Posts Tagged ‘technique’

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents… – HPL

One of the things that’s often discussed/debated/argued/studied in regards to Call of Cthulhu games is the justification behind Mythos knowledge imparting a loss in the sanity of individuals. While Lovecraft’s protagonists often found themselves loosing grips with reality, it was arugably in regard to both the horrors of the Mythos as well as the non-Mythos horror of the situation as a whole. When analyzed from this fashion, one could conclude that the bulk of the sanity loss could easily be attributable to non-Mythos reasons. And that’s a valid stance.

But for the game, the mechanics are quite sound and help to evoke the  way that Lovecraft’s protagonists often found themselves in a sanity-eroding death spiral culminating in little more than a pyrrhic victory. Sanity as a statistic works well to quantify the nature of this spiral.

Mythos creatures and events might not appear to be sanity reducing per se, and in an attempt to explain sanity loss, some Keepers take the track that what they represent is so foreign, so blasphemous, that the very knowledge of their existence or exposure to their presence is detrimental to our well-being. A reasonable answer, but why would the Universe create mankind to be so foreign to herself and so easily damaged by her truths?

Unless of course that Universe was herself beyond our understanding… a valid answer to be sure. – KO

In contrast, I’ve often considered the sanity loss more of an “eye opening” than anything else. Witnessing Mythos events, reading and understanding Mythos lore, and coming into contact with Mythos creatures tugs at something deep within a collective subconscious. That something is the racial memory that what the character has just encountered is the truth of the Universe.

Under this light, sanity is seen as the barrier that prevents mankind from understanding the Mythos more fully. Interaction with the Mythos erodes that wall, opening us up to a better understanding of the reality to which we are blind. Consider sanity the denial mechanism that prevents mankind from understanding the truth.

In this fashion, just as denial prevents truths from being internalized and insulates a person from facts too uncomfortable to accept, so does sanity protect the protagonists from the facts that the Mythos is the truth.

In this regard, it is not Azathoth that is a blind idiot god, rather it is the denial mechanism that is our sanity which makes mankind blind and idiotic. Remove the denail mechanism and protagonists view the Universe is all her horrid and blasphemous glory.

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31
Mar

When all else fails… start a fight

   Posted by: Kevin    in Convergence, KORE rpg, Musings, rpg

The title pretty much sums up a little something I tried to do in the March Convergence supers game we played with the KORE rules. The basic premise is this: When the players all start to get that glazed, clueless look and start shrugging their shoulders, throw some bad guys at them and reintegrate them into the game.

In point of fact, I did this a number of times during the game; most notably at the very beginning. 

The game started with the characters heading to the Museum of Antiquities to investigate a robbery of sorts and getting sidetracked by a bank heist. Instant involvement, just add dice and foes. – KO

And it worked rather effectively. Any time the players started to loose their way, I simply tossed in some baddies and let the heroes trounce some nefarious foes. Once the dust and rubble was cleared, new avenues of investigation seemed to bubble up from the adrenaline.

I think the tactic would work well in quite a few genres. So the next time your investigators / superheroes / gumshoes / super spys / etc. get that glazed ham look in their eyes and begin to fidgit at the table, just toss some thugs their way and let them roll the dice. You’ll be amazed at the results.

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19
Mar

I consider the March trip a success

   Posted by: Kevin    in Convergence, KORE rpg, Setting, rpg

While not exactly what I anticipated, and a bit surprising to boot, the March get-together was a fantastic success in my book. Four games were played, of which I ran 2, we traded some secrets to theme and pacing, everyone seemed to have a good time, we covered the gambit of genres, and we all talked about doing it again next year.

Game #1 consisted of an old-school Boot Hill game run by Mark in which we were aboard a Kansas train that got robbed. Awesome fun combined with deadly Boot Hill mechanics. I’ll scan in and post my character “Three Finger Jim” soon.

Game #2 was the suspenseful and deadly, “You’re All Going to Die” run by me. Characters were assigned by random selection of Pinochle cards. The players took on the roles of B-movie victims in a no-win situation. I can’t say enough how much fun it was to run this scenario. So much so that I’m going to do this again next year… I mean who can’t come up with a slasher setting to put high school students into?

Game #3 was a 3rd Edition D&D game run by Luke. Let me tell you, we were seriously outmatched. And yet it was still a blast to try to pit our collective wits against his dragons and that dracolich… that’s right, dracolich. Luke always did have a nack for bringing out the big guns. And these guns were beyond compare.

Game #4 was a KORE quick and dirty mash-up Superhero game. Lots of fun until the end when I couldn’t find any way of ending the thing nicely after being outwitted by the 3 players. Someone inform me how to make a good ending of a summoning that has the summoner sent into low Earth orbit, the sacrifice snatched away and sent to the hospital, and the summoning locale buried under a metric ton of steel and iron… The best parts of the game were in using a technique of throwing a fight at the players every time they got stumped.

All in all a great success. I learned a lot and am looking forward to next year’s Convergence.

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