Chaosium Digest Volume 17, Number 6 Date: Sunday, December 1, 1996 Number: 1 of 1 Contents: Cthulhu Leap: A Tale of Terror (Arthur Boff) CALL OF CTHULHU More Notes on Migrating from AD&D (Joab Stieglitz) CALL OF CTHULHU CF: Aldeberan Moves in the Sky (Shannon Appel) MYTHOS Announcement: German RQ-Con IX (Ingo Tschinke) MISC Editor's Note: This week's issue starts off with a pair of CoC articles: a neat tale of terror and some more notes on migrating from AD&D to Call of Cthulhu. I've also included a Mythos Card File that I just realized I never included in the Digest, on Aldeberan Moves in the Sky. Next week: another Card File, and maybe a short Pendragon NPC I'm working on. Keep those submissions coming! I'd particularly like to see articles for Elric! and Nephilim, since they've been quite quiet in recent months. The Glorantha Con megasaurus continues forward. Glorantha Con IV registration booklets will be going out in the next week. For more info on this January 1997 Chicago convention, see the web site: http://porthos.fnal.gov/glorantha/gcon4.htm Michael O'Brien (MOBTOTRM@vaxc.cc.monash.edu.au) has officially announced GloranthaCon VI (RQ-Con Down Under II). It'll be in January 1998 (likely the weekend of the 17th and 18th) in Melbourne, Australia. Plans are still being made, but info will be posted here as it becomes available. And finally, the German RQ-Con is coming around again. A full announcement of that is included as an article in this Digest. Issue 14 of Arcane contains a survey of the top 100 RPGs. The following Chaosium (or related) games were in the top 50: Stormbringer was at number 25. Pendragon was at number 12. RuneQuest was number 5. Call of Cthulhu was number 1. Stormbringer was described as capturing "the spirit of the books", Pendragon was said to have "a huge amount of charm", RuneQuest was called "one of those games which has its die-hard fans, and deservedly so" and Call of Cthulhu was called "pretty well the perfect roleplaying game". Thanks to Arthur Boff for this information. Shannon RECENT BOOKS OF NOTE: * Elric! - _Pawn of Chaos_ (White Wolf, 400 pg., TPB, $14.99) is White Wolf's second all new anthology of stories related to the Eternal Champion. It contains tale by a variety of authors, notably Nancy A. Collins, John Shirley, Robert E. Vardemann, Colin Greenland, and Gary Gygax. These stories range across the entire span of champions from Elric, Urlik, and Hawkmoon to the Dancers at the End of Time, Jerry Cornelius, and Oswald Bastable. There's a short little story by Moorcock too, which is peripheral to his recent Chaos Engineers trilogy. NEW ELECTRONIC RESOURCES: The Necronomicon Press Web Site http://www.necropress.com Necronomicon Press' web site is back, with their latest catalog. -------------------- From: theboffs@dircon.co.uk (Arthur Boff) Subject: Cthulhu Leap: A Tale of Terror System: Call of Cthulhu (Note: this Tale of Terror is different from other ones in that it leads on from another adventure.) Cthulhu Leap: A Tale of Terror Michael Krissler has not been himself recently. Literally. He is a prisoner of the Great Race of Yith, and is desperate to get home. Unfortunately, he won't. The Yithian agent in his body has attracted the attention of the investigators. Realizing this, the creature from the past abandons his research and tries to construct the device (described in "The Shadow Out of Time") which will send him and Michael home to their respective bodies. As he constructs the machine, the investigators (who, due to a red herring, think he is a very dangerous but run-of-the-mill cultist) burst in with the police, guns blazing. Mr Krissler's body and its Yithian occupant are killed. Michael, realizing what has happened, plans his revenge. Possibilities: 1) Michael uses the Yithian technology to inhabit one of his killers' bodies and tries to kill the other investigators. 2) This is the more interesting possibility. Michael tries the plan outlined in 1), but his understanding of the Yithian technology is limited. Instead of swapping minds with one of the investigators, he settles for temporarily temporally unfocusing the whole party. The investigators' minds end up going all throughout time, to times past and future, with the minds of the bodies they inhabit being stuck in the 20th century until they change bodies. This makes a host of adventure possibilities. Here are a few (ideas d) and f) are for really evil Keepers only): a) After the stars became right. The investigators are sent to the future, when R'lyeh rises, Azathoth gets his mind back and all hell breaks lose. The investigators could enter the bodies of humans and have to survive until they change time again, or they could become members of one of the servitor races, having to conceal their identities while perhaps trying to help the humans. b) Before the stars were wrong. Here the investigators enter the bodies of some of the servants of the Elder Gods, fighting the Great Old Ones and the Other Gods. They are sent on missions into the heart of enemy territory, making Elder Signs and securing key points. c) Er, hi Michael... The investigators enter some Yithian bodies, and end up meeting Michael, who can't believe his luck when they turn up. This is a good chance to give the players an explanation of what's going on, before Michael and his Yithian chums try to feed them to who knows what. d) Stuck. This isn't actually an adventure, just something to mention to the players in passing. Tell them that between two of the "jumps" they seemed to be inhabiting the bodies of some of the Great Old Ones (make them suitably powerful ones, but they must NOT be Nyarlathotep or Ithaqua). They couldn't move or see anything, but could faintly hear the prayers of cultists. The significance of this will become clear later, in this adventure: e) Back to the present. The investigators return to their bodies, waking up in an asylum. They have to explain and sort out the mess left behind by the people whose bodies they inhabited. (If idea d) was used the Great Old Ones escaped and laid waste to a few cities before they left the investigators' bodies.) f) Tidying up time. Although the investigators managed to get back to their own bodies, the people whose bodies they inhabited didn't. This means that the course of history is totally messed up, especially if idea d) was used. The investigators must make a "remote control" version of the Yithian mind-swapping machine. Then they must use it to send the minds back home, minimizing the damage to time. Even if they suceed, the Yithians will still have a terrible grudge against them. Arthur Boff Writing from Yuggoth. -------------------- From: Joab Stieglitz Subject: More Notes on Migrating from AD&D to Cthulhu System: Call of Cthulhu MORE NOTES ON MIGRATING FROM AD&D TO CTHULHU from the mind of Joab Ben Stieglitz INTRODUCTION In Chaosium Digest V17.4, Ricardo J. Mendez spoke of the trials and tribulations of introducing Call of Cthulhu to AD&D players. I underwent a similar experience about five years ago, when I introduced the game to a long-standing AD&D group that I had just joined. I too have encountered many of the issues he raised, and I would like to take this opportunity to relate my solutions, since I took a somewhat different approach. QUICK DEATH SYNDROME With respect to vulnerability, I made a concession. I created a spell to, in a sense, create a "Healing Potion". As with all CoC spells, it takes a fairly long time to cast, requires constant chanting, and yields 1D4+1 doses. The official description is as follows: PIETZOLD'S OINTMENT This "recipe" describes how to make four applications of a salve that will close all impale, incision and abrasion type wounds with no visible effects and return 3D4 Hit Points. It requires several herbs available from gourmet grocers and specialty florists, two days of incantation and meditation and 12 Magic Points. Admittedly, this is a crutch, but it did enable my hack and slash players to get used to the CoC role-playing style. By stipulating that the ointment only worked on normal type wounds, it left the possibility of unusual scars and wounds from "monster-type" attacks. Eventually, the players adopted a 360 degree opposite style, where they pondered over every tome before doing practically anything. This has resulted in failure several times. WHERE DOES THE TIME GO? I find the real time aspect of the game makes play more interesting. My players are interested in history, so the passage of time poses a challenge to them, both in terms of actual historical events (we always play 1920s), and in terms of keeping the game moving. Studying tomes and such is generally left for between adventures/scenarios (I'll explain this later). THE DAY JOB Getting around work was challenging. One of my players usually plays a federal agent. She tends to provides a vehicle for "commandeering the services" of the more traditional academic types for her investigations. Some of my players are self-employed (a cab-driver, an inventor, a private investigator), so their time is their own, within reason. Often the players receive reasonable expenses and some small compensation from the government for their services. I also ran one small campaign where the players were the police officers assigned to a case. That proved very entertaining when I threw in local politics, bureaucracy, and gangland violence. BENEVOLENT MOTIVATIONS In terms of saving the world, I have developed and maintained a hidden plot line that links the various scenarios, and even campaigns together. At the time of this writing, the players have not yet figured it out. They are aware that they are fighting forces bigger than humanity, but more often than not, their goals are personal survival rather than saving the world. If defeating the baddies happens to better humanity or allow for its continuation, it is usually a secondary benefit. CARRY OVERS One thing that the more recent Call of Cthulhu rules don't stress, but that were originally there and that AD&D players always bring with them, is the concept of character classes, or as I prefer to see them, archetypes. The team usually falls into a more or less Ghostbusters approach. One player is always the Venkman type. This person either disbelieves, or takes advantage of whatever situation arises to advance the goals of the party. Sometimes this character becomes the front person for the group. There are usually two or more specialists, typically archaeologists, anthropologists, historians, and/or doctors. These characters use their work experience and/or knowledge to figure out what they group is up against and why. These are the ones who read the tomes and learn the spells. Then there is the muscle, or course. The guys who get beat up, mauled, lose SAN through encounters, and generally save the necks of every one else. Unlike AD&D, however, these characters are usually in the minority. In our current group of five, there are three specialists, a disbeliever, and a federal agent. The dynamic works very well. BECOMING THE INVESTIGATOR One thing that a lot of "hack and slash" players grow to like, which is not alien to AD&D but is not common, is role playing. Players still talk in third person about their characters during play, but they do take on the persona of their characters, and actually have conversations with NPCs rather than just stating their actions. I have even noticed that the Cthulhu players, who I also play AD&D with, have started role playing, to a much lesser degree, in the AD&D game. CONCLUSION Bringing AD&D players into the Cthulhu fold takes time, patience, and creativity. As evidenced by the different approaches taken by Ricardo and myself, there are a lot of possibilities. -- Joab Ben Stieglitz stieg@ix.netcom.com High Priest of K'Choo and Bl'syu E'Yuck P'Tui F'legm! -------------------- From: Shannon Appel Subject: CF: Aldeberan Moves in the Sky System: Mythos ** THE CARD FILES: ALDEBERAN MOVES IN THE SKY ** THE CARD -------- Name: Aldeberan Moves in the Sky Set: Mythos Limited, B2: Cthulhu Rising Type: Event Subtype: Star Affects: All Investigators Special Effect Box: If ALDEBERAN is not already in play, then play this card as normal. If it is already in play, then Bury it and Bury this card. When revealed, Bury all other Events (except Travel cards). While in play, only one Phobia can affect any Investigator (randomly chosen). CLARIFICATIONS -------------- Aldeberan Moves in the Sky Buries itself. The first time it is played, it goes out into the Event area (Aldeberan "rises"). If Aldeberan Moves in the Sky is already in play, both Aldeberans are Buried (Aldeberan "sets"). Other cards may also Bury Stars (there will be several in MYTHOS: THE DREAMLANDS). When Aldeberan is revealed, all Events are Buried except Travel Events. This includes Phobias, Days, Nights, Storms, and all other Event Subtypes. Aldeberan totally clears the playing field. This happens both when Aldeberan rises and when it sets, because each time the card is newly revealed, just for a very short time in the second case. Only one Phobia can affect each Investigator when Aldeberan is out. If someone has a second Phobia played on them when Aldeberan is out, randomize the two Phobias and Bury one of them. QUESTIONS --------- Q: The Special Effect Box of Aldeberan Moves in the Sky says "if ALDEBERAN is not already in play". Does it really mean "if Aldeberan Moves in the Sky is not already in play"? A: Yes. The wording in the Special Effect Box is slightly confusing, but Aldeberan Moves in the Sky is referring to itself. Future Star Events will just be named for the Star (eg, Algol and Polaris will appear in MYTHOS: THE DREAMLANDS) to avoid this confusion. Q: Does Aldeberan Bury Astrophobia? A: Yes, meaning that the Aldeberan/Astrophobia combination is usually just a 1 point Sanity loss. Astrophobia works better with a combination of Day and Night events. New Stars which will be friendlier to Astrophobia will appear in MYTHOS: THE DREAMLANDS. Q: How does Aldeberan interact with Townsfolk Riot? A: If you get Rioted, and play Aldeberan instead of a new Location, you take the Sanity Loss. This is because Townsfolk Riot is triggered the instant you play Aldeberan, even though it is then Buried. If another player had played Aldeberan before your Turn, you would have been saved (because the Riot Event went away before being triggered). Q: How does Aldeberan interact with Ambush? How about Police Investigation? A: Police Investigation says "Bury this card at the end of the Round". Ambush should. However, these cards are kept out only as a matter of convenience, to aid memory. Their actual effects are triggered the second they are played, and can not be stopped, short of Yithian Mental Contact. When Aldeberan Buries these cards, it does not stop their effects. STRATEGIES ---------- * Burying Phobias - Aldeberan can be used much more effectively than a Church for Burying Phobias. You don't have to go anywhere, you just play Aldeberan and all Phobias affecting you are buried. The deficit is that all other Events are buried too, so this strategy works best if you don't have any Phobias in your own deck, and you don't depend much on other Events. * The Aldeberan/Europe Deck - Being able to Bury Phobias is extremely useful is Europe because there are only three ways to do this in that Region: the Knight's Head Inn, the Huntingdom Asylum for Lunatics, and Madame Blavatsky. This situation is made even worse by the fact that the good Dr. Freud actually induces Phobias in his patients. For this reason alone, using Aldeberan in a Europe deck is a good idea. Stonehenge is also in Europe, and as luck would have it, the gate at Stonehenge becomes reusable when Aldeberan Moves in the Sky. * The Byakhee of Doom - When Aldeberan is out, Byakhee are 6 value for 0 Sanity cost. Sure, you might not be able to hurt your opponents with them, but they are still useful for defense (since they always fight in the cosmic battle). You can't do any better. * Hastur - Finally, Aldeberan Moves in the Sky is the Event requirement for playing Hastur. You also must be at an Outside Country Gate (if you're in Europe, this might be Stonehenge, again, or the Highland Loch). A lot of the times it's hard to play GOOs because other players can Bury your Event by doing something as simple as playing a Day or Night card. However, currently the only thing that Buries Aldeberan is Aldeberan. Thus, if you're going to use an Adventure requiring a GOO, Hastur, paired with Aldeberan, is one of your safest bets. COUNTER STRATEGIES ------------------ It's fairly hard to counter strategy Aldeberan. * Knock it Out of the Sky - This requires you to put an Aldeberan in your own deck (or when DREAMLANDS comes out, use another Star or Sunspots). * Work Around It - By this I mean, simply try and destroy the combinations that work well with Aldeberan by working against the *OTHER* Card. Stay Inside so Byakhee can't harm you. If you think your opponent is trying to summon Hastur, Bury his Outside Country Gates. * Phobia Frenzy - Give the opponent using Aldeberan a nasty Phobia. If he is depending on Aldeberan to Bury Phobias, he may be forced to play a second Aldeberan (and thus Bury both) to get rid of that irksome Phobia. All of the Card Files are now archived at: http://www.sirius.com/~chaosium/mythos.html -------------------- From: Ingo Tschinke Subject: Announcement: German RQ-Con IX System: Misc The german RQ-Con is coming again. The Con will be on the 16 - 19 of May 1997 on Whitsun. Best of all, the con will taking place at Castle Stahleck again. If you want to see this wonderful castle above the River Rhine Valley, come to Germany. All foreign guest are welcome. They need not be members of our RQ Society. Our invited guests of honour are Greg Stafford, David Hall, and Nick Brooke. The price for this convention is about 140,- DM (56 UKP or US$ 95). For this price, you will get the good accommodations at a high class youth hostel (the castle itself) and two meals per day. This is the current programme of the IX RQ Con: - a Pavis freeform Game (made with the help of Oliver Dickinson - go to see the real living Griselda) - The King's Funeral, a Ralios freeform game - a G:tG discussion panel - the traditional German troll ball (very wet) - a Nick Brooke illumination bachelor party - a lore auction - an auction - and a really good atmosphere. If anybody wants to know more about the IX German RQ Con, get in contact with me: tschinke@nordwest.de Cheers Ingo Tschinke -- RuneQuest - Society Ingo Tschinke tschinke@nordwest.de Schevemoorer Landstr. 33 Free INT - RQSociety@aol.com 28325 Bremen/Germany http://members.aol.com/rqsociety/welcome.html RQ Society discussion forum - RQSoc@nochet.demon.co.uk -------------------- The Chaosium Digest is an unofficial electronic 'zine about Chaosium's Games. In no way should it be considered representative of the views or beliefs of Chaosium Inc. To submit an article, subscribe or unsubscribe, mail to: appel@erzo.org. The old digests are archived on ftp.csua.berkeley.edu in the directory /pub/chaosium, and may be retrieved via FTP.