Sunday, October 23, 2016

Call of Cthulhu 7th Edition vs Trail of Cthulhu

I've run both Call of Cthulhu (CoC) and Trail of Cthulhu (ToC). CoC since 2011 and ToC since 2014. When I started running CoC, I scoured the web looking for the most iconic or famous scenarios to run since CoC has been around since 1981. ToC has been around since 2008. I had played in several ToC games, but only GMed it in 2014 after Eternal Lies came out and had rave reviews.

Game System

ToC uses Gumshoe. It's a 1d6 system. Every die roll is just 1d6. No special dice needed.
CoC uses BRP. It's mainly a 1d100 system, but it does use most of the other polyhedral dice.

Time Period

ToC is set in 1930's.

Various published scenarios are set in different time periods ranging from 1914 to 1954.
Fear Itself and Esoterrorists use the same base Gumshoe system that ToC uses, but set in the modern day.

I play tested Cthulhu Confidential (ToC for one GM and one player) and I really enjoyed it. It has 3 play sets: a noir detective in Hollywood during the 1930's, a black ex-soldier in Washington DC during the 1940's, and a woman reporter in NYC during the 1930's. Extensive information about the time periods and locale were included. Cthulhu Confidential uses a vastly modified version of the Gumshoe system and they call this new system One-2-One.

CoC is set in 1920's.

There are various supplements published by Chaosium for other time periods:
Pulp Cthulhu is set in 1930's (CoC 7th Ed) .
Cthulhu Dark Ages is set in 950-1050 Dark Age Europe (CoC 7th Ed).
Down Darker Trails is set in late 1800's American Wild West (CoC 7th Ed).
Cthulhu by Gaslight is set in 1890's Victorian England (CoC 6th Ed).
Cthulhu Now is set in 1990's (CoC 3rd Ed, out of print)

Supplements published by licensees:
World War Cthulhu (CoC 6th Ed by Cubicle 7, out of print) and Achtung! Cthulhu (CoC 6th Ed by Modiphius, out of print) are set in WW2.
World War Cthulhu: Cold War is set in the 1970's (CoC 7th Ed by Cubicle 7, out of print).
Cthulhu Invictus set in Roman Times (CoC 7th Ed by Golden Goblin Press; CoC 6th Ed by Chaosium, out of print).

Conversion from CoC 6th to 7th isn't that difficult.

Published Scenarios

When I compare published scenarios written for CoC and those written for ToC, there is a marked difference between the two. I'm not sure if it is because there are more CoC scenarios written, so more bad ones are mixed in with the good or whether ToC lends to a better writing style. The two iconic campaigns for CoC are Horror on the Orient Express (HotOE, 1991) and Masks of Nyarlathotep (Masks, 1984). Eternal Lies (EL, 2013) was written long after the CoC campaigns were written so it benefited from their mistakes and successes. My personal ranking from best to worst would be Eternal Lies, Masks, then HotOE. HotOE suffered from having multiple authors write separate chapters for different cities.

In ToC, investigative rolls are auto-successes (in actually there are no rolls), the investigator just declares that they're using an investigation skill and the GM responds if there is a clue. The whole philosophy behind this is that a game shouldn't be sidelined if the investigator fails to find a clue. Sometimes the investigator must do a spend to get a clue or additional information. This makes the GM/scenario writer more focused on where clue trails lead to (e.g. how to get to the next scene) vs the investigation.

In CoC, investigators must roll dice to spot clues, so there's a chance that a clue can be missed. So, the GM/scenario writer focus is on multiple details that investigators might miss (and possible red herrings), so each scene is like a puzzle to figure out. Also, as you go from scene to scene, you get more puzzle pieces. So, CoC scenarios need to be more well-written to get the same effect as a ToC scenario.

CoC 7th's Push and Luck spends does narrow the gap of catastrophic missed clues that ToC is designed to eliminate. In ToC, you can still miss a clue if an investigator at a scene doesn't have a specific investigative skill necessary to unlock a clue. An example would be where none of the investigators at the scene have Chemistry or Forensics which would be necessary to unlock a specific clue.

I feel ToC is like Sherlock Holmes where every clue is immediately found and CoC is like CSI where clues need to be teased out of the crime scene. To me, ToC is more storytelling focused whereas CoC is more investigative focused.

In some cases, failure is more interesting than success. This is embodied by the Push mechanic in CoC. By removing the possibility of failure in ToC, I feel that a potential for tension and danger (and sometimes frustration) has been removed. I think, with a well-written CoC scenario with multiple clue trails, core clues clearly marked, and explanations as to where a clue can take the investigators, CoC scenarios can be just as good if not better than ToC scenarios.

Sanity

In ToC, there are both Stability and Sanity meters. Stability measures whether you panic and freak out now. Sanity measure whether you're crazy (in a Lovecraftian way, being able to understand non-Euclidean space or the insignificance of man) or not. A mad scientist can be very stable, but very insane believing in very odd things. A frantic person being chased in a haunted house can be unstable, but very sane. Your Stability has to go to zero before you lose Sanity. If you use Cthulhu Mythos, you lose Sanity. e.g. you believe in the Mythos and are consciously using it -- which is crazy. What I found was that was very hard to drive an investigator's Stability to zero. Between episodes in a long campaign, an investigator would visit a Source of Stability and refresh their Stability. In my campaign of Eternal Lies, several investigators did gain some Mental Illnesses and lose some Pillars of Sanity and some Sources of Stability. It was the slow eroding of these things that was very interesting in running this year long campaign. Only at the very end did we lose several investigators to full insanity and death. So, ToC works very well for long campaigns, but the Stability and Sanity system doesn't seem to work very well for one-shots.

In CoC, there is only one Sanity meter. But the amount of Sanity loss determines if it is a Temporary Insanity (lose 5 at one time, this is equivalent to Stability loss in ToC) or an Indefinite Insanity (lose 20% at one time) where you also gain an Insanity such as a Phobia or Mania. CoC is easier to run as a one-shot as you can either start the investigators with less Sanity or adjust either the Sanity loss for shocks to the system or increase the number of frights. When running Masks and HotOE, the number of investigator deaths and instances of Insanity were higher than in Eternal Lies even though I thought some of the things uncovered in Eternal Lies were more horrible. CoC 7th added character backgrounds that can be affected by Insanity.

ToC's sanity system is more nuanced than CoC's. CoC character backgrounds can be used in a very similar way as ToC's Sources of Stability and Pillars of Sanity, but it isn't as formalized as ToC's Stability/Sanity system.

Combat

ToC has only 3 skills for combat: Firearms (guns), Scuffling (fists), and Weapons (knives). Combat uses 1d6 to hit and generally a 4 or better is needed to hit (50%). Damage is generally 1d6 also. Points can be spent from the investigator's Firearms, Scuffling, or Weapons pool before they roll their 1d6. Spending 3 points generally guarantees a success. But most investigators have about 5 points to spend. So, by their 3rd or 4th shot, they're out of points. Once out of points, they can still roll, but cannot modify their rolls with point spends. The points refresh only after 24 hours elapses for the investigator.

I find ToC combat very lackluster. Other Gumshoe systems have added Cherries where Investigators have special abilities that kick in if they have 8 or more points in a general ability which allows them to make special moves, so it adds extra flavor to combat and other activities. I've played Night's Black Agents and it really adds a lot to the game.

CoC has basic skills for combat: Fighting (Brawl) 25%, Firearms (Handgun) 20%, Firearms (Rifle/Shotgun) 25%. Investigators can choose to have combat specializations in other weapons, but the most common are these 3. Damage varies depending on the weapon. During character creation, players may decide to add skill points to combat skills. Combat uses 1d100 to hit and the chance to hit is based on their combat skill with that weapon (rolling that skill % or less). CoC allows Fighting Maneuvers such as disarming, choking, restraining by using Fighting (Brawl).

CoC combat is a little more complicated than what I outlined above, allowing the defender to fight back or to dodge, but I just wanted to go over the general differences.

Health

In ToC, Health is your Hit Points. Investigators generally have 10 Health (max 12), but they only die at -12 Health. When they reach negative numbers, various abilities and penalties apply. At -1 and -6 there's a Consciousness Check. Weapons all do a variation of 1d6 with a plus or minus based on the lethality of a weapon. A gun for instance generally does only 1d6. I found ToC to be a very forgiving system and investigators rarely die. If the investigator team survives an encounter (beats the encounter and someone is still conscious), more than likely any unconscious investigator will be saved. On average, it'll take 6 bullets to kill an investigator. About 5 to possibly knock him unconscious.

In CoC, Hit Points are generally at about 10. If you take damage and reach zero, you go unconscious. If you take any attack that causes damage equal to half your maximum Hit Points (about 5), you gain a Major Wound and make an Unconsciousness Check. If you reach zero Hit Points and have a Major Wound, you would be dying. Previous versions of CoC were less forgiving and death was much easier. CoC is very lethal. A gun will do 1d10 damage. An Extreme success, 1d10+10. On average it'll take 2 bullets to kill an investigator. About 1 to possibly knock him unconscious.

So, you can see that ToC is very forgiving and the chances of dying is much lower than CoC.

Summary

I favor the CoC 7th ed system over the ToC system. But if hear of some fantastic ToC campaign or scenario, I would not hesitate to run that scenario. I would not bother to convert the scenario to CoC, but run it as-is in ToC.

Sunday, October 16, 2016

Morgan's FG Con 9 Adventure - The Derelict


I hide spoiler sections with JavaScript. If you have JavaScript turned off, you can skip the spoiler sections I have marked. 


The Derelict - Call of Cthulhu 7th Ed

Oct 15, 2016, 9pm - 1am (4 hours)
GM: Damned
5 players.

I wanted to play in this before running for my own players, but after playing in it, I don't think it matches the play style of any of the groups I'm in.  I think it's a good one-shot, but that's about it.  Not good for inserting into an ongoing campaign.  The potential for a TPK with this scenario is high.

I still had fun though.

Saturday, October 08, 2016

The Others - 7 Sins Miniatures Painted - Part 2 - The Sins

I've finally painted all 7 Sins for the board game: The Others - 7 Sins.

In the classic Seven Deadly Sins, each sin is represented by an animal.  I'm not sure if the sculptors for this game took that into account.  There seems to be some minor correlation.
Core Game Box Art

7 Sins Controllers have black bases
Pride (core box) = Peacock (the Avatar is peacocky with tentacles)
Sloth (core box) = Snail (the Abominations are sluggy)
Envy = Snake (the Controller is snaky, everything else has fangs)
Greed = Toad (the Avatar is toady)
Gluttony = Pig (the Abominations are piggy)

Lust = Goat (the Abominations have udders and the Avatar babies, not sure if it's goaty)
Wrath = Lion (the Abominations are loin-like)
Link to Part 1: The Others - 7 Sins - Painted Heroes and other Monsters is here.
Link to How to Paint Your Own Miniatures is here.

Tuesday, September 27, 2016

The Others: 7 Sins - Miniatures Painted - Part 1


I got my The Others: 7 Sins board game and it came with a lot of unpainted miniatures.  I'm currently painting them.


Below are my painted miniatures.

In the game, you're supposed to put color coded rings around the bases of various pieces to aid in play.  Since I'm painting the miniatures (from their base grey plastic), I decided to color code the bases, so there's no need to add the color rings to the bases.
Team Leaders have yellow bases

This guy is a were-wolf.  Miniature as human and as wolf.
Fixers have green bases

Bruisers have red bases

Shooters have blue bases

Below are various monsters.

Variety of Corrupted Citizens
Hell Club - Hellraiser themed monsters
I've finished painting the 7 Sins, link to part 2 of this post is here.
Link to How to Paint Your Own Miniatures is here.

Tuesday, September 06, 2016

Call of Cthulhu 7th Edition - What I Like About It (vs older editions)

I play tested Call of Cthulhu (CoC) 7th Edition in Jan 2013, I bought into the KickStarter in June 2013, got uncorrected PDFs in 2015 (?), and got the printed books May 2016. So, it's been a long journey.

I started running Horror on the Orient Express (HotOE) 7th Edition on July 2015. CoC 7th Core books were shipped after HotOE shipped. After running through most of HotOE, it's pretty clear that HotOE wasn't completely converted to 7th Ed. There's some obvious leftover stats and rules from 6th Ed embedded in the new printing of HotOE.

I started running HotOE using the CoC Quick-Start rules and the play test rules I learned in 2013. Unfortunately, a number of rules changed from the play test to the final version. It was only after getting the uncorrected PDFs and reading them carefully that I got a good feel for the official 7th Ed changes. Also getting the printed copies somehow enabled me to do a better reading of the rules. It's easier to peruse a printed copy vs a PDF search for key words.

After running CoC 7th for 15 months, I think I have a good grasp of what I like about 7th Ed.

Pushing Rolls.  This raises the tension level every time a player fails an investigation roll. Do they spend luck (if within a few points) or do they push the roll? The discussion of what the failed push roll is between the GM and all players is pure genius. This has added to the games so much, I can't even explain how great this concept was.  It's one of those you have to be there type of moments.

This also introduces a mechanic that prevents players from double dipping. How many times has characters decided to first Persuade, then Intimidate, or have multiple characters try a Persuade with no negative consequences? Or multiple characters try Locksmith? This fixes the problem by introducing a set mechanic.

Spending Luck (optional rule).  In various games, GMs have been adding Clue Chips and other bennies to help characters succeed. This formalizes it and works really well. It allows the character to either find useful clues or survive combat with the tradeoff of lowering the party's group luck. I call for group luck rolls when a player asks for something I haven't prepared for or when they need to make an appointment with an NPC. The players generally spend more than the 1d10 Luck they can regain, so their Luck does decline steadily in the long run.

Half and Fifth Values.  We used to house rule impales (1/5 values) for non-combat rolls and give characters extra information when a character impales. So, adding a Hard Success for rolling equal or below half your skill is a no brainer change. Rolling equal or below 1/5 is an Extreme Success.

Comparing Levels of Success.  With the half and fifth values, comparing levels of success is easy and removes the need for the Resistance Table (pre-7th).  I never needed to use the Resistance Table because it was a simple math formula (50% +/- 5% for each point of difference in stat). But apparently people had issues with it. Comparing levels is mostly used in combat, in non-combat situations, depending on the opponent's skill, you either need a regular success (where the opponent's skill is less than 50%), hard (50% or above), or extreme (90% or above) to succeed. For instance, an opponent's Spot Hidden is 50%, so you'll need a Hard success with a Stealth roll. (Keeper Rulebook, p.83).

Fighting Maneuvers.  It works fairly well and characters do like to use them against creatures and cultists or possessed PCs. I've had characters try to body check a Deep One, restrain someone, knock someone out, etc.

Fighting (Brawl).  It was annoying that there was a punch, kick, and head butt. Now all unarmed combat is combined into one skill.

Charm, Fast Talk, Intimidate, Persuade, Psychology.  I like the new breakdown of interpersonal skills and also that instead of always using Psychology to see through one of the techniques, you can use either the same skill or Psychology to see through the technique. You can't bullshit a bullshitter. In some systems, you use the same skill to spot the use of a skill. e.g. You can use Mechanical Repair to break something and Mechanical Repair to fix something. Stealth to sneak around and Stealth to spot someone sneaking around. Maybe Listen and Spot Hidden can be collapsed into a Notice skill instead just like Psychology collapses Charm, Fast Talk, Intimidate, and Persuade into one counter skill.  Then you can counter Stealth with either Stealth or Notice, whichever skill is higher.

Major Wound, Unconsciousness, and Death.  I always hated the old rules for when you're at 2 hit points, you're unconscious and when you are at 0, you're dead. This ran so counter to all the other RPGs out there. Now you go unconscious at 0 and Dying if you have a Major Wound.  This actually has the effect of making it harder for characters to die. As long as the party survives, there's a chance that any character with a Major Wound could survive (First Aid and CON rolls required) and those without a Major Wound would just need to be revived (regain at least 1 HP via First Aid). In pre-7th Ed, when you go to 0, you're dead.

First Aid.  In pre-7th, players had to keep track of the number of wounds and each wound could be First-Aided and healed 1d3. In 7th Ed, you only get 1 hit point back per combat scene no matter how many wounds you took. Easier, less record keeping, but a bit more deadlier and less pulpy. Also only two people can try First Aid on the same patient. No more rolling until you succeed by every character.

Reading Books.  Initial Reading/Full Reading/Mythos Rating. Nice changes for skimming the book vs studying it intensely and using the book as a reference when looking up a question.

Streamlined Combat.  Fighting Back or Dodging. This speeds up combat, but isn't a big game changer. I mainly saw speed ups in Dark Ages and Invictus settings. Not much of a change for games with guns such as 1920's and onward.  The bonus and penalty die is very close to adding an additional 25% to success for the first bonus die and an additional 12.5% to success for the second bonus die. In most games, GMs would give a 20% bonus for similar situations, so not much of a change. The main change is replacing the double damage at point blank (pre-7th) with a bonus die when using a firearm.

Random Tables for Inspiration (Significant People, Meaningful Locations, Treasured Possessions). At first, I thought this was fluff and for color only, but after generating a few characters myself, I discovered that I really liked this added depth to the characters. In addition, I found out that this could 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.

Sanity Recovery Rules. I like the Self-help rules (p.167 Keeper Rulebook) where you can spend time with one of the above Significant People, Meaningful Location, or Treasured Possession as psychological support. This is akin to Delta Green's Bonds. This adds a little bit of role-playing between scenarios.

Chase Rules. I've used them once or twice and haven't quite got a handle on them yet. There are similar rules in TimeWatch. Here's a great video by Seth Skorkowsky on the chase rules. Basics on chase rules by Paul Fricker.

Full Color.  The illustrations and full color interiors are gorgeous.

Hard Cover Books.  Hard cover books last longer and protect the pages. It was announced that all future books from Chaosium will be hard cover and have full color interiors. Nice.

Overall, I love the new edition.  The two key changes I think improves the game greatly are Pushing Rolls and Spending Luck. Fighting Maneuvers and Initial Reading of Books are nice additions and useful. The Chase Rules seem nice, but I haven't been able to use it yet, so the jury is still out. The other changes are minor improvements that improve the game, but not in any major way.



CoC GM Tips: Tricks of the Trade for Beginner GMs
Follow up on combat: CoC 7th Combat Q&A
Follow up on insanity: CoC 7th Insanity Q&A
Follow up on spell casting and magic: CoC 7th Magic Q&A
Follow up on skill checks: CoC 7th Skill Checks Q&A
Follow up on Luck spends: CoC 7th Luck Q&A
PC Creation Tips: Thoughts on Character Creation
PCs using Social Skills on NPCs: Thoughts on Social Skills
How to deal with Stealth when not everybody has a high skill: Sneaking Around in Groups
Thoughts on Library Use: Library Use or That was Boring
PCs favorite weapon: Shotguns, A Closer Look
Thoughts on Chases: Extended Tests


Monday, August 29, 2016

Call of Cthulhu 7th Ed - Tricks of the Trade for Beginner GMs

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.





Here's a summary of the 1920s: https://en.wikipedia.org/wiki/1920s

Cool video on driving a Model T: YouTube - Model T - Test Drive
Video on how to start a Model T and where the gas tank is: YouTube: Model T - Mechanical Details

Video on Men's Fashion for 1920s: https://youtu.be/2JkQgvsUCSA

For setting, I'd recommend some silent movies: Buster Keaton, Harold Lloyd, and Charlie Chaplin.
Buster Keaton: Sherlock JrSteamboat Bill JrSeven ChancesCollege.
Harold Lloyd: Safety Last!High and Dizzy.
Charlie Chaplin: The KidThe Gold Rush.

Again, Wikipedia and Google is your friend.

Continuity

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.
cosh* = pistol-whipping
Stats on p.402 Keeper Rulebook, Hand-to-Hand Weapons: Blackjack (cosh).

I have a separate blog post on Combat Q&A.

Spending Luck (optional rule)

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.

I have a separate blog post about Luck.

Group Stealth Roll (house rule)

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.

I have a separate blog post about Sneaking Around in Groups.

Machine Guns (house rule)

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.

Non-Euclidean Art:


I have a separate blog post on Insanity Q&A.

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.

Published Scenario Recommendations

For a beginner GM, I'd recommend Chaosium's free Call of Cthulhu 7th Edition Quick-Start Rules which includes the scenario: The Haunting.
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.
For Monophobia's scenario Vengeance from Beyond, I have a blog post on Occult Book Dealers of Arkham
For long campaigns: my notes and thoughts

What Books Should I Get First?

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?

  1. 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.

  2. Days later, re-read, but take notes, writing up a short outline with bullet points of key events.

  3. 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).

  4. 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.

  5. 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.

I have a full blog post on this: Prepping for Running

Basic Investigation Techniques

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.

Other Articles of Interest (by me)

Follow up on combat: CoC 7th Combat Q&A
Follow up on insanity: CoC 7th Insanity Q&A
Follow up on spell casting and magic: CoC 7th Magic Q&A
Follow up on skill checks: CoC 7th Skill Checks Q&A
Follow up on Luck: CoC 7th Luck Q&A
PC Creation Tips: Thoughts on Character Creation
PCs using Social Skills on NPCs: Thoughts on Social Skills
How to deal with Stealth when not everybody has a high skill: Sneaking Around in Groups
Thoughts on: Chases
Thoughts on Library Use: Library Use or That was Boring
Musings on: Verbal Spell Casting and Rituals
PCs favorite weapon: Shotguns, A Closer Look
Horrible description followed by SAN check or vice versa: When to Ask for a SAN Check
Should the GM or Player roll dice? Who rolls dice?
Theater of the Mind for CoC? Theater of the Mind
Musings on the Mind of Cthulhu: If Humans were Mythos deities
What to do with published handouts that are hard to read? Unreadable Handouts
Should you have real puzzles in your game for immersion? Don't do it! (with some caveats)
How realistic should a game be? Simulation vs Verisimilitude
Using Roll20 VTT: CoC 7th on Roll20 
How long does various CoC campaigns take to run? Run Times and Thoughts

Other Websites

Chaosium's Page: Getting Started (also the free PDF QuickStart rules which includes the classic scenario: The Haunting)
Forum for Lovecraft fans, posts include fan props, maps, scenario clarifications, etc.: Yog-Sothoth
Seth Skorkowsky's great video on Sanity game mechanics.
Chaosium's Online Character Generator: DholesHouse.org

Thursday, July 28, 2016

Cheap Miniatures for Call of Cthulhu

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).