Category Archives: Gumshoe System

RPG a Day 2015 Challenge – Day 20

Fourth favorites RPG entry this week for the #RPGaDay2015 challenge! Big thanks to everybody who’s left a comment, liked or shared in social media, It’s good to be back blogging, and one of the best things is getting back in touch with the wonderful community of Stargazer’s World and the greater RPG blogging community.

The topic today is spine tingling, in special mythos vision!

Day 21 – Favorite horror RPG

No contest, Call of Cthulhu!

CoC

The first edition I owned!

Lately it seems Cthulhu is everywhere, like John Kovalic said in Dork Tower, Cthulhu is the bacon of gaming! There are so many systems you can play a Cthulhu game in, D20, Gumshoe (Trail of Cthulhu), Tremulus, and I’m missing a few, but for me the original Basic RPG, percentile based, Call of Cthulhu, is still the best.

Amazingly I’ve never run a CoC game! I’ve only ran a couple of horror one shots using a freeform system, a one shot zombie game and a 7 session zombie mini campaign using Savage Worlds, but never Call of Cthulhu. Why is that?

I really believe it has a lot to do with player expectations, CoC really requires a different mindset from the combat intensive, kill’em loot’em typical fantasy game, and sometimes players are not ready to play character with sanities flimsier than a Kleenex.

However, I LOVE playing horror games, I was spoiled by my good friend Luis Miranda who really ran some amazing Call of Cthulhu games. I would play another of his CoC adventures in a heartbeat.

On the last three posts I’ve listed all the genre media that inspired my love of those games, but in the case of Call of Cthulhu it was the game that introduced me to the works of HP Lovecraft, others that contributed to the mythos and all the wonderful horror literature inspired by this mythology. Granted Lovecraft can be a controversial figure, but his stories still hold my interest and I discovered so many wonderful authors thanks to this game, and that’s a good thing!

What’s your favorite horror game? Let us know in the comments. See you tomorrow.

PS – I might have shared them before, but I think they are appropriate for the post, the Reaper Cthulhu miniature (and that term is relative) painted by my good friend Braulio Rivera in front of a CoC boxed set. Enjoy…

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NaGaDeMon: It’s Full Of Stars!

One thing which makes NaGaDeMon so hard for me is that I tend to read a lot of roleplaying games especially the ones I like while I should be focusing on writing stuff myself. There are a couple of systems I love, and everything I write tends to slowly transforms into a bad copy of those systems. Instead of hanging my head in shame, I decided to share some of these games with you.

The main reason I started to work on WR&M Pocket Edition was that I wanted to create something as simple and elegant as Chris McDowall’s Into The Odd. Chris took D&D, stripped away almost everything and combined it with a very unique and awesome setting. The free version is still available on his blog, while a new version (which will also be available in print) is being worked on right now. Into The Odd has all the weirdness of a game like Numenera while being extremely simple to run and play. If you haven’t checked it out, you definitely should do so.

Apropos Numenera, Monte Cook’s Cypher system is another rules system I recently fell in love with. It’s fully player-facing, very easy to run, and has a couple of very intriguing mechanics I wish I came up with. One thing I love about the system is the Effort system. The players can lower the difficulty of tasks by spending points from their attribute pools.

This also reminded me of the way General skills in Robin D. Laws’ Gumshoe System work. Like the attribute pools in the Cypher system, the skill ratings in Esoterrorists, Trail of Cthulhu, etc. are resources to spend. Skill checks are done with a d6 and you can add points from your skills to improve your chances. I always wanted to write a system which uses skills/attributes in such a way, so it was no surprise that my updated version of Galaxy Core started to look a bit like a Frankensteinian creation – one part Galaxy Core and one part Gumshoe or Chyper. Not a pretty sight, I can assure you.
By the way, Gumshoe is now available under not one but two open licenses (CC and OGL). If you haven’t done so, you definitely should check out the SRD.

By the way, I also found the perfect magic system to be included in WR&M Pocket Edition or a WRM 2nd Edition.  R.E. Davis recently told me about his fantasy “rule manifesto” Patchwork Fantasy which is partly based on WR&M. It features an awesome spell system, which basically allows players to design their own spells by assigning 3 to 4 tags. Brilliant! You can check it out here.

At the moment I am not sure how I should proceed with my NaGaDeMon projects. I am tempted to put the two projects I wrote about earlier this week in favor of a simplified version of the Gumshoe system. It might even be possible to turn it into a system suited for fantasy games. And since it’s now licensed under CC it’s even perfectly legal now. It’s very tempting to mess with a system written by my favorite game designer, it really is.

Note: The image above was created by Pauline Moss and has been used under the terms of the CC-BY-NC 3.0 license. Check out her DeviantArt site!

Mental Health in Roleplaying Games

Because of my personal and professional experience I know quite a lot about mental health issues. As you may well know I suffer from depression and anxiety disorder myself and since I work in a psychosomatic medicine department , I learned a lot about all kinds of psychological and psychosomatic disorders over the years. What sometimes bothers me, is how roleplaying games use mental health issues.

There are a lot of games which have rules for psychic disorders. The most prominent example is probably Call of Cthulhu. In most of these games your character gets a random disorder when he or she has lost a certain amount of mental health points. Most games don’t even bother to distinguish between different causes. Being confronted by unspeakable horrors from beyond has the same effect as seeing a loved one die or being close to death yourself. In one case my character in a Palladium Fantasy game was on the brink of death and got traumatized by that. What was the result? He suddenly had a phobia against fey creatures – no kidding!

This of course doesn’t make any sense. It might have, if the almost mortal wound had been caused by fey, but it was because of drowning. One other common mistake is that neuroses and psychoses are randomly thrown together – which doesn’t make any sense. Playing out a psychological disorder might be a very interesting and intense roleplaying experience. But in most games it’s handled so badly that it just becomes an excuse to play “crazy”.

I don’t expect total realism. But I would prefer it if game designers took these matters more seriously. Suffering from mental health issues is no laughing matter. And while some roleplayers can have lengthy discussions about how realisticly guns are simulated by roleplaying games, almost noone bats an eye when it comes to unrealistic “insanity” rules.

I have to admit I haven’t had the time yet to do some more research on the matter. I am sure there are a couple of games who treat the subject with respect. I faintly remember that the Trail of Cthulhu rules did a slightly better job when it came to insanity and mental stability than most games. But I have to double-check.

What is your stance on the matter? Are you bothered by the portrayal of mental health issues in RPGs, too, or do you just not mind? Do you know a couple of laudable examples you want to share? Feel free to post your thoughts below!