rulebook, Credit Rating explains what CR is. p.95 Keeper Rulebook, Credit Rating and Investigator Expenditure explains more about CR and its use.

TL;DR. CR is used to influence someone such as getting invited to a social event or using your social status to impress someone. It's not a skill to roll against to buy something. Most people know where to go buy something, so there's no roll for that unless you're looking for something unusual or illegal. For those cases, I might make them roleplay that. I look at their Spending Level for what's normally available such as buying a meal or renting a room; this only becomes an issue if the PC is poor. Most PCs can afford normal items and know where to purchase things. But when they say, I want to hire an armored car, hire 20 thugs, buy a case of dynamite, then I look at Spending Level and Cash. Worse case is they sell some Assets which may affect their CR, but that takes time. Also if they're out in nowhere, they'll have to depend on their cash on hand, maybe there's no Western Union out there to wire a bank to give them money. Most people won't take a personal check from a stranger.

If the item they want is very unlikely, then I'd just say it's not available. If it might be available such as dynamite in a mom and pop rural grocery store (for clearing stumps or dynamite fishing), then I might ask for a Luck roll. If they're looking for a Tommy gun, the answer is no. A shovel, yes.



Q (DV): Question regarding strength or power checks vs an inanimate object like a door or a ward. 

If a doorway is empowered by a ward that is supposed to stop demons from entering through it and has a POW of 80 and requires a Hard power roll to bypass. How does the demon roll to get past this ward. For fun let’s say the demon has a power of 100.

A (AM): Demon rolls a Hard POW roll, so in this case hard would be 50%.

Q (DV): But then why does the POW of the ward matter?

A (MH): They pre-calculated it for you, see p.83 Keeper Rulebook. If door had POW 90+, you'd need an Extreme success; POW 50+, Hard success; POW 49 or less, Regular success.

They gave you the POW in case multiple things are working together to break through the door. See p.88 Keeper Rulebook, Physical Human Limits on how cooperating entities can work together and break through a door. If multiple entities were trying to break through, subtract the weakest entity's POW from door's POW. Then figure out if strongest demon still needs a Hard success or a Regular success.




Other Q&A:

Other posts of interest:

Sunday, August 09, 2020

Morgan's GenCon Online 2020

GenCon Online 2020 was held July 30 - Aug 2, 2020. Due to Covid concerns, GenCon was not held in Indianapolis, but online. GenCon did not collect any badge fees, but kept their pay to play model for games.

That said, I really like this new model. Pelgrane Press charged $2 per seat for 4 hour games. Chaosium charged $6 per seat for 5 hour games, but gave each attendee $3 in online store credit. GenCon took a percent of the proceeds. One of my friends played in 8 games and paid only $18. Much cheaper than purchasing a badge, about $100.

I'm hoping my local conventions turn to this model if they turn into online conventions.

I ran "Four Hours to Reno" 3 times for Chaosium and watched a fair number of seminars.

Though a number of my sessions were back-to-back, I was able to get to my games on time since I didn't have to physically rush to my game table.

My game table on Roll20.net for Four Hours to Reno

Seminars

Presenters used YouTube live, FB Live, and Twitch. From my experience, Twitch was the best platform. FB Live was very flaky. After GenCon, some seminars got published on YouTube.

I found that it was best to signup for all seminars you're interested in because only then would you get a link to the presentation and all the platforms let you view the presentation later. e.g. if you were late, you could rewind and watch it from the beginning. Without the link, you'd have difficulty finding the seminar. Some videos you'll need to fast forward past a bit of dead start time.

I watched more than the ones listed below, but left out the ones I disliked. Some were light in content or were just a sales pitch for their product.



Japanese Stories and History by Laura Baugh

Both of these are highly recommended.

Storytime from Japanese History (video): https://www.twitch.tv/videos/695415092
Japanese Folklore and Mythology (video): https://www.twitch.tv/videos/69532011



NSDM (The National Security Decision Making Game)

Global Hotspots was the most interesting talk.

Global Hotspots 2020 (video): https://youtu.be/8ClaoGTUkik
Intersection of Cyber War and Statecraft (video): https://youtu.be/j3_ZxgtnvFA
Data and Power (video): https://youtu.be/cKeOdu5FUAg



Pelgrane Press

World Design is highly recommended, but not from GenCon nor Pelgrane.
World Design Masterclass by Ken Hite (video): https://youtu.be/_de2hRRyf34

Horror Roleplaying Masterclass (video): https://www.twitch.tv/videos/697699260
Investigative Roleplaying Masterclass (video): https://www.twitch.tv/videos/697390586
Swords of the Serpentine (video): https://www.twitch.tv/videos/696305224
Yellow King RPG (video): https://www.twitch.tv/videos/696554480
Drama System Masterclass (video): https://www.twitch.tv/videos/698215714



Sunday, June 14, 2020

Call of Cthulhu 7th Ed - Magic Q&A


In Call of Cthulhu (CoC) 7th Edition, Magic is pretty straight forward, especially with the Summary of Magic Rules on page 419 Keeper Rulebook. But some rules are hidden in the text or are confusing due to wording.



Q: Do you tell the Players how many Magic Points (MP) are required for a spell?

A: No, not initially. But in the spell ritual, there will probably be hints as to how much it might be. An example would be "Ye Spell may cause tiredness and if caster is unhealthy, a nose bleed." or "Ritual Circle participants may faint and in extreme cases die depending on how many hours of chanting and dancing continues." For minor spells, after a successful casting, I would tell the Player how much it would cost. For major rituals used to mainly banish a major Big Bad Guy, I would ask each Player to write down how many MPs they are spending and hand it to me in secret. Then I would add it up and see if they reach the required amount of spend. Remember, you can spend all your MP and overspend, by spending HP in addition to MP. When you overspend, I would describe the physical effects of the HP spend such as a nose bleed, dehydration, burst blood vessels, shriveling like a raisin, or even death by turning into dust. If the ritual is long (over several hours), I may allow additional MP / HP spends to complete the ritual. e.g. their first group spend wasn't enough. I would hint that something might be happening, but maybe the spell is failing and ask them if they want to spend more.



Q: When PCs find a tome and inside it is a spell and they decide to cast it. How much about the spell do they know and what does it do? Do they cast it to find out what it does? How vague or specific are you about what the spell does?

A: It depends on how thorough the tome is and if the PC skimmed the tome (Initial Reading) vs Full Reading. If you did a full reading and it's not a fragment of a tome, you'd think the spell is in there with some context. So, there are enough clues to figure out what the spell does. "Bringing a corpse back to life" might mean: zombie, reanimation, resurrection, possession by evil spirit (a la Evil Dead). Who knows? Undesired side-effects? Possibly. If it's an old tome with notes in the margin, there might be additional clues as to what the spell does and possible side-effects.

But if it's a fragmentary manuscript and a skimmed reading and a "go for it" casting of the spell, then the results could be even worse. It'll be a GM potluck.



Q: A Tome takes 20 weeks to read, but there's no time in the scenario to that, so what's the use of the book?

A: You can skim the book (Initial Reading). So, you're basically flipping through the book and reading various chapter headings and maybe the first paragraph of each chapter. Also noting if there are diagrams (most likely spells). Then going back and deciphering the potential spells. (p.176 & p.419 Keeper Rulebook, "Learning a spell from a Mythos book.") This requires typically 2d6 weeks (or shorter depending on the scenario's needs) and an optional Hard INT roll (also depends on the scenario's needs).



Q: Why would I Push the initial casting of a spell?

A: If you fail your initial casting of a spell, you can either Push the casting or relearn the spell. Relearning the spell requires pouring over the ritual trying to make head and tails of it and figuring out what you did wrong (taking on avg 2 weeks, p.176 Keeper Rulebook, Learning a Spell from a Mythos Book.) In emergency situations, you may not have the luxury of doing that and you would want to Push the spell. The consequences of failing a Pushed Casting Roll may not be too bad. See p.178 Keeper Rulebook, Failing a Pushed Casting Roll.



Q: Learning how to cast a spell is really hard. What if we really want to succeed in casting it?

A: Once you've successfully cast a spell, you can cast it later without having to make any rolls, other than any spell targeting requirements (p.177-178 Keeper Rulebook, Casting Spells.) So, if there is time, it would benefit the PCs if they learn the spell beforehand and do a successful casting in a non-stress situation first.

Or if push comes to shove, you can Push the casting and immediately try again, but the consequences could be terrible. See p.178 Keeper Rulebook, Failing a Pushed Casting Roll.



Q: Does POW regenerate?

A: POW does not regenerate, but there are 2 ways to gain it:

1. When you roll 01 on a Luck roll, roll % and if above POW, gain 1d10 in POW
(p.179 Keeper Rulebook, How Sorcerers Get That Way.)
 
2. After casting a spell requiring a POW vs POW contest and winning it, roll % and if above POW, gain 1d10 in POW (p.419 Keeper Rulebook, Increasing POW or p.179 Keeper Rulebook, How Sorcerers Get That Way.)
 
This is similar to a skill check improvement at end of chapter or scenario, but you roll against your POW and need to fail.



Q: In Tomes of Eldritch Lore, under Cthulhu Mythos, what are the +A/+B percentiles?

A: Cthulhu Mythos: +Initial Reading % / +Full Reading %
Cthulhu Mythos: CMI / CMF



Q: If your Cthulhu Mythos skill is greater than any Tome's Mythos Rating, does it mean you can't get any Mythos skill out of it?

A: Even if your Cthulhu Mythos is above a book's Mythos Rating, you still gain Cthulhu Mythos out of it, but it'll be the CMI value. See p.174 (bottom) - 175 (top) Keeper Rulebook. You can always reread a Mythos Tome, but remember the time to read doubles each time you do so.



Q: Can I use a Mythos Tome as reference material?

A: Yes. The Mythos Rating is the percent chance that a Tome contains useful specific information, but this requires a full study beforehand. And you must keep track of what was looked up before for consistency's sake. See p.175 Keeper Rulebook, Mythos Rating -- Books as References.

This also explains why Cultists and Wizards have a library of occult books and why they continually study and reference them.

In my longer campaigns, such as Masks or HotOE, the PCs kept tomes they found in their luggage, so they can read them during long ocean voyages or to do research. I had a 3x5 card for each book, like an old fashion library checkout card, and kept track as to who read them, who's reading it, reading start date/end date, and what's in each book. This also keeps track as to who has done the Initial Reading and/or a Full Reading of that book. Also some PCs only had time to read a portion of a book before returning it, so this keeps track of how much of the book they've read if they plan on finishing it in the future.



Q (CB): An investigator has read, and is in possession of 4 Mythos tomes. They want to use the Mythos Rating to research that weird thing they saw. Each takes 1d4 hours. If they are willing to spend the time, do they get 4 attempts (at differing ratings of course)?

A (MH): I’d let each investigator take a different book and give it a try. Otherwise that one PC would be just researching while the other PCs are doing other stuff, pretty boring for that one Player.

But from the question, I assume only one PC has fully read all the books. In that case, I'd say it depends on how nice the GM is. Depends on which books and what they're looking up. For instance, if they're trying to find info about Deep Ones, well a book on the Andes or Tibet will have 0% chance of having info on Deep Ones. Also remember if they tried to look up specific info about the Mythos and it failed, that book contains no info about that topic, you should keep track as to what the book contains or doesn't contain.

Also the info found maybe as clear or obscure as the GM wants. i.e. some info, but not so much it breaks the scenario.

I may also claim that if your Cthulhu Mythos is above the book's Mythos Rating, you know more than the book and there's no point in using the book unless they want to Push and risk SAN loss.

A (RS): I'd streamline the process by giving one roll for the specific research across tomes. If the information is necessary for the investigators to have, give them the information no matter what, but make it take longer if they fail (automatically make each die roll four hours, or add more D4 hours to the time), or minimize the study time on an Extreme success.



Q: Can you dodge or fight back against a spell?

A: No, unless there's some combat component, such as touching your target.



Q (ED): For reading mythos tomes, does the sanity loss apply after an initial reading or after a full study?

(MH): Both. You lose SAN both times and any additional times you read it. See p.419 Keeper Rulebook for summary of rules. Also note when it says Roll for Sanity loss, it means roll for the amount for San loss, not roll for a SAN save. SAN loss is automatic when reading tomes.



Q: During full study of a Mythos tome, if your Cthulhu Mythos is already greater than (or equal to) the tome's Mythos rating, do you gain CMI or CMF/2?

A: CMI. See p.175 Keeper Rulebook, Full Study. It explicitly states CMI.

But on p.419 Keeper Rulebook, Full study of tome, it states CMF/2. I think this is how CMI / CMF were initially created. On most, but not all tomes, CMI = CMF/2 (rounded down). See p.237-239 Keeper Rulebook, Table XI: Mythos Tomes.

For consistency and simplicity, I'd just use the pre-calculated CMI.



Q (JO): Can PCs "cheat" by recording a ritual chant on a Dictaphone and play it, so they're free to do other actions?

(MH): Most rituals require intention and a spend of POW, MP, and/or SAN to complete. Without those components, it probably won't work. If the ritual doesn't require a spend of those things or if you, as GM, allow the recording, but the spend of points is channeled through the PCs anyway, then it might work.

If you do allow it, a wax cylinder has a very short play time (3 minutes max) and a creature can throw things or make the floor shake that can disrupt the Dictaphone player. So, PCs have traded one thing for another. Not a get out of jail free card. Also a Dictaphone has a lousy speaker (a horn) and isn’t very loud, so maybe it only works in a specific direction or to a limited extent. Or not at all. Also repeated play wears the wax cylinder down.

https://en.wikipedia.org/wiki/Phonograph



Q (ZE): How do you approach telling players about Mythos Tomes. When a player finds a tome, should the keeper tell them its statistics (Cthulhu Mythos Points gained, sanity loss, time of study) before they attempt to read it, or should this information be hidden until the players make an attempt at studying it?

A (MH): I keep it hidden until they can reasonably figure it out.

That's what Initial Reading is for. Those books don't have blurbs on them. You gotta dive in the deep end to find out. I don't disclose the stats until they've taken the SAN loss and gotten their Cthulhu Mythos pts. I generally won't disclose the Full Reading pts either, but most of them are about double the Initial Reading Mythos pts.

For spells, I disclose whether there are spells in it after an Initial reading. I do expect spells to have diagrams and such, so even without an Initial reading, you can tell there are spells in them. You should also obfuscate the spell names. The Grand Grimoire has optional names. I also don't give out what the spells does, but give a general idea of what it might do (sometimes incorrectly or hide its possible side effects).



Q: How do you spot spells in Mythos Tomes?

A: There are always sigils to be drawn somewhere (on paper, on a surface, on a body part), hand movements and gestures, ingredients (herbs, incense, liquids, bodily fluids), or summoning circles and such. I assume these will be illustrated, much like secret Kung Fu manuals. If you see an illustration, it's probably a spell. There's probably a title, probably in an old tongue and slightly obscure. What the spell does is probably obscure too unless there's marginalia by someone who tried casting it before. If it's translated, it might be easier to figure out unless it was translated from a partial manuscript.



Q (GMD): If an investigator casts a spell and fails the first time. They then push the roll and fail again taking the increased cost of the spell, but the spell still casts with the added side effect that comes along with it.

If the investigator wants to cast that spell again, do they do it regularly or do they have to go through the 'First time casting' process all over again?

A (MH): I'd say if they want to mis-cast it again, they won't need to roll, but they get the same side effect from the pushed roll. e.g. repeat the same mistakes they've done before. If they want to avoid the side effect, they'll need to relearn the spell and make another casting roll. See p.178 Keeper Rulebook, Failing a Pushed Casting Roll.



Q (TS): Does casting a spell that has a sanity cost of 1D6 cause temporary insanity on a roll of 5+? Also, does losing enough sanity through spell casting cause indefinite insanity?

A (MH): Yes and Yes. Mythos spells require understanding of Cthulhu Mythos Magic, so casting those spells pushes you to complete understanding. Some spells do not have a SAN cost. Some are considered Folk Magic, See p.13 the Grand Grimoire of Cthulhu Mythos Magic.

A (ENR): That's the cost of magic... and also why most villainous cultists are insane (0 Sanity).



Q (RH): Quick question on instantaneous spells. I know they are described in the book as working just like readied firearms, but my understanding is the readied firearm bonus applies for further rounds as long as said shooter is still shooting and isn’t doing anything fancy like running or obviously reloading.(i.e. it’s not just for the first shot).

Does that principle apply for instantaneous spells? In other words can a powerful sorcerer can keep the +50 Dex bonus if the caster keeps casting the instantaneous spells?

I assume if you wanted to switch from melee to an instantaneous spell you would need to do so on your usual turn order and cannot interrupt, in much the same way a player can’t just announce ”I’m pulling out my gun” in the middle of the round for a sudden +50 DEX.

A (MH): I think instantaneous spells are always ready. They’re just very quick to cast. You do not need to pull your spell gun out of your holster. See p.243 Keeper Rulebook, Casting Time and Spells in Combat.

You can only act once in each round. If you were fighting in combat and was acting at Dex in the initiative order, and wanted to cast a spell for the next round, you need to notify the GM that you are casting an instantaneous spell to go at Dex + 50 for the next round. If you changed your mind in the middle of combat before you acted, I'd leave that up to the GM to decide. Most likely you'd go in Dex order, you cannot suddenly cast a spell as an interrupt before the creature hits you, by claiming that a instantaneous spell goes at Dex + 50 and before the creature goes, this seems like cheating.

Another example, if you initially said you were going to cast an instantaneous spell and then changed your mind and decided to fight in combat, your initiative should drop down to Dex before you can act. e.g. you cannot fight at Dex + 50. I guess if your choice was to shoot a gun already in your hand or cast an instantaneous spell you can do either at Dex + 50. The only edge case is if the spell requires a hand gesture that uses your dominate hand, then you'd have to decide beforehand. And if you change your mind, you'll have to drop down to Dex before you can act because you'll either have to holster your gun or draw it before you can act. Most spells don't have this much detail, so it'll probably never come up in a game.



Q (U): Some spells have a Sanity Cost in the book. I think this is something that happens each time you cast the spell and is not a cost for learning it? If that's correct, then is there a Sanity save roll each time you cast the spell and you lose that much if you fail it? Or is it automatic.

A (MH): You are correct, the Cost listed for the spell is for casting the spell, not for learning it.

Reading books and spell casting are voluntary, so the SAN loss is automatic. There is no Sanity save roll. Best way to check this is if you see something like 0/1d6 that is an indication there is a Sanity save roll and the resulting SAN loss for succeeding/failing the roll. If you only see 1d6, then there is no Sanity save roll, and the loss is automatic.



Q (M): Do spells that cause you to lose 5+ SAN points automatically drive you crazy and in addition to not being able to be cast, they had better not even publish them?

A (MH): Spells that cost you SAN will eventually drive your SAN to zero and thus permanently insane.  Once you've successfully cast a spell, you can always cast it in the future at 100% chance success. If a spell costs 5+ points SAN, have the PC roll the INT roll after the spell goes off to see if they go temporary insane (p.178 Keeper Rulebook, see sidebar example). Also once your SAN goes to 0, you basically have infinite negative SAN. Insane cultists (0 SAN) can cast spells without SAN cost. (p.177 Keeper Rulebook, Casting Spells, Having no Sanity points does not prohibit spells from being cast—if it did, there would be no cultists.)

Why would someone rational write these spells down? Well, maybe they wrote it down during a bout of madness? Or a mad cultist wrote it down because their god told them to. Or the spell worked and it's worth using in an emergency to save the world -- again.

You have to remember that in CoC, Insanity is not your DSM definition or causes. Insanity is understanding Cthulhu Mythos hyper-reality and hyper-geometry. Cultists have 0 SAN because They Understand the Unknown and Unknowable.



Q (TDK): I bought The Grand Grimoire of Cthulhu Mythos Magic from Chaosium, and it talks about the different phases of the Moon having the potential to enhance certain types of spells.

Could someone tell me how they handle lunar calendars or Moon phases in their games? I'm tempted to use that idea, but it seems too complicated for me.


If PCs ask what phase of the moon is in, I look it up. As most rituals happen either at New or Full Moon, I use that as a ticking clock for the PCs if they bring this up.




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