Cthulhu How

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C thulhu H ow ?

So you want to play a Horror


RPG with Cthulhu...
M aybe there is a movie you can watch
instead.
You can simply Download the Quick Start
Rules for CoC 7 and play the adventure in
the back.
http://catalog.chaosium.com/product_info.ph
p?products_id=6900

You're still here? Hm. Maybe this will work...


http://www.miskatonic-university.org/
http://www.esotericarchives.com/
h ttp://www.scp-wiki.net/
http://www.palinola.com/projects/lab/greenbox/
http://paranormaldatabase.com/
http://thefearmythos.wikia.com/wiki/The_Fear_M
ythos_Wiki
http://www.creepypasta.com/dear-abby/
http://www.cthulhulives.org/toybox/PROPDOCS/Fr
eeProps.html
Last chance?
http://suptg.thisisnotatrueending.com/archive/121
30366/

Perhaps my questionable qualifications can


discourage you. I have been playing Call of
Cthulhu and some other Horror genre RPGs
for barely 10 years, have been the GM of
lousy convention games, played LARP and
online Horror rounds with morons and idiots,
and have been an occasional OP on /tg/
for over 5 years now. Beyond that I have
been working with movie props on set and
off (nothing you have seen) and I dabble in
game design but am not getting shit done.
Written in 2013

Alright, let's see. Once upon a ferociously


thunderous night...

H.P. Lovecraft
It all goes back to the life's work of this
Rhode Island racist who wrote a lot of
weird stories and letters up to 1937 when he
died from cancer without literary success:
Howard Phillips Lovecraft.
His pen pal August Derleth founded Arkham
House and published what Lovecraft had
not been able to sell, as well as other
works by different authors in the same
vein, including his own.
The stories are mostly short episodes about
disturbing unnatural events in some corner
of our world beyond human perception or
understanding full of old and mighty beings
whose very existence is so far removed
from our reality and scale that merely a
glimpse of that lore drives a lot of
characters to insanity or a pitiful demise.
The entirety of Lovecraft's works and those
of many others paying homage to his ideas
form the Cthulhu Mythos. It is not a
consistent continuity but a collection of
frequently mutually exclusive fragments.
Have a look, it works in interesting ways.
http://hplovecraft.com/ (complete works)
Lovecraft's intention was to unsettle his
audience. He did not just write creepy tales,
he designed them so that they would affect
the reader. For this he used any device at
his disposal. Plot, pacing, language,
implication, subconscious association, he
was more like a modern movie director
than a contemporary author in what he
attempted to achieve.
Table of Contents
H.P. Lovecraft........................................................................................................2
More than just Lovecraft.................................................................3
Chaosium's Call of Cthulhu............................................................3
Systematic Intimidation.........................................................................4
Delta Green .................................................................................................4
Laundry .............................................................................................................4
Cthulhu Dark.................................................................................................4
Trail of Cthulhu........................................................................................4
Nemesis................................................................................................................4
Dread........................................................................................................................4
Dungeoncrawl below Dunwich?..........................................5
Plot Structure of Despair...................................................................6
Mindfuck.........................................................................................................................7

More than just Lovecraft

Chaosium's Call of Cthulhu

Lovecraft: The universe is older, bigger,


and weirder than anyone could ever
imagine. Mankind is insignificant. There is no
good or evil, or any other ordering
structure man can grasp except might. And
people who glimpse a shadow of these old
powers are like a snowflake in a furnace.

Since 1981 Chaosium has released 7 editions


of Call of Cthulhu (CoC) using the Basic
Roleplaying System (BRP). The editions do not
differ much in crunch and are fully
compatible as far as I have seen.

Derleth: Man and his morale can prevail.


There are malicious things lurking in every
dark crevice as there always have been.
But humans carry a spark in them that can
at times overcome the deepest darkness
and shine into every corner with
compassion and safety in numbers. Or it
can fail and be infested by the evil it was
charged to dispel.
Poe: At night the most mundane
circumstances can construct demons in our
minds, and those demons kill. This creates
an overlap, an ambiguity, and anyone
caught in this paradox will either fashion
his own demise out of fear and mistrust, or
explain away the perceived threat only to
then be overcome by it.
Shelley: There is infinite beauty and truth
to be found in the most unlikely and
revolting places. But unable to overcome
fear and revulsion man cannot grasp that
wisdom and himself becomes the monster
in his efforts to protect against them.
Eco: (sneaked him in there) Every mind
constructs the world from individual
experience,
and
although
seemingly
coherent at the surface, expectations and
context differ wildly from individual to
individual. In this chasm madness is born
and carried into the world as lies, cruelty,
and murder. Over generations this becomes
an ordering principle to the pitiful demise
of the innocent, the inspired, and the honest.
Use what you think is best. Lovecraft
Mythos roleplaying is not limited to
Chaosium's Call of Cthulhu and Call of
Cthulhu is not limited to the Lovecraft
Mythos. Just be aware of where it all came
from. As long as you do not start mapping
dungeons on graph paper with encounters
to be fought and loot to be taken you
should be fine. And even if you do, I am
sure it could work somehow.

Players roll standard attributes and select


skills from a list that is on every character
sheet. Any skills including weapon skills and
even sanity are expressed in numbers from
0 to 100+ (masters of their field can
sometimes exceed 100). Any task including
combat is resolved with a d100 roll that is
interpreted to be as good a result as the
amount the roll is below the skill value. It is
very simple and quick to play.
The GM can have a character roll directly
against an attribute value when no skill fits
the task. There are also secondary
attributes derived from the primary ones.
Things like Power (magic) or Luck can be
tested with dice. But these details are of
minor relevance and only involve a tiny bit
of math at character generation.
It is a system very flexible in genre from
cave men to astronauts, just adapt the skill
list and you are ready to play. But the
scope of the mechanics and the ways to
express characters are limited to mostly
skills. Backgrounds only find expression in
skill cost, there is no mechanism to motivate
players to use character flaws, no way for
players to insert details into the plot, and
the sanity stat is a bit too one dimensional
in some cases. Combat is deadly and
somewhat random.
The beauty of CoC is in the fluff. Chaosium
has mastered the art of providing elaborate
settings and adventures with superb
handouts that lavish in the era from the
late 19th to the early 20th Century. Little
islands of dread in a world changing at a
scary pace with ingenuity, art, even
decadence at its iconic pinnacle while vast
parts of the world remain to be mapped which means exploited - and war looms
over every continent... It is a very nice
game.
Even if you pick another system to play, the
CoC splats are the best in the industry and
are a great resource for any GM setting up
a flavorful game in the era.

Systematic Intimidation

Trail of Cthulhu

You can of course use any system you like


and play anything you want with it. But
some make it easier or put the focus on
certain things that might matter to your
group. So let's have a look at the field and
make sure to pick the right crunch for you.

Pelgranepress publishes this variation of


the Gumshoe system (from Esoterrorists on
the same website). It attempts to model an
investigation so that the players cannot
miss vital clues because of bad luck with
the dice. Generally it seems to come out
less scary and more pulpy. This is where
Old Man Henderson is still looking for his
wee
men.
(http://1d4chan.org/wiki/Old_Man
_Henderson).

Delta Green (http://www.delta-green.com/ )


Imagine CoC in a modern world with aliens.
Delta Green is a BRP system by ArcDream
and Pagan to run agents of a vast and
confusing conspiracy along the lines of the
mysterious Blue Planet Project book
(http://www.metatech.org/BluePlanetProject.pdf )
with
Greys, Majestic-12, Area 51, but also plenty of
Mythos lore, that secretly runs the world
and does so rather badly. Hopefully 2014 will
finally bring a new edition, the devs have
been blogging for years.
Laundry (http://www.cubicle7.co.uk/our-games/the-laundry/ )
Charles Stross (http://www.antipope.org/charlie/blogstatic/) is writing his novels about an IT nerd
working for the most secret British Agency
which is innocuously called The Laundry for
historical reasons and because Her
Majesty's Occult Service just would not do.
Between mathematical magic threatening
his sanity and a complex public service
bureaucracy doing much of the same he
hunts down loose gorgons and renegade
cultists with a smartphone full of magic
apps and a tendency to navigate the
ensuing
chaos
with
an
intuitive
understanding. Cubicle7 has molded that in
BRP.
Cthulhu Dark (http://catchyourhare.com/files/Cthulhu%20Dark.pdf )
A one page RPG by Graham Walmsley that
is very useful for a prepared plot with
branches and multiple possible endings. It
uses just one simple mechanic for
everything including fights which can be a
lot like the great Don't Rest Your Head
(http://www.evilhat.com/home/dont-rest-your-head-2/ ) in
that you risk sanity to succeed. Degrees of
success give you power in the story but too
much can again damage your sanity.
Try DRYH! It's not Mythos but it's really
fucking good!

(http://www.pelgranepress.com/site/?cat=10 )

Nemesis (http://www.arcdream.com/pdf/Nemesis.pdf )
The One Roll Engine (ORE) does just that, it
resolves the entire round of a character
with one roll of a simple dice pool. Into that
pool go stats, skills, but also pretty much
anything else you design your game to do,
like Relationships in Monsters and Other
Childish
Things
(http://www.rpgnow.com
/product_info.php?cPath=&products_id=91119
&affiliate_id=48458. It has a fun gambling

mechanic and is very fast. ArcDream's


Nemesis invents the variation Dark ORE
which incorporates the brilliant Madness
Meter from Unknown Armies (http://www.atlasgames.com/unknownarmies/ ). It provides generic
Horror roleplaying in any setting but comes
with only a few Mythos creatures as
examples. Due to some overlap with the
Delta Green developers there is hope that
this ingenious system will catch a lot more
Mythos in coming years.
Dread (http://www.tiltingatwindmills.net/dread/dread_quickstart_letter.pdf )
For very quick and very dirty games of
Horror there is always Dread. A Jenga
tower is used to replace dice. Players have
to move blocks up the tower. If the tower
falls the character dies. This gives the
game a steady pace of increasing tension
resulting in frequent character demise.
Trying to unnerve other players before
oneself has to handle the shaky tower
should they succeed at it is not unheard of...
Lovecraft created countless tropes and left
traces of his work in virtually every RPG
published, from Great Old Ones in Pathfinder
to entire books that revolve around moving
the Mythos into Science Fiction. There are
also systems like Savage Worlds, Gurps and
D20 that get modded for everything. But
they go beyond the scope of this guide.

Dungeoncrawl below Dunwich?


How does it all come together? How to
create an atmosphere of titillating despair
with a table of dice virgins, or worse,
experienced Paladins and Troubleshooters?
It is a different kind of RPG and although
there are stats and attack rolls you really
have to look beyond a simple encounter
game and cultivate an atmosphere.
Setting is central. Much of CoC is about well
portrayed locations and their cultural,
historical, or scientific relevance. It builds
on these backdrops and contrasts their
radiance with the abyss of infinity and
madness. This reduces humanity as a whole
to a fluke, and all its glory to
inconsequential happenstance in the face of
older powers.
Limit the scope. It is always normality - little
weird - imminent end of the world death
or madness. If you allow steps in between
or beyond you get Pulp not Horror.
Characters will get savvy and the Mythos
will creep into their arsenal. Player
character parties tend to act aloof and
purely utilitarian. Do not allow it. Involve
them in the story and focus on individual
struggle with reason and emotion. Roll SAN
checks.
Prep scenes not battles. In D&D an NPC
name and some combat stats is enough to
start playing. In CoC you usually deal with a
conspiracy or secret ritual of some kind,
this needs foreshadowing. Never portray
NPCs as 'the bad guys', always maintain
some ambivalence and doubt. Trust is more
important than damage per round. Play up
innuendo and shifty looks. Position your
NPCs instead of burning them off in combat.
Combat in general should be a last resort
and never a way for the PCs to dominate.
Combat creates problems, it does not solve
them. Even a victory always comes with a
serious drawback because of escalation.
But getting the chief of police to believe
what your characters have witnessed and
act upon it without going insane, that is a
real battle in CoC terms.
No name dropping. Keep it vague. You do
not start with the identification of a Mythos
Horror, your characters never see it and the
cultists call it The Great Inscrutable Master.

One shots only! No fluff holds up to epic


heroes and remains Horror. Tease with
fluffy details, use era as plot device, but do
not explain everything. Establish mystery.
Describe
sensory
impressions,
never
foregone conclusions. I will get into this
further below. As a basic rule this is
probably the most important part of getting
players involved. Do not think for them, just
see for them!
Rely on suspense rather than effects.
Roleplaying is not a visual medium., and
split second timing for jump scares is
almost impossible at the table. You have to
work with narration, play to its strengths.
Make the individual characters matter. The
trick is to not have a sudden need for a
certain character that then passes, but to
foreshadow and maintain that need
throughout the story
Never play an irrelevant scene. If a player
veers off course just give him what he
wants, make the scene suddenly relevant,
or show him the brick wall. Nothing kills
Horror faster than boredom.
Art is important. Handouts can be crucial. If
your players have never seen a
Necronomicon (http://www.goominet.com/lovecraft/ )
then how should its mention unsettle them?
Soundtrack can be useful. Beyond actual
creepy music there is NASA's Symphonies of
the Planets and Conet Project's numbers
stations. 'Slowed' is a good search term for
videos.
Allow no food at the table. Food offers
displacement and satisfies the creature
inside. Sugary and caffeinated drinks make
players jittery, that can be productive. But
food is always bad.
Work with your players. No two groups play
the same game the same way. Be flexible
and contrive a great game for everyone.

Plot Structure of Despair


The basic setup is usually that something
old is discovered by somebody else out of
chance or curiosity. That person is then
corrupted by its implications, effects, or
powers, and we now call him a cultist. This
cultist has a detrimental influence on
society (people disappear, grave robbing,
hypnotized or scared victims, unworldly
weather, poisonous dreams, livestock dies,
running for president, portal that swallows
reality, whatever). Traces of this is what
puts the players on the map. Now they
have to navigate this mind shattering
evidence and its trail and possibly recover
somebody's brother or old college friend.
They never actually have to find the thing
that caused it all, but they can. The story is
in all the damage it has caused and how
that hints at more to come. This is slowly
revealed to the players as they dive down
the rabbit hole.
Isolate the group. All CoC adventures do
this. The most obvious way is to cut them
off geographically. They are on a polar
research station and the next supply ship is
not due until next week. They are in a
remote estate and do not know the path
through
the
surrounding
treacherous
woodlands. They are on a vessel at sea, on
a moving train, or on a sailing airship. This
does of course not work everywhere. You
cannot be isolated geographically in
London, Casablanca, Budapest, or Warsaw.
So you use social isolation. Simply by what
they have seen the player characters are
bound together because they know, and
nobody else believes. Try to explain and
NPCs laugh at your joke, insist and they
start worrying about your sanity, act out
and they take you to a doctor, keep
insisting and the loony bin awaits. Or they
can get really scared themselves...

The characters can run away. But in doing


so they inevitably doom the world including
themselves to be overcome by whatever
horror they failed to stop when it could still
be overcome.
The world is entirely modular. If every
creature and deity CoC offers was in
contact with humanity then humanity would
be long gone. You just pick a setting and
come up with something abyssal behind the
scenes. You do not even have to define
which creature is involved, it can be vague
to the end, it can be a book or a relic. I
once had a character destroy Paris with a
wrong flute. He played the song that got
stuck in his head during a dream.
The fun is in the flavor, the setting, and the
utter helplessness. Archeology in 1860s Egypt,
safari in 1870s South Africa, Voodoo in 1880s
New Orleans, black market relics in 1890s
Shanghai, exploration of the 1900s Amazon
basin, bogged down in WW1 Verdun,
gangster wars in Prohibition Chicago, weird
science in 1930s Berlin... CoC is about an era.
Find your place in it and show it to your
players.
W ikipedia
is
your
friend.
Common
misconceptions and corporate whitewahsing
work for you, and using the players'
primary research tool against them is a
great effect. You can derive your solution
from Wikipedia and your players will think
they are brilliant when they stumble upon it.
But even just to fluff out the setting it can
be very useful
Most CoC books stick very close to
historical accuracy. Combine them with
actual sources and references, steal old
photographs, find old radio broadcasts, or
use some ancient story your grandfather
told you as plot inspiration. You can also
just call it Arkham or Dunwich and invent it
all.

Mindfuck
...Ere the waning and fantastically
gibbous moon had risen far above the
eastern plain, I was awake in a cold
perspiration, determined to sleep no
more ...

Lovecraft intentionally used unsettling or


unfamiliar language in his descriptions to
influence the reader's state of mind. This
does not translate directly into narration.
But language can create subtle dissonances
that lead to subconscious expectation. If
used with care it can give your players
perceptions and experiences they did not
anticipate, and they usually appreciate that.
You can use malapropisms or foreshadow
with outright misplaced adjectives.
Know your players. Watch them carefully. It
is like poker, when one blinks, you got him.
Everyone has different phobias or anxieties.
Many are hard to recreate in narration.
There are neuro-linguistic programming
tricks you can use, but it is always a long
shot.
Every player has a primary mnemonic
sense. Smell is the first candidate, it is very
close to the lizard brain core and
fight/flight. You often recognize him
because he draws deep breaths through
the nose or smells his fingers when
nervous, he inspects food by smell before
tasting it. His displacement actions tend to
include his nose. You get him immersed by
becoming his sommelier, you learn to
describe the world to his nose. Check wine
reviews and pick up adjectives for aromas.
To unnerve this player light some incense.
The second likely primary mnemonic sense
is hearing. This player often gets annoyed
when too many people talk at once and he
is the first to jump at unexpected sounds.
You get him immersed by making him use
his ears for playing and for imagining his
character. You whisper when an NPC talks
to him. You describe sounds in detail just
for atmo, but also to hint at plot. You
explain how his character is affected by
some sudden noise when it fits your plot. It
is important to leave some ambivalence
when describing faint or foreign sounds,
keeps it exciting. And describe volume and
direction, influence of wind or structures.,
anything to give sound plasticity.

Similar things can be done for vision and


haptics. But you get how it works: Find out
which sense each player uses for memory
the most and then play into it. Do not be too
obvious or the player will feel manipulated
and abandon immersion.
As for actual fears, it works just the same.
Claustrophobia, agoraphobia, acrophobia,
arachnophobia, ophidiophobia, pyrophobia,
tryphophobia, Body Horror, ghosts, death, ...
Just find their buttons and push them.
Gently at first, and then increasing with the
pace of your plot.
In a Horror game your biggest issue is
always pacing. All given suggestions only
work if the timing is right. The pressure you
put on the players in their understanding of
the world creates the framework upon
which the entire plot depends. To utilize that
you need two things: An ability to read your
players' immersion, and plot devices to
regulate tension.
The first takes experience and empathy.
Look for general conversational clues like
displacement behavior (tapping, chewing,
drinking, scratching) and listen to their tone
of voice. Take a baseline at the beginning
of the session and then slide it up
incrementally. Do not overdo it at first, you
want increasing waves of tension. The
valleys are as important as the peaks,
without relief and contrast you just get
action.
The second is all in the prep work. Give
yourself room to react in your adventure
and divide it up into natural seeming steps.
Do not give away too much too soon, it will
not increase tension at all. Instead
foreshadow and provide clues, take away
options over time, and make the general
situation ever more dire in increments that
can be felt by the players. This is where
table lighting and soundtrack can be your
best friends.
Horror films with broken continuity still
work. Logic subsides to immediacy. Human
perception is a heuristics machine,
whatever is most pressing in implication
dominates, and causality be damned! So do
not get held up by details. All that matters
is to keep the players on their toes and the
suspension
of
disbelief
generally
maintained.

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