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	<title>To The Blog Machine &#187; Call of Cthulhu</title>
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		<title>Roleplaying games you should play: Call of Cthulhu</title>
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		<pubDate>Sat, 30 May 2009 07:12:18 +0000</pubDate>
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		<guid isPermaLink="false">http://totheblogmobile.com/?p=129</guid>
		<description><![CDATA[This is the third in a series of posts looking at ten (or so) roleplaying games, of the traditional pen-and-paper variety, that I’d highly recommend you play. Last time I talked about Marvel Super Heroes and DC Heroes; in this post we’re going for something a bit more spine-tingling…. 7) Call of Cthulhu It seems [...]]]></description>
			<content:encoded><![CDATA[<div>
<p style="text-align: justify;">This is the third in a series of posts looking at ten (or so) roleplaying games, of the traditional pen-and-paper variety, that I’d highly recommend you play. Last time I talked about <a href="http://www.totheblogmobile.com/more-roleplaying-games-you-should-play-marvel-super-heroes/index.html">Marvel Super Heroes and DC Heroes</a>; in this post we’re going for something a bit more spine-tingling….</p>
<h2 style="text-align: justify;">7) Call of Cthulhu</h2>
<p style="text-align: justify;"><a href="http://www.totheblogmobile.com/?attachment_id=959" rel="attachment wp-att-959"><img class="aligncenter" title="Call of Cthulhu" src="http://www.totheblogmobile.com/wordjaw/wp-content/uploads/2009/05/coc-1st-114x150.gif" alt="Call of Cthulhu" width="114" height="150" /></a>It seems to me, at least in recent years, that Call of Cthulhu has finally taken a place alongside <a href="http://www.totheblogmobile.com/five-roleplaying-games-ive-played-and-you-should-too/index.html">Dungeons &amp; Dragons</a> as one of the pillars of roleplaying. While it’s always been a great game – and unlike D&amp;D, has never needed to radically reinvent itself – I think sheer longevity, perhaps coupled with the fact that it matures exceedingly well, has given it a near legendary status. It’s well deserved.</p>
<p style="text-align: justify;">I should be clear from the off that I’m no Cthulhu scholar. I’ve played it fairly infrequently in my 20-odd years of gaming, and generally I’ve enjoyed it, although I never wanted to run a game myself. I’ve always been aware of it though, as right from the start Cthulhu had something about it; a sense of being ‘grown up’ for lack of a better term.<span id="more-129"></span></p>
<p style="text-align: justify;">If you’ve never encountered it, then as the covers say, Call of Cthulhu is a roleplaying game set in the worlds of <a href="http://en.wikipedia.org/wiki/Hp_lovecraft">HP Lovecraft</a>, an early 20th century novelist who was probably a few hammers short of a toolbox. Created by Sandy Petersen for <a href="http://www.chaosium.com/">Chaosium</a> in 1981, and then later revised and expanded upon by Lynn Willis, the game won multiple awards from its inception.</p>
<p style="text-align: justify;">Players take the role of investigators into the occult and the supernatural, with what may start off as ‘conventional’ ghouls and ghosts ultimately giving way to much more powerful and mysterious eldritch horrors – the Great Old Ones, Lovecraft’s ultimate evil from beyond the stars. These ‘gibbering horrors’ have been so influential over the years that Lovecraft probably deserves to be put on a plinth next to <a href="http://en.wikipedia.org/wiki/Bram_stoker">Bram Stoker</a>, but when CoC first debuted, the idea of fighting monsters who were so terrifying that mortal man could not even look on them without going mad was still pretty revolutionary.</p>
<p style="text-align: justify;"><a href="http://www.totheblogmobile.com/?attachment_id=957" rel="attachment wp-att-957"><img class="aligncenter" title="Call of Cthulhu - 3rd Edition" src="http://www.totheblogmobile.com/wordjaw/wp-content/uploads/2009/05/coc-3rd-107x150.jpg" alt="Call of Cthulhu - 3rd Edition" width="107" height="150" /></a>Especially in RPGs, of course, where every foe was ultimately just a collection of statistics that needed to be defeated somehow, so you could steal its stuff. It didn’t matter how terrifying the creature, there was always a way to beat it, and whether it involved some sort of clever ruse (“A-ha! We need a mirror!”) or just overwhelming firepower (“I cast fireball!”), you were going to be victorious in the end. Right? Heck, even if you died, one quick resurrection spell later and you’d be back in business.</p>
<p style="text-align: justify;">Not so in Cthulhu, and you can imagine the reaction my young mind had to this new set of playing circumstances. ‘Investigation’ in CoC meant, well, actual investigation; talking to NPCs and trying to figure out clues, not sticking a torch into a darkened room. When the bad guys were ultimately revealed in CoC, if you were lucky they were human – but if you were unlucky they were many-tentacled monsters, usually very deadly, and you could only ‘win’ by getting out alive. As players, it didn’t seem to matter how much we stacked the odds in our favour; we were destined to fail – and to go mad as part of the process, rendering your character useless for much beyond a few games.</p>
<p style="text-align: justify;">Yes, my young self didn’t really quite <em>get</em> Cthulhu, and why should I have – after all, the idea of life being a long drawn-out struggle with no guarantee of a happy ending wasn’t exactly my worldview at 12 years old. I remember distinctly arguing with my friends that there was little to no point in playing this stupid game, because ultimately our characters were all going to die, go mad or just fail somehow – where was the fun in that?</p>
<p style="text-align: justify;">Ah, how your definition of ‘fun’ can change, because these days as I’ve <a href="http://www.totheblogmobile.com/changing-styles-of-roleplaying/index.html">mentioned previously</a>, I’d much rather roleplay a long investigation than spend the evening rolling for damage.</p>
<p style="text-align: justify;"><a href="http://www.totheblogmobile.com/?attachment_id=958" rel="attachment wp-att-958"><img class="aligncenter" title="Call of Cthulhu - 6th Edition" src="http://www.totheblogmobile.com/wordjaw/wp-content/uploads/2009/05/coc-6th-114x150.gif" alt="Call of Cthulhu - 6th Edition" width="114" height="150" /></a>Thinking back on it, there was one other element that put me off Cthulhu, and that’s the fact that I’m a bit of a wimp. While I’ve read a few horror books and comics in my time and even seen the odd movie, generally speaking I steer clear of stuff that goes squelch in the night, and I know that one too many Cthulhu games would probably have made an unfavourable impression on my young mind.</p>
<p style="text-align: justify;">Nevertheless, these days with the benefit of hindsight, experience and a slightly braver mindset (Hey, the news is scarier than anything Lovecraft could create) I’ve been enjoying Call of Cthulhu more and more. It’s one of the best roleplaying games I’ve ever played for pure roleplaying, given the huge likelihood of death, failure and/or insanity at the end of a session. With those sorts of odds, what’s written down on your character sheet almost seems to become irrelevant – and the game is all the better for it.</p>
<p style="text-align: justify;">Still, subject matter wise, it’s kind of a bummer, ain’t it? I can solve that with my next pick….</p>
</div>
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		<title>Roleplaying games you should play: Call of Cthulhu</title>
		<link>http://www.totheblogmobile.com/roleplaying-games-you-should-play-call-of-cthulhu/</link>
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		<pubDate>Wed, 20 May 2009 16:11:23 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Gamey]]></category>
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		<category><![CDATA[Call of Cthulhu]]></category>

		<guid isPermaLink="false">http://totheblogmobile.com/?p=50</guid>
		<description><![CDATA[This is the third in a series of posts looking at ten (or so) roleplaying games, of the traditional pen-and-paper variety, that I’d highly recommend you play. Last time I talked about Marvel Super Heroes and DC Heroes; in this post we’re going for something a bit more spine-tingling…. 7) Call of Cthulhu It seems [...]]]></description>
			<content:encoded><![CDATA[<p>This is the third in a series of posts looking at ten (or so) roleplaying games, of the traditional pen-and-paper variety, that I’d highly recommend you play. Last time I talked about <a>Marvel Super Heroes and DC Heroes</a>; in this post we’re going for something a bit more spine-tingling….</p>
<h2>7) Call of Cthulhu</h2>
<p><a rel="attachment wp-att-959"><img title="Call of Cthulhu" src="http://www.totheblogmobile.com/wordjaw/wp-content/uploads/2009/05/coc-1st-114x150.gif" alt="Call of Cthulhu" width="114" height="150" /></a>It seems to me, at least in recent years, that Call of Cthulhu has finally taken a place alongside <a>Dungeons &amp; Dragons</a> as one of the pillars of roleplaying. While it’s always been a great game – and unlike D&amp;D, has never needed to radically reinvent itself – I think sheer longevity, perhaps coupled with the fact that it matures exceedingly well, has given it a near legendary status. It’s well deserved.</p>
<p>I should be clear from the off that I’m no Cthulhu scholar. I’ve played it fairly infrequently in my 20-odd years of gaming, and generally I’ve enjoyed it, although I never wanted to run a game myself. I’ve always been aware of it though, as right from the start Cthulhu had something about it; a sense of being ‘grown up’ for lack of a better term.</p>
<p>If you’ve never encountered it, then as the covers say, Call of Cthulhu is a roleplaying game set in the worlds of <a href="http://en.wikipedia.org/wiki/Hp_lovecraft">HP Lovecraft</a>, an early 20th century novelist who was probably a few hammers short of a toolbox. Created by Sandy Petersen for <a href="http://www.chaosium.com/">Chaosium</a> in 1981, and then later revised and expanded upon by Lynn Willis, the game won multiple awards from its inception.</p>
<p>Players take the role of investigators into the occult and the supernatural, with what may start off as ‘conventional’ ghouls and ghosts ultimately giving way to much more powerful and mysterious eldritch horrors – the Great Old Ones, Lovecraft’s ultimate evil from beyond the stars. These ‘gibbering horrors’ have been so influential over the years that Lovecraft probably deserves to be put on a plinth next to <a href="http://en.wikipedia.org/wiki/Bram_stoker">Bram Stoker</a>, but when CoC first debuted, the idea of fighting monsters who were so terrifying that mortal man could not even look on them without going mad was still pretty revolutionary.</p>
<p><a rel="attachment wp-att-957"><img title="Call of Cthulhu - 3rd Edition" src="http://www.totheblogmobile.com/wordjaw/wp-content/uploads/2009/05/coc-3rd-107x150.jpg" alt="Call of Cthulhu - 3rd Edition" width="107" height="150" /></a>Especially in RPGs, of course, where every foe was ultimately just a collection of statistics that needed to be defeated somehow, so you could steal its stuff. It didn’t matter how terrifying the creature, there was always a way to beat it, and whether it involved some sort of clever ruse (“A-ha! We need a mirror!”) or just overwhelming firepower (“I cast fireball!”), you were going to be victorious in the end. Right? Heck, even if you died, one quick resurrection spell later and you’d be back in business.</p>
<p>Not so in Cthulhu, and you can imagine the reaction my young mind had to this new set of playing circumstances. ‘Investigation’ in CoC meant, well, actual investigation; talking to NPCs and trying to figure out clues, not sticking a torch into a darkened room. When the bad guys were ultimately revealed in CoC, if you were lucky they were human – but if you were unlucky they were many-tentacled monsters, usually very deadly, and you could only ‘win’ by getting out alive. As players, it didn’t seem to matter how much we stacked the odds in our favour; we were destined to fail – and to go mad as part of the process, rendering your character useless for much beyond a few games.</p>
<p>Yes, my young self didn’t really quite <em>get</em> Cthulhu, and why should I have – after all, the idea of life being a long drawn-out struggle with no guarantee of a happy ending wasn’t exactly my worldview at 12 years old. I remember distinctly arguing with my friends that there was little to no point in playing this stupid game, because ultimately our characters were all going to die, go mad or just fail somehow – where was the fun in that?</p>
<p>Ah, how your definition of ‘fun’ can change, because these days as I’ve <a>mentioned previously</a>, I’d much rather roleplay a long investigation than spend the evening rolling for damage.</p>
<p><a rel="attachment wp-att-958"><img title="Call of Cthulhu - 6th Edition" src="http://www.totheblogmobile.com/wordjaw/wp-content/uploads/2009/05/coc-6th-114x150.gif" alt="Call of Cthulhu - 6th Edition" width="114" height="150" /></a>Thinking back on it, there was one other element that put me off Cthulhu, and that’s the fact that I’m a bit of a wimp. While I’ve read a few horror books and comics in my time and even seen the odd movie, generally speaking I steer clear of stuff that goes squelch in the night, and I know that one too many Cthulhu games would probably have made an unfavourable impression on my young mind.</p>
<p>Nevertheless, these days with the benefit of hindsight, experience and a slightly braver mindset (Hey, the news is scarier than anything Lovecraft could create) I’ve been enjoying Call of Cthulhu more and more. It’s one of the best roleplaying games I’ve ever played for pure roleplaying, given the huge likelihood of death, failure and/or insanity at the end of a session. With those sorts of odds, what’s written down on your character sheet almost seems to become irrelevant – and the game is all the better for it.</p>
<p>Still, subject matter wise, it’s kind of a bummer, ain’t it? I can solve that with my next pick…</p>
]]></content:encoded>
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		<title>Changing styles of roleplaying</title>
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		<pubDate>Wed, 06 May 2009 08:30:40 +0000</pubDate>
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		<guid isPermaLink="false">http://totheblogmobile.com/?p=338</guid>
		<description><![CDATA[Last night I had my first encounter – pun intended – with Dungeons &#38; Dragons 4th Edition. Last week I played another session of Call of Cthulhu. Reflecting on both, it struck me that my roleplaying tastes have definitely reversed from my earliest days. Back then, playing a game which heavily lent on figures, maps, [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">
<div>
<p style="text-align: justify;">Last night I had my first encounter – pun intended – with Dungeons &amp; Dragons 4th Edition. Last week I played another session of Call of Cthulhu. Reflecting on both, it struck me that my roleplaying tastes have definitely reversed from my earliest days.</p>
<p style="text-align: justify;">Back then, playing a game which heavily lent on figures, maps, counting out range squares and throwing around spectacular powers and feats with abandon – while rolling very, very high modified numbers – would probably have thrilled me no end.</p>
<p style="text-align: justify;">By contrast, playing a game which heavily lent on talking, investigating, puzzling, finding clues, trying to put those clues together, and sweating over Library Use checks did, in fact, bore me to tears.</p>
<p style="text-align: justify;">Hence, D&amp;D 4E is about twenty years too late for me; and I first played CoC twenty years too early.</p>
<p style="text-align: justify;"><img title="Dungeons &amp; Dragons 4th Edition - Player's Handbook" src="../wordjaw/wp-content/uploads/2009/04/dnd-phb-4e-114x150.jpg" alt="Dungeons &amp; Dragons 4th Edition - Player's Handbook" width="114" height="150" /><span id="more-338"></span>This isn’t entirely a revelation. My gradual conversion to a more freeform, casual style of play which emphasises story and character over stats and carnage probably started 20-odd years ago; I just haven’t been in practice since then. Playing CoC for the first time in forever recently just reminded me of what I like. I really enjoyed the fact that we spent most of the game just talking, interacting in character, and poking the GM for more information. The gradual emergence of a story, indepedently forming from the actions of four people with the guidance of a fifth, is what roleplaying is all about – at least for me, these days.</p>
<p style="text-align: justify;">While I was never a big ‘dungeon basher’ in my youth, I certainly enjoyed the constant dice rolling, miniature moving and stat-checking a lot more. Perhaps it helped my imagination, those rules that defined how the world worked. I still find enjoyment in it today – but more in a tactical, boardgame-like sense, than because it helps transport me to a fantasy world.</p>
<p style="text-align: justify;">To be fair, I did enjoy last night’s game quite a bit, and it’s not right to compare it directly to my CoC experience. We were low on time, running pre-generated characters, and both players were strangers to each other. In that situation – not unlike a tournament game, I guess – it makes sense to focus on kicking in doors and killing monsters. In the end however, I probably could have had just as much fun playing an elaborate boardgame, or a miniatures skirmish game.</p>
<p style="text-align: justify;">Having played it though, there’s now no doubt in my mind that D&amp;D 4E is very definitely a miniatures-focused game, and would probably play badly without some form of tactical representation. While D&amp;D’s original roots are in wargaming and miniatures, I’m still of the belief that your imagination will always trump a few painted figures, and if your discussion turns to things like “line of sight” then the magic has been diminished somehow. Sure, sometimes it really is important to know if the dragon can see you, but clear communication, plus perhaps a scribbled map, usually did the job for me. Now I can’t see many people trying to play D&amp;D 4E without minis or square-overlaid maps.</p>
<p style="text-align: justify;">D&amp;D 4E is part of a carefully constructed product line which includes official miniatures, maps and a subscription-based character generation service. Interestingly, that seems aimed at both the older generation who have less time (and don’t mind paying for shiny stuff) and the younger generation who arguably have less experience in stretching their imaginations, having grown up with 3D gaming and photo-realistic CGI.</p>
<p style="text-align: justify;">From one point of view that’s a damn smart business plan. For me though, it loses something fundamentally important about roleplaying. I’m not going to argue that one approach is ‘better’ than the other; like I said, I had fun playing both D&amp;D 4E and CoC. Given the choice of which to play, however, and going forward into running my own games again, I know which style I’m going to pursue.</p>
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