Monday, December 13, 2021

Morgan's Dead of Winter 2021 Adventures



16 RPG games run over two days. Unfortunately, a few ran from 7pm to 1am, way past my bedtime. I found out the hard way that I'll suffer for the next couple of days if I did stay up past my bedtime. Tempting, but not worth it. So, I only signed up for games that ended by 11pm.
"A man's got to know his limitations." - Harry Callahan
I attended the Friday night Zoom party and stayed up way past my bed time, I think I didn't get to sleep till 1am. I normally go to bed by 10am. It was fun catching up with old friends who have a similar love for RPGs. I did suffer a little bit on Saturday.

There were some lively discussions about trigger warnings and whether we should approach RPGs as Art vs Entertainment. If it is truly Art, then we should push the envelope and Trigger Warnings are spoilers and counter productive, the artist should determine what is presented; audience beware. If it is Entertainment, then the audience's sensitivities should be taken into consideration. Verdict? There were strong opinions and no agreement was reached.

I personally feel that the audience must be taken into consideration and various efforts must be made to at least tell the participants what they will be in for, but without giving out spoilers. Certain expectations should be stated in the game description so that there aren't major unexpected, unpleasant surprises. I do think in story telling games, where the Players can make up anything, there is no reason to list the kitchen sink of warnings because the GM is not responsible for what other Players bring to the table, but it is part of the GM's responsibility to list the major themes and tone, and for table control if the game spirals way past what was expected.

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HOPE'S LAST DAY

Saturday, December 11, 2021, 11:05 AM-3:05 PM
GAME SYSTEM: ALIEN RPG
GENRE: SCI-FI HORROR
GM: MORGAN HUA
VARIATIONS: NONE
POWER LEVEL: SPACE TRUCKERS
NUMBER OF PLAYERS: 5 (Luke M, Michael R, Felipe M, Frank F, Honda C)
CHARACTERS PROVIDED: YES

TONE: PG-13. Alien body horror. Serious survival horror, joke references and dialog call backs to Alien movie franchise acceptable and expected. 

DESCRIPTION: Introductory scenario from the core book. It's 2 weeks before Ripley and the Colonial Marines arrive on Hadley's Hope for the movie Aliens. You are colonists terraforming Hadley's Hope. Rumors of an inspection team from corporate and one or two people infected by snake-like parasites swirl around Hadley's Hope. Your maintenance crew hoofs it back to the shake and bake colony after your transport breaks down.

I've run this 4 to 5 times and this is a great cinematic game. It delivers the Alien experience in spades. The outcome has been different every time and PC choices are always different and varied. I love this scenario.




MURDER, THE MUSICAL

Sunday, December 12, 2021, 11:00 AM-5:00 PM
GAME SYSTEM: MONSTER OF THE WEEK
GENRE: HORROR, ACTION, ROCK OPERA 
GM: BRYANNA HITCHCOCK
VARIATIONS: CUSTOM PLAYBOOKS
POWER LEVEL: NIGH IMMORTAL AVATARS OF VENGEANCE
NUMBER OF PLAYERS: 5-6 (Jason M, Dani L, Honda C, Travis S, Morgan Hua)
CHARACTERS PROVIDED: YES
TONE: Violent, Bloody, Satirical, Dunny
TAGS: Graphic violence, Supernatural horror, Helplessness, Dark humor

DESCRIPTION: Many music scenes are brutal, but nothing compares to Detroit where even murdering a whole band is on the table. The Ravens were ready to hit the big time, until the competition took them out in spectacular fashion. What the scene didn't expect is for The Ravens to launch a deadly comeback. It's the Crow meets The Warriors in a gothic, metal-infused showdown on the dark streets of the Motor City. (No singing required.)

This is Bry's take on one of Matt Steele's games based on The Crow. I had fun in this game, though I felt the pacing could have been amped up a little bit more in some spots (a minor quibble).




THE CELEBRATORY HUNT

Sunday, December 12, 2021, 7:05 PM-11:05 PM
GAME SYSTEM: KING ARTHUR PENDRAGON 5.2
GENRE: ARTHURIAN MYTHOLOGY
GM: SHANNON MAC
VARIATIONS: VERY MINOR
POWER LEVEL: ANTI-D&D
NUMBER OF PLAYERS: 4 (Aaron T, Marty C, Matt R, Morgan Hua)
CHARACTERS PROVIDED: YES
TONE: Mature themes but not gross themes. Pre-tabletop discussion.

DESCRIPTION: You are attending a celebratory feast for your friend, Squire Ruhn, who is soon to become a knight. A celebratory hunt will follow thereafter. 

Pendragon is a game focused on the high ideals amidst the brutality of a cruel world. As combat is "Cthulhu dangerous" it is recommended players find non-combat solutions as often as possible. This scenario will have some horror to it at the end. Surprise!

Introductory game to Pendragon. We got a good tour of the world and system. Shannon's depth of knowledge helped bring the world to life, though for me the description of some aspects went on for a bit too long (minor quibble as I know the system and world very well already). Going over the PCs and world took about one hour before the game started.

I did have fun though.


Friday, November 26, 2021

Cthulhu Campaigns - Run Times and Thoughts


Every once in while, someone asks what campaign to run. I did what a lot of other people did which was to do a google search and look at posts in Yog-sototh. Now, I've been running and playing in scenarios since 2011. I have to keep a spreadsheet of games I've run and played in because I've actually made the mistake of playing in a scenario I've already played in. I've run 98 scenarios/campaigns and I've played in 209 scenarios/campaigns.

Below I'll list campaigns (that are in print) that I've run or played in, with how many sessions it took to finish and commentary with spoilers hidden for GMs who want to know about a campaign before purchasing or running it.

Most of my gaming sessions are 3 hours long. Some groups play faster than others, so your mileage my vary, but you can use it as a yardstick for your own group.

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Long Campaigns - For dedicated Players willing to play for a year or longer and are ok with rolling up replacement characters.
1. Eternal Lies - 27 sessions
2. Masks of Nyarlathotep - 21 to 34 sessions
3. Horror on the Orient Express - 42 sessions
4. Beyond the Mountains of Madness - 20 sessions

Purist Campaigns
1. A Time to Harvest - 11 to 20 sessions
2. The Children of Fear - 7 to 10 sessions
3. Impossible Landscapes - 9 sessions
4. Tatters of the King - 15 sessions
5. Shadows of Yog-Sothoth - 15 sessions
6. Horror's Heart - 8 sessions
7. Unseen Masters - 6+ sessions

Pulp Campaigns
1. The Two-Headed Serpent - 11 to 14 sessions
2. A Cold Fire Within - 6 sessions
3. Shadows Over Stillwater - 5 sessions + 2 other scenarios
4. Terror From the Skies - 11 sessions

Collections (individual unlinked scenarios)
1. Keeper Rulebook - 2 scenarios set in 1920s
2. Doors to Darkness - 5 scenarios set in 1920s
3. Mansions of Madness: Vol 1 - 5 scenarios set in 1920s
4. Pulp Cthulhu - 4 scenarios set in 1930s
5. Petersen's Abominations - 5 modern scenarios
6. CoC Starter Set - 3 scenarios set in 1920s + 1 solo adventure
7. Missed Dues and Blackwater Creek - 2 scenarios set in 1920s included with the GM Screen.

Click on links to jump to comments on that campaign.



A Cold Fire Within (2019)

Call of Cthulhu 7th - Pulp Cthulhu
1935 - New York and Beyond
176 pages
Run twice: 6 sessions each time

PCs start in NYC looking for a missing person.

There's some interesting setting source material that can be used for other homebrew scenarios (the Beyond part).

Otherwise, not much bang for your buck though. I'm surprised that both runs of this only took six sessions.





A Time to Harvest (2021)

Call of Cthulhu 7th - Purist
1929 - Vermont, Miskatonic University, and Elsewhere
336 pages
Run twice: 20 & 11 sessions

You start off as students of Miskatonic University (MU) on a field trip to Vermont. What could go wrong?

I ran this when it was released as a monthly organized play. Each chapter was released monthly to create interest in CoC 7th edition. The first time I ran this, it took 20 sessions.

Maps of MU campus and floor plans of various school buildings are included.

I've used MU as home base for a series of scenarios, merging the info from this campaign and info from the Miskatonic University book. The scenario Crimson Letters (p.364 Keeper Rulebook) is also a good starting point for a MU series.

This is a nice solid campaign.




Beyond the Mountain of Madness (1999/2020)

Call of Cthulhu 6th - Purist
1933 - Antarctica
444 pages
Played once: 20 sessions

The PCs are planning and launching an expedition into Antarctica.

Originally published in 1999, republished in 2020, but still using CoC 6th edition rules. It hasn't been converted to CoC 7th edition yet.

Some people say this is the greatest CoC campaign ever. The realism of getting ready for an Antarctica expedition is unmatched. Those looking for action and adventure right away would be disappointed. We googled a lot of equipment and items to see what they were.

As a tie-in to At the Mountains of Madness, this is a good piece of work. The issue is if you've read At the Mountains of Madness, there are a lot of things that won't surprise you as a Player and you'll have to roleplay surprise for your PC. 

Definitely a different type of campaign compared to Masks or HotOE. There are mysteries and investigative trails tied to the goings on of the expedition.




The Children of Fear (2020)

Call of Cthulhu 7th - Purist
1923 - China, India, Tibet
416 pages
Run twice: 7 and 10 sessions

The PCs basically travel the Silk Road through China, India, and Tibet. They start at a slide show lecture in Peking and are sent on an adventure.

There is an incredible amount of history and descriptions of the areas the PCs travel through. This can be used as a source book.

This is not your standard CoC campaign where you travel to defeat a global conspiracy, fighting evil at every turn. If you expect this, you'll be disappointed.

When I ran this with a native Indian, she mentioned that the names weren't vetted. That some were "nonsense." Province and caste is all baked into each person's name. Each province also has a major religion. The names don't make sense to her as much as "The Compte de Oxford" would be nonsense to someone in the UK. She did say the background and religion info were well researched. 

More than once did my Players google information during play because they were so fascinated by what they encountered and wanted to learn more. One of the reasons we play games set in historical time periods is for the novelty and richness of the setting. Piquing a Player's interest enough to look up information out of the game is a high compliment.

I wouldn't run this as my first CoC campaign, but maybe after the Players have become jaded by the standard cookie cutter campaigns and scenarios they've gotten used to and need something new to kick them in the pants with.




Eternal Lies (2013)

Trail of Cthulhu (ToC)
1937 - Globetrotting
400 pages
Ran once: 27 sessions

The campaign starts with PCs asked by a wealthy heiress to investigate her father's past. In 1924, her father and his friends did some unspeakable things and she was asked to never ask about it nor look into it. Well, now it's 1937 and her father's dead and she wants to know what happened.

This sets off the PCs into a world spanning campaign to save the world.

My favorite long campaign. Yes, it's not Call of Cthulhu (CoC), but you can convert it here.

Why do I like this so much? Published in 2013, it follows the footsteps of Masks published in 1984. That's 30 years of RPG evolution applied to the grand daddy of epic CoC campaigns.

Masks of Nyarlathotep set the gold standard and this campaign improved upon it.




Horror on the Orient Express (1991/2020)

Call of Cthulhu 7th - Purist
1923 & other time periods - Europe along the Orient Express train line.
700 pages
Run once: 42 sessions

PCs start in London and wind up riding the Orient Express to Constantinople and having adventures in various cities enroute.

Originally published in 1991, converted into 7th edition in 2014, and reprinted as a 2 volume set in 2020.

Another classic campaign. The innovation of this campaign is that instead of handing out handouts, the Players play out the scenario described in the handout with pre-generated PCs. So, instead of reading a long boring handout, they play out the scenario as a flashback.

The 2014 conversion is a little bit spotty as the rules for time periods outside of 1920 weren't quite set in stone. Cthulhu Dark Ages, Cthulhu Invictus, and Cthulhu by Gaslight for CoC 7th edition weren't published yet. I found some issues, mostly on armor, when I ran the 2014 version.

If people want to speed through the campaign, they can just read the handouts without playing the flashbacks, but some of the best scenarios are the flashbacks. One of my favorites was the Gaslight scenario, The Blood Red Fez.

This campaign is definitely worth running or playing, but in my opinion, not as good as Eternal Lies or Masks. But hey, some people's favorite ice cream flavor is Chocolate and some Vanilla, but there's nothing wrong with Strawberry.

The 2020 printing recommended running Reign of Terror (sold separately) as a historical scenario option. Only Part 1 (of the 2 Parts) are relevant. I've played it (6 sessions) and run it (2 sessions). It has spoilers for the whole campaign and would probably be better if it was played after the campaign is completed.

Note: Minor issue with 2020 printing. The pdfs are fine, but some photos and maps in the print version have bad contrast and have turned up muddy and are hard to make out.

Note: Major issue with 2020 printing. This is the two hardback book set. The page numbers for each book are in sequential order, but the page cross references inside are unchanged from the 2014 multi-booklet set, so ALL of the page cross references inside are incorrect. For instance, Vol 1, p.95: "see the Gaslight on the Orient Express section on page 83." It's really on page 127. Use the table of contents or index instead.




Horror's Heart (1996)

Call of Cthulhu 5th - Purist
1923 - Montréal
84 pages
Played once: 8 sessions

PCs are invited to explore a newly discovered tomb in Montréal, Canada.

Sort of a weird scenario, what was going on kept me off balance, but I enjoyed it.




Impossible Landscapes (2021)

Delta Green
1995/2015 - New York City and Carcosa
368 pages
Run once: 9 sessions

PCs are sent to catalog the items in missing woman's apartment in NYC. Things then spiral out of control.

This is an amazing piece of work. It uses Dennis Detwiller's iconic art throughout. It looks like found art, excerpts from case files, handwritten notes on evidence by insane Agents, even handwritten corrections in the Index.

Reading this is like diving deep into the Rabbit Hole. You find layers upon layers upon layers. I doubt any Player would dig that deep, but if they did, the supporting material is there.

The campaign is 4 scenarios. One previously published, reworked and expanded, plus three new ones.

Even though there is lots of material here, the number of sessions is quite short. But because there's so much material, I think you can run this several times and uncover different parts of the campaign each time.

Though a short campaign with lots of pages, I still recommend this. 




Masks of Nyarlathotep (1984/2018)

Call of Cthulhu 7th - Purist/Pulp Cthulhu
1925 - Globetrotting
666 pages + handouts
Ran twice:
34 sessions using Masks of Nyarlathotep (2010, 4th Edition, 248 pages) in Purist mode.
21 sessions using Masks of Nyarlathotep (2010, 4th Edition) with Companion (2016, 729 pages) in medium Pulp mode.

PCs start in NYC to meet an old friend and are launched into a world spanning epic campaign.

This is the classic campaign published in 1984 and revised multiple times. Converted to CoC 7th edition in 2018 (666 pages), the 5th edition is updated and vastly expanded into two hefty volumes + printed handouts + slipcase.

The Masks of Nyarlathotep Companion (2016) expanded the the campaign with 4 additional scenarios and added in-depth info on every city, making each city almost another character in itself. This is now out of print.

I recommend running this in Pulp mode because of the lethality of the campaign. When I ran this in purist mode, I think over 25 PCs died. With medium pulp mode, I got around 10 deaths and 5 died at the very end after they saved the world because they wanted to explore one last place. I didn't like the Pulp Cthulhu insanity chart (too forgiving) and would recommend using the Purist chart in the Keeper Rulebook instead.

Masks 5th edition (2018), converted to CoC 7th edition, came out just as I finished running the campaign a second time. So, I haven't run the latest edition nor read it.

This is a classic campaign because of the set pieces and because of its scope.

Note: Minor issue with the 2018 printing. The pdfs are fine, but character portraits lack contrast and in the print version, a fair number of NPC thumbnail portraits are hard to make out, an almost indistinct dark blur.




Shadows of Yog-Sothoth (1982/2004)

Call of Cthulhu 6th - Purist
1928 - Globetrotting
176 pages
Played once: 15 sessions

PCs join Boston's Hermetic Order of the Silver Twilight, an exclusive fraternal organization. As the PCs go into deeper layers of the organization, they learn more of its secrets.

This was the first published CoC campaign, so it's a little rough around the edges. It was originally 74 pages including two bonus scenarios. The 2004 version has more than doubled the number of pages with more information and details.

I mainly remember exploring the Silver Twilight lodge and the climatic ending.

I enjoyed playing in this.




Shadows Over Stillwater (2019)

Call of Cthulhu 7th - Down Darker Trails
Late 1800s - New Mexico & Arizona USA
176 pages
Played once: 5 sessions (for the 3 linked scenarios)

The PCs arrive in Stillwater as outsiders.

There's actually five scenarios in this book and three combine to create the Shadows Over Stillwater campaign. It took 5 sessions to complete the campaign.

We didn't play the other two scenarios: Beneath the Burning Sun and Stonegarden, but PCs arrive as outsiders also.

So maybe 7-9 sessions for all the content.

The book included 4 towns: Stillwater, Santa Rosita, & Shade, NM; and Stonegarden, AZ. You can use them as templates for your own homegrown scenarios.

The campaign was ok, not bad, not great, just ok.




Tatters of the King (2006)

Call of Cthulhu 6th - Purist
1928 - mostly UK and Elsewhere
232 pages
Played once: 15 sessions

PCs start in London as their home base, but quickly go to Scotland to evaluate an asylum inmate as a favor.

Most of the campaign was set in various areas of the UK.

I enjoyed this campaign, and only remember the UK parts and the finale.




Terror From the Skies (2012)

Call of Cthulhu 6th - Purist
1929 - mostly UK
144 pages
Run once: 11 sessions

PCs go to a wedding in Shelborough, England and wind up in a race to save the world.

Though this was published as a purist campaign, after reading some reviews, I decided to run this with Pulp Cthulhu (medium pulp).

Reading through this, there are definitely some old school influences; various random unnecessary save throws that don't really add to the story. The campaign consists of 10 scenarios, all very short and I expect each to take one session.

I found a lot of issues with this campaign while running it. Luckily, for anybody running this, I've put extensive notes in the Spoilers section.

Overall, not a bad campaign.

Note: Minor issue with 2012 printing. Some pictures are really dark and hard to make out. Illustrations in the pdf are fine.




The Two-Headed Serpent (2017)

Call of Cthulhu 7th - Pulp Cthulhu
1933 - Globetrotting
272 pages
Run twice: 11 and 14 sessions

The PCs belong to The Caduceus Foundation, sort of a Doctors Without Borders non-profit organization. As they run various missions around the world for the organization, they begin to realize that their organization is more than it purports to be.

I really enjoyed this campaign and highly recommend it. I would go with Medium or High Pulp with this campaign. I allowed Gadgets/Weird Science and Psychic powers.




Unseen Masters (2001)

Call of Cthulhu 5th - Purist
Modern - mostly New York City & Rhode Island
216 pages
Run once: 6+ sessions

Three fairly long scenarios that make up a mini-campaign.
The Wild Hunt - 4 sessions.
The Truth Shall Set You Free - ? sessions.
Coming of Age - 2 sessions.

After reading this, I don't recommend this as a mini-campaign. The scenarios aren't really that related. The 1st scenario and part of the 3rd is fine as a standalone scenario, but the 2nd and 3rd recommend putting in other scenarios to pad out the timeframe, so they're better off as part of a longer campaign framework, not as connected scenarios.

There's also a lot of pop culture references in the scenarios, thinly veiled references to various movies, so it may be hard to tread on the thin line of homage, caricatures, and snickering humor; it can easily fall into farce and ruin the atmosphere for horror.