woods@hao.UUCP (Greg Woods) (09/29/83)
The following article is being posted by me, but I didn't write it. The person who did write it can be reached easily by mail from my machine, but does not have access to the net. Therefore, send any responses/flames to me and I guarantee to pass them on to Bill uncensored. I have also been mailing him a lot of the recent discussion about bad GM's and NPC's because I thought he would be interested. This article is his response. Any responses to this that are posted to the net will also be mailed to him. ****************************************************************************** Enough talk about D&D. I am sick of D&D since it happens to be one of the WORST FRP games around and only reason why most people play D&D is because of name recognition. FRP's have become synomonous with D&D much like tissue paper has been linked to Kleenex. There are much better systems than D&D, but before I go too far in tearing apart D&D, let me introduce my real subject. The real purpose of this is to ask for more articles on different role-playing systems. Whether they be reviews, additions, or whatever, I want people to know that there is more to role-playing than D&D. To that effect, the rest of this article is about fairly new FRP entitled Call of Cthulhu, published by the Chaosium. Call of Cthulhu is based upon many of the works by H. P. Lovecraft, one of the 20th century's best macabre/horror fiction writers. The game is set on earth in the 1920's, although you could set it in virtually any semi-modern time, but it supposes the Lovecraftian universe where eons ago the earth was inhabited by extremely powerful, star-faring races. Most of these alien creatures died off before man evolved, but some have survived on earth, generally being trapped somewhere. In this universe there are currently many cults that worship these aliens, with most of the cults worshipping Cthulhu, one of the Great Old Ones. The players run characters called investigators, who investigate strange occult-like phenomena that are usually caused by these alien creatures. The alien creatures are not very nice and are quite powerful. Generaly the creatures are trying to either take over or destroy at least the earth, if not the entire universe. And it is generally up to the investigators to save the earth, or at least the human race, from utter anhiliation. (No more of this random adventuring, which is either robbery, or saving the princess from her kidnappers.) The game has some tremendous advantages for everyone involved. First, since the setting is in 20th Century earth, no world creation is needed, and everybody knows the culture, assuming the investigators are American or European. No more of the GM telling the characters that such and such is against local custom. This fact also allows the GM to concentrate on designing adventures not designing worlds. All that is needed for excellent background of the gaming world is a decent library. Secondly, the creatures that are encountered in Call of Cthulhu are quite fantastic, and demented in origin, even more than the standard D&D monsters. This coupled with a society that everyone knows, and currently lives in, makes the monsters in Call of Cthulhu utterly horrible to encounter. (I mean a knight fighting a dragon is so passe, whereas a hardened private investigator battling a Shogoth, armed with his 38 caliber revolver is much more thrilling, at least to me.) Also, the investigators are generally quite well armed, with such weapons as pistols, rifles, shotguns, dynamite, machine guns, and even a 75 mm howitzer if they can find and afford one. A typical investigator could easily survive a standard D&D adventure, In Call of Cthulhu, he needs as much luck as he can get. Another advantage to the game, or at least I think so, is that the characters must do some real investigative work. It's not the standard, well I wonder what's down in the dungeon this time, adventure. To find out what's going on, the characters must do a significant amount of research. Although some people have the attitude that this is boring, I think it helps the players to get more involved in the adventure, since they must piece the entire thing from many clues. One of the most interesting features of the game is the concept of Sanity. Since the investigators are just "normal" humans, seeing and reading about these horrorific monstrosities, occasionally they go insane. They may only be temporaily insane, insane until cured by psycology, or uncurably insane, where the GM takes over the actions of that character. The more the investigator knows about the Cthulhu Mythos, the closer to insanity he slips. A word of caution. A Call of Cthulhu campaign can be quite destructive. Not only will the players have their characters dying quite often, but if the investigators don't succeed in stopping various summonings, and other rites, the world could be quite easily dominated by these beings, rendering humans at best slaves, and at worst destroying humanity. That is enough for now. Any questions, comments, etc. should be sent to hao!woods (Greg Woods, address below and in header of this article). Please be sure they are clearly marked as intended for me, so he can forward them. Bill Faulkner ****************************************************************************** P.S. From hao!woods: I occasionally play FRP games, but I am only a mild case, not a hardcore like my friend Bill! :-) -- GREG {ucbvax!hplabs | allegra!nbires | decvax!brl-bmd | harpo!seismo | ihnp4!kpno} !hao!woods