Random Thoughts by Chris Reid

This month will be a little light here. I have something special planned for next month.

Recently, I picked up a Call of Cthulhu rulebook. It was rather old, although not nearly as battered as it is since I’ve bought it. It definitely had seen a lot of use. I promptly put it aside and forgot about it for a while.

I’ve always been a big fan of H. P. Lovecraft’s stories. I first encountered him in an indirect way, by watching Army of Darkness. One of my friends mentioned that the Necronomicon came from a Lovecraft story, and sometime later I recognized the name while at a bookstore. If you haven’t read his stuff, you should. Many of the more famous modern day horror writers used him as an inspiration. While his stories were similar to those of Ambrose Bierce and Poe, his writings seemed to focus more on the psychological aspects of horror. This immediately attracted me, as I’ve often wondered how myself, or any other real person would react to some horrific situations.

In any case, Call of Cthulhu quickly turned out to be one of my favorite gaming books. Now, this is version 5.2, not the d20 stuff that they’ve recently put out.

The game itself uses a system that I like. There are no levels, or character points that your character is rewarded with. Each skill has a rank that you purchase when you make your character, and that’s the rank that it will stay at, unless you use it. Skill usage causes the skills to up. This both gives the game a good sense of realism (which is good for a game that’s based on Earth Life), but it also means that the skills you’re good at are the ones that you need to use time and time again.

An interesting thing I found was that it uses Education as an attribute (along with Strength, etc.). I’m not sure whether I like or dislike this, but I had certainly never seen it before.

As with all games, this game has hit points as well. Unlike many other games, the hit points maximum do not go up or down unless the appropriate attributes change as well. This makes sense . . . you don’t magically get tougher when you get more experienced.

Ok, back to the layout of the book.

The first few sections are standard fare . . . instructions on making characters (with a useful walk-through and an example of a character), along with descriptions about what each of the attributes and skills do.

Shortly after that is the Sanity section. The only game that I’ve seen that could match the depth of the information they put in here was Rifts, and even that didn’t have definitions of the different phobias and mental disorders. Of course, this is a game based on horror, and like Lovecraft’s stories, the psychological effect it has on people. It’s understandable that it would be a larger section.

Much of the rest of the book is also fairly standard fare. It explains grimoires, spells, creatures and monsters, interesting places. The section on scenarios is well put-together, and provides rather useful information for setting up games, without forcing you into a set path.

After the scenarios section is where it gets interesting. They have a well written biography of Lovecraft. This would be worth the read even if you were just interested in the game. It gives a good sense of the background and mind of the person that the game is based on. There are various timelines, explaining real events of the times (the game can take place anywhere from the 1890s to the present), events in Lovecraft’s stories (that may or may not have happened in your game), disasters, and odd occult-related events that may or may not have happened in real life.

There is a really great section on forensic pathology that explains police methodology of the 1890s, 1920s, and 1990s. That alone made this book worth the price of admission. It is certainly useful for adding realism to the game. Another thing that helps to add realism are the price charts . . . an index of how much a variety of average items cost in each of the three time periods.

I normally find it hard to run games set in Earth (modern day or otherwise) because I try to make certain things as true as possible. I’d hate having to guess how much a glass of good wine cost back in the 1850s, or how much a longbow would have cost in the 1300s. I’d hate the time that I’d have to spend researching it, too. This book makes it easy to do, though, as the comparison of prices for the items that they have would help me even figure out items not on the list.

Realism itself is important in this game. Like in his stories, Lovecraft believed that true horror could really only be achieved against a backdrop of reality. It makes those unnatural things seem even more horrifying.

I haven’t seen the new d20 version of this game, and I don’t plan on doing so. Sometimes, newer isn’t always better.

[Back to Collector Times]
[Prev.] [Return to Gaming] [Disclaimer] [Next]

Text Copyright © 2003 Chris Reid

E-mail Chris at: Tembuki@hotmail.com