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329 lines
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: Earth's Dreamlands : Info on: RPG's, :(313)558-5024 : area code :
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:RPGNet World HQ & Archive: Drugs, Industrial :(313)558-5517 : changes to :
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: 1000's of text files : music, Fiction, :InterNet : (810) after :
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: No Elite / No porn : HomeBrew Beer. :rpgnet@aol.com: Dec 1,1993 :
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
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Chaosium Digest Volume 1, Number 9
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Date: Sunday, March 7, 1993
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Number: 2 of 2
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Contents:
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A Cthulhu Overview (Jan Engan) CALL OF CTHULHU
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Sanity Rules (Jan Engan) CALL OF CTHULHU
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PC Casualties (Jan Engan) CALL OF CTHULHU
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Linear Scenerios in CoC (Jan Engan) CALL OF CTHULHU
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What Requires Investigators? (Jan Engan) CALL OF CTHULHU
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Editor's Note:
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This Digest is full of articles from Jan Engan, who just signed on to
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the list. Lots of interesting discussion and ideas here. If replying
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to several articles, please make it clear what replies are in reply to
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what (either by sending different replies in different messages or by
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putting notes in the message text for me).
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Shannon
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--------------------
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From: Jan Engan <ladyejan@aol.com>
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Subject: A Cthulhu Overview
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System: Call of Cthulhu
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I have been running a ongoing CoC campaign since 1981 when the game
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first came out. Our current group has about 25 players from all over
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the Bay Area (Berkeley, Novato, San Francisco and as far away as
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Salinas/Monterey. Of course I don't referee all 25 at once! They are
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broken up into smaller groups!). Of the original 5 players in the
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first scenario, three are still regular gamers, and two of those are
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still running their original characters (though very much changed from
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when they started!).
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I have also run seminars frequently at Dundracon and Pacificon on
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various aspects of gaming ("How to create realistic NPCs," "Women in
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Gaming," "Scripting and Running Live Adventures," "Dealing with
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Problem Gamers," etc). In addition, I have acted as a "game
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consultant," to help referees of all experience levels increase their
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and their player's enjoyment of their games, and to help develop their
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referee styles. In 1985, I published "The Servitor," a Cthulhu
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newsletter with information on the 1920s era, game mechanics, and
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other informational resources for referees. There has been a big
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interest in reviving The Servitor from a number of areas, so it's
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likely that it will begin publication again. (Interested parties in
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getting issues or contributing send me email to AOL, via my name Ladye
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Jan). I also produce customized play-aides for Cthulhu referees
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(newspaper articles, diaries, etc) for referees to hand out to their
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players, as well as write customized scenarios for groups either
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reworking published materials or doing all original stuff.
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Over the years, I have seen the impression non-CoC players have of the
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game change fairly radically. At a convention (Dundracon I think it
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was) held not too long after it was released, Cthulhu was known as
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"that game where everybody dies or goes insane." Chaosium did a lot
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to foster that impression at its company sponsored games. Those run
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by Sandy Peterson were "It's not a good game unless you have at least
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an 80% kill rate." A number of other Chaosium free-lancers, who I
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personally gamed with several times at conventions, helped to continue
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this impression. Larry DiTillo was especially guilty of this sort of
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thing, in which the game became a violent slasher flick instead of
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being true to Lovecraft and presenting dread, horror and suspense.
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(By the way - what ever happened to some of those folk? I know
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Peterson went to Utah or someplace to work for a computer company and
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DiTillo, who used to be a fixture of bay area cons, hasn't been seen
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or heard from in years.)
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Over the years, the game has become more mainstream and, should I say
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it, more "respectable". It is a grandfather in the sense that it has
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had more staying power, more recognizability amongst gamers and is
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more profitable for Chaosium than just about anything else. Lots of
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game systems and genres have come and gone since 1981, but Cthulhu
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seems to have the rare qualities that have made it an "institution" in
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the gaming world. (The Express, a local paper in Berkeley, even did
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an article on Chaosium a month or so ago.)
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Today, I find that most people who play the game steadily, (ie more
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often that just at conventions, or one shot games) have refined their
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individual campaigns into an artform. Cthulhu has in many ways become
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a scholars' game, where a good part of the fun is the historical
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perspective, the historical references, and the usage of obscure
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facts, dates and places that all exist or have existed in the real
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world. I think perhaps, for those of us attempting to live up to the
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Lovecraft tradition, that this is a good thing. (His Mythos stories
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are full of it too!) It provides a framework for taking the game a
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little more seriously than just your casual hack-and-slash adventure.
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The addition of as many verifiable facts as possible in a campaign
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also helps the players feel as if they "are really there." It allows
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players to really get a good grasp on the reality of the gameworld,
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and (more importantly) because there are elements of the familiar in
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it, the players are more touched emotionally by the things that happen
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to their characters. As a result they FEEL the horror, dread,
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suspense and pain more intimately than in a setting that has no
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connection to their own life experiences (a problem that 95% of
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fantasy games have).
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The other thing that the "maturing" of the game has done is bring more
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women into the gaming world. From my observations at conventions, and
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talking to others involved with gaming, more women who do referee,
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tend to run Cthulhu than anything else. This is due, I think to the
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game's emphasis on puzzle-solving and the possibilities of character
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interaction it provides. From my point of view, anything that draws
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more women into gaming and keeps them there is a plus! There is a
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very large pool of creativity and genius denied to the gaming world
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because very few women game, or contribute to gaming in a significant
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way. (My viewpoints on women in gaming could fill up a whole other
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article, so I'll save them for another issue. However let me say that
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I am not a radical feminist of any sort, but I have seen and
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experienced personally the sort of things that shut women out of
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gaming even when they have tried to be involved.)
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So much for my overview on CoC!
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Jan Engan
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--------------------
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From: Jan Engan <ladyejan@aol.com>
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Subject: Sanity Rules
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System: Call of Cthulhu
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I hate to say it, but gaining sanity for killing monsters has to be
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the single dumbest rule in the game system, especially when you lose
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major amounts of sanity for confronting them. My policies are as
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follows on this:
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I do not automatically require san roles for my players for every
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little thing they experience, such as seeing a mangled corpse. Small
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things like this I leave to the player's discretion to take or not a
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couple of "Gratuitous" points. The player will know the character's
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temperament better than I as a referee ever will. If the character
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was a soldier in the Great War for instance, a corpse may not rattle
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him like it would a sheltered ivory-tower type. I still enforce san
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rules for the Elder Gods, their major unnatural minions and spell
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usage. Some critters (Deep Ones for instance), I require san rolls
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for maybe the first one or two times, but after that let the player
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decide. Of course, this only works if you have players who are very
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honest about mechanics and very much involved with the emotional side
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of their characters.
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I do not give out san points as "experience points." You can gain
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back san points only in one of two ways:
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Taking a total vacation from the adventuring for at least one month.
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This means no contact with the occult, no investigations and no
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reading mythos books. Complete rest and relaxation. This returns 1d4
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per month to the character's sanity. It also gives players an
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opportunity to play the characters in "real life." Remember, every
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adventure doesn't have to be mythos related!
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Seeking professional help. This is per the rules in the manual,
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modified as you see fit. Of course, if the characters don't pick a
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trustworthy therapist, their secrets may end up as part of a published
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case study in medical journals, or worst yet in some yellow-journalism
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rag!
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This more limited restoration of san points has been very helpful to
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us in balancing game play. By making it harder to gain back points,
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characters are less likely to become macho sorcerers or use spells or
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items that require san loss, and thus become very powerful, beyond the
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intent of the game. Of course, the Mythos knowledge effect on sanity
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also helps, but unless you want to run a scenario where the PCs go
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after their insane companion it's not as useful as you might think.
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It also makes characters think a little more about committing
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themselves to reading books or spell usage, pointing out how fragile
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the mind and soul really is. An extra bonus for refs is that it also
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helps keep the characters less powerful longer so that the minions can
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be used effectively for a longer time!
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Jan Engan
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--------------------
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From: Jan Engan <ladyejan@aol.com>
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Subject: PC Casualties
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System: Call of Cthulhu
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In-reply-to: V1.4 PC Casualties
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Good Stuff on PC Deaths. I agree with everything Jason says. However,
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I do not advocate never killing PCs. The guidelines I use are as
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below:
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Stupidity
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"I use my pistol one-handed and my saber in the other, and charge
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straight into Shub-Niggarth." Had this happen at a convention game.
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What else can one do?
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Plot Motivation One - Involvement in a new scenario
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Retired characters that a player has abandoned are good for this,
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especially if they have played as regular characters with PCs that are
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still involved with the campaign. Make sure it's ok with the player
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though before you scratch their favorite professor.
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Plot Motivation Two - A blaze of glory
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Characters who have become no longer interesting to play, players who
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are moving or leaving the game for an extended time and people who
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wants to do something really wild are great targets for fantastically
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horrible deaths for other PCs to witness and find. As in One, though,
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conferring with the player is usually needed.
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I make it a policy not to kill a PC that must be played as an NPC for
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a chapter because the player is unable to schedule.
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I also think that at some points PC deaths are needed, for the shock
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value of proving just how dangerous involvement with the Mythos is.
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Unless you are a very accomplished and experienced referee, players do
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not feel the loss of an NPC on the emotional-gut level that Cthulhu
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requires to be effective.
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Jan Engan
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--------------------
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From: <ladyejan@aol.com>
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Subject: Linear Scenerios in CoC
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In-reply-to: V1.4 Orient Express and Gaming Style
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System: Call of Cthulhu
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Owning a copy of the Orient Express ("completist" that I am!) and
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having only skimmed through it, I can't say I've specifically seen the
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difficulties with the thing that you mentioned. However, it seems to
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follow the format that all pre-packaged scenarios do, and that I find
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the same problems with that you do.
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The forced linear paths in pre-packaged scenarios are a result of the
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way the information is organized for the referee's usage, and the
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necessity of cause and effect to explain the plot. (ie Grandfather
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Bennie summoned up an avatar to impregnate Grandma and that's why we
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all have squinty eyes.) Since most scenarios are organized around the
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"mystery section at the front, confrontation at the rear" form plot,
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we as referees are better served in using the information to enhance
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our own plot lines rather than using them whole cloth. For instance,
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I used the Baron Hauptman section from the "Fight Against the
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Brotherhood" book to enhance a scenario about an archaeological dig in
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Roumnia for religious icons. Using place names, NPCs from the book
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and throwing out the whole NWI and other connections, I let him stand
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alone for a villain.
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For those of us who don't have time or aren't good at drawing maps and
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floorplans (like me), these books are a treasure trove that I use like
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any other reference source such as the encyclopedia.
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I think because of the nature of Lovecraft's writings (which are
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form-plotted to a great degree), the pre-packaged scenarios have taken
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on those formats, and have since become codified into an editorial
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statement/law at Chaosium (why tinker with a good thing when it's
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making money). It is a format that works in its presentation and, by
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and large, in its organization of material for the referee. In some
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of the recent locale books, however, it's a real pain to be constantly
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flipping back and forth between town sections to get information for
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the players, and who has time to memorize it all? Remember that these
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products also have to reach a wide audience with very diverse playing
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styles. So, the scenerios are required in many ways to be generic to
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be usable at all.
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At some other point, I'd like to go into ways of customizing
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pre-packaged scenarios, ways of effectively refereeing them and ways
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of making them more personally important to your characters. But,
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time and space prevents it here.
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Jan Engan
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--------------------
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From: Jan Engan <ladyejan@aol.com>
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Subject: What Requires Investigators?
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In-reply-to: V1.4 "Investigators"
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System: Call of Cthulhu
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My big question is why "require" characters to become "investigators?"
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Characters are first and foremost people and using the assumption that
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they must all work together, or even have a common interest in order
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for a scenario to be usable is a limiting one. (Just as limiting as
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the assumption in a fantasy game that because we're all in the same
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tavern we've just become best friends for life.) Indeed, conflict
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between character motivations can enhance scenarios beyond the
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imagining and often the design of the referee. (Hide the evidence or
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turn it over to the cops? Publish the secret formula or burn it?)
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With the proper timing, and the use of physical handouts, one can keep
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all the players busy and still run several individual lines of
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investigation without leaving anyone with empty time on their hands.
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The plot becomes suddenly personally important to the characters
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because what they are uncovering is a thing that relates to their area
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of interest. Drawing in these threads tighter and tighter through
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connections of evidence is what keeps the scenario from getting boring
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or falling into the form-plot trap. At last, all the players end up
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at the same place either individually or in groups of two or more,
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each with a reason to want to pool information and help the others
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instead of being part of a "group." This technique is obviously not
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good for pre-packaged scenarios, but you can see my earlier opinions
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on those. One of the best examples of this is S.King's "The Stand."
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In that, he takes many divergent goals and motivations and manages to
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pull them together at the end. Read it with a Referee's viewpoint and
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you'll see what I mean.
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Conflicts resolved in a CoC game should always be of a small nature.
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Cultists, evil corporations, fake occultists, etc. The basis of the
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game is that you can't win, not against the BIG uglies. Another thing
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to consider: using the big guns in every game decreases their shock
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value and the sense of their awfulness.
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There are a couple of ways around lessening the impact of successive
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scenarios, playing "unplayable" characters, etc. But again time and
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space limits me addressing these more fully. Topics to be covered in
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future issues of this digest.
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Jan Engan
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--------------------
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The Chaosium Digest is a Discussion Forum for Chaosium Games which do
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not have another specific area for discussion. To submit an article,
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mail to: appel@erzo.berkeley.edu
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