Our Cthulhu game was meant to be nothing more than a two or
three week interlude between campaigns of D&D and Shadowrun. I had played a
little as a player but never ran a game before and I was looking forward to it,
though I really did imagine it being a challenge. The game just seems so mood dependent and in my experience
that is one of the hardest things to really establish and maintain, especially
in a casual weeknight game that features a lot of bourbon. The structure of the game is also a
little intimidating in the sense that so much of what the players are doing is
asking questions in the form of investigating. That’s a lot of answers for the
Keeper to have (Keeper=DM=GM). So
I decided to run a premade scenario to save myself the legwork of creating all
of those answers and after much searching around I settled on Mr. Corbitt from
the Mansions of Madness book. It
seemed like a pretty straightforward urban adventure and would be easy for
everyone to get into. The plot is
basically that one of the players has a neighbor that is up to some creepy shit
that the investigators get exposed to.
The more they dig into it the more they realize that something totally
insane is going on with the neighbor, his house, and his unhealthy obsession
with an Indian deity and his vile offspring.
But guess what? The players had no interest in digging into
the business of their neighbor.
Nobody likes a nosy neighbor, who wants to be that guy? At first I was
bummed that it was obvious that the adventure was going nowhere, but the more I
thought about it the more sense it made.
The party consisted of a Catholic Priest, a 70 year old
parapsychologist, and an author of books about animals (our current fourth was
unavailable for a couple of weeks). Realistically do those three individuals
have any business snooping around and sneaking into a neighbor’s house?
Especially if there might actually be danger inside? No! Not at all. What happened was that they saw that
the neighbor (Mr, Corbitt) dropped what appeared to be the bloody arm of a
child one night while coming home.
They asked him if everything was alright and he said that it was, and
they basically left it at that. I
considered railroading them a bit into the plot but then I reminded myself that
this was Philadelphia in 1921, not some ork filled fantasy world where
Adventurer is an acceptable professions.
These were just three guys with jobs who were having an adult dinner
party in the time of Prohibition.
The last thing that they would really do would be to get mixed up in
some weird shit. (The scenario
notes offer a suggestion if the party does not pursue the matter with the
neighbor. It says to have Corbitt
come over and ask the neighbor to water his garden while he is out of town for
a couple of days. He also gives
them a give basket of poisoned food as a thank you. Both of those seem like horrible ways to keep yourself low
key and avoid drawing attention when you are summoning demons in your creepy
sub basement. I decided to pass on
this suggestion,)
So, I think that’s the big flaw of Cthulhu. It’s by no means a bad game, it’s
actually pretty awesome and I know lots of people love it. But there is a weird disconnect between
setting the game in the “real world” and then expecting players to behave in a
manner that is actually inconsistent with how a normal person would act. Which way are we supposed to be play
this? I suppose that once a character is exposed to these unseen horrors of the
world that they are more likely to get involved in a scenario knowing that
there may be some truth behind it, no matter how ridiculous it seems. But what about that initial hook? I
guess I could have had the party witness some straight up insane Lovecraftian
madness right at the beginning, but that sort of defeats the purpose of the slow
burn and the impending doom, which is what this game is really designed to do. If you give it up right away, what’s
the point? And also seeing that sort of craziness is likely to make a player
run really far away from whatever it is.
Not look further into it.
The other thing is, why wouldn’t the players just call the
cops? If I thought that the person that lived next door to me was some sort of
murderer and I was in danger I wouldn’t try to thwart his plans myself. This
isn’t Scooby Doo. I would call the police. Especially if I was a 70 year
parapsychologist.
No comments:
Post a Comment