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The Keeper of the Clues

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

Point Spend Required No No Yes No No

Active Player Skill Use Yes2 Yes2 Yes2 No Yes3

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"

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