Saturday, April 27, 2024

Prep for Running CoC (or other games)


I'm the Forever GM. I've been GMing games since starting with D&D (white box edition, heavily homebrewed) since the mid-1970s. We did dungeon crawls and were murderhobos. During that time, we tried d6 Star Wars, Paranoia, James Bond, Space 1889, Shadowrun, Stalking the Night Fantastic, etc. It was only after college that I got into more of the storytelling aspects of roleplaying (by playing Vampire and GURPS). I only started to intensively run CoC in 2011. My gaming style has evolved from combat based (random combat encounters) to more story based (coming up with clue trails, clue details, NPC motivations, plot twists, etc. on the fly).

Anyway, I'm seeing a number of people who've never GMed asking how to prep for a game.

Here are my steps (do steps 1 to 6 days earlier and those steps takes about 4+ hours):

  1. Read it quickly (you can skim or speed read it) just to understand what's going on, to understand the story. Most CoC scenarios has a What's Going On section (Keeper Info, Overview, Background) at the beginning of the scenario spelling out exactly what has happened. Don't worry about stats, mechanics, or spells, just read it for the plot. The reason you need to know the plot is because this lets you improvise clues and clue trails that makes sense during play. If you don't know the plot, then you might create conflicting clues that'll confuse your Players.

  2. Cut-n-paste handouts (either copier for in-person, or screen shots if running online). Read them also because they sometimes contain info not in the scenario text. I've been blindsided a few times when a Player asked about something that was in a handout I didn't know about. In most published scenarios, copies of the handouts are also at the end of the scenario or in the appendix in the back of the book.

  3. Google pictures for additional handouts. Note what is missing in above step. You'll generally notice you're missing a NPC portrait, a location map, picture of a landmark, or period objects that you're not familiar with.

  4. Have pre-gens (pre-generated PCs) ready. I don't recommend having Players make PCs in their first game. Just provide more pre-gens than Players, so at least the last Player isn't left with no choices. Also maybe gift or reserve 100 skill pts that they can add to any skills they want (other than Cthulhu Mythos). An extra PC can also be used as a replacement PC if a PC dies early, unexpectedly; it's no fun to be at a convention and your PC dies 1 hour into the game and the GM tells you you can't play anymore. When I run high lethality games, especially at a convention, some systems (Godlike, Mörk Borg, Alien) are more lethal than others, I make sure there are plenty of backup PCs. If they are creating their own PCs, have them use www.dholeshouse.org. Some games, I use a spreadsheet when I create characters to make sure all skills needed for the scenario are covered and the PCs are balanced.

  5. Highlight a copy the scenario (hardcopy or digital, I hate writing in books). Read the scenario again carefully and use a highlighter on important bits. You can use different colors for GM info, stuff to read aloud, save throws, names, important aspects, etc. Create more handouts that you've missed on the first pass. This is also when you'll realize that parts of the scenario either doesn't make sense or is missing details and you'll have to modify the scenario or add additional details that fleshes it out.

  6. Create a single page bulleted outline of important stuff that must happen. Also add your own notes.

  7. Right before the game, I reread again to refresh my memory and add any additional highlights or handouts I missed. At a convention, I generally don't look at the scenario again (unless I have to), but use the single page bullet pointed outline.

  8. Have pencils, dice, character portraits, character sheets, maps, handouts ready for running. I don't like using a GM screen because it's a barrier between me and the Players. I also roll dice out in the open and don't fudge rolls, but I might fudge an opponent's HPs or skills in the Players' favor. If I have to hide info, I use a clipboard and make sure I have a cover sheet hiding the information. If I need a rulebook for various charts or tables, I use a sticky note as a bookmark for that page or a cropped screen shot if I'm running online. At conventions, I arrive early to pick my spot for all my stuff and rearrange the chairs if necessary. I then layout all my stuff.

  9. At conventions, where timing is important, I use a watch I can casually glance at to see what time it is and use it to compare to where the PCs are in the scenario, so I know whether to speed it up or slow down. I also have optional scenes I can throw in to lengthen the scenario if I'm running too fast, or know which scenes to drop if I'm running slow. I also don't unnecessarily lengthen a scenario, I'd rather end early than run out of time. I've been in games where the GM ran out of time and had to summarize the ending. The best part of most movies is the ending. How would you feel if instead of the climatic ending of a movie, you get a screen crawl summarizing the ending?

  10. Call for 10 min breaks when you're stuck, so you can think about stuff and for people to use the bathroom or get food. Do this a few hours in or at a natural stopping point. Most convention games have at least one break after 2 or 3 hours.

  11. For convention play or a one-shot (where  PCs don't come back), I always allow the Players to do an epilogue for their PCs, a short sentence or paragraph as to what happens to their PC after the scenario ends and how the events have affected them or their lives. This gives some closure for the PC.

  12. If you have to do more than one session because you didn't finish, try to stop at either a natural stopping point (after a reveal or end of combat) or a cliff hanger. Then schedule a follow-up session.

  13. You can ask for feedback on what the Players liked or disliked and what you can do better (this is more for games at home or with your own group, not at a convention). At a convention, there might be feedback forms that are handed into the convention runners, not to the GM. Comments might be forwarded anonymously to the GM.

  14. Pack up your stuff and leave the convention room as clean or cleaner than when you arrived.

Wednesday, April 10, 2024

Yellow King RPG (YKRPG) - Review

 


I tried The Yellow King RPG (YKRPG) in 2019 and finally got through all 4 books, mainly because I've been playtesting Cassilda's Song, a campaign for YKRPG.

I did a review of the Paris book here: QuickShock and Paris.

Chambers wrote The King in Yellow in 1895. He introduced the ideas of the two act play, The King in Yellow, the Yellow Sign, masks, and connections to Carcosa, spawning the a whole mythology about The King in Yellow. Since then, The King in Yellow has been associated with the themes of mental viral memes (not called that at that time), surrealism, and dreams.

Paris is set in 1895 Paris with the PCs being American art students studying abroad. It's the Belle Époque period with Absinthe, Cezanne, Debussy, Rodin, etc. In this golden age, Impressionism flourished. Could the mind bending effects of The King in Yellow intruding into Paris at this time be the cause? I love the setting.

The Wars is set in 1947 Europe during a delayed WWI. The PCs are French soldiers fighting with HG Wells-ian and Jules Verne-ian weapons. Trench warfare, tripod tanks, poisonous gas, ornithopters, wireless typewriters, and strange creatures from Carcosa stalk the PCs. It is a war between the daughters of The King in Yellow. Europe is their chessboard.

Aftermath is set in modern day America (with stunted growth, a mid-1970s feel) after one of the two daughters of The King in Yellow has won their war, but finally overthrown. Various factions fight for control of a new free America. Remnants of the previous rule dot the land such as Suicide Booths, leftover Carcosan entities and artifacts. The PCs are members of the resistance who suddenly found themselves part of the new world order. This setting is based on Chamber's short story: The Repairer of Reputations.

This is Normal Now is set in a parallel modern day America where The Wars and Aftermath didn't happen. But The King in Yellow is slowly permeating reality using modern technology such as memes, the internet, the dark web, Instagram influencers, killer apps, and SRIs (Safety-Related Incidents). SRIs are Carcosan creature attacks which people don't talk about. Facing the SRIs causes mental instability, so there are apps for dealing with this cognitive dissonance. PCs are normal people pulled into the weirdness.

I did find it odd that in This is Normal Now there is advice for running the other time periods and how to run a interwoven campaign. The chapters: The Alien Truth, GM Masterclass, and Entanglement should have been in the Paris book. I strongly recommend reading these before running any of the books. There is also recommendations for linking various PCs from each time period, I'm not sure that's really necessary. As a Player, I would prefer to choose which Investigative Kit (occupation) to take in each book vs having it be dictated based on my choice in Paris, but Aftermath and This is Normal Now are connected as parallel universes, and it does add a dimension to the game if the two PCs have the same name and similar occupations.

In trying to link all 4 books into one campaign, there's a time travel thread that can be used, but I didn't quite like it. Having time travelers go to 1895 Paris just seems really odd to me. A very 12 Monkeys thing. They do recommend other ways to link the four settings. I personally prefer odd historical coincidences and dream connections instead.

Each book gives you a different game. Paris feels like Trail of Cthulhu for the Belle Époque period. The Wars is for those who want war stories. Aftermath is for those who are interested in struggling political factions. This is Normal Now feels like Trail of Cthulhu for the internet age.

There are some design philosophy clunkiness that I have issues with, mainly the Fight system (p.54 Paris). The roleplaying comes to a screeching halt every time I bring out the Fight Tracker (p.241 Paris). I do like the Relative Challenge Table (p.47 Paris, p.24 The Wars, p.19 Aftermath, p.12 This is Normal Now) and the QuickShock cards (though there are too many of them and are unwieldy to use).

The main strengths of the game are the various settings (time period, location, equipment, creatures). They easily engage my imagination on how to bring elements in an interesting fashion to my Players.

Overall, I quite enjoyed the game and do recommend it.