Reviews from R'lyeh: 1984: Railway Rivals

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Showing posts with label Pulp Cthulhu. Show all posts
Showing posts with label Pulp Cthulhu. Show all posts

Saturday, 11 January 2014

Nitrates & Nasties

Posted on 09:30 by Anthony Carold
From Dread Albion to the Balkans, the 'Backlot Gothic' stretches across a timeless region of Europe reached only by train, but which can only be crossed on foot or by horse and carriage. It is home to a backwards people, many superstitious, others ignorant, who live under the shadow of the vampire, the werewolf, and the man of visionary, but misguided science. Cousin to the Backlot Gothic is the Backlot Jungle, which stretches from the Amazon to Asia via Africa, and although its creatures change from lion to tiger to jaguar as the continent dictates, the frogs will always sound like those found in Southern California.

For Hollywood is the inspiration for the Backlot Jungle and the Backlot Gothic both, the two being the setting for Shadows Over Filmland, an anthology for Trail of Cthulhu. Penned by Ken Hite and Robin D Laws, the anthology draws from the horror movies of the Desperate Decade. The authors have taken films such as Dracula, Frankenstein, King Kong, The Mummy, The Wolf Man, White Zombie, and others, and used them to give the Cthulhu Mythos of stories like ‘Herbert West – Reanimator’ and ‘The Case of Charles Dexter Ward’, a Silver Nitrate wash. Or indeed, infuse the classic creations of the Universal Monsters films with the sanity debilitating effect that is the Cthulhu Mythos. The result is an otherworldly, gothic conceit that the Keeper will use to draw his investigators into the twelve eerie, sometimes grotesque reels presented on the screen in Shadows Over Filmland.

The supplement is essentially three sections. The first is Hite’s essay exploring the parallels between Lovecraft’s fiction and the horror films of Universal Studios and RKO. Despite Lovecraft’s own dismissal of these films, Hite finds more than enough to support the core conceit behind Shadows Over Filmland, looking in turn at the vampire, the werewolf, the mummy and so on. Thus, both The Mummy and the stories ‘He’, ‘The Terrible Old Man’, ‘The Picture in the House’, ‘The High House in the Mist’,’ ‘Dreams in the Witch-House’, and ‘The Thing on the Doorstep’ all make use of the concept of the immortal monster-magus as much as The Mummy and ‘Cool Air’ and ‘The Horror at Red Hook’ all possess a certain fascination with the Oriental and the exotic. Having established the parallels, Hite goes on to explain the differences between the Cthulhu Mythos and the Silver Nitrate Mythos, primarily the emphasis upon sexuality, its obsession with psychology, fascination with corpses and their mutilation, the sublimation of the Desperate Decade’s economic fears into supernatural ones, the mocking of God’s good order, and so on…

The second section explores the more mundane elements that make up the Backlot Gothic. Whether the blackest of forests or catacombs and castles most sinister, hermits or gypsies, butlers or laboratory assistants, these elements emulate the stock characters and locations where the movies of Shadows Over Filmland are shot. Complete with numerous examples and advice on handling both the motifs and the accents to found in the Backlot Gothic, their inclusion highlights both an issue with Shadows Over Filmland and its intent. The issue is that the regular use of this stock footage can easily become a cliché, but the intent is that is Shadows Over Filmland not meant to be used as a campaign. That is, the Backlot Gothic is somewhere to visit on an irregular basis, a fact further supported by the absence of any advice on running the dozen scenarios herein as a campaign. Rounding out this section is a number of story hooks that the Keeper can develop into full scenarios in addition to those in the book’s third section.

Shadows Over Filmland’s third section is its longest and is devoted to the investigators’ individual trips to the Backlot Gothic in the form of a dozen scenarios. Of these twelve, Ken Hite pens five – ‘Death Across the Nile’, ‘Dreams of Dracula’, ‘Lord of the Jungle’, ‘The Black Chateau’, and ‘White Bokor’; Robin D Laws pens six – ‘Dr Grave Dust’, ‘The Green Ape’, ‘The Night I Died’, ‘The Preserve’, ‘The Non-Euclidean Man’, and ‘Under a Werewolf Moon’; and together, they co-author ‘The Final Reel’. The degree to which the Mythos is employed in these dozen varies from one scenario to the next, so that one scenario might be a more Universal Studio feature than a Lovecraftian submission to Weird Tales. That said, those of the scenarios that are more Lovecraftian would work well in a standard Trail of Cthulhu campaign with little or no modification.

The dozen opens in classic fashion not in the Backlot Gothic per se, but Backlot Egypt with ‘Death Across the Nile’ and a tale of possession down the ages. This scenario will be familiar to most gamers, right down to taking place at an archaeological dig, but this does not mean that it is not well done and that it is anything other than engaging. There is a twist or two to the tale, but it is otherwise a straight forward affair. ‘White Bokor’ is written as a sequel to White Zombie, the 1932 film starring Bela Lugosi and is intentionally straight forward, if not linear in nature. In it the investigators find themselves on the Backlot Island, either washed ashore or following up on earlier clues, where the only place to go is a castle on the Mountain of the Dead! The problem is that it is influenced by the films of George Romero and whilst the investigators are faced by a zombie herd, they are the ones being herded and it feels all too heavy handed. Given that its title is ‘Dr Grave Dust’, it is no surprise that the third scenario is inspired by Lovecraft’s ‘Herbert West – Reanimator’. An epidemic of grave robberies has struck the Backlot Gothic, and the investigators are asked to uncover those responsible. The culprit is quickly highlighted in what is otherwise a surprisingly combat orientated scenario. Again this is another straight forward scenario, but what is interesting is how the culprit’s motive has been taken a step further beyond an interest in reanimating the dead.

The conceit of the Backlot Gothic in ‘Dreams of Dracula’ is that no one has heard of Dracula and Bram Stoker never penned the eponymous novel, which of course flies in the face of player knowledge. Set in Backlot Albion, perhaps London, perhaps Whitby, the investigators are asked by a friend to help him with a queer situation – both his wife and her friend have been struck down by fever and anaemia, brought by nightmares! This is a languorous, atmospheric affair, one that apes the England-set sequences from Bram Stoker’s novel, almost as an act of misdirection. The author’s use of the Cthulhu Mythos, hidden as it is behind the apparent vampire Mythos, nicely and effectively underpins the scenario’s misdirection. As ‘The Green Ape’ opens, the investigators find themselves ready to go ashore and brave the Backlot Jungle on the remote island of Nambu in the South Pacific. This is a trip back into the prehistoric past, much like the movie that inspired it – King Kong, and much like any trek into the unknown, the scenario become something of a test of endurance, although this is balanced by a Pulp sensibility. The next adventure is again set in the Backlot Jungle and is again something of a test of endurance, but more intentionally so. ‘The Lord of the Jungle’, which draws from James Whale’s 1940 film, Green Hell, and Lovecraft’s ‘Facts Concerning The Late Arthur Jermyn And His Family’ also continues the previous scenario’s Pulp sensibility, but this slips away as the investigators penetrate further and further into Africa’s dark heart to locate a lost city and uncover its secrets. 

Val Lewton’s films for RKO from the 1940s – leaping a decade ahead than is the norm for Trail of Cthulhu – are the inspiration for ‘The Night I Died’. Once again a friend calls upon the investigators for their help. His fiancée has fallen into melancholia and appears to sleep walk, even going so far as claim that she is a ghost! Set in an Urban Backlot, ‘The Night I Died’ is another atmospheric piece, but one that comes with notes on how to make it more of a Mythos influenced experience than it is. Inspired by Lovecraft’s ‘From Beyond’ as much by The Invisible Man, ‘The Non-Euclidean Man’ brings the investigators to a scientific symposium hosted by the Pneumametric Society and face to death from beyond – though initially not their own. 

‘The Black Chateau’ has the most modern feel of the dozen scenarios in the anthology, at least artistically. It evokes a feeling of stark, nightmarish horror in entrapping the investigators within an imaginatively contemporary version of the haunted house to very pleasing effect. Much like the earlier ‘Dreams of Dracula’, a familiar monster appears in ‘Under a Werewolf Moon’. Its use is not as imaginative as that of Dracula in ‘Dreams of Dracula’, but this is nevertheless far from unplayable. The penultimate conceit in the anthology takes a concept from the Universal Horror films and sets it on the investigators. ‘The Preserve’ unites three of the antagonists from previous entries in Shadows Over Filmland and lets them take revenge on the investigators in what is a Pulp affair suitably located towards both the end of the book and the end of a Backlot Gothic campaign.

The conceit culminates in Backlot Hollywood – or is it the ‘real’ Hollywood? – with the appropriately named ‘The Final Reel’. The investigators are called in by the Hays Office to look into Capitol Pictures’ production of a new horror film entitled Call of Cthulhu! Can they find cause to have this threat to American morals shut down, let alone uncover who exactly is sponsoring the film? Fittingly, this plays louche and loose with the Shadows Over Filmland canon to draw on several of the previous scenarios in the anthology, though such elements are not central to the plot. It is almost as if the investigators have stepped out of the collection’s previous films and into the studio… The scenario comes with several detailed NPCs around which the Keeper involves the investigation, though this is primarily a player-led affair. Should the investigators want to do more than just shut the film down and uncover the cult or cultists behind its production, then the Keeper will have to improvise the details himself. Otherwise, this is an entertaining climax to Shadows Over Filmland.

Physically, Shadows Over Filmland is a beautiful book. The layout is clean and tidy, and Jérôme Huguenin provides some excellent art. It is missing an index, but that is probably less of a problem since the book is unlikely to serve as a reference work. Slightly more problematic is the lack of maps since their inclusion might have aided the Keeper in certain scenarios.

The best of the dozen Shadows Over Filmland work effectively when their combination of the horror of the Cthulhu Mythos and the horror of the Universal Monsters counterbalance each other. Samples of the twelve that achieve this include ‘Dreams of Dracula’, ‘The Black Chateau’, and to an extent, ‘Under a Werewolf Moon’. The least effective scenarios are those that wander away from the Backlot Gothic or the Backlot Albion, primarily because the investigative process plays less of a role and because there is less player agency involved in them. Those in between these two poles are solidly written scenarios, though ‘White Bokor’ is perhaps too linear and too heavily scripted. The tone for most of the twelve is also well handled, for the most part maintaining a steady median between the Pulp and the Purist, sometimes advice being given for the Keeper should he want to adjust to one tone or another. 

As with any anthology, the contents of Shadows Over Filmland can easily be used as a series of one-shots. All are relatively short, offering at most two sessions’ worth of play. There is no particular order to the twelve scenarios, but certainly ‘The Preserve’ and ‘The Final Reel’ should be played after the previous ten. Many of the twelve would also work as additions to an on-going Trail of Cthulhu campaign, though the ‘The Preserve’ and ‘The Final Reel’ might stretch the credulity and tone of certain Keepers’ campaigns. The intended use of the anthology though is as a supplement to an existing campaign, the Backlot Gothic not being somewhere that the investigators should visit regularly. Indeed, there is such a dream-like quality to the scenarios that these twelve would work as a series of visits to a version of the Dreamlands influenced by the cinema of the Desperate Decade. However Shadows Over Filmland is used, it presents a diverting dozen that take the investigators deep into the Arcadian idyll of the Backlot Gothic suffused with the sinister and the malevolent behind which lurks the Cthulhu Mythos.
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Posted in Call of Cthulhu, Cthulhu, Hollywood, Ken Hite, Pelgrane Press, Pulp Cthulhu, Robin D. Laws, Trail of Cthulhu | No comments

Saturday, 8 June 2013

A Restricted Dig

Posted on 07:07 by Anthony Carold
The Archaeologist's Handbook: A Guide to Archaeology for Roleplaying Games is a curious beast. It reads in part like a supplement for Call of Cthulhu, but is not written for that RPG despite the significance of that role in both the RPG and the fiction that inspired it. It also reads and feels like one of the Miskatonic University Library Association monographs that Chaosium, Inc. publishes in support of its primary RPG, Call of Cthulhu, but is instead published by Innsmouth House Press, an imprint of the website, yog-sothoth.com, which is specifically devoted to all things Lovecraftian, role playing in particular... Thus it feels like it should be a Call of Cthulhusupplement, but is not, and it feels like it should have been published by Chaosium, but was not.

So the questions arise, just what is The Archaeologist's Handbook: A Guide to Archaeology for Roleplaying Games, and who is it written for? As the title suggests, its presents an examination of the study and practice of Archaeology, its history, notable techniques, a discussion of noteworthy proponents of the science, as well as sites and forgeries, and so on, with the aim of making this information useable by roleplayers. In the main it covers the Victorian period, the 1920s, and the roughly contemporary here and now – the three eras that dominate Lovecraftian investigative horror.

The history begins in the antiquities before coming up to speed with archaeology’s founding as a field of study and its practise since the eighteenth century. Although it comes up to the modern day, it is a pity that it does not cover the rise in popularity for all things archaeological in the wake of television coverage – essentially the Time Team effect. Thus it covers both the Grand Tour and the research conducted in Egypt during Napoleon’s occupation; the archaeological scholarship that would lay the foundations for Darwin’s theory of evolution and the Ordnance Survey work that would reveal much of Great Britain’s hidden history; and how archaeology has moved from the province of the scholarly gentleman and his wealthy patron to the aegis of museum, university, and government. Numerous techniques used to dig and excavate a site are described, as are various means of scientifically dating a site and its finds. This is followed by descriptions and histories of some of the world’s more notable museums along with some of their exhibits. None of these are covered in extensive detail, but the balance is about between having enough information to make use of in-game and having enough to serve as pointers should further research be required. Of more practical use is the guide to actually running an archaeological excavation which gets into the logistics of the affair, period by period.

Up until this point, the tone The Archaeologist's Handbookis a little dry and technical, but this changes with a discussion of infamous fakes and forgeries, such as Glozel and The Cardiff Giant. The lighter tone continues as the book begins to support its roleplaying aspect – for example, each notable site, from Stonehenge and Pompeii to Petra and Great Zimbabwe is accompanied by a juicy plot hook that a referee could easily develop into something playable. It is a pity though, that the array of notable sites and accompanying plot hooks ignores Asia. Rounding out The Archaeologist's Handbookare some diary entries that nicely capture the life of an archaeologist in each of the book’s three eras, a list of notable archaeologists – none are given stats though, and a list of possible equipment for each era.

Although not written specifically for Call of Cthulhu, the contents of The Archaeologist's Handbook are probably more applicable to that game than any other. After all, the archaeologist is one of the game's signature Occupations, which means that Call of Cthulhu players and Keepers alike will probably get the most out of the book’s contents. Plus there is plenty of evidence in the book to suggest that it was written with Call of Cthulhu in mind. In particular, it focuses upon the RPG’s three core eras – the Victorian period, the Jazz Age of the 1920s, and the modern day, plus the sample NPCs its provides for each era are written up in a fashion that apes Call of Cthulhucharacters rather than matches them exactly. Thus you have Stamina instead of Constitution, Willpower instead of Power, Library Usage rather than Library Use, Take Notice rather than Spot Hidden, and so on. Adapting any one of the three NPCs to Call of Cthulhu, Cubicle Seven Entertainment’s The Laundry RPG, or any Basic Roleplay RPG is anything other than a challenge. That said, given the fact that both skills and the stats for all three characters are expressed as percentile figures actually makes them more compatible with the forthcomingCall of Cthulhu, Seventh Edition rather than the current Call of Cthulhu, Sixth Edition. Adapting the characters to Pelgrane Press’ Trail of Cthulhu or RealityBlurs, Inc.’s Realms of Cthulhu is more challenging, but certainly within the bounds of possibility.

The Archaeologist's Handbook comes a seventy-six page A5 sized spiral bound book. This format makes it easy to flip through and read, the former necessary due to the lack of an index. That said, the format does not withstand much in the way of handling, and perhaps a plastic cover could have been included for the back cover as well as the front. The book is illustrated throughout with a range of black and white drawings and photographs, all of them appropriately selected. It is a pity that the book does not come with any maps as subject matter certainly lends itself to those. The writing is a also perhaps a little dry in places, but once the author begins to talk about sites and museums and forgeries, she warms to her subject and is more engaging. Still the book could have done with a closer edit.

More of an issue is that The Archaeologist's Handbook is underdeveloped in places. As a consequence its stance is strongly Anglophile in places. This is understandable given that the author is English, but that does mean that this guide to playing an archaeologist is tailored to English characters. Given that the Call of Cthulhu playing audience for this book is primarily American, it would have been useful if the author had been able to present information on how to play an American archaeologist, let alone say a French or German one.

Where The Archaeologist's Handbook is at its weakest is the fact that it is a generic supplement. Had it been specifically written for Call of Cthulhu then it could have better explored its subject and thus have better applied it to excavating the Mythos. Or least reference any one of the innumerable scenarios written for that the game that involve Archaeology or an Archaeological dig of some kind. Whether that is “The Clive Expedition” from Chaosium, Inc.'s Complete Masks of Nyarlathotep, TOME's Glozel est Authentique, and “Darkness, Descending” from Cubicle Seven Entertainment's Cthulhu Britanniaanthology. Of course, it could also have covered how to create an Archaeologist character in each of RPG’s three core eras.


Had it been allowed to develop that much further – with maps and more scope than its current Anglophile stance as well as applied its subject to Lovecraftian investigative horror, then there is no doubt that this supplement could have been a very useful sourcebook for Call of Cthulhu. Despite these limitations, there is no denying that The Archaeologist's Handbook: A Guide to Archaeology for Roleplaying Games is a meaty introduction to its subject – and is thus of use to players and Keeper referee alike.
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Posted in Call of Cthulhu, Cthulhu Britannica, Historical, Lovecraftian Horror, Pulp Cthulhu | No comments

Monday, 31 December 2012

Curse of Chaosium IV

Posted on 16:07 by Anthony Carold

After a lacklustre 2011, Chaosium, Inc. surprised everyone by publishing not one, but two titles in 2012 for its flagship RPG, Call of Cthulhu. The first was the much lauded Cthulhu by Gaslight, marking the welcome return of the Mythos to the Victorian Era of the 1890s. The second was the surprise. Terror from the Skies: A Race to Save Humanity from a Dark Future presented an all new campaign for Call of Cthulhu, the first from Chaosium since Tatters of the King, published in 2006.  Like that highly regarded campaign, Terror from the Skies takes place during the RPG’s classic period of the 1920s and is primarily set in England, although events will take the investigators much further afield.


Like its forebears, Terror from the Skies is a world-spanning campaign, albeit one that is on a much smaller scale. It begins small, with a single scenario set in the South East of England where the investigators are to attend a wedding. If the villagers are to believed, the wedding and subsequent marriage will not be a happy one; but is this mere superstition or do the lack of weddings held at the local church lend credence to their claims? This is an engaging little affair with an array of detailed NPCs that is designed primarily to introduce the investigators to the NPC who will get them involved in the main part of the campaign. 

From Kent, the campaign moves onto the North-East where most of it is set. Lured by a letter from the NPC and by reports of vampire attacks in the Yorkshire town of Whitby, the player characters are asked to aid a friend who has been investigating certain mysteries of an outré nature. This being Whitby, the first thoughts upon the players’ minds should be Bram Stoker’s most famous creation, but thankfully the author avoids such clichés, the threat being more in keeping with the game. That said, there are some notable parallels between Dracula and the campaign’s true villains, which will slowly become apparent as the investigation takes the player characters first across the North Yorkshire Moors and then further north to the cities of Durham and Newcastle. Eventually enough will be hinted at to suggest to the investigators that various persons are co-operating with an intelligence to engineer a very dark threat.

For its antagonists Terror from the Skies chooses a foe ill-used outside of Delta Green – the insect-like, interstellar refugees known as the Shan. For the most part they are well used, their plot being woven around a very tight schedule in the summer of 1929. A major aspect of their role as protagonists is that once they become aware of the investigators’ interest in their plan, the Shan will come after them, not only looking into their activities, but at times, also moving directly against them. This is one of the campaign’s strengths, along with both the aforementioned tight schedule which will force the investigators to keep moving and the concept behind the campaign itself.

Although initially the campaign has a Purist feel, as it progresses, Terror From The Skies takes on an increasingly Pulpy feel. This is particularly evident where combat is involved, a subject that the author does not address directly, despite the fact that it being set mostly in England will influence the role and effect of combat in the campaign. In other words, the laws regarding combat and firearms in the United Kingdom are different, as is the selection of available weaponry, but none of this is addressed. All it would have required is a side box addressing the issue. It is also evident in certain sequences that possess not the structure of an investigative scenario, but a big puzzle box, one that is almost Dungeons & Dragons-like. Some of these sequences also suffer from a bloat of dice rolling at odds with the simplicity of the Call of Cthulhu mechanics.

If much of this sounds good in concept, then it is. There is the makings of a pulp action campaign in Terror from the Skies. The villains and their plans are interesting, and they are for the most part, reasonably well handled. Unfortunately, the execution does not so much leave much to be desired, as it does leave everything to be desired. The first hint at this comes when the campaign’s introduction wanders randomly into its prequel scenario. The second comes in the opaque nature of the link between this prequel and the bulk of the campaign. The third comes in elements and parts of the campaign being mentioned in one chapter without any accompanying explanation, the Keeper being at a loss until he finds said explanation, an NPC’s name, and so on, in the next chapter. All too quickly, reading Terror from the Skies becomes an exercise in frustration as not enough is explained in the text when it should be and this just gives it a discordant feel.

Cartographically, Terror from the Skies also presents the Keeper with nothing but consternation. Not by the quality of the maps included in the book, but by the absence of maps. In the course of the campaign, the investigators visit at least eight towns and villages, not in passing, but in the course of active investigation. There is not a single map of any one of these places in the book. The text does describe the routes that the investigators will take from one place to the next within these locations, which is essentially providing a narrative for Keeper and players alike, but a narrative without a reference. Without that reference it is almost as if the author is directing Keeper and players alike rather than allowing either the agency to run or play campaign as they see fit and move around within the campaign. Worse still, the investigators are required to visit numerous locations and undertake various actions at each. For example, the act of burglary is a frequently discussed option that the investigators can undertake, but again, not a single map has been provided of these locations where it is suggested as an option. 

Worse, the culmination of the campaign takes place on an airship, but no plans are provided of the airship in question. In the case of this airship, the events aboard which the author devotes the best part of two chapters to, there is not even a description of its deck plans. Or its crew – let alone their game stats.

It has to be asked, but why is this campaign missing so many of its important maps?

As mentioned, the campaign does not provide game stats for the crew of the airship. Sadly this is only an omission amongst many, for once past the introductory scenario, not one of the campaign’s many minor NPCs – NPCs that the investigators are expected to interact with, even fight – is given their set of game stats. There is a set of minimal stats for some cultists, plus advice to reuse them, but this not only leaves more effort on the part of the Keeper to undertake, it also depersonalises the NPCs. Many of the NPCs who are given stats and write-ups are overdone, sometimes ludicrously so when it comes to the Cthulhu Mythos.

The campaign does come with plenty of hand outs. With many of them, an effort has been made to make them look authentic and there is some artistry on show here. Unfortunately the newspaper articles will never look like newspaper articles because they are printed over a newspaper background rather than as newspaper articles, and the hand outs that attempt to look handwritten still look as they have been done onscreen because of the cursive typefaces employed. In addition, some of the hand outs are too dark to read clearly and many of the later hand outs amount to little more than printouts. As to the suggestion that some of them might have been written in an alien script, this falls flat unless there is some new mystery to Times New Roman.

Besides the missing maps and NPC stats, Terror from the Skies is also all too often missing the small details that matter – the details that add verisimilitude and the details that support elements within the campaign. For example, the investigators at one location might find a newspaper belonging to an NPC that he brought with him from his home country, but this newspaper is not named. It would be a simple matter to give the name of a newspaper and so add to the reality of the game. Similarly, the investigators are visiting another country and are presented with gifts – what are these gifts? In either instance the players will ask what their characters have found or been given. Not having this information ready for the Keeper the campaign dismisses the investigators’ actions.

In terms of layout, Terror from the Skies looks to be clean and tidy. Yet that is only upon a cursory glance, as it quickly apparent that physically there is no finesse to the book or its layout. This is only exacerbated by the editing, which completely fails to address any of the issues with the campaign – where the various elements of a chapter should go, where the explanations should go, the Call of Cthulhu format, inserting lists of the campaign’s clues and the parts of the plot that they link to, the small details that that enhance the campaign, and so on. All of which is in addition to spelling and format errors that litter the book.

The truth is that Terror from the Skies was never going to be a great campaign. It could have been, however, a solid campaign, one that was ready to play with relatively little preparation. It is even possible to imagine this as a starter campaign, though of course, it is set rather late in Call of Cthulhu’s Classic period of the 1920s for that. The accompanying truth is that Terror from the Skies was never going to be that solid a campaign. Not with these editors. Not with this layout artist. Not with Chaosium.

The terrible truth to Terror from the Skies is twofold. Terror from the Skies feels like an unfinished book and Terror from the Skies feels like a publisher’s first book. In this, Terror from the Skies is also a frustrating book. Frustrating because it leaves so much for the Keeper to do in preparing the campaign for play. Frustrating because in the hands of competent editors and developers, so many of its issues could have been addressed, if not to make it perfect, but to make it much, much better.


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Posted in Call of Cthulhu, Chaosium, Cthulhu, Curse of Chaosium, Lovecraftian Horror, Pulp, Pulp Cthulhu | No comments

Saturday, 27 October 2012

Pulp Cthulhu

Posted on 05:43 by Anthony Carold
It should be remembered that for twenty years, the only way to play Lovecraftian investigative horror was Chaosium Inc.’s Call of Cthulhu. In 2002, Wizards of the Coast’s d20 Cthulhu
 offered another option, and in the last decade we have been offered PelgranePress’ clue orientated Trail of Cthulhu; Reality Deviant Publications’ more structured Shadows of Cthulhuusing the d20 System distilled True20; CthulhuTech, a combination of science-fiction and horror roleplaying from Wildfire LLC; Cubicle Seven Entertainment’s bureaucratic approach to fighting the Mythos with The Laundry; as well as Reality Blurs’ Realms of Cthulhu, which in being written for use with Pinnacle Entertainment Group’s Savage Worlds, actually pre-empted the arrival of Pulp Cthulhu, a supplement that is yet to arrive for Call of Cthulhu. That supplement promises a new approach to playing Call of Cthulhu, one that is more action orientated, more cinematic, more adventurous… In the absence of that supplement, Realms of Cthulhu is quite possibly the pretender to its throne.

First published in 2003, Savage Worlds is a light, fast playing RPG that sets out to do two things – cinematic action and mass combat as well as handle roleplaying. In the past ten years, it has been used to power an array of settings and campaigns, the best known being Fifty Fathoms and Deadlands Reloaded, both also from Pinnacle Entertainment Group. For much of that time, Savage Worlds has been available in an Explorer Edition, a handy sized, inexpensive rulebook that provided the basics of the rules. The rules have since been republished in a new ThirdEdition, which saw some changes that do mean that Realms of Cthulhu is slightly incompatible with the new version of the rules, since Realms of Cthulhu was published in 2009. That said, the differences are slight.

The changes to Savage Worlds in order to make it one of Lovecraftian investigative horror start with character generation. The process in Savage Worlds involves assigning points to improve the die types for a character’s five traits and then more points to purchase skills, which are again measured by die type. Thus a skill of Shooting d8 is better than a Shooting of d6. In addition characters can have Edges and Hindrances – the equivalent of Advantages and Disadvantages in other RPGs – that set them apart from ordinary men and women. Apart from the addition of the skill, Knowledge (Mythos) – the equivalent of the Cthulhu Mythos skill in Call of Cthulhu, the major addition to character creation in Realms of Cthulhuis that of “Defining Interests.” In Savage Worlds a character usually speaks a number of languages equal to half of his Smarts die type, so three languages for Smarts d6 and so on, but in Realms of Cthulhu a character has a number of “Defining Interests,” hobbies, knowledges, crafts, and so on, again also equal to half of his Smarts die type. This factor also has to take a character’s languages as well, and for each Defining Interest, for example, Archaeology, City Knowledge (Boston), Electrical Repair, Oratory, and so on, he gains a bonus to his Common Knowledge rolls (this being the equivalent of a character’s Know roll in Call of Cthulhu). Now a character’s Defining Interests also encompass what languages that he knows, which does mean that a character has to choose between focusing on one or the other. That said, the addition of these Defining Interests takes into account the fact that Lovecraftian investigative horror is primarily about what you know, rather than what you can do. In contrast, Savage Worlds tends to be more about what you can do than what you know, which is the case with Call of Cthulhu.

The sample character is Henry Brinded, one of my signature characters that I have used several times over the last decade or so. Indeed, he will be appearing as one of the starting pre-generated investigators in the forthcoming Masks of Nyarlathotep Companion for Call of Cthulhu. Of Boston Brahmin stock, Henry Brinded is a former Classics scholar at Yale who served as an artillery officer in the Great War. He returned partially deaf and with an aversion to loud noises, and unable to withstand the stress of continuing his studies, used his inheritance to open a small, antiquarian bookshop in his native Boston. He enjoys painting and sailing where he used to enjoy hunting, and employs one member of staff, Mrs. Rutherford, to help source and restore rare books.

Henry Brinded
Agility d6 Smarts d8 Spirit d6 Strength d4 Vigor d6
Edges:Linguist, Noble, Scholar
Hindrances:Curious (Major), Hard of Hearing (Minor), Pacifist (Minor)
Skills:Boating d4, Guts d6, Investigation d4, Knowledge (Ancient Greek) d6, Knowledge (History) d8, Knowledge (Latin) d8, Notice d4, Persuasion d4, Shooting d4
Defining Interests:Archaeology, Book Restoration, Etiquette, Painting
Languages:Arabic, French, German, Hebrew
Pace 6
Parry: 4 Charisma+2 Toughness 5
Sanity 5 Corruption0

The second addition is the Sanity factor, which works much like Toughness. When inflicted physical damage exceeds a character’s Toughness, he can be “Shaken.” If the damage exceeds a character’s Toughness by a large amount, then he can be Wounded. When faced with a shocking incident or entity, a character will often be asked to make a Guts skill check. This is modified by the Terror or Fear strength of the situation or entity faced (Terror is actually explained on p.117 of Realms of Cthulhu, a fact that should be noted as it is not mentioned in the index and it is mentioned long before this). For example, encountering a Deep One forces a Guts skill check at a Terror penalty of –1. If the Guts skill check is failed, the mental damage inflicted on the frightened character is called Mental Anguish, which for the Deep One is “Spirit+d4” with the Deep One Spirit trait being d6. This means that both dice are rolled and result compared to the character’s Sanity. For every four points that the Mental Anguish roll exceeds his Sanity by, then the character suffers a point of Madness. A player character can suffer no more than four points of Madness before going insane. Each point of Madness inflicts a –1 penalty on a character’s Pace (movement) and all trait and skill rolls. This Madness can be addressed within the hour with immediate rest, reassurance, and the application of the Knowledge (Psychology) skill, success leading to the positive loss of points of Madness, or in time with recuperation. If driven insane though, a base Spirit roll is required by the character. Essentially, this roll is in effect made to determine how long the Mental Disorder suffered lasts for.

Although Realms of Cthulhu adds a number of new skills, edges, and hindrances, perhaps the most important addition is Knowledge (Mythos) – the equivalent of the Cthulhu Mythos skill in Call of Cthulhu. The treatment of knowledge of the Mythos in Realms of Cthulhu is perhaps where this version of Lovecraftian investigative horror roleplaying begins to diverge radically from the base line that is Call of Cthulhu. In Realms of Cthulhu, Knowledge (Mythos) is treated like any other skill, except that it is initially gained through certain circumstances during the play of the game, such as being sent insane for the time after encountering a Mythos entity or reading a Mythos Tome. Just as in Call of Cthulhu. Yet where in Call of Cthulhu an investigator receives “Cthulhu Mythos 05%,” in Realms of Cthulhu, he receives Knowledge (Mythos) d4. This does not sound like much, but when you consider that the base target for any skill roll in Savage Worlds
 is 4, then the character has a 1 in 4 chance of rolling that on his skill of Knowledge (Mythos) d4. This high degree of knowledge is further exacerbated because of how player characters make rolls in Savage Worlds. In the game, player characters are special and known as Wild Cards, and Wild Cards always roll an extra d6 – known as the “Wild Die” – and the highest die roll counts towards the total, then it is clear that even for a relatively minor encounter with the Mythos, an investigator can gain an awful lot of knowledge. This is further confirmed by the Realms of Cthulhu/Call of Cthulhu conversion guide, which lists a skill of d4 of being equal to 25% in Call of Cthulhu. That is a lot of Cthulhu Mythos…!

By reading further Mythos tomes or critically failing a Guts skill check as a result of an encounter with the Mythos, a character can gain further points of Knowledge (Mythos). Initially this will grant him a +1 bonus to any Knowledge (Mythos) check, but each time the bonus rises to +2, it changes the die type of the skill, from d4 to d6, to d8, and so on. Each rise in die type increases an investigator’s Corruption. Each point of Corruption decreases an investigator’s Sanity, further weakening his resolve against the Mythos. It is possible to increase an investigator’s Sanity, but it is difficult.

The given means of handling shock and horror in Savage Worlds has never been truly satisfying, and the Sanity mechanic in Realms of Cthulhu provides a more robust treatment of the subject. What the acquisition of the Knowledge (Mythos) skill demonstrates is the effect on Lovecraftian investigative horror from one system to another, from one ethos to another, from one style to another. The move from Call of Cthulhu to Savage Worlds is one of Purism to Pulp, of a binary yes/no realism to something a little more forgiving in terms of mechanics and player character survivability, and most of all, one of a granular mechanic and feel to one that is broader, but with a corresponding loss of detail. Which to be fair, is to be expected, given that Savage Worlds is a cinematic, Pulp genre, action orientated RPG. Yet the designer of Realms of Cthulhu gives the very means to counter this shift in tone and ethos.

Realms of Cthulhu gives the Keeper the tools to set the tone of his campaign, by setting its Physical and Mental play factors, either Gritty or Pulpy. The Pulpy option is essentially the Savage Worlds default, but the Gritty option gives a more Purist, harsher, and less survivable gaming experience. By setting the two play factors, a Keeper can access four different play styles, from the Physical Pulpy/Mental Pulpy of Heroic Horror with its high action adventure to the Physical Gritty/Mental Gritty of Dark Spiral, with its dangerous descent into madness and maiming when faced with the Mythos. Obviously, the first represents the Pulpy style of play, whilst the latter is Purist. Between two are the Slippery Slope (Physical Pulpy/Mental Gritty) and Dangerous Action (Physical Gritty/Mental Pulpy) styles. The first of these allows for investigators who can take a punch or two, but not the stress of encountering the Mythos, whilst the second is deadlier, but the Mythos has a less deleterious effect. These are only the base lines for the four campaign style, the Keeper being given a number of further options with which to tweak his campaign’s style.

The four styles are further discussed in the Keeper’s Section, primarily in the context of period – the 1890s, the 1920s, and the here and now – and the bond which brings the investigators together. Supporting this discussion is a quartet of Campaign Frameworks, one for each of the three eras and one that could be run in any era. The more original of the four lie at the extremes. The Heroic Horror framework is “Seekers of Lost Fortune,” in which the investigators must obtain and destroy dangerous artefacts in the 1920s; while the pleasing “The Frequency of Madness” is a Dark Spiral framework that can be set in any period and casts the investigators as incarcerated asylum inmates who have experience of the Mythos and escape to save not just mankind, but themselves too. Every character in this framework starts play with both the Knowledge (Mythos) skill and a mental disorder.

As expected for an RPG of Lovecraftian investigative horror, Realms of Cthulhu includes the expected sections on magic and spells, tomes, and Mythos entities. Oddly the spells section includes those such as Armour, Bolt, Greater Healing, and Stun, all listed under Combat Spells and all taken from the Savage Worlds rules. Unless the style of game is extremely Pulpy, these are really out of place within Lovecraftian investigative horror, and even if the Keeper deems them appropriate, it is suggested that they are kept well away from player access.

Where Realms of Cthulhu is really useful for the Keeper is in the next set of tools it gives him. These are Mythos generators, which with a few rolls, a Keeper can create a Mythos Tale, a Mythos Creature, and a Mythos Tome. Or rather the broad outline, as the Keeper still has to flesh each of these out. For example, generating a Mythos Tome, which is detailed first in Realms of Cthulhu has the Keeper roll for its language, period of publication, Arcane Lore (essentially how easy it is to learn from it), and possible number of spells and type of spells – the Keeper will need to refer to the book’s chapter on magic for actual details of the tome’s spells. Beyond these basics, the Keeper will need to decide the book’s author, year of publication, title, and content. The Keeper will need to do the same when generating a Mythos Tale or Mythos Creature, the latter covering not just “Tainted” humans (as in my example), complete with “Dark Gifts,” but also Servitors and Independent Races, and who if at all, they serve. Pleasingly, with a few rolls and a bit of thought, a Keeper can switch back and forth between the three sets of tables using the results of each create a Tome, a Creature, and a Tale. 
The Lure of the Long Beasts
Hook: Caught up in Events
Lynchpin: Person
Location: Important Building/Landmark
Plot Type: Descension
Ally: Policeman
Plot Complication: Discovery
The investigators are on holiday in the county of Derbyshire. Following a tourist guide they decide to visit the world famous Blue John Caves near the town of Castleton, but get caught up in a disagreement between the locals and a visiting team of archaeologists from nearby Victoria University of Manchester, led by Professor Terence Chile Oakley. The professor is interested in the folklore and pre-Christian history of the area after reading a monograph entitled Secretis Druidum. The locals object to the professor’s interests and his plans to enact Druidic rites near the caves and the situation has developed into a stand-off between the two groups. The archaeologists have reported attacks in the night and possessions being stolen, and some of the students report suffering from headaches, but the local constable, Herbert Atteberry is at a loss as to what is going on.

Secretis Druidum: Trans Specubus veracis Populis Western Britanniam
Privately published in 1912, this monograph describes the folklore of the rural inhabitants of the British Isles, particularly around mountainous or hilly regions known for their network of caves. It includes several legends about enormous serpents that live underground and who worship one giant serpent, and how in the past the druids actually worshipped and sacrificed to both. The author lists several chants that he states that he was warned against uttering at particular cave mouths at certain times of the year. The author was last seen in the Derbyshire Peak District in England in 1914. The book is bound in oddly translucent leather. The only copy known to exist can be found in the anthropology section of the library of Victoria University of Manchester.
Author: Nicholas Checkley

Language: Latin
Year: c. 1912
Arcane Lore: +2
Spells: Claudens diu bestia (Elder Sign), Fascino lamina (Enchant Blade), Vocate ad diu bestia (Contact Chthonian), Longa ferae Domini invocabo (Contact Shudde M’ell)

Jack Royse(Seasoned)
Agility d8 Smarts d4 Spirit d4 Strength d8 Vigor d8
Edges:Brawny, Mighty Blow, Quick
Hindrances:Death Wish, Mean
Gifts:Immunity to Cold (Minor), Low Light Vision (Minor)
Skills: Climbing d8, Fighting d8, Guts d4, Intimidation d8, Knowledge (Mining) d6, Knowledge (Mythos) d6, Repair d4, Stealth d6
Pace 6
Parry: 6 Charisma-2 Toughness 7
Sanity 2 Corruption2
A native of Derbyshire, Jack Royse is a “Tainted” human who worships the long beasts below and follows their directives exactly. A miner by trade, under his masters’ influence he will do anything. Some would say that he has spent too much time in the caves below, but not to his face. He almost never seems to blink, but dislikes bright light and he seems unnaturally muscular.

In terms of actual Mythos Tales, Realms of Cthulhu is a mixed bag, consisting of four short two-page Tales and one long twelve-page one. The first two-page tale is “Fragments of Mu,” which is nothing more than an slightly extended encounter in purely Pulp vein, whilst “Paradise Lost” is a more pleasing Lovecraftian encounter with a classic feel, though despite what it says, it is set in the Arctic – no Eskimos in the Antarctic! “False Idols” feels more like a modern, grittier affair, but at two pages feels like it was shoehorned into place. The last of the quartet of shorts is the best, “Bayhaven Lights,” a still slight tale, but one with a weird vibe and a subtlety that is missing from the others. The Mythos Tales are rounded with “Mysteries of Drake Manor,” which describes the estate and inhabitants of Drake Manor, as well the mysteries that surround both before describing a few short tales that suggest how the set up can be used. Unfortunately, there is no subtlety to “Mysteries of Drake Manor” which overeggs both the mysteries and the Mythos content. If there is a real issue with these Mythos Tales, it is that apart from “Paradise Lost” all are set in Charleston, South Carolina. There is nothing intrinsically wrong with this, as Lovecraftian investigative horror only infrequently strays below the Mason–Dixon Line, and visiting a new city is always interesting. What is wrong with this choice is that the designer tells us nothing about Charleston whatsoever when a single page of information could have covered all three periods…

Physically, Realms of Cthulhu is a relatively thin if sturdy hardback. The book on the whole is well written and decently presented in full colour with some nice illustrations. Some of the content could have been better organised though, some terms and elements being mentioned far before they are actually explained, this not being helped by a sometimes unhelpful index.

Overall, Realms of Cthulhu is a likeable, if far from perfect product. One of the issues with Realms of Cthulhu is the lack of advice on investigator generation. This is necessary because creating and playing an investigator is very different to doing either in most other RPGs. There is advice, it is true, but it amounts to list of roles that a player could create rather than actual, useful advice on doing so. The most useful advice on investigator generation is placed some twenty pages away from the rules on actual character generation, all but an afterthought. Another issue is that it is Americentric when Lovecraftian investigative horror tends to be more Anglophile in outlook. Realms of Cthulhu does feel in places as if it is written solely with an American audience in mind.

Perhaps the biggest issue with Realms of Cthulhu is in its choice of rules system. This is not denigrate the Savage Worlds rules, as they offer solid mechanics that emulate a slightly Pulp style, cinematic style of play, and there is, of course, nothing wrong in that. The issue is more whether or not the Savage Worlds rules can handle Lovecraftian investigative horror, and arguably, they cannot. At least not without a degree of tweaking and adjustment to advance the rules to a grittier style of game, and with that tweaking and adjustment comes more rules and more complexity, both of which are at odds with the “Fast! Furious! and Fun!” the Savage Worlds rules. Even with said degree of tweaking and adjustment, Realms of Cthulhu is still not a wholly Purist RPG of Lovecraftian investigative horror. There is still a little of the Pulp left, which is unsurprising given that it is written into the soul of the Savage Worlds rules.

Yet when Realms of Cthulhu reins in Savage Worlds back towards its natural inclination, the result does not feel as forced. In its natural state it can do “Pulp Cthulhu” and do it well, offering a means handle a more action orientated game that offers its player characters a degree of survivability and elasticity in their actions that the binary mechanics of Call of Cthulhulacks. The investigators are no longer ordinary men and women, but more special, more heroic. In addition, for the Savage Worlds GM, Realms of Cthulhu also grants access to the Cthulhu Mythos, its contents easily plugging into Pinnacle Entertainment Group’s Weird Wars: Tour of Darkness and Weird Wars: Weird War II supplements, as well as the Savage Worldsversions of Modiphius Press’ Achtung! Cthulhu line. And of course, Realms of Cthulhu does give Savage Worlds a bona fide Sanity mechanic, something that it has lacked since its first edition.

In terms of support for the Keeper and the player, Realms of Cthulhu is underwhelming, this most obvious in the given Mythos Tales and the advice for the player. Where Realms of Cthulhu works is not just as a cinematic, action-orientated treatment of Lovecraftian investigative horror, but as a set of tools to create and run a roleplaying game of Lovecraftian investigative horror in the Pulp mode.
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