I've been talking to the players in my group about possibly starting a new campaign (actually a series of mini-campaigns), and one option that's been discussed is a Victorian era Cthulhuesque campaign.
I was considering this some time back, and we even got so far as creating characters, but never got around to playing. One of the main factors in this was that I realised I'm not that keen on the Call of Cthulhu rules, and (moreover) that I just can't be bothered to learn and master some new rules set. It's just not something that interests me. One of the brilliant things about playing Labyrinth Lord for me is that I'm innately familiar with the rules.
So I've gotten to thinking about how I might run a Cthuluesque game using a foundation of Labyrinth Lord / basic D&D.
Unlike in D&D, in a modern(ish) horror setting the concept of "classes" of adventurer isn't important. What is important however is what characters know and can do -- hence the enormous skills list in CoC. I'm not a fan of skills systems, which was one of the main things which put me off CoC as a rules system, but I'd want some way of defining what each character is good at.
Here's what I'm thinking of.
For each attribute, the player can choose a number of things which the character is good at or has training in, relative to the score, as follows:
3 to 8: not good at anything, 9 to 12: good at one thing, 13 to 15: good at two things, 16 to 17: good at three things, 18: good at four things.
Each "good at" / skill should of course be in some way related to the attribute in question. The player would basically be free to choose whatever they wanted, without being restricted by a pre-defined list of skills. Some ideas would be:
STR: climbing, boxing, wrestling.
CON: running, can drink anyone under the table, rude health.
DEX: shooting, draftsmanship, card shark.
INT: history, languages, mathematics.
WIS: self-control, good judge of character, compassionate soul.
CHA: public speaking, "ladies' man", mesmerism.
How these areas of skill would actually be used in play would be open to the referee's judgement. One example might be that if characters were given a 1 in 6 chance of achieving a certain task, then characters who are "good at" that thing would get a bonus (probably based on the attribute in question).
Very flexible, very vague, but probably enough to run a game with! (At least for people like me who aren't bothered about having strictly defined rules for everything...)
Showing posts with label call of cthulhu. Show all posts
Showing posts with label call of cthulhu. Show all posts
Thursday, 24 May 2012
A simple attribute-based skills / "good at" system
Labels:
call of cthulhu,
house rules,
skills,
victorian
Thursday, 12 January 2012
Carcosa -- rituals
The last phase of my Carcosa / Mutant Future chargen rules, we come to the learning and use of rituals. As previously discussed, I've decided to reduce the number of available classes to 1, effectively removing the sorcerer class as presented in Carcosa. However, this doesn't mean that rituals are an NPC only thing. On the contrary, any PC can learn and perform rituals (or at least try). The concept I'm going with here is that when adventurers "find a ritual", they've actually (in general) found a complete description of everything involved in performing it -- including any esoteric theorems or such like which might be needed as background.
So taking a leaf from Call of Cthulhu, the main difficulty with rituals... well, the main difficulty in addition to the moral and logistic problems inherent in most Carcosan rituals, is the time required to study all that weird text and understand and learn it well enough to be able to perform it properly. I think I'll say 1 week per attempt to learn a ritual. As with other "skills", learning a ritual will have a 2 in 6 chance of success, modified by INT, and can be retried over and over, if a PC wants to.
In addition to having a high INT, two other factors are relevant. Jale Men get a +1 bonus, as do those with the arcane lore talent.
Other than that, all the rituals in the Carcosa book will operate exactly as described therein.
Now, the second point of interest is that I want to also allow all the rituals from Call of Cthulhu to be (potentially) accessible to PCs as well! This was an idea that struck me as I was reading Carcosa -- how I also have this other book on my shelf (CoC 30th anniversary edition) which has loads of cool creepy rituals which would fit right in with Carcosa. They're a lot lighter on the human sacrifice, but their effects are generally less far-reaching as well. I thought that the two types of ritual would nicely complement each other.
The only trouble is that D&D (or Mutant Future, in this case) is a different beast than Call of Cthulhu, mechanically speaking. Conversion time!
(CoC veterans, please forgive and correct my ignorance if anything I write here is totally wrong! I'm just going from having read the CoC 6th edition rules, but never having played a game with them...)
Here's what I was thinking:
Other than that, I think the CoC rituals should work pretty much as written in a D&D environment.
So, that concludes my Carcosan chargen rules. Mix that lot in with Jeff's "what went wrong" doc and I think we have a nice old-school system mash-up on our hands!
I'll probably put all this together into a PDF at some point, for use in my planned Carcosa session(s), and for the reference of anyone else who decides to go down a similar route!
ps. That was my 200th post on this blog! Crikey, that went quickly!
So taking a leaf from Call of Cthulhu, the main difficulty with rituals... well, the main difficulty in addition to the moral and logistic problems inherent in most Carcosan rituals, is the time required to study all that weird text and understand and learn it well enough to be able to perform it properly. I think I'll say 1 week per attempt to learn a ritual. As with other "skills", learning a ritual will have a 2 in 6 chance of success, modified by INT, and can be retried over and over, if a PC wants to.
In addition to having a high INT, two other factors are relevant. Jale Men get a +1 bonus, as do those with the arcane lore talent.
Other than that, all the rituals in the Carcosa book will operate exactly as described therein.
Now, the second point of interest is that I want to also allow all the rituals from Call of Cthulhu to be (potentially) accessible to PCs as well! This was an idea that struck me as I was reading Carcosa -- how I also have this other book on my shelf (CoC 30th anniversary edition) which has loads of cool creepy rituals which would fit right in with Carcosa. They're a lot lighter on the human sacrifice, but their effects are generally less far-reaching as well. I thought that the two types of ritual would nicely complement each other.
The only trouble is that D&D (or Mutant Future, in this case) is a different beast than Call of Cthulhu, mechanically speaking. Conversion time!
(CoC veterans, please forgive and correct my ignorance if anything I write here is totally wrong! I'm just going from having read the CoC 6th edition rules, but never having played a game with them...)
Here's what I was thinking:
- When a ritual specifies a loss of magic points, this translates to a loss of hit points. A nice simple system, which fits well with the D&D trope of PCs gaining more hps (and thus being able to use more magic) as they go up in level. I also like the idea that by using some types of magic you are actually risking your own life.
- Rituals which specify a loss of sanity result in an equivalent (but temporary) loss of WIS. WIS lost in this way would be recovered at a rate of 1 point per day or week or something.
- Rituals causing a loss of POW (which is permanent, as far as I gather) result in a permanent loss of WIS.
Other than that, I think the CoC rituals should work pretty much as written in a D&D environment.
So, that concludes my Carcosan chargen rules. Mix that lot in with Jeff's "what went wrong" doc and I think we have a nice old-school system mash-up on our hands!
I'll probably put all this together into a PDF at some point, for use in my planned Carcosa session(s), and for the reference of anyone else who decides to go down a similar route!
ps. That was my 200th post on this blog! Crikey, that went quickly!
Labels:
call of cthulhu,
carcosa,
mutant future
Saturday, 7 January 2012
Carcosa -- Racial determination and benefits
So, as I mentioned in my mini-review of the mighty Carcosa supplement, my thoughts turned immediately to using the book in play. As the book comes with no assumed rules set (it's broadly D&D, but could work with any edition really), this inevitably led to the question: which game system to use to run it? What came to mind is three things: Labyrinth Lord (for the D&D base), Mutant Future (to further emphasise the pulp sci-fi / post-apocalyptic elements in Carcosa) and Call of Cthulhu (for more rituals -- more on this another time).
What I ended up deciding on is a mixture of all three! The base is Mutants & Mazes, the LL-MF integration described in an appendix of Mutant Future. I've come up with a very simple custom character generation system, which I'll post here in sections over the coming days.
The first topic is race. The Carcosa book describes the 13 different races of Men who inhabit the planet, but doesn't mention how a PC's race should be determined, or any differences between the races apart from skin colour. So I thought a random table would be in order, including some little mechanical differences for each of the races.
* For racially determined mutations I'll probably use the table in the appendix of Carcosa. Obviously, as I'm planning on using Mutant Future, the beneficial mutations therein will also come into play.
ps. For players in my Labyrinth Lord campaign: don't worry, your PCs are not about to be mysteriously warped to Carcosa! Haha. I'll probably run it as a one shot / occasional sessions, just for fun.
What I ended up deciding on is a mixture of all three! The base is Mutants & Mazes, the LL-MF integration described in an appendix of Mutant Future. I've come up with a very simple custom character generation system, which I'll post here in sections over the coming days.
The first topic is race. The Carcosa book describes the 13 different races of Men who inhabit the planet, but doesn't mention how a PC's race should be determined, or any differences between the races apart from skin colour. So I thought a random table would be in order, including some little mechanical differences for each of the races.
d30 | Race | Benefit |
1-2 | Black | +1 bonus to saving throws versus poison or disease |
3-4 | Blue | +1 bonus to unarmed attacks |
5-6 | Bone | +1 CON |
7-8 | Brown | +1 bonus to saving throws versus magic |
9-10 | Dolm | +1 bonus to melee attacks |
11-12 | Green | +1 STR |
13-14 | Jale | +1 bonus to learning rituals |
15-16 | Orange | +1 INT |
17-18 | Purple | +1 WIS |
19-20 | Red | +1 bonus to missile attacks |
21-22 | Ulfire | +1 CHA |
23-24 | White | +1 DEX |
25-26 | Yellow | +1 bonus to saving throws versus fear or psionics |
27-28 | Roll again | Gain a mutation*. Additional rolls of 27-28 stack. |
29-30 | Roll again | Gain a psionic power. Additional rolls of 29-30 stack. |
* For racially determined mutations I'll probably use the table in the appendix of Carcosa. Obviously, as I'm planning on using Mutant Future, the beneficial mutations therein will also come into play.
ps. For players in my Labyrinth Lord campaign: don't worry, your PCs are not about to be mysteriously warped to Carcosa! Haha. I'll probably run it as a one shot / occasional sessions, just for fun.
Labels:
call of cthulhu,
carcosa,
labyrinth lord,
mutant future,
races
Friday, 6 January 2012
Carcosa!
Having received the new LOTFP edition of Carcosa in December, I sat down last night to have a first proper read of it (I'd just flicked through it previously). And, wow! I was really impressed.
To give this mini-review a happy ending, as I'm indeed very very happy with Carcosa, I'm going to describe a few minor gripes I have with the book, before going into the things I love about it.
Firstly, I do question the unusual choice of Armour Class system -- ascending from 12 -- as this system isn't used in any traditional or modern version of the game, meaning that the vast majority people who use this book will have to come up with some kind of conversion table or formula. I presume the base 12 ascending system is used in James Raggi's LOTFP RPG, but I think AC either descending or ascending from 10 would have been a better choice in this respect, as those are far more familiar and more easily usable to most people. But that's a very minor quibble.
Secondly, I got the feeling that the book is written with a certain amount of knowledge of the source material (especially the writings of H.P. Lovecraft) pre-assumed. I've personally only read a smattering of Lovecraft, and found myself a little confused by the unexplained references to things like Old Ones, the Great Race, Primordial Ones, etc, and the relation all these beings have to Carcosa. A very small introductory passage, describing what these Mythos races have been up to on Carcosa (similar to the section describing the races of Men on Carcosa), would have been much appreciated. As it is, the book launches straight into a section on "Technological Artifacts of the Great Race", before any mention has been made as to who or what the Great Race are.
Lastly, despite the physical beauty of the book, I wonder how practical the A5 format is for use at the gaming table. It's not possible to lay it flat open at a page, for example, which is possible with traditional full-size RPG books.
So, those minor issues aside, here's why I love it!
Firstly, purely as a physical artefact, the book is beautiful. It's definitely the best looking gaming book I own. The artwork, layout and quality of construction are all top notch. Clearly a lot of effort has gone into these things, and it has really paid off.
Secondly, as an RPG sourcebook, it did what good examples of such books should do -- made me want to play! Reading through it, the mind is filled with so much amazing imagery, and presented with so many interesting situations, monsters, encounters and treasures, that one cannot help but immediately think about how awesome it would be to use this stuff in play.
Aside from the vividly described details of the setting, one thing which really struck me as well was how usable and flexible the content is. It is fairly light on mechanics, meaning that it'd be easy to use with any version of D&D (or clones), and a good number of other RPGs as well, no doubt. Completely unexpectedly, I was eager to use Carcosa not only with Labyrinth Lord (my D&D flavour of choice), but also with Mutant Future, and even Call of Cthulhu! In fact, I pretty much concluded that I'd use an unholy hybrid of the three to run games in Carcosa (more on this another time).
As to the controversial ritual sorcery, it is very horrid. To be honest I can't really imagine running a game where the PCs were the ones doing this kind of thing. But from the point of view of flavour it really adds a lot to the setting, and even if the PCs only come across others performing these rituals, or encounter them in old tomes or libraries, the presence of such magic would weigh heavily on the mood.
In conclusion, this is a first class RPG supplement, and may perhaps gain the honour of being the first pre-written setting that I will actually make any use of!
To give this mini-review a happy ending, as I'm indeed very very happy with Carcosa, I'm going to describe a few minor gripes I have with the book, before going into the things I love about it.
Firstly, I do question the unusual choice of Armour Class system -- ascending from 12 -- as this system isn't used in any traditional or modern version of the game, meaning that the vast majority people who use this book will have to come up with some kind of conversion table or formula. I presume the base 12 ascending system is used in James Raggi's LOTFP RPG, but I think AC either descending or ascending from 10 would have been a better choice in this respect, as those are far more familiar and more easily usable to most people. But that's a very minor quibble.
Secondly, I got the feeling that the book is written with a certain amount of knowledge of the source material (especially the writings of H.P. Lovecraft) pre-assumed. I've personally only read a smattering of Lovecraft, and found myself a little confused by the unexplained references to things like Old Ones, the Great Race, Primordial Ones, etc, and the relation all these beings have to Carcosa. A very small introductory passage, describing what these Mythos races have been up to on Carcosa (similar to the section describing the races of Men on Carcosa), would have been much appreciated. As it is, the book launches straight into a section on "Technological Artifacts of the Great Race", before any mention has been made as to who or what the Great Race are.
Lastly, despite the physical beauty of the book, I wonder how practical the A5 format is for use at the gaming table. It's not possible to lay it flat open at a page, for example, which is possible with traditional full-size RPG books.
So, those minor issues aside, here's why I love it!
Firstly, purely as a physical artefact, the book is beautiful. It's definitely the best looking gaming book I own. The artwork, layout and quality of construction are all top notch. Clearly a lot of effort has gone into these things, and it has really paid off.
Secondly, as an RPG sourcebook, it did what good examples of such books should do -- made me want to play! Reading through it, the mind is filled with so much amazing imagery, and presented with so many interesting situations, monsters, encounters and treasures, that one cannot help but immediately think about how awesome it would be to use this stuff in play.
Aside from the vividly described details of the setting, one thing which really struck me as well was how usable and flexible the content is. It is fairly light on mechanics, meaning that it'd be easy to use with any version of D&D (or clones), and a good number of other RPGs as well, no doubt. Completely unexpectedly, I was eager to use Carcosa not only with Labyrinth Lord (my D&D flavour of choice), but also with Mutant Future, and even Call of Cthulhu! In fact, I pretty much concluded that I'd use an unholy hybrid of the three to run games in Carcosa (more on this another time).
As to the controversial ritual sorcery, it is very horrid. To be honest I can't really imagine running a game where the PCs were the ones doing this kind of thing. But from the point of view of flavour it really adds a lot to the setting, and even if the PCs only come across others performing these rituals, or encounter them in old tomes or libraries, the presence of such magic would weigh heavily on the mood.
In conclusion, this is a first class RPG supplement, and may perhaps gain the honour of being the first pre-written setting that I will actually make any use of!
Labels:
call of cthulhu,
carcosa,
labyrinth lord,
mutant future
Friday, 5 August 2011
Look what I got!
The really great thing is that I've only played CoC twice, and both times the d20 version, so this majestic tome is all new to me!
Horror in Victorian London here I come :)
Labels:
call of cthulhu,
cthulhu,
victorian
Subscribe to:
Posts (Atom)