With the release of Call of Cthulhu (CoC) 7th Edition, there has been increased interest in people wanting to run CoC 7th Ed scenarios. The first time I ran a CoC game was in 1992 at DunDraCon16. The first time I ran a game at a convention was in 1988 at DunDraCon12. So, I've been a Game Master (GM) for a long, long time but GMing CoC intensively since 2011 when I started running Masks of Nyarlathotep (CoC 6th). Then running Etermal Lies (Trail of Cthulhu), recently Horror on the Orient Express (CoC 7th) and A Time to Harvest (CoC 7th).
A Time to Harvest was Chaosium's first Organized Play Campaign released in conjunction with CoC 7th. A monthly campaign released once a month for six months. It is now a published campaign.
It is running this for people new to CoC 7th that I found out that I had some wisdom to impart to newbies of both CoC 7th and CoC in general as a player and as a Keeper (GM in CoC-speak).
Setting Expectations
Most players are familiar with D&D and CoC isn't D&D. Thus, the first thing for newbies is The TALK:
Call of Cthulhu (CoC) is a way different game. It's about investigating and discovering mysteries. As your character survives, his/her skill points gets better (by some, but not a lot) which means the investigator gets better at finding clues, but hit points don't change, so it stays as deadly as when the character started. And when you get better at uncovering clues, you get to know more faster, and the more you know, the higher chance you uncover stuff you didn't want to see (like a kid picking up a rock and creepy things scuttling away) and the faster you go insane. So, CoC is a death spiral. The better you get at it, the faster you kill or drive your character insane. That's pretty perverse. So, why would you want to play a game like this? Well, your character will wind up dead or insane, but you'll wind up saving some innocent people, a town, and sometimes the whole world. Your efforts will probably go unrecognized by the world and even maligned as some crazy individual who murdered a house full of people and/or burned a house to the ground. In short, your investigator will be an unsung hero.
The next is on Player Characters (PCs) not interested in investigating. There's an unwritten contract between players and GM. You should remind your players of this.
The GM is supposed to provide an interesting story and engage the players. The players are required to come up with some reason to be involved in the story. The GM is not required to shoehorn them into the story. If the PC is not interested, then I would tell the player, "That PC happily goes on his way living an uneventful and peaceful life, roll up a new PC that might be interested in this scenario." If the player refuses, then drop the player from the game and get a new player. I've seen players at conventions that say, "Oh, my PC wouldn't do that. I'm role playing realistically. Nope. Not investigating, not going there, no way, no how." So, my question is WTF is that PC doing in the game and why are you as a player here. You've read the scenario description in the con booklet. If this game isn't for you, you may want to leave and find another game. I have no other game and will not change the game just for you. I have other players who are interested in this game and you are taking up a seat that someone else would happily occupy.
Preparation for running a scenario or campaign
I generally have a bullet pointed outline of the scenario and what I want to happen. I found that even the best written scenarios bury a lot of information in paragraphs and during play it is hard to find necessary information. The general style of CoC scenarios puts NPC and monster statistics at the end of the scenario, not when the NPCs are met. If you are using a digital file, it's annoying to scroll up and down the file during play. So, I print out those last few pages.
I like pictures, so I have pictures of NPCs, locations, and objects, either printed out or ready for upload for an online game. For an in-person game, I like to save paper and create a contact sheet that contains all the NPCs (including their names). I then print it out and cut them into squares with craft scissors that make postage stamp-like portraits. I like the effect it has.
Since CoC is set in the 1920's. I have other props that help set the tone for the time period such as a reprint of the Sears and Roebuck Catalog and pictures of period cars.
Google images is your friend. You can google for period pictures and use them in your campaign.
Most of the campaigns I've run have taken about two years to finish. Not every player who has started in a campaign winds up playing at the end of a campaign. And not every character that starts winds up at the finale. Key to the games I run are consistent players. You need a core group of players that show up every session.
Some players keep extensive notebooks of every clue and NPC name. Some don't. As a player, I'm lazy, so I rely on my memory and Idea rolls afforded by the Keeper. In other games, I take the photographic memory advantage (and rely on the Keeper) if it is available because, again, I'm lazy and rather be in the moment and play against what I remember vs flipping through pages of notes. For me, being a player is a luxury and I'd like to enjoy it, sniff it, breathe it in, roll around in it at my leisure.
For most games, I like to end a session at some natural stopping point such as after a climax or a lull in action or a reveal of a key clue. When I used to run a game every week, I used to end the session on a cliff hanger. The players liked that because they can think of solutions during the down time.
Most of the games I run now are once every two weeks, so I send an email game reminder a few days before the game and put some sort of teaser that summarizes what had happened the session before to jog their memories and to generate some excitement. Also if a player missed the last session, it provides a summary for them.
For online games, I create a website. I post the Timeline of events, portraits of PCs, NPCs, Items, Handouts. Here's my completed Masks campaign website. This was run using the 2010 version of Masks with the Companion, using Pulp Cthulhu (with medium pulp), and also included various other scenarios.
Clue Trails
My games are about clue trails and revealing horrible secrets.
CoC is an investigative game, so there must be clue trails. A well built scenario should have multiple trails going to the solution. If you don't, a problem will occur if the players miss the only trail and they're left with nowhere to go. Trail of Cthulhu solves this by always handing out core clues. A core clue is a clue that is necessary for pushing the investigation forward. In CoC, this can be solved with multiple clue trails, so if a group of investigators miss one trail, they'll find another.
If the clues are too hard to find and all the players fail, then maybe when they follow the last clue trail, you'll have to give it to them, otherwise your game is over. But you should have some consequences. The longer they take to pick up the clue trail, the more time the bad guys would have to prepare or recruit more cultists. i.e. have a cost for the earlier failures.
For a lazy GM who doesn't want to make multiple clue trails or a printed scenario which doesn't have multiple clue trails, what is a GM going to do? You can let the players make an Idea roll. If they succeed, you remind them of something to checkup on that should reveal the core clue. If they fail, the core clue should come with some consequences. e.g. when they followup on the clue, they're noticed by the bad guys and are either chased or attacked.
Most clues are gathered using either Library Use or Spot Hidden.
For Spot Hidden, I treat it as either Passive or Active.
Passive: If there's something to see when they just enter a room. I ask each player to roll Spot Hidden and those that make it notice whatever is in the room. But they can point this out to the other players. The degree of success indicates the amount of detail they see. For instance: A book out of place on the shelf (regular success), A book bound with unusual vellum, maybe human skin (hard success), A book bound with human skin and faint tattoo markings that make an odd pattern on the binding (extreme success). If I don't ask them to roll a Spot Hidden, it is assumed there is nothing unusual to see. But the players can do an Active Spot Hidden to find any clues if there are any.
Active: The players request a Spot Hidden. They are tossing the room. Going through every book, looking for pieces of paper inside books, opening every desk drawer, picking up every statue and looking underneath for markings, examining every piece of paper for clues or odd marks. This takes time to do. If the players want to do this without leaving the room a mess, they'll have to tell me they're doing it carefully and that takes even more time. Each player gets to roll Spot Hidden. If there are multiple successes and multiple clues, I spread out the clues to various players. If there's only one success, I let that player find the most interesting clue and still give out several clues if not all of them. Additional levels of success could reveal additional information useful to the players, so each level of success should give more detail that helps with the investigation. If there aren't more levels of detail, then I may go with giving out additional clues.
Sometimes, I punish them for a really good roll by giving them some creepy details that causes a SAN check. But I do this only sparingly.
If there are core clues, then even a failure on the Spot Hidden will reveal the clue. An example from one of my friends Jeff C.:
I was in a game where the GM put the clue taped underneath a drawer in a drawers chest. Nobody said they were looking there, so the game ended because the players never found the map to the caves. The right solution was to allow the players to find the map even on failed Spot Hiddens, but to give the players additional information based on their level of success. A failure should still reveal the location of the caves, but maybe a success includes important information like a hidden trail to the cave opening.
There are consequences of "tossing" a room. Consequences are based on the current situation and what is reasonable. Neighbors may notify police that someone is committing a burglary. If people still live in the house, they may try to stop you or hurt you before you finish your search. You may make noise and some creature may hear you and come and investigate. For failures, you may break something or accidentally destroy a clue or you may accidentally release something horrible.
Odds and Ends
Fighting Back with a Gun in Hand (official rule clarified)
In the new CoC 7th edition, combat becomes a give and take affair vs one swing of a weapon like in D&D. So, when you are attacked, you can either dodge or fight back. But what if you are holding a gun in your hand, do you get to shoot? That seems like an unfair advantage. You shoot your opponent, then they enter melee with you then you shoot them again. So, I emailed Mike Mason and got the following response:
Once you are in melee, you are in melee - trying to fire off a gun while in melee is very hard - so you cannot fire at someone as a “fight back”. You can use the gun as a cosh* though to “fight back”. If you let a PC fire the gun as a “fight back” then apply two penalty dice (one for “hip fire” and one for trying to shoot while the combatant is hitting you).
On TV in melee - someone has a gun in the brawl - its a messed up situation, and normally the gun goes off hitting the person firing it (as its been twisted round by their opponent).
Anyway, base rule - you are either in melee (so cannot fire, but can use gun as a cosh etc) or you are not (and so you can fire). Otherwise, as you say, [the shooter] has an unfair advantage (due to game mechanics) that wouldn’t exist in real life.
I now allow players to spend luck in both one-shot adventures and campaigns. I originally disallowed spending luck on one-shots but after hearing a podcast that was in favor of it, I tried it out at a convention game and it worked out fine. I also started running Horror on the Orient Express with Luck Spending, but no Luck recovery. Soon, players were down to 8 Luck and moaning complaints when I asked for a party Luck roll. The only relief would be when that character wasn't in the game or when that character died, so I allowed them to regain 1d10 Luck (on a failed Luck roll) at the end of each chapter of HotOE (finishing a city). In my party Luck rolls, where the character with the lowest luck rolls, I include all party members even those not present (e.g. split parties) because I thought it would be unfair to the player with the low luck - that character would always be shunted off to unimportant tasks and it would lead to a bad player experience. So, just like a San check you can't avoid by "not looking at it," a party Luck roll includes characters split off from the group.
In CoC, when players are sneaking around, you make every player roll a Stealth roll, and due to the law of averages, someone always fail. In Trail of Cthulhu (ToC), you can piggyback on another players roll, by having each character just spending a point, so everyone can succeed. I found it very unfair to require all players to roll Stealth, so instead, I give the option of a group Stealth roll. Just have the player with the lowest Stealth roll and if he succeeds, the whole group succeeds. In this instance, the group only includes those who are trying to be sneaky. If a character has a very low Stealth, then they can leave that person behind instead.
The rules for machine guns is pretty math intensive and takes the fun out of opening up with an automatic weapon. Delta Green added an instant death mechanic (Lethality Rating*) where you roll additional percentile dice to see if you get an instant kill (generally 10%) and if you don't do an instant kill, you add up the two dice resulting in 2d10 damage instead of your regular weapon damage. What this does is really just make massive weapons do an overall 2d10 in damage. Seems silly to me. You just wind up rolling 2d10 damage in most cases. And if you happen to roll with percentile dice 01, 02, ..., 09, 10, you do an instant kill, but in those cases, the damage is already 11-19 points (10+1, 10+2, ..., 10+9, 1+10) which would have killed the target anyway.
I would just house rule that the level of success results in a number of bullets that hit. Roll for each target in range for individual results: Fail = no bullets hit, Regular Success = 1 bullet hits, Hard Success = 2, Extreme = 3, Critical = all bullets. If the gun has a higher rate of fire, maybe add an additional bullet to each level of success.
*As a side note: I asked Dennis Detwiller about Lethality Rating and got a great answer. A marine major said that you need to model that a Tomahawk missile can hit a building and most of the people can be killed, but one lucky person staggers outside. So, Lethality Rating models this as 2d10 which generally will kill everyone, but someone lucky might just take 2 pts of damage.
Insanity (thoughts)
As much as D&D models combat, CoC models insanity. In other words, not very well. Pretty funny. In D&D there's lots of combat, but it doesn't model it very well. In CoC, there's insanity, but it uses a random roll up table. The descriptions of the insanities are one sentence long. Description of Manias and Phobias are 3 to 5 words long. It's not your DSM.
Mainly, Insanity lets the GM take control and mess with your character. Overall, it'll add flavor to the game and with a quick discussion with the player, you can come up with some interesting role playing based on the insanity.
But in reality, just like H. P. Lovecraft likes to reference Non-Euclidean Geometry, CoC should really be referencing Non-Euclidean Physics and Non-Euclidean Religion/Philosophy. When a player's San goes to zero, they become an NPC and is driven permanently insane. But what does that mean? I don't think it means that the character turns into driveling puddle of poo in an insane asylum, he becomes Dracula's Renfield. He understands that consuming life gives him life, just like Dracula must drink blood to remain undead forever. So, for CoC, if complete insanity is to understand this Non-Euclidean Physics/Religion/Philosophy, then every step into insanity must be towards this complete understanding vs a random phobia or mania. The phobia or mania can be a symptom of the madness, but the inner workings must be towards this complete understanding of this new Non-Euclidean Philosophy. There must be a method to the madness.
For a campaign game, instead of rolling a random mania or phobia, I'd bring one up that's appropriate and maybe one that would lead to an Insane Insight. See p.169 Keeper Rulebook. Then this mania or phobia would foreshadow an Insane Insight that does happen at a key moment. I'd probably still do a die roll on the random chart for inspiration and see if it applied somehow, but if it didn't, I'd pick something more appropriate.
In True Detective Season 1, Rusty was falling into this madness as he started to understand its reality.
For example: A character drawing something over and over again, is really trying to figure out something or express his fascination with this new Non-Euclidean insight. The character should be mumbling, "It's not right, it's not right," as he tears his drawings into pieces and then starts drawing again, trying to capture the Non-Euclidean in Euclidean space.
Using Results from Random Tables for Inspiration (Significant People, Meaningful Locations, Treasured Possessions)
As part of character generation, each PC should have randomly rolled Backstories. To the players, it may look like fluff and additional color, but I found this can be used like Trail of Cthulhu's Sources of Stability or Delta Green's Bonds. During play, these significant people or things can be affected by the Mythos or during periods of madness. So, they can be great story hooks.
PC Death, Hospitalization, or Insanity
What do you do when a PC in a scenario or long campaign cannot continue with the adventure?
In long campaigns, I've had Players decide to play a NPC once their PC dies. It's a little bit more organic than rolling a completely new PC that shows up out of nowhere.
They're at a new location. The PC dies, but the PCs have some NPC allies or someone they saved who now owes them a debt of gratitude or wants revenge. You can do the same thing for someone who is in the hospital or have gone insane. Have the Player pick an NPC to play.
If you have an Investigator Organization which the PCs belong to, then they can easily bring in a backup PC instead. See p.122 Investigator Handbook, "Chapter 6: Investigator Organizations."
But between chapters or scenarios there is always a long gap in time. Generally, months which will let the PCs heal up or get some mental help. Some campaigns have long travel times which fulfill this rest period. If a PC gets hurt or very fragile (mentally) before the end of a chapter (or scenario), then the PC may opt to continue knowing full well that they might go totally insane or die -- which is cool in itself (a true hero). I've had PCs with 1 HP (with a broken arm) go with the other PCs into danger because they needed help. I've also had games with PCs with 12 or less SAN left, where a 3 pt SAN loss = 20% loss (and an Indefinite Insanity), continue playing, knowing that they most likely won't make it to the end.
NPC Skills and Stats on the Fly
You don't need to roll up an NPC like a PC. First figure out the NPC's occupation. Give them 8-13 HP. Avg 10 HP. Occupation skills should be at 50% (1 to 3 skills). Occupation adjacent skills should be at 30%. Everything else should be default %. Dangerous NPCs like a gangster, give them Occupation skills (such as Intimidate and Firearms) at 60-70% instead. If you need their stats for a save throw, just assume it's 50.
Another way to think of this is that for most opposed rolls against a NPC, you need either a Regular success (NPC skill 0-49%), Hard success (NPC skill 50-89%), or Extreme success (NPC skill 90%+) to beat an opponent. NPC doesn't need to roll. So, you only need to decide if the NPC is average, above average, or exceptional in the skill.
Chaosium's Free Adventures, The Lightless Beacon is recommended.
Chaosium's Doors to Darkness contains 5 scenarios designed for beginner GMs.
Chaosium's Call of Cthulhu Starter Set which contains 3 starter scenarios and a solo adventure. Paper Chase which is in the Starter Set can be run as a one-on-one scenario with one GM and one Player.
If you want more one-on-one scenarios, Monophobia (6th Ed, easily converted) provides 3 free scenarios.
If you like the game, then get the Keeper Rulebook. It includes all the rules including character creation. For those familiar with D&D, it's a combination of the DMG and PH. This is all you need to start with. Once you have the Keeper Rulebook, you should read "Appendices: Summary of Game System Rules" p.407-419.
The Investigator Handbook expands the list of occupations, adds investigator organizations, and gives background information on the 1920s. It actually collects information from CoC 5th Ed's Investigator Companions' Vol 1 & 2. I rarely use it. It does have "Optional Rule: Experienced Investigators" on p.61 which gives additional experience for soldiers, police, gangsters, and doctors.
Malleus Monstrorum is a huge two volume set. The first volume is on monsters. The second volume is on Mythos deities and their cults. A great resource for making your own scenarios. Unlike D&D's MM, not every creature has an illustration. I estimate only 1/3 to 1/2 of the creatures has an illustration, mostly in sepia tones.
The Grand Grimoire of Cthulhu Mythos Magic is a collection of all the spells used in previous editions of CoC and their modules. Useful as a resource, but I seldom use this as most modules would include descriptions of unique spells not in the Keeper Rulebook. Also new modules sometimes create new spells not in this book.
How to Prepare for Running a Published Scenario?
Read it first like a story, don't worry about stats and mechanics, so you can figure out the plot and what's going on.
Days later, re-read, but take notes, writing up a short outline with bullet points of key events.
I make props and google additional info (and take screen shots of images). I find NPC and PC portraits, maps of areas, images of local landmarks and objects. I create character sheets (digital or physical).
If you have a PDF, you can highlight various things in different colors. (I hate writing in real books, so I only do this with a copy of the PDF). One color for text to be read to Players, another for important GM triggered events, stats, new rules, SAN loss, etc.
Hours before running it, I look at the outline and highlighted stuff to refresh my memory and add additional notes. If possible, I re-read the whole thing again just in case I missed something.
Someone asked how to give their Players hints as to what to do during an investigation because they were unfamiliar with investigative games. This question was aimed for a more modern time period with PCs in law enforcement. But here's my answer: If they're new to investigative RPGs, then you can hand them a list of generic things they should think of doing. This should be tradecraft that they should be familiar with as a PC. For instance: 1. Google search available names and places. 2. Search a location for things out of the ordinary. 3. Search for someone's cache of secret stuff (hidden safes, hidden compartments, shoe box under the bed). 4. Stake out a location and see who comes and goes and frequency. 5. Follow someone and see where they go. 6. Go get official records such as phone records, cellular phone locations, credit card usage, CCTV and license plate readers, property records, tax records. 7. Get official records of significant others, relatives, and friends. 8. Get school and work relationships (yearbooks, work party pictures, work org chart). 9. Criminal records. 10. Child support records. 11. Interview people. 12. Put a tracer on someone's vehicle. 13. Secretly open their mail. 14. Get into their safe deposit box. 15. Look for undeclared income. 16. Look at foreign travel. 17. Look at security clearances. 18. Look at foreign contacts. 19. Look at historical records (online and library). 20. Look at newspapers for old news stories. 21. Look at their computer, browser history, hidden or encrypted files, areas of interest. 22. Arrest suspect and question them. 23. Tap their phones. 24. Go through their garbage. 25. Do they belong to any clubs, organizations, or have hobbies.
The End
Well that's all I can think of at this point. If I come up with more, I'll add it to this post.
Get some train scenery miniatures, 1:50, O scale. They were about $9.50 for 100. You can get them pre-painted or unpainted. The pre-painted are sloppily painted. I got these for $3 on eBay.
Then you need some kind of stand. Get some cheap bingo markers, size 2 cm. Got these on eBay for $2.50 for 100 of various colors. I guess pennies are cheaper. You can get 100 pennies for $1.
Painted and super glued to stands before dipping.
Dipped. So, that's about $0.06 each, not including labor and painting materials. See my earlier post on how to paint miniatures.
Close up for details, first 3 rows (ignore the last row, those were other miniatures I was painting at the same time).
Board games these days come with plastic miniatures that way they can charge more money for a game than one with cardboard pieces. I sometimes buy these games just to get the miniatures so I can use them in other RPGs.
I bought Last Night on Earth and Mansions of Madness which have horror related miniatures.
I used to paint lead and pewter miniatures for D&D and used enamel paints. I found out that the soft plastic may melt (become sticky) with enamel paints (oil based) and it's best to use acrylic (water based paints). The acrylic paints are non-toxic and easy to clean with just water.
1. Wash minis in warm sudsy water to remove any mold release residue on the plastic. Manufactures use a mold release spray to help the plastic come out of the injection mold, this may affect your paint as the mold release chemical is non-stick. Dry off your minis.
2. If the mini isn't quite straight, such as swords and weapons are crooked or even the mini doesn't stand properly, you can fix this by just boiling some water, put the water into a cup, and then drop the mini into the hot water. The plastic will just snap back to the original shape. You can then fish the mini out of the hot water and then drop it into a cup of cold water to harden, or bend the mini to the position you want before dropping it into cold water.
3. Clean off excess plastic with an X-ACTO knife.
4. Priming
If you prime your plastic, the chances of the paint cracking and peeling off is reduced. Also it helps the paint stick to the slick plastic.
Use a primer that binds to plastic. I used "ultra flat" white primer. This was $6 before tax from my local auto store for fixing your car. I saw some cheaper primer at the HomeDepot for $4.
Prime miniatures with a white primer if you want brighter colors or a black primer if you want darker colors. Do this outside and away from anything you care about as the primer will blow around and stick to things. Read the directions carefully. I held the spray about 12" from the miniatures and lightly coated them, 1 or 2 passes. You just need to have the primer stick with a light coating, not coat them completely. If you spray too much, you'll erase the nice details the plastic held. Best to be able to still see the original plastic color.
After priming, some details may show up and you might want to remove more excess plastic you might have missed. This primer did seem to make the red plastic miniatures a bit sticky, maybe a slightly different formulation for the plastic that reacts to the primer. Not sure why, but other people noticed the same thing.
Let primer dry overnight.
The primer is oil based, so you should make sure that it's completely dry before painting with acrylics.
5. Painting
Hobby paint is about $4 for 1/4 oz of paint. For a whole range of colors, that's a lot of money.
Instead, I bought cheap Satin Acrylic craft paint from Michaels Craft Store that cost about $1.50 to $0.50 a 2 oz bottle. There was also a variety pack for about $8 for 12 colors. I found "Flesh" and metallic gold and silver. Needed some brushes and palettes too. Paint was $10 total. Other stuff, $12. You can keep the cost down by finding the online Michaels coupon. Get either Satin or "flat" paint. Everything will get shiny when you dip the miniatures. Synthetic brushes are cheaper than natural bristles like camel hair, but you can only use the synthetic brushes with acrylics. The synthetic brushes will melt with enamel, thinner, or the dip. The acrylic paint is non-toxic, so you can do your painting inside.
The trick with painting is to paint inside-out. You start with skin, then hair, then underwear, then pants, coats, hats, etc. You can do ornaments like rings, watches, afterwards. This way, if the paint is strong enough, you can paint over mistakes from the lower layers. Also you can use a wet brush to clean off excess or wait for the paint to dry and do some touch up.
Zombie skin layer only.
Close up of final paint, bases not painted yet.
Final paint. Yeah, it looks pretty ugly because everything is flat and there's no detail. The primary colors are a bit bright, but not to worry. Wait until you see what it looks like after the dip process.
Let the paint dry overnight.
6. Dip
Called dipping because originally, the whole miniature was dipped into the paint can and excess was shuck/spun/flicked off. That's pretty messy, contaminates your dip can, and is a waste of dip. I use a brush instead which gives you better control of how much stain to to apply and lets you brush dip off of areas that get too dark.
Get MinWax PolyShades "Dark Walnut". This is a stain combined with a Polyurethane sealer.
This was $13. You'll also need Thinner to clean your brushes, unless you plan on throwing out your brush that you use for dipping. Thinner was $8.
I used a brush to brush the MinWax onto the painted miniatures. I just slopped it on. Don't worry about bubbles, they'll disappear. With a brush you can control the amount of shading that you use. Do not use a synthetic brush, the MinWax and Thinner will damage the bristles. I dip just inside my garage for adequate ventilation and left the miniatures there to dry as the fumes are toxic and I didn't want dirt particles blowing around and sticking to the miniatures.
Also, since the MinWax is oil based, you really need to make sure the acrylic paint on the miniatures are completely dry before dipping. Oil and Water does not mix.
Let the dip dry overnight.
Dipped and dried.
You can see highlights and shading that the dip creates without having to paint a base color, highlight, and shade color. The highlights and shading look more natural with a minimum of work. The details of the miniature stand out too. So, don't use too much primer or you'll wipe out the details.
June 18, 2016 was Free RPG Day. I went to my local game store which I had to find online and found they were running Night's Black Agents (NBA). I wanted to try it again because I was interested in running The Dracula Dossier and I wanted to try it again. The game went from 3-6pm. I enjoyed the game and learned about "cherries." When a General Ability is 8 or higher, special skills and options opens up for the character. The "Double Tap" supplement adds even more cherries. These cherries basically adds more "moves" in Apocalypse World parlance. I really loved the cherries because they added a lot to the action-spy-feel of Night's Black Agents.
The Van Helsing Letter was a fun scenario and definitely runs longer than the 3 hour time slot allotted to the game. I had fun. At one point some mooks confronted a shop owner and as my other wet work buddies started to strong arm the mooks, I opted to do something different and as the mook in front of me started to pull a gun out of his pants pocket, I reached in and pulled gun's trigger, shooting him in his leg. Ouch. Outside of the shop, our Parkour expert got into a chase and fight. As a side note, what I did wasn't a cherry, it was something I wanted to do and spent enough General Ability points to succeed in. One thing I was thinking of doing, grabbing the mook and using him as a shield, I was prevented from doing this because it was a cherry and I didn't have a high enough skill to get that move. So, what becomes odd is that when you want to try something unique, but it's codified into the rules, you're not even allowed to try. But if I try something that isn't codified, I can actually try and succeed. Sort of odd.
I enjoyed the game, but I'm still a bit luke warm on Night's Black Agents. With the cherries, it felt like a toned down version of Feng Shui 2. In that case, I'd rather go full bore Feng Shui 2 instead.
As a side note, one of the players in the Night's Black Agents game was very well versed in the game and is a big fan of the game. He pointed me to other starter scenarios and podcasts of NBA sessions.
I also watched a little bit of the 13th Age game, Swords Against the Dead. It was another combat heavy fantasy game. What was funny was there were two chaos mages in the game and their random spell effects basically messed a lot of things up. I can see the attraction of running them because they're fun to play and their randomness adds a bit of humor and wonkiness to the game. Thus there were two and too much wonkiness.
A bonus was I was able to pick up a hardcopy of The Derelict.
This year, KublaCon was a bit odd. I felt there were more shared rooms with overlapping games. It would have been better if we had private rooms, but even if the rooms were shared, it would have been better to put similar games together. I was in Jack's horror game and next to us was a table of 10 players playing a 10 hour Star Wars game. They were loud and it was hard to hear Jack and it ruined the atmosphere a bit.
There were a lot of no shows for games. One game I showed up for, three players and the GM didn't show up. The game was going to be in a room with 3 other games. Luckily for them, our game didn't happen.
For each game, there's an analysis of average play time per player. Dividing up the game duration by player isn't very scientific as time is spent in groups. The worst case is when all the players split up and each do their own thing. If the players hang together, then more than one player gets to share the spotlight. So, dividing game duration by player number is a worse case calculation.
I hide spoiler sections with JavaScript. If you have JavaScript turned off, you can skip the spoiler sections I have marked.
GOTTERDAMERUNG
System: Call of Cthulhu
GM: The Orange Duke Nick Szczech
Players: 7
Date/Time: Thurs 5/26, 6pm (6 hrs duration, completed in 2-1/2 play hrs)
Characters: Provided,
It is 1945, Germany is losing the war, and Hitler has retreated to his bunker in Berlin to fight out a final battle with the Russian Marxist foe. As the war is coming to a close, the allies close in on what little is left of Germany, is there no hope? Hitler has promised that super weapons will save the Third Reich and that even know they are being developed. You know this is true, you are stationed in a secret underground base in Germany where scientists and occultists are developing the weapon to save the Reich, but can they do it before the world ends?
This was an invite-only pre-convention game. Last year, Nick also invited me to play in his pre-convention game. I liked the setting, the PCs and the NPCs. From what I can tell, Nick likes to run controlled chaos games where PCs have cross purposes, which I do like, but the issue with that is that there are a lot of break out sessions and the table is left alone to entertain themselves.
The problems I ran into was the same as last year. This time since the game only ran for 2-1/2 hours, if you do the math: 2.5 hrs * 60 mins / 7 players = 22 mins play time per player. To get to KublaCon before 6pm, you have to brave rush hour or go even earlier. I chose to brave rush hour and it took me 1-1/2 hours to get to KublaCon, then we waited 1 hr for some players who arrived late (we started playing at 7pm). So, 1.5 hr commute + 1 hr waiting for people + 2.5 hrs play time + 0.5 hr drive home = 5.5 hrs of time, I only really got to role play for 22 mins. That didn't seem like it was worth it.
We did stop the "big bad" with a mostly TPK. And other plays of this game ran longer, so maybe we were just too efficient in getting to the end.
=== SPOILER SECTION START ===
There were a lot of similarities with last years game. An underground bunker, a lab, PCs with cross purposes. We mainly needed to destroy what was in the lab, an alien creature making Vampires, before it escaped and it was slowly but surely converting PCs to its side either by mesmerizing them or vamping them.
One PC called in for a missile strike without the other players knowing. Later, another PC called HQ and learned about the missile strike and ordered everyone out of the bunker. Other players were already outside and were determined to not let anything or anyone exit the bunker. As the PCs gunned each other down outside the bunker, the missile strike came down and killed everyone and everything in the vicinity. The only PC that lived was a crazed Jewish scientist who had run off into the woods.
=== SPOILER SECTION END ===
The Houndsditch Resurrectionists
System: Nemesis/The One Roll Engine
GM: Jack Young
Players: 6
Date/Time: Fri 5/27, 6pm (6 hrs duration)
Characters: Provided,
Levels: Shrewd but impoverished kids
London: 1872. In the wake of industrial revolution, the most prosperous society in history is also a sprawling calamity of crime, squalor and unimaginable poverty. Life is so dire you’ve had to resort to grave robbery and body thieving to just maybe get by. It’s good to have mates to watch your back for this job tonight, because no other soul in this city cares if you live or die.
Mature themes.
Another really good game by Jack Y. Loads of fun, lots of hi-jinks with adolescent kids in a graveyard.
6 hr game / 6 players = 1 hour role playing per player.
=== SPOILER SECTION START ===
Jack started the PCs in 3 groups, so getting into the scenario was easy with less down time between groups of players.
While digging up a grave, my character took a hit of insanity from seeing a Ghoul trying to steal the same body as us. My character was an ex-chimney sweep, so he was supposed to be the sneaky small non-combat character. I had a choice of Fight, Flight, of Freeze. Freeze felt boring and running through the graveyard didn't seem like a good idea and also boring, so I picked Fight. So, I jumped into the grave and stabbed the Ghoul in the head. After a round of combat, the Ghoul decided to tunnel away. Well, still insane, I decided to go after it. Luckily, my buddy, another PC decided to grab me and pull me off the Ghoul as it disappeared underground. Suddenly, my PC became Belkar from Order of the Stick.
I also had a pet weasel that understood my commands and I befriended an enemy NPC's bloodhound.
In the graveyard, we rescued a girl who had escaped from a Workhouse. She was the daughter of a rich man, but she and her brother were kidnapped and ransom was paid, but they were never returned.
We then proceeded to the Workhouse (with it's mass graves in the backyard) and faced the terrors inside (killer dogs, men with shotguns slaughtering children, and a crazy syphilitic ax murderer) and rescued not only her brother but the other unfortunate children inside. Unfortunately, the evil head mistress escaped with 1000 gold crowns.
=== SPOILER SECTION END ===
The Buffalo, the Pirate, and the Consulting Detective
System: TimeWatch
GM: Morgan Hua
Players: 5 (played with 6)
Date/Time: Sat 5/28, 10am (6 hrs duration)
Characters: Provided.
You are an elite TimeWatch agent trained to stop saboteurs from ripping history apart.
During Buffalo Bill’s Wild West Show in 1887, London, several historical figures are shot and killed, including Queen Victoria’s grandson George Albert (later King George V) and Kaiser Wilhelm II. And oddly, Sherlock Holmes is helping the police with their investigation.
Scenario written by Michael Rees.
I wanted to run TimeWatch because I was a KickStarter supporter and one of the first scenarios (written by Michael Rees) I ran for my local gaming group was amazing to me and I wanted to share it. Michael Rees wrote this scenario with a beta version of the Kickstarter rules, but his work was so well regarded that he got invited to write additional content for the Kickstarter.
What's interesting about TimeWatch is that it makes you think differently on how to solve problems. Like a lot of independent games, the setting is very white room and you have to bring your imagination to the table and fill the room with things that progresses the story and plot.
In running this game, I felt the pacing was a little slow, but I ran into some of the players a day later and they all said they had a great time. It's weird to experience the game from the inside and then getting feedback from the outside that didn't match.
6 hrs / 6 players = 1 hour role playing per player.
=== SPOILER SECTION START ===
Link to Scenario. In addition to this scenario, you can check Michael Rees website for other scenarios.
Highlights of the game were:
Devon A. running an intelligent Neanderthal who understood language, but could only speak 12 words (Ouch Existentialism!). And other players riffing off of his vocabulary.
I had the Ezeru replace Queen Victoria as part of the plot. Well, they killed the Ezeru, and decided to put a Time Agent in her place temporarily. So, Skegg, the Sophosaur Time Agent got to be Queen of England for awhile.
Karen T. trying to hide that she was a liquid metal android (from Terminator 2) from the party when at least half of the party knew or suspected she wasn't human.
The anti-social mad scientist and all her attitude towards everything.
=== SPOILER SECTION END ===
Spirit of 77 - Bicentennial Blues
System: Apocalypse World Engine
GM: Charles Picard
Players: 7
Date/Time: Sat 5/28, 6pm (6 hrs duration)
Characters: Created at table.
Last year was the Bicentennial, and all Uncle Sam has to show for it is a giant-sized hangover. What guitar-waving, car-exploding, street-fighting, Snake River Canyon-jumping insanity will birthday numero 201 bring? Can.. You…DIG IT?
I ran into Charles in line and he told me he was running this game. I met Charles last year in Death from a Jeep and he and his buddies were what made that game really fun. They were excellent role players. So, I changed my shuffler priorities to get into his game. Something new.
I had reservations about Apocalypse World, I've played it twice and I disliked the Sex moves especially in the Monster Hearts version of the game. The great thing is that this version of the system has no Sex movies. It's all about over the top action and big hair.
The character generation took about 1-1/2 hours. The templates and backstories were fine, but with 7 players, we had to generate hooks 5 hooks per PC, so that's 35 hooks that you have to make between characters and they have to agree on it. That took more time than it was worth and during play it had minimal impact.
My character was named Reverend Total Peace and he looked like Kojak and he had a gang of Hare Krishnas that he called his Peaceniks. He had political Connections and was greedy for money.
Anyway, once the game started, the game ran fine. Charles is a really good GM, but I think allowing 7 players into this game was over ambitious. I think making-characters-at-the-table games should have 4 to 5 players. When you get up to seven, it's exponentially too much to handle. I could see Charles trying to hook the individual story lines together and giving players enough stuff to do. But what could have been easily handled with 4 to 5 players becomes an extraordinary chore. Also with so many characters to juggle, the story winds up suffering.
(6 hrs - 1.5 hrs char creation) / 7 players = 38 mins of screen time per player.
I enjoyed the game, liked the system, but I felt there were too many players. Also, I didn't quite feel the seventies vibe. Not enough Seventies, baby!
=== SPOILER SECTION START ===
The game started with one of the players having a vision of something dire heading to San Francisco and the Golden Gate Bridge.
The year is 1977, a year after the bicentennial. SF China Town is going to have a parade / celebration and all the characters figure out how they get into the celebration.
During the parade, a vaporous dragon appears and injures and panics a large number of people. The players investigate and discover that ancient Chinese magics, long forgotten have accidentally activated. The dragons were used to wipe out Chinese foes. Now a spirit dragon has hatched and it plans on wiping out the SF Bay Area. We figure out that we have to kill the dragon by either/or:
Stab the dragon with a jade spear.
Marry it.
Remove its eyes.
In the end we discover we could only kill it by stabbing it in its eyes with jade.
The dragon's lair was an ancient Chinese junk buried under Alcatraz Island.
The spirit of the dragon can also possess people, so one of the PCs got possessed, later it possessed another who we stabbed with a jade spear and then force fed LSD to him, and then forced him out of the PCs body. The LSD tainted spirit merged back into it's geode egg haphazardly and was destroyed, so we were able to save the possessed PC and SF. The dragon's plan was to animate the Golden Gate Bridge and rampage through San Francisco.
=== SPOILER SECTION END ===
DRIVE INTO DARKNESS
System: Night’s Black Agents
GM: Gene Lancaster
Players: 5 (played with 3)
Date/Time: Sun 5/29, 12 noon (4 hrs duration, completed play in 3 hrs)
Characters: Provided
1950’s Memphis, Tennessee. 5 Criminals with guns and a plan. A bank robbery gone wrong. All hell breaks loose!
For most people, problems can be solved with money. Your problems, are solved with violence.
You are slayers of the undead... and the living.
See oldheroesneverdie.com for pics
Adults Only. New Players welcomed! A Vampire Crime-Thriller.
Take a psychobilly drive into darkness!
I heard great things about The Dracula Dossier and was thinking about running it. I've only played Night's Black Agents once and thought it was an okay experience, but not great. I wanted to try it again before deciding on running The Dracula Dossier.
Even though the game was full, only one person who signed up showed up for the game and there were two crashers (I was a crasher), but the other crasher had to leave after 3 hours. What is up with people who crash, but can't stay the whole duration? "Oh, yeah, I just need to kill a few hours, but I got something better to do later. Is that okay?" Seems a bit rude.
Gene has a lot of props and has been play testing this game for a while. The issue is that the game is longer than the time slot, so he's been removing parts and starting the game in media res which is fine. With only 3 players, we actually finished the game early enough so the crasher that had to leave could just leave without missing much.
It was interesting seeing a total different way of GMing a game. Gene definitely likes more of the action aspects of Gumshoe than the investigation. The game ran more like an action movie than what I expected from a Gumshoe game. But up front, Gene set our expectations with what the game was and what it wasn't. He said the game was a B movie, some things have logic holes, there will be continuity errors, it will be violent, but not abusive. He said it was Jason Bourne with Vampires.
So, I enjoyed the game for what it was.
3 hrs / 3 players = 1 hour per player.
=== SPOILER SECTION START ===
I loved that he gave us the floor plan for the bank we were going to heist. Instead of going in blind, we did the smart thing and he started us off with a complete floor plan.
Since the game would run long, he started us on the 2nd floor. He did put dead bodies all over the 1st floor and half of the 2nd floor. He tells us we killed all those people, but we haven't cleared the other half of the 2nd floor. So, we proceed to do that. (He says this is where he gets problems from some players. Some players would have rather just sneak around.) I bought into his setup though.
We kill a couple of guards and then we find the bank manager who's a Vampire. We stake her (it took some effort) which immobilized her. Then we needed to get her to open up the vault which we didn't have the combination to. We did note that she could mesmerize the male characters, but our one female character had already resisted her charms. So, we chopped off the Vampire's limbs and had the female character interrogate the Vampire. Promising to let her go if she gave us the combination. Of course, once we opened the vault, we killed her permanently. There were two vaults and found coffins in both. One was empty, the other had a vampire in it which we dispatched.
Once we did that, the dead bodies animated and we had to fight our way out of the bank.
Of course, the GM then told us we never got the money from the vault downstairs. So we went back into the bank and found stairs leading down into ancient graveyard that the bank was built upon. We also found the money vault.
So we descended and found a Underwold-like vault for vampires and started dispatching them. While we were doing that, an elder Vampire attacked us and after a fight that did hurt us, we dispatched it.
At some points, he would ask if we wanted to spend our Vampire Lore points and what I liked was that we had only 3 Vampire Lore points among the three PCs, but we found more than 3 things where we could spend the points on. It made us pause. For some things, we decided to just pick up the items in question and save our points until later. That wound up being the right move.
=== SPOILER SECTION END ===
At the Hands of an Angry God
System: At the Hands of an Angry God
GM: Wilson Zorn
Players: 6 (played with 3)
Date/Time: Sun 5/29, 5pm (6 hrs duration, completed play in 3 hrs due to players having to leave)
Characters: Created at table.
Your family is leaving the rotten old world and establishing a principled colony on the frontier with like-minded families/tight-knit factions. Play includes setting and family/faction generation, families battle “fate” and compete with each other to establish the community and their own positions.
Interesting system, but a bit fiddly. I enjoyed it, but the other two players (crashers who had to leave 3 hours early) seemed a bit lost. Again? Or did they dislike the game and wanted an excuse to leave? Again my rant about crashers who can't commit to the full game. WTF. But Wilson told us that the game needed 3 players and was better with 4. So, 2 crashers that can't stay the whole time was better than no game at all. At least one of the crashers told us after Wilson explained the game that he couldn't stay the full time, so Wilson gave us a truncated game instead of being told at the last minute that the player had to leave..
The whole premise of the game is that the players represent their family (much like King Arthur Pendragon where players represent the whole history of their household including individual knights). The families come up with founding precepts for a utopian colony trying to establish itself. The GM represents the other NPC families and outside forces (The Angry God). The Players represent the major families in the colony.
The world and setting is determined by the players. I suggested a better Waterworld. So, we wound up being colonists finding a piece of land out in nowhere surrounded by water after catastrophic global warming.
We came up with 8 precepts for our utopian colony. It was free form, so came up with something socialist. All resources are shared. Everyone has a voice. No violence within the community. Punishment is based on withholding resources. Resource usage must be sustainable. No religion, but we must respect the spirit of the land.
The GM has a supply of tokens and the Colonists have a supply of shared tokens and each family has their own supply of tokens. During game play, tokens are shuffled between supplies based on play.
In each round the players and GM can bring up challenges and tokens are put forward to confront the challenge. The dynamics of families helping each other added bonus tokens from the community's supply. Dice (d6's) are rolled based on the number of tokens put forward and depending on the results, either the challenge is met with success or failure and 1's and 6's determine setbacks or benefits to the family being challenged. After a full round, tokens are returned to their token banks with benefits adding tokens to various families and setbacks removing tokens from those families.
The game ends when either the GM or the shared supply is emptied. If the GM supply is empty, the colony survives and becomes established. If the community's shared supply is empty, the colony fails and dies out.
In our game, the three families were the Watchers (my family), the Fixers, and the Stables.
In our mini-game, the Stables defeated the island's big bad, killing the local natives's god (a giant human eating octopus) which allowed the Watchers to convert the locals to our founding precepts of no religion. The colonists won establishing a stable colony, but the Fixers gained so many tokens they created an oligarchy. My Watchers wound up intermixing with the locals on the island and became a majority of the underclass, ready to start a rebellion. And that's how we ended the game, ready for a sequel.
I enjoyed the game, but the other two players were a little lost on how the tokens worked. I've played enough resource games and indie games to figure it out pretty fast. I think by the end, one other player finally figured it out.
Overall, I liked the world building and how it played out.
3 hrs / 3 players = 1 hour per player.
And Some Fell on Stony Ground
System: Call of Cthulhu, 7th Edition
GM: Morgan Hua
Players: 6
Date/Time: Mon 5/30, 5pm (4 hrs duration)
Characters: Provided
Life in Stowell, an American small-town in 1923, is idyllic and safe. Family and friends are behaving strangely and then it all begins to descend into madness.
This is a published scenario by Paul Fricker from the Chaosium book “Nameless Horrors.”
A week before the GM submissions deadline, Chaosium reached out to me and asked me to run a game at KublaCon. I was already running TimeWatch and I didn't want to run a long game and not be able to play in other games during the convention, so I thought I would run a 4 hour game on Monday. I didn't have a short scenario written up and they recommended that I run a scenario from their "Nameless Horrors" book. Unfamiliar with any of the scenarios, they recommended "An Amaranthine Desire" or "And Some Fell on Stony Ground" as something that can be run in 4 hours. I read the summaries for both games, but "An Amaranthine Desire" was very close in plot device to "Gatsby and the Great Race" which was being run in 4 rooms with 6 players each at the same convention, so I didn't want to run something that similar. I was told that "And Some Fell on Stony Ground" might be longer than 4 hours, but it can be run in that time frame. My schedule had been busy, so I wasn't able to play test the game beforehand to work out any timing issues. Into the breach, my dear friends, into the breach.
4 hrs / 6 players = 40 mins role playing time per player. Due to the setup of the scenario and pre-gens, most of the players wanted to do their own things, so there was a lot of wait time between players. Eventually, they got together to work as a team. Not an ideal setup for a convention game.
Someone posted on Facebook that they greatly enjoyed the game and I was lucky enough to read his comment.
=== SPOILER SECTION START ===
I really like the beginning of the scenario. There's two parts to it. The first part is where the players explore the building oddness to their home town. This is the really fun part of the game.
The 2nd part is as how one of the players put it: "Zombie Apocalypse." where the players escape the rampaging hordes of kill krazy townies. That was less interesting and the mechanism used luck instead of the CoC 7th chase rules.
Another thing I found odd was that the pre-gens for the scenario lacked in spot hidden and various other general skills PCs usually load up on. So, I was surprised that the PCs failed most of their rolls.
I also decided on a new home grown rule, instead of making each player roll Stealth and usually one player always fails and that seemed unfair, I asked for a group stealth roll (just like a group luck roll), having the player with the lowest stealth roll for the whole group sneaking around. That seemed to work fine. Let's say you have 3 people with 80% Stealth. Then if all three have to roll, the chance of failure is really 60% ((100% - 80%) * 3 = 60%). That's crazy bad. Sucks to be a team of navy seals, someone is bound to step on a branch, and that isn't the case. So, I think a 20% failure for the group is more reasonable.
One of the telling signs in the game were either fading black eyes or irritated eyes. I asked the players to make spot hidden rolls and they failed them all. Later, they finally made one and then I let them realize that they didn't notice the other anomalies in people they spoke with. In retrospect, I don't think this clue actually gives anything away. So, maybe if I ran this again, I would create a random chart for eye aliments with adjustments based on time since infection.
By the 3-1/2 hour mark, the players were still exploring the town and I didn't even get a chance to fully ratchet up the oddness. So, I think this game could go more than 8 hours, so definitely not a scenario for a convention game. Also, the solution to the scenario is the destruction of a telescope. Finding it was really hard. And upon the destruction, there was no player satisfaction that they had done the right deed. Not only that, the next night, the town goes crazy. Which is pretty funny in retrospect. The PCs do the right thing and it gets worse.
In my game, one player looked into the telescope, so when the town went crazy, that PC knew what was going on and could tell the other players that destroying the telescope was the right thing, but it still felt anti-climatic.
Overall, an interesting scenario and with some adjustments, it can be much better.