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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 4
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Date: Sunday, February 21, 1993
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Number: 1 of 2
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Contents:
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1920s Medicines (Matt Grossman) CALL OF CTHULHU
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PC Casualties (Jason Corley) CALL OF CTHULHU
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Orient Express and Gaming Style (Liam Routt) CALL OF CTHULHU
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"Investigators" (Liam Routt) CALL OF CTHULHU
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Editor's Notes:
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Again there are two digests going out tonight, this time very cleanly
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split between game systems. This one is all Call of Cthulhu, while
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the second ones has material for Pendragon. I finally finished
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writing up that Pendragon adventure I was working on and it's included
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in the next digest. Any one else want to to write up adventures now?
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They don't even have to be as long as mine. I think it would be great
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to get a bunch of short adventure synopses, perhaps a paragraph each.
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There's been traffic so far on Cthulhu, Elric, Pendragon and
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Stormbringer. However, I have yet to see anything on Ringworld,
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Superworld, Hawkmoon, Elfquest or Thieve's World. Although I own all
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five, Hawkmoon is the only one I've ever played. Any one out there
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have any material on any of these "lost" games that they'd like to
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share?
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The Infiltrator's Report distributed at Dundracon lists the following
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upcoming Chaosium releases:
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Immediate:
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Investigator Sheets [two-color character record forms for CoC]
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Dire Documents [custom handouts for your adventures]
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March:
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Adventures in Arkham Country [a collection of adventures in Lovecraft country]
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Castle of Eyes [fantasy fiction in a dark world of warring gods]
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April:
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Elric! [the new game of the Young Kingdoms]
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New Miskatonic U. T-Shirts
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May:
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Investigator's Companion [essential aid for all Cthulhu players]
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Pendragon [Fourth Edition includes Knights Adventurous and a new magic system]
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June:
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Melnibone [the long awaited source book]
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See you all next week.
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Shannon
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--------------------
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From: Matt Grossman <MGROSSMAN@hamp.hampshire.edu>
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Subject: 1920s Medicines
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System: Call of Cthulhu
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In my current Call of Cthulhu campaign, one of the characters is a
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doctor, and the issue has arisen of what medicines he carries around
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in his "little black bag." I did some research on this, and thought
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that other players of CoC might also be interested. I have not
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attempted to cover illegal drugs, but rather those medicines that
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might be useful to an Investigator-doctor operating in the 1920s. I
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am in no way a medical student or professional, so any errors in this
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article are probably my fault. _The_Physicians_Desk_Reference_ or a
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similar source will probably contain more information on these drugs,
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as well as others which I have not listed.
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Chloral Hydrate
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time to onset of effect: 30-60 minutes
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duration of effect: 4-9 hours
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Chloral Hydrate is better known as the chemical ingredient of a
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"Mickey Finn." It is a (relatively) fast acting sedative,
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administered orally as a sleeping drug. An excessive dose is
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dangerous; alcohol and other sedatives or narcotics might exacerbate
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its effects. This is probably the best thing to use if the
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investigators are going to be drugged by cultists (or vice-versa). It
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tastes bad, so it will be noticeable if administered covertly (ie via
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drugged food or drink) although a strongly flavored medium would
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probably disguise the taste.
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Codeine
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onset: 30-60 minutes
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duration: 4-6 hours
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Codeine is a partially synthetic narcotic, injected as an analgesic
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(or pain killer). It is not as powerful as other opiates such as
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morphine or heroin, but still habit-forming if taken for a long time.
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It would be used to control light or moderate pain, rather than severe
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pain such as surgery.
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Epinephrine (Adrenalin)
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onset: 5 minutes
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duration: up to 4 hours
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Epinephrine (better known as adrenalin) is a fast acting injected
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drug, primarily used to counteract cardiac arrest (heart attacks). It
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is also used to slow bleeding during surgery, as it constricts blood
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vessels. It is also administerd in combination with other drugs to
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prolong their effects.
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Morphine
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onset: within 1 hour
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duration: 4 hours
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Morphine is a narcotic analgesic derived from opium. It is used to
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control severe pain, such as surgery. It may be injected or taken
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orally. Overdoses are dangerous, and morphine is addictive if taken
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for long periods. I believe this is the drug used by the narrator in
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the story "Dagon", so there is plenty of precedent for Invesigator
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abuse.
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Phenobarbitol
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onset: 30-60 minutes orally, presumable faster if injected
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duration: 24-48 hours
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Phenobarbitol is a barbiturate, and therefore has a marked sedative
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effect, but it's principal use is in controlling epileptic seizures,
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as it suppresses electrical activity in the brain. It may be injected
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or taken orally. It is dangerous in high doses.
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Procaine
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onset: 10-15 minutes
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duration 40-60 minutes
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Procaine is better known by it's brand name, Novocaine. It is used as
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a local anaesthetic during surgery or dental procedures. It is
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injected, often in combination with epienepharine to prolong it's
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effect. If you've ever had a tooth drilled, this is probably what the
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dentist injected you with beforehand.
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Quinine
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Quinine is the only antimalarial drug available in the 1920s, and is
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therefore an essential part of an investigators's kit if one is
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travelling in malaria-infested territory. It may be taken orally or
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injected, and commonly takes effect against the malaria in 1-2 days.
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At the high doses used to treat malaria, quinine causes ringing ears,
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headaches, nausea, and blurred vision.
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Matt Grossman
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Hampshire College
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mgrossman@hamp.hampshire.edu
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--------------------
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From: corleyj@GAS.uug.Arizona.EDU (Jason D Corley )
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Subject: PC Casualties (Was: Re: Who plays Call of Cthulhu?)
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System: Call of Cthulhu
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To answer one of Michael Norrish's questions:
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PC casualties: ya-hoo or boo-hiss. ANSWER: Play it right. In the
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H.P. Lovecraft story "Case of Charles Dexter Ward", the title
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character is the equivalant of the PC investigators for the first bit
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of the story...
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WARNING: SPOILERS FOR "THE CASE OF CHARLES DEXTER WARD"
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And then he is possessed by one of his evil ancestors, and the
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rest of the story is about investigating HIM.
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END SPOILERS
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The point is.... PC casualties should occur, if at all, with at least
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a modicum of warning. Of course you should sprinkle these warnings
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_all_ over the place so that they are expecting to die at every turn.
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Then, when they figure a way out of it (and they will...oh, they will,
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unless they've been highly stupid...) they will feel extremely
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relieved.
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Another tactic to use in lieu of actual PC casualties is defeat. PCs
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about to be eaten? Knock 'em unconscious and have them wake up in a
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hospital. If they go back or try to keep investigating they find that
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everyone involved is unavailable or dead (or both). If they return to
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the place where the monster/cultists were...there's nothing there (or
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they can't find it). So, they go back to their jobs. Their ordinary
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lives. Looking over their shoulder, shaken at every turn. Then write
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a sequel in which they are in REALLY big trouble. There are many HPL
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stories in which the "investigator" (not-really-an-investigator) is
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totally stumped or defeated by the Horrors and tries to return to a
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normal life, knowing that it is all a sham.
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If there absolutely MUST be casualties, give the PCs some friends.
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Develop them over a couple of adventures if you can (campaign packets
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are GREAT for this...they often give the PCs a friend in one episode
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who is never needed in another. Can you spell Cthulu-fodder? Well, I
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can't either.) and that way when they go insane from something just up
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there around the corner or get sacrificed first, the PCs have at least
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bought themselves some time. WARNING: Use sparingly. Otherwise,
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experienced PCs will recognise the expendability of your NPCs.
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SUGGESTION: Tell the players you have a character of your own that
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you'd like to use as an NPC if they don't mind. Or actually USE one
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of your own..the sacrifice is for the greater good.
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The reason PC casualties are frowned upon are these:
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1. Why have an extensive Sanity system if everyone's going to die from
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the things that make you insane?
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2. If the PCs die before the end of the adventure, then your players
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miss out on the climax. Remember the HPL stories with those brassy
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italics, that no matter how melodramatic or stupid-sounding always
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made your hair stand on end? That's the ending of a CoC adventure--
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you kill a PC before that and the terror is just one step lessened.
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3. Like all RPGs, PC death tends to put a damper on the game. This
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may seem like a good thing in CoC, but think about this: the setting
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is damp and dreary enough...why make it worse with a bunch of corpses?
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4. If it's a PC, it usually has to die on-screen. Which is bad if you
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want to keep a sense of mystery about what the players are up agains.
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Not having read Orient Express, I can't really address the problems it
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might have. However, I can see what you're talking about in "The
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Great Old Ones" and "At Your Door" (which we are in the middle of
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right now) There are a lot of opportunities for them to blow it, but
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hey...there are also a lot of things for them to notice, read, pick up
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on, that will improve their chances of surviving immensely. Mythos
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books may be evil and nasty and SAN-draining, but they are
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helpful...hence their allure. Ordinary newspapers and history books
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also have info. It's not in the rulebook, but it should be: "The
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investigator's most powerful weapon is information." Elder Sign
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_this_.
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I hope this helps with your question.
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Yours in Yog-Sothoth,
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Jason
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--------------------
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From: lro@melb.bull.oz.au (Liam Routt)
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Subject: Orient Express and Gaming Style (Was: Re: Who Plays Cthulhu?)
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System: Call of Cthulhu
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Michael Norrish talked about Gaming Style and Call of Cthulhu, and
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uses the Horror on the Orient Express supplement as an example.
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Horror on the Orient Express is a bad example of a Call of Cthulhu
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scenario, I think. It is one of the largest they have published, for
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one thing. The sheer size, both of the manuscript, and of the design
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team, invariably means that it has to be treated differently from
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other scenarios.
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Now, I am on the record as basically feeling that OE (Orient Express)
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is not what it could be. I feel that it is, as Michael said, more than
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a big of a "railroad" for the characters, with a number of areas where
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the players can do little but sit and watch. But, at the same time, I
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have to be aware of the difficulties of trying to write such a large
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piece in a way that is playable.
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It is not really possible to write everything in a general form that
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allows the players to do everything. I'd like to believe that it is,
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and I have spent some years trying to do just that, but in the end the
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story almost always has enough required sections that it has to be
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written at least partially in a linear fashion. The challenge is to
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write a linear series of events that leaves sufficient space for the
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characters to move through it as they feel most comfortable. Some time
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that happens, and other times it does not.
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Certain situations and stories do lend themselves to a more open
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presentation, one where the characters can choose exactly how they
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will traverse the action. There are a number of those in OE (France
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stikes me as being mainly composed of such situations). Other times,
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though, there is no way to describe the intended story without
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grabbing the characters and saying "first there, then there, and now
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do that!". Such stories are perfectly good stories, but they are not
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as much fun to play (usually). I think that OE as it tries to get the
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characters across a continent and a massive intertwined plot, suffers
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a lot from that. Despite the skills of the people involved (and most
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of them are quite fine writers), I can't help feeling that they tried
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to do a little bit more than they really could.
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The general question of "how is it possible to play a Cthulhu Game" is
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an interesting one.
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I used to have a Cthulhu campaign running here when I was a lot
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younger. I was a lenient GM, and as a result the characters were able
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to take on big evils and win. For that reason they went through a
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number of the first adventures. The main genre, I guess, was one of
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paranoia - they were in the midst of at least three things all the
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time, and were never entirely sure what was related to what. It was a
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fun experience, and there were a number of frightening things that
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happened.
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I do not play a regular game now, though. I have read too many of the
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Lovecraft books, and I can't see treating my players as lightly as I
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used to. I think that the game deserves a darker and more personal
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style of horror than I really want to inflict on people at the moment.
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Maybe that's just an excuse...
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In my experience as a player, Cthulhu games tend to be a combination
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of mystery and adventure. There is usually a mystery section at the
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start where you collect clues and discover horrid secrets, followed by
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an adventure section where you either confront the bad guys or run
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away from them. The whole experience is quite easy to get used to. I
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guess that one of the key thigns to remember, though, is that the
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players don't neccesarily find out everything that is in the scenarios
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- the Keeper gets to learn a lot more than the players usually, which
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enhances the whole destablizing and paranoid nature of the game.
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Liam Routt
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Darcsyde Productions
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--------------------
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From: lro@melb.bull.oz.au (Liam Routt)
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Subject: "Investigators"
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System: Call of Cthulhu
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Jason D Corely talked about the rather contrived, and yet seemingly
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accepted "investigators"...
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I, too, find this to be amongst the strangest things about Cthulhu.
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Every time I decide to sit down and run a scenario for people, I am
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faced with the question: "So how do I get them into the adventure?"
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And every time, Chaosium wants me to decide that the characters are
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all "investigators" of one sort or another.
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But when I read the old Lovecraft stories, I do not see all that many
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investigators. As Jason pointed out, most of the protagonists are
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ordinary people; and indeed, the horror is largely due to that
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collision between the ordinary and the extraordinary.
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>From the point of view of system design, I can see that it is
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important to have a default occupation that will allow characters to
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function as a group, and will get them into scenarios, but I really
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feel that it eats into the entire genre to posit that the characters
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are occult or private investigators. And I often feel that I have lost
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that horrific edge partially because the characters are
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"investigating" things as a job - there is little personal
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involvement, mainly looking into things for other people.
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In Australia we have a thriving convention scene, and a number of us
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have been writing tournament scenarios for years. While we have
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written our share of "investigator" scenario, I suppose, we have also
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come up with a whole swag of interesting other ways to get characters
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involved (musical group, amnesiac inmates, society high-rollers,
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etc.). Whenever we have submitted stuff to Chaosium, one of the first
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things to be changed are the possible characters: change it to
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investigators. That has meant that we have withdrawn some submissions,
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and rewritten others (Tatterdemalion was written here - are the
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characters in the published scenario really supposed to be
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investigators? Ugh!).
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For all the mood and atmosphere that Call of Cthulhu does have, there
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seem to be a number of areas where they miss the point of Lovecraft's
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stories altogether. The elements of personal horror, while they can be
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rediscovered by a particularly dedicated GM and a good group of
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players, all too often seem to replaced by one of a number of other
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genres: humour (from light to subtle to over-the-top), adventure (Indy
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and the Great Old Ones), Mystery (follow those clues...), or violent
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(another arm ripped off...). While those are interesting genres, at
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least some times, none of them are really "horror", at least not
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Lovecraft's horror. At least that's the way I feel.
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An old friend was just telling me about the Cthulhu game that he used
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to be in. It had continued for a long time, but they never really ran
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into anything all that big and nasty (I think he said that they killed
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a Deep One, but it was almost an accident), and they never got out of
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New England. He described it as almost pitful that they would never
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have got any further, but I was elated to hear that somewhere people
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were playing a game that might have the elements of Lovecraft's horror
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- a slowly gathering doom that we rarely see, and must always fear;
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such a game would be one where the characters really do not have much
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chance to succeed, to destroy the evil servants of the Outer Gods.
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I think that a lot of the problem is that scenarios must, by their
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definition, set up and then resolve a situation. But in Lovecraft that
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usually means that SOMETHING AWFUL happens, and a lot of people die or
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are driven insane. That does not really make for a satisfying game,
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unless you are not planning to play again - too many people are
|
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ruined. So, to write a scenario for the game, there must be a fair
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chance that the characters can experience the whole story, and get to
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the end, and then get into another story. But doing that lessens the
|
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impact of each story in two ways: for starters it makes the story more
|
||
survivable, and less catastropic - people survive and then go on
|
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afterwards to other things; secondly, there is a succession of such
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adventures for any character, and there are few ways to resolve such a
|
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life history into a character who is plagued with a personal horror at
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the slightest shadow or threatening dream - the continual scenarios
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lessen the impact for the charcters and players.
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Maybe I am being a bit too harsh on the whole system. I tend to do
|
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that when I get critical, but it seems that the problems associated
|
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with what could be described as the non-Lovecraft elements of Call of
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Cthulhu are all the elements that make it a playable roleplaying game:
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scenarios and campaigns that do not reflect the structure and impact
|
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that the stories had on characters; characters that have as a job the
|
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investigation of strange occurences; the lack of the personal tie to
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the horror.
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I have not played Vampire (I know that this is not the digest to talk
|
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about it...), but it seems that at the very least they have a game
|
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that is focuesed on the personal horror. Their characters can easily
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be played as being involved in their own personal horror.
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Hey, I love Call of Cthulhu - it is definitely amongst the best games
|
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of all-time. But when I try to play it as written (the scenarios in
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particular), I often find that it is not "the game of horror in the
|
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worlds of H.P. Lovecraft". That's a pity.
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Liam Routt
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Darcsyde Productions
|
||
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--------------------
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|
||
The Chaosium Digest is a Discussion Forum for Chaosium Games which do
|
||
not have another specific area for discussion. To submit an article,
|
||
mail to: appel@erzo.berkeley.edu |