REVIEW: Keeper’s Tips – Collected Wisdom on Running Games

Produced to celebrate the 40th anniversary of Call of Cthulhu, Keeper Tips was edited by current CoC line editor Mike Mason and is made up of dozens of short paragraph-long pieces of advice for how to run Call of Cthulhu in particular and RPGs more generally.

Individual tips are not attributed to anyone directly but the book credits them collectively as “The collected wisdom of Scott David Aniolowski, Sean Branney, Allan Carey, Keris McDonald, Jason Durall, Paul Fricker, Bob Geis, Lynne Hardy, Bridgett Jeffries, Jo Kreil, Daviud Larkins, Mike Mason, Mark Morrison, Thom Raley, Matthew Sanderson, Becca Smith, and Seth Skorkowsky”.

The book comes in the form of a small, pocket-sized notebook with a fake leather and gold-embossed cover. There’s also a place-holding ribbon that matches the maroon coloration of the inside cover. The book contains 113 pages of content and a load of pages for notes. The 113 pages also include lengthy biographies for all of the contributors and a list of online resources that you can use when running Call of Cthulhu. The remaining 99 or so pages are divided up into a series of chapters with titles like “Ground Rules”, “Designing Scenarios”, “Inclusivity”, “Horror” and “Sanity”.

The introduction makes it clear that there was no real attempt to curate or rationalise the collected tips. The tips come from multiple people who all have different and not-necessarily-consistent ideas about how to run the game and so these tips do not amount to a coherent vision, let alone an ex-cathedra official set of guidelines on how to run the game.

The aim of the game is not so much to be authoritative as to present a load of little ideas, tips, and strategies that you can briefly dip into when riding the bus, sitting on a toilet, or waiting for your turn at the glory-hole. In terms of seriousness and authoritativeness in GMing advice, this is less a Gygax-era AD&D Dungeon Master’s Guide than it is the Call of Cthulhu equivalent of a Little Book of Calm or a collection of Buddhist Koans.

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REVIEW: The Dragon of Wantley

Written by SR Sellens with interior art by Lydia Baldwin and cover art by Vitogh, The Dragon of Wantley is a Call of Cthulhu scenario set in 1920s Yorkshire.

I purchased the scenario for $5 through DriveThruRPG and received a 58-page PDF including a good deal of historical background information, full-colour handouts, a suite of pre-generated player characters, an audio recording of a song referred to in the scenario, and a set of files allowing you to 3D print an additional handout. The DTRPG page includes a 5-page preview that is perfectly representative of the product you get.

The Dragon of Wantley is a beautifully-produced PDF: It uses a similar sepia-toned and textured background to the 7th edition Call of Cthulhu rulebooks and the artwork is of a singularly high standard. The handouts are well-designed and copious; the NPCs are all fully fleshed out and even include tips on how to play them. Every town has a map, and every building has a plan. All of the primary NPCs have not only pictures but lengthy character sketches and one of them even has a family tree stretching back about a dozen generations. Having reviewed a number of Call of Cthulhu modules that amounted to little more than a set of writing cues, it was interesting to immerse myself in the text of a scenario that offers you all the information you could possibly want and then some.

The Dragon of Wantley is a scenario produced to a professional level… in fact, it even looks better than some of the scenarios that Chaosium produces. The problem with The Dragon of Wantley is not the amount of material it includes… the problem with The Dragon of Wantley is that the material it includes is an absolute crushing bore.

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ZC: Bayt al Azif – Issue 2

Zine Corner is an occasional series in which I talk about individual issues of zines I have come across on my travels. Some of these will be about RPGs, some of them will be about horror, some of them will be about folklore, and some of them will just be weird and cool. The rest of the series can be found here.

Published in August 2019, the second issue of Jared Smith’s Bayt al Azif continues the excellent work started in the first issue.

As with BAA1, the zine offers an intriguing blend of self-contained scenarios, reviews, inspirational material, and non-fiction stuff including commentary and interviews. Despite being four years old, this issue of Bayt al Azif remains useful, thought-provoking and really reasonably priced given what you can expect to pay for a single scenario.

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REVIEW: Stealing Cthulhu by Graham Walmsley

First published in 2011, Stealing Cthulhu is a guide that teaches you to produce Lovecraftian narratives by breaking down Lovecraft’s short stories and re-mixing the component parts. Written by Graham Walmsley author of well-received Call of Cthulhu-clone Cthulhu Dark as well as a number of books for Pelgrane Press’ Trail of Cthulhu and a book about how to improvise as a GM, Stealing Cthulhu is aimed quite squarely at the RPG market and therein lays both its utility and its limitations.

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REVIEW: Keeper Reflections – Call of Cthulhu Campaigning by Michael Fryda

The more time I spend reviewing RPGs and RPG-related products, the more I am convinced that roleplaying is primarily an oral culture.

The problem is not just that RPG texts tend to be quite poor at articulating how it is that specific games are supposed to be played, it’s also that most people’s first contact with a new game is to sit down at a table and go with the flow. This results in a degree of cultural conservatism that goes some way to explaining a lot of the backlash against both non-traditional indie RPGs and more recent attempts by RPG culture to address not only toxic power-dynamics but also the questionable politics of some RPG texts.

It’s not that people necessarily think that GMs should have more power than players or that marginalised people should pull themselves together and stop complaining, it’s more that people aren’t used to asking questions and once questions are asked, they lack a theoretical vocabulary with which to respond.

Chaosium’s Call of Cthulhu is a game with a remarkably conservative (some might even say stagnant) playing culture. Despite producing seven different editions in over forty years, Chaosium have never shown much interest in re-examining any of the game’s core concepts and any supplements the company produces for the game tend to be either re-editions of existing books or variations on existing themes. Tinker, tinker, but never fix.

While some might argue that the recent explosion in the number of Lovecraft-inspired investigative horror games is a reflection of the dubious ethics of previous Chaosium management teams, I suspect that some of it is simply down to the fact that while people love the idea of Call of Cthulhu, Chaosium’s Call of Cthulhu is starting to show its age and would benefit from a bit of a re-think.

One area in grave need of some fresh thinking is the question of what a Call of Cthulhu campaign is actually supposed to look like. Regardless of the edition, people know what a Dungeons & Dragons campaign is supposed to look like and the cycle that has you learning your character, acquiring XPs, and improving your character before going back to learning your character has proved remarkably robust. So… given that Call of Cthulhu is now over forty years old, what is a Call of Cthulhu campaign supposed to look like?

A while ago, I wrote a piece about what I called the ‘Standard Model’ of Call of Cthulhu and how Chaosium’s vision of a Call of Cthulhu campaign is for you to play a brilliantly simple scenario called “The Haunting” and then move on to these vast and hugely expensive globe-trotting meat-grinder campaigns that are difficult to run even for experienced GMs with devoted groups of players. For a long time, the only alternative to the Standard Model of Call of Cthulhu was to play self-contained stand-alone scenarios with pre-rolled player characters. A tacit acceptance that Call of Cthulhu is primarily a game you play as a special event or as part of a break from your regular campaign.

To their credit, Chaosium have been trying to address this problem by drifting away from their traditional ‘Rough guide to 1920s New York’ style of setting book and putting out a load of sourcebooks that present themselves as settings but are actually better understood as short campaigns with some additional setting and character-creation material.

The second you move beyond the adventures provided in the books, you run into the same question that Call of Cthulhu has always faced: What does a home-made Call of Cthulhu campaign actually look like?

Michael Fryda has published a handful of Call of Cthulhu adventures and runs the Youtube channel RPG Imaginings. He has also run a Call of Cthulhu campaign that lasted over fifty sessions and Keeper Reflections: Call of Cthulhu Campaigning is an attempt to explain how he did it by codifying and unpacking some of the lessons he learned and the changes he made. Though somewhat uneven and in need of some external editing, the lessons, advice, and ideas contained in this document are streets ahead of anything you will find in the seventh edition core rulebooks.

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REVIEW: Scream of the Mandrake

It is interesting to note that the overwhelming majority of Call of Cthulhu adventures tend to fall into one of two camps: Either they are vast sprawling campaigns that will take years to complete, or they are stand-alone adventures with settings so precise that it is all but impossible to fold them into any kind of on-going campaign.

This is because the nature of available Call of Cthulhu adventures is shaped by the market and the market is informed by the reasons for people buying Call of Cthulhu adventures in the first place. In truth, if you are in the market for Call of  Cthulhu adventures then you are either looking to pay top-dollar for a luxury product produced by Chaosium, or you are looking for a single-session adventure that you might be able to squeeze into a break between D&D campaigns.

While I have gone back-and-forth on their product a few times, I think it’s fair to say that Type40 are in the business of publishing terrible adventures with really good production values. If you buy a Type40 product, you will get some really good hand-outs, some pre-generated characters, a more-or-less evocative idea for a scenario, and very little else. Sure… there’s usually a basic plot and writer Allan Carey might come up with an interesting puzzle or set-piece but there’s usually no real plot and most ‘adventures’ amount to little more than an initial set up, a dramatic conclusion, and a few notes to help you guide your party from Step A to Step B. It’s shitty, it’s lazy, it’s grotesquely over-priced, and it’s utterly devoid of anything approaching creative ambition, but it is accessible and therein lays the rub.

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ZC: Bayt al Azif – Issue 1

Zine Corner is an occasional series in which I talk about individual issues of zines I have come across on my travels. Some of these will be about RPGs, some of them will be about horror, some of them will be about folklore, and some of them will just be weird and cool.The rest of the series can be found here.

I grew up in the interregnum between two eras of fanzine creation: On the one hand, I am a bit too young to remember when mimeographed amateur zines were the only way that fans had to communicate aside from face-to-face meetings. On the other hand, I had drifted away from the hobby when online payment infrastructures and improved access to on-demand and off-set printing began to make zines a popular means of getting your stuff out there while also by-passing professional publishing.

Having returned to the hobby to find a flourishing (some might even say over-heating) market for zines, I am now playing catch-up and this series will give me an excuse to actually do some thinking about both the format and the kind of stuff that is being put out there.

My memories of RPG zines are dominated by two very different sets of titles. The first was a Nephilim fanzine I got based on an advert in the back of a magazine and that included a load of weird stuff about the author’s local cathedral and an absolute head-fuck of a campaign in which the PCs wound up inhabiting the bodies of the players. Despite not being able to remember the name of said fanzine, I remember being blown away by the complexity of the ideas and the fact that the whole thing felt intimately personal to one person’s vision of the game. My second set of memories is of The Unspeakable Oath. While that particular Call of Cthulhu fanzine was resurrected in the early 2010s, I can remember buying a few copies of the original Pagan Publishing run in which John Tynes laid out a vision that I now realise has since become not only the default understanding of Call of Cthulhu but of all Lovecraft-inspired games of investigative horror.

Billed as “a magazine for Cthulhu Mythos roleplaying games”, Jared Smith’s Bayt al Azif first appeared in 2018 and has since seen four separate issues.  I got my copies in the form of a PDF from DriveThruRPG but you can also use DTRPG’s print-on demand service to get it in the form of a hard-copy.

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REVIEW: Tickets Please for Call of Cthulhu

Tickets Please is a self-contained Call of Cthulhu adventure that is part of Type40’s ‘Adventure Seed’ series of scenarios. Like the other instalments in the series, Tickets Please is short and relies on superior production values to convince buyers that a series of really quite sparse notes are actually a viable adventure.

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REVIEW: The Rise and Fall of the Cthulhu Mythos by S.T. Joshi

As someone who has been writing quite a bit about Lovecraft of late, it occurred to me that I should probably try and familiarise myself with some of the scholarly discourse surrounding his work and its legacy.

Aside from Lovecraft’s racism, the most obvious point of entry seemed to be the question of whether Lovecraft’s stories merely overlap or whether the referencing, shared names, and recurring settings amount to anything akin to an extended literary universe or ‘mythos’.

As a Lovecraft reader, my assumption has always been that while Lovecraft had this list of Named Entities that he would return to in story after story, said Named Entities were never deployed in a particularly coherent or consistent fashion.

I assumed that whenever Lovecraft needed one of his characters to read from some mind-shredding book of forbidden lore, he’d drop a reference to the Necronomicon because having the Necronomicon feature in a load of different stories strengthened its symbolic power as a representation of ‘forbidden lore that will melt your shit’. I did not occur to me that Lovecraft might have had a clear idea as to what the Necronomicon actually contained.

Similarly, when Lovecraft made repeated references to Arkham or Kingsport, I assumed it was because he wanted to set the action in either a coastal town or a mid-sized city and rather than using real-world places that he could ‘get wrong’ he used made-up places which, though inspired by the real world, could be bent and twisted to suit the needs of a given story. It did not occur to me that Lovecraft might have had these fictional towns all planned out in his head like Tolkien drawing maps of the Shire. In other words, I assumed that, for Lovecraft, a commitment to coherent world-building was much less of a priority than producing stories that ‘worked’ and hit specific thematic and affective beats.

The first inkling that maybe people were not reading Lovecraft in the same way I was came when I started encountering Joshi’s repeated angry references to the so-called ‘Cthulhu Mythos’ and while I had always assumed that the term was just a means of referring to the content of Lovecraft’s stories, it is a term that has actually been subject to a surprising amount of discourse. This somewhat frustrating book purports to describe the rise and fall of one very specific vision of that mythos, but it does so using entirely the wrong set of critical tools.

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