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Cat Tobin | March 28, 2013 | No comments I first playe !"#s in my mi le teens urin$ the time Michael %ac&son's Thriller (as ominatin$ the charts) The $ate(ay ru$, as it (as for most of us I suspect, (as *+*) I playe (ith my schoolfrien s an (e ha a $reat time but *+*, as it (as presente in those ays , (hat is no( calle -ol school. /, i lea us to percei0in$ the roll of the *un$eon Master as some(hat more a 0ersarial than it (oul be thou$ht of these ays , probably ue to the early *+* rules bein$ an offshoot of miniature (ar$amin$ /) 1e fell into the para i$m of2 burst into the un$eon room, smite the monster, isarm the trap, ta&e the treasure an mo0e on to the ne3t room, repeat until you finishe the un$eon an then ta&e $reat eli$ht in -le0ellin$ up). The *un$eon Master (as there to ma&e sure you i n't mana$e this) 4e (asn't 5uite meant to &ill you , at least not until near the en / other(ise the 67 you ha spent on the T8! mo ule (oul ha0e been to (aste) 9 fe( years pass an I'm at uni0ersity an ha0e put a(ay chil ish thin$s to be cool, $ro(n:up an o $ro(n:up thin$s li&e $ettin$ run& an fallin$ o0er) My ne( uni0ersity frien s surprise me by one ay mentionin$ they (oul n't min playin$ an !"#) 9t the local #ames 1or&shop, at that time still stoc&in$ a (i e 0ariety of $ames other than their o(n, throu$h a combination of one of us ha0in$ rea ;o0ecraft an some $ui ance by the shop&eeper, (e purchase a bro(n bo3 that sai Call of Cthulhu on the co0er) <ecause of my past e3perience I 0olunteere to be the *un$eon Master, sorry=-Keeper,. rea the ruleboo& an (e sat o(n one e0enin$ to play The Haunted House) 1e lo0e it, possibly encoura$e by the fact that at an opportune moment another frien poppe his hea aroun my oor to as& if (e all (ante to $o to the bar an in the state (e ha (or&e oursel0es into (e all >umpe (ith fri$ht , true story, honest /) 9t first my attitu e to bein$ Keeper (as ine0itably coloure by my e3perience at bein$ a *un$eon Master) I thou$ht my role (as to interpret rules an s&ill tests 5uite literally an the important thin$ (as that the in0esti$ators nee e to earn the clues an their s&ill impro0ement rolls at the en of the scenario) 9s (e continue playin$ (ith a 0entures from The Asylum an Terror from the Stars I ultimately realise that Call of Cthulhu >ust (asn't about players slo$$in$ at clues an -le0ellin$ up,. it (as about shepher in$ them throu$h (hat (ere often 5uite lethal or sanity:shatterin$ a 0entures) I learne that (ea0in$ the best story (e coul mana$e as a $roup (as really the ultimate aim) In practice this often le to fu $in$ s&ill rolls for players in or er for them to -fin . the ne3t section of the a 0enture) 9t first I (as (ary of (hat I percei0e as -brea&in$ the rules. as (ritten in the ruleboo& but I realise if a (hole subsection of the scenario e3ists (ith han outs, maps an interestin$ story t(ists, it (as tantamount to stupi ity to hi e it behin a sin$le -8pot 4i en. roll that all the players mi$ht fail) I therefore ma e my peace (ith lettin$ players pass -8pot 4i en. tests, (hate0er the ruleboo& or the ice sai , in or er to $et to the ne3t >uicy bit of the mystery) 8tran$e eons ha0e passe , I am a lot ol er but fortunate enou$h to still be in re$ular contact (ith most of my uni0ersity frien s an (e still play Call of Cthulhu perio ically if not as much) ;ately ho(e0er I came across a $ame calle Trail of Cthulhu that (as rate 0ery hi$hly on sites such as !"##ee&) -4o( on earth can a ne(ly:hatche , upstart of a $ame be rate as hi$hly as Call of Cthulhu ?. I as&e myself an or ere a copy to see if the fuss (as (arrante ) 9 re0elation a(aite as I poure throu$h the ruleboo& (hen it arri0e ) 9ma@in$ly I only nee e a single si3:si e ie to play an a (hole myria of Call of Cthulhu rules an charts boile o(n to simple -test rolls). I became e3cite an &een to play) It (as clear from the ruleboo& that story (as &ey in Trail of Cthulhu an the path(ay throu$h the narrati0e (as by use of the -core clue. mechanic)
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9s you, ear rea er, probably alrea y &no( the #AM84BC rule system at the heart of Trail of Cthulhu an the upcomin$ Esoterrorists 2nd Edition $ame is esi$ne to erase the problem of the faile -8pot 4i en. roll I escribe earlier) 9 aptin$ my Keeper style of play from Call of Cthulhu to a #AM84BC style in Trail of Cthulhu i ta&e some $ettin$ use to an it is this a aptation that is really the point of this article rather than my history (ith !"# $ames) 9s I absorbe the Trail of Cthulhu ruleboo& most of it came easily to me2 the s&ill point system, the test system an the health, stability an sanity system D all 0ery simple an ele$ant) The only thin$ that I (as left some(hat uncertain o0er (as the clue system) I un erstoo that there (ere core clues an non:core clues) Core clues (ere important for the players to pro$ress throu$h the scenario an non:core clues (ere for fla0our or to a some un erstan in$ to the mystery that presente itself) If the players i not $et non:core clues, ho(e0er, it (oul not pre0ent them from finishin$ the a 0enture) My e3act uncertainty (as ho( (as I meant to alert the players that there wereclues to $et in any $i0en scene ? 1as I e0en meant to alert them or shoul they ri0e the process themsel0es ?
The Trail of Cthulhu ruleboo& i n't $i0e a lot of $ui ance on this 5uestion apart from -ma&e sure the players $et the core clues). It also mentione the possible use of a -8CCNC. car that the Keeper can turn o0er (hen all clues are e3hauste to inform the players that it isn't (orth han$in$ aroun anymore at that point in time) 4o(e0er I still felt unsure an (orrie if I (oul be playin$ the $ame -correctly. (hen I first ran an a 0enture) I'0e ran t(o Trail of Cthulhu a 0entures for my frien s so far an the first The Dance in the Blood (as a massi0e success espite me feelin$ that uncertainty about ho( I (as han lin$ the clue process) The secon (as a short 20 Call of Cthulhu con0ersion calle Infest (hich in hin si$ht I realise I i n't con0ert (ell an thus i n't play out technically as (ell as The *ance in the <loo ) In an attempt to ri myself of my insecurity o0er ho( I (as han lin$ clues I set about reanalysin$ the Trail of Cthulhu ruleboo& an the current raft of the Csoterrorists 2 n C ition rules an note o(n e0erythin$ mentione about clues) 9s of the current raft of Csoterrorists 2n C ition there are no( the follo(in$ types of #AM84BC clueE Core Clues D clues (hich steer the players from each &ey scene to the ne3t) It is imperati0e that players obtain these clues) Fero 8pen Clues D non:core clues that are associate (ith a particular s&ill but cost the player no s&ill pool points to obtain) 4o(e0er the player must ha0e a non:@ero s&ill ratin$ an choose to en$a$e that s&ill in the scene to $et the clue) "oint 8pen Clues D non:core clues that re5uire the player to han o0er 1 or 2 s&ill pool points in a particular s&ill an re5uire the player to say they are usin$ that s&ill) Inconspicuous Clues D a clue that re5uires no pool points to obtain but oes re5uire a non:@ero s&ill le0el ratin$ in a particular s&ill) 4o(e0er the in0esti$ator (ill be a(ar e the clue if they are >ust present at the scene without ha0in$ to state they are usin$ their s&ill) 9n e3ample in the raft Csoterrorists 2 n C ition ruleboo& is a player passin$ throu$h a hotel lobby noticin$ a spot of bloo on the carpet because the bloo spot is associate (ith the Evidence Collection s&ill (hich the player possesses) 8imple:8earch Clues D clues that re5uire no point spen an are not associate (ith any particular s&ill but (hich (ill be $i0en to any player (ho states they are searchin$ a particular scene or ob>ect that hol s the clue) 9n e3ample $i0en is fin in$ an en0elope tape un erneath a table in a room sub>ecte to a search) Gor some reason inconspicuous clues an simple search clues ha n't re$istere (ith me (hen I first rea the Trail of Cthulhu ruleboo&) %ust ma&in$ this list of clue types crystallise the correct or er of 5uestions I shoul be as&in$ myself (hen creatin$ my o(n clues for my o(n scenarios or con0ertin$ a Call of Cthulhu scenario to the #AM84BC mechanicE 8houl this be a core clue ? If it nee n't be, then ho( is it foun ? Is it a simple:search clue ? If it isn't, then is it an inconspicuous clue ? If it isn't, then it must be a @ero or point spen clue D the pool point spen , 0,1 or 2 / epen in$ on ho( >uicy the information is) Bf the #AM84BC clue types, core clues an @eroHpoint spen clues still re5uire that a player acti0ely eci e to use the associate s&ill (ithin the $i0en scene to obtain it) 9s a Keeper I am therefore still left (ith a 5uan ary at this point2 ho( blatant shoul I be in alertin$ players that there are still clues remainin$ in a scene that re5uire them to initiate their s&ill use ? I ha0e been pon erin$ the ifferent approaches I coul ta&eE I coul be 0ery ob0ious at the start of a scene an place three in icators on the table , e)$) marbles / if there (ere three clues) 4o(e0er this (oul probably lea0e the players feelin$ the nee to obtain all three clues an perhaps resortin$ to runnin$ throu$h their s&ills li&e a shoppin$ list until all (ere foun D not a particularly satisfyin$ style of play, but 0ali ) I coul be more prescripti0e an , for each unclaime clue, lea the players throu$h a buyin$ process2 MeE -Is ;or <umbury:8mythe (illin$ to pay a point of Art History (hilst e3aminin$ the boo& ?. "layerE -Ies). MeE -4e remembers the star pattern illustrate in the boo& has appeare in many me ie0al church frescos in "embro&eshire). Choosin$ this style of play (oul mean the players are not flailin$ about (ith the -shoppin$ list. approach but they are not really leading the clue fin in$ process D the Keeper is) I coul ta&e a bac& seat entirely D $i0in$ the players no in ication (hatsoe0er that clues are a0ailable, nor ho( many) I suspect this coul lea to players missin$ many non:core clues in a scenario, or perhaps fallin$ bac& to the -shoppin$ list. approach) It (oul ma&e the $ame 5uite hea0y $oin$ but e0ery clue obtaine (oul certainly be (ell:earne an the players (oul ha0e a feelin$ of o(nership o0er any clues they obtaine )
The scene car mentione in the Trail of Cthulhu ruleboo& is another possibility but until I ha turne it o0er to si$nal the en of a scene, players mi$ht feel frustrate that there (ere most probably more clues to $et but they ha not yet fi$ure out (hich s&ills to use) In (ritin$ this article I ha0e formulate a hybri mechanism that I ha0e yet to try in play, but perhaps (ill be a $oo compromise) In $eneral I thin& it is easier for players to initiate the process of obtainin$ a clue themsel0es (hen it is associate (ith the interpersonal s&ill set of #AM84BC than it is (ith the other s&ill sets) 1ith players it is often a priority to inter0ie( (itnesses, flatter N"Cs, try to intimi ate them, etc) an this (ill 5uite 5uic&ly brin$ any interpersonal clue to the surface) 4o(e0er it is usually less ob0ious to a player (hich e3act technical or academic s&ill mi$ht yiel a clue (hen e3aminin$ e0i ence or a crime scene) In my ne3t $ame of Trail of Cthulhu I (ill try (ithhol in$ all interpersonal clues until the players themselvesin0o&e the correct s&ill but I (ill ta&e the prescripti0e approach escribe earlier (ith clues assi$ne to technical or aca emic s&ills if the players ha0e ifficulty $ettin$ them) In this (ay the players (ill ha0e a sense of achie0ement an o(nership (hen obtainin$ interpersonal clues rather than >ust relyin$ on my lar$esse to han them out) They may also $et the o technical or aca emic clue by themsel0es but, failin$ that, I'll ma&e a ecision to either prompt them or lea0e the clue unfoun ) Anless, of course, it is a core clue) I must ma&e a point about core clues to anyone rea in$ this (ho has not yet playe a #AM84BC $ame but is about to o so) Core clues are -special. in #AM84BC D they are clues that the players absolutely nee in or er to (or& out ho( to pro$ress throu$h the a 0enture) 9n analo$ue oes not officially e3ist in the Call of Cthulhu ruleboo& but, as e0ery Call of Cthulhu Keeper (ill attest, they efinitely do e3ist in e0ery scenario D they are >ust not presente as such) 9 (ise Call of Cthulhu Keeper (ill ha0e absorbe the information presente in a scenario before play an ma e note of those clues that are -core. an those that are not) *urin$ the $ame the Keeper (ill then o their amne est to $et those clues into the players' han s (hich can possibly necessitate use of the -8pot 4i en. fu $e escribe earlier or some other Call of Cthulhu fu $e) The same applies to core clues in a #AM84BC $ame) 9lthou$h it isn't strictly fu $in$, this is (here a #AM84BC core clue become some(hat malleable) In a #AM84BC scenario a core clue (ill be assi$ne to one or more s&ill abilities as possible (ays to han out the clue) 4o(e0er these are only suggestions) In #AM84BC, Keepers are encoura$e to $i0e out a core clue if they, or their players, come up (ith any sensible use of any s&ill that feels suitable (ithin the scene) If all else fails, the Keeper may ha0e to su$$est to the players a certain s&ill use (oul be (orth(hile in this scene) The Call of Cthulhu Keeper, in the e5ui0alent 5uan ary, (oul probably start as&in$ his players for -;uc&. or -I ea. rolls at this point an hope that he i n't ha0e to fu $e those as (ell) In summary then, the follo(in$ table sho(s the (ays s&ill point spen s, s&ill re5uirements, an (ho initiates the clue:fin in$ process, all relate to the ifferent #AM84BC clue typesE
Specific Skill Required Core Clue No1 Zero Spend Clue Yes Point Spend Clue Yes Inconspicuous Clue Yes Simple Search Clue No
1
Core clues should be made available via any ability skill use the investi ators have access to that the !ee"er deemsappropriate to the scene# 2 !ee"ers may $ish to "rom"t "layers that clues $hich re%uire active skill use are available in a scene# Ho$ to "rom"t is left o"en to inter"retation by the !ee"er# & A "layer only has to state their investi ator is 'searchin ( the ob)ect or area $hich $ill yield the Sim"le Search Clue rather than actually invokin a "articular ability skill#
Where a player is required to actively use a skill to obtain a clue I have offered some ideas for different styles of prompting the !eeper can adopt to alert investigators to clue availability" #he style of prompting $ill have various effects on the game % on ho$ s$iftly a game progresses& ho$ much o$nership a player $ill feel about any clues they obtain and ho$ difficult the game $ill feel to the players" #his is very much a balancing act and there is no absolute or correct $ay to go about this" It $ill depend on your players 'ust as much as ho$ you feel about the process" (erhaps you have other ideas on ho$ to subtly flag clues up to )*+,-./ players" If so& then do share them in the "el$rane Gorum"