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02
Apr/2008

What Makes Call of Cthulhu Unique as a RPG – A Short Rant
by Andre
I believe that what makes Call of Cthulhu unique, as a game is two fold; a unique atheist perspective and smooth simple mechanics.  Most important is that it conveys the concept that the universe is without purpose.  The universe simply is and full understanding of the mysteries of its existence and formation are beyond us.  We can merely dimly perceive some elements of the whole.  There is no creator.  Things simply are.  It is my belief that, despite the fact that these are works of fantasy, like many allegories the concept is revealed in the telling.  The notion of some simplified good vs. evil reality with the reward of an afterlife is an excellent way to keep ignorant peasants toiling, foolish people voting for repugnant candidates, and control the populace through dogma.  The absence of this black and white simplification frees the player.  As such the milieu created by Lovecraft fits the bill better than anything else I have ever read in terms of illustrating the meaninglessness of things and the need to create meaning for oneself.  One must create one’s own meaning with the peril of having one’s paradigm shattered.

This stark view is what sets the special context for role-playing that is provided by the game.  It is not loot, power, or glory, but the pursuit of the alien, the horrifying, and the inhuman that sets it apart.  It is then this mood, this feeling, the primal fear, like the fear of the dark, along with this unique atheist notion that provides a context to set the players free to be concerned about how they feel, what they will do, what sacrifice they must make, what they will do under stress.  All this is present without the burden of levels (unless you play the cumbersome D20 version), experience, loot, mass melee, and a myriad of petty distractions of typical role-playing settings and rules systems.  The simple Basic Roleplaying System operates in a nearly transparent fashion freeing the player to play their perceived roles unburdened by cumbersome mechanics.  Lovecraft himself felt that it his fiction was about creating atmosphere and thereby evoking horror and mystery.  The key elements of the rules and the setting frame this atmosphere.

The only valid concept of good and evil within the context of the game is the frequently required sacrifice of the player characters to preserve the lives of the masses or at least themselves when possible.  The defense of humanity without reward, without glory, without honor, without any form of compensation, except from your peers who know the truth, is the harsh reality of the game.  The bitter irony that the very folks that have been saved would lock up the player characters or dismiss them for their madness is a vital element.  In fact, like a truly good horror story, the characters are often consumed by a terrifying fate despite their struggles or due to one simple failure to balance upon the razor’s edge.  The very strength of the setting is the lack of any traditional good vs. evil creator mythology and this is what sets the game head and shoulders above most RPGs as a setting that invokes quality role-playing from its participants.

Tags: RPG Cthulhu Lovecraft Levels Roleplaying

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Viewing 1 - 7 out of 7 Comments

04/04/2008 10:25:40
Hi Crazycongirl,

Those are some good questions.

I am not sure if the selection of alignments is consciously dictated by their philosophy.  I would imagine that consciously or unconsciously a person’s belief system has a significant impact on these types of choices.  Such a choice may be a reflection of beliefs or perhaps a reaction to beliefs or even to suppressed notions from an early age.  I expect that all mental training has an impact even when consciously rejected.  Further in games that do not use alignment flaws and merits (or advantages and disadvantages) often assist in providing a sophisticated mental picture and these choices are I am sure similarly influenced.  Also, I would say that even those who claim to have no philosophy or belief pattern in fact are still influenced by a variety of factors and that their lack of choice is in fact a choice, albeit perhaps one that involves no consideration.

That having been said I am very sure that there are many who push their own envelopes when creating the mental landscape of their characters.  I expect that this is far more common in story telling style games that have a primary focus on character development and moral conflict.  Much of this is frame, I expect, by the rule system chosen.  After all, the rules are the operating system that defines the environment and places the mental framework in place by defining the available, options.

As to my own games, I do not actually personally attempt to overtly convey an atheist point of view per se.  I am sure that it comes across as such to those that are already familiar with H.P. Lovecraft and his works as such a view is deeply embedded in his material.  This comes across more as an allegory than anything else.  I do suspect that such ideas can be conveyed by a variety of choices that I make when running games.  For example one piece of music that I use for part of the opening and closing of my scenario The Vault is a song that has “on your knees praying to an empty heaven” as part of the lyrics.  Also, in conversation I certainly don’t attempt to hide the fact that while I respect a variety of beliefs, I despise dogma and many of the organizations that spout dogma or at least those that that I view as controlling and detrimental to humanity and its cultural development.  That being said the games are designed for atmospheric portrayal and to provide a solid environment to foster good role- playing and create an immersive experience.  To this end I bring my technical theater bag of tricks to the table using lighting, sound, some table props, handouts, and a well prepared scenario to the game.  Any other results are ancillary to this attempt to foster a standout role-playing experience.

Thank you for your considered remarks.


04/04/2008 08:32:23
Very well written and intelligent post.  It has given me many things to ponder. 

I, also, had never thought of CoC from an atheist point of view, simply because I do not ponder the religious or non-religious aspects of games.  It makes me wonder how many people choose alignments based on personal beliefs or the lack of beliefs.  How many stretch themselves to play something outside their norm?

Do you actively try to convey the atheist point of view during your games?  Do you let it unfold in the telling? Do you think players...get it?  Do they need to "get it" to fully enjoy the game? 





04/03/2008 15:23:40

Snipped from Notes on Writing Weird Fiction:

"Never have a wonder taken for granted. Even when the characters are supposed to be accustomed to the wonder I try to weave an air of awe and impressiveness corresponding to what the reader should feel. A casual style ruins any serious fantasy." 

A great piece of advice I wish many writers, both for literature and for screenplays, would heed. Thanks for the link.



04/02/2008 21:04:28
I agree with most of what yousaid.  I thinkthat there was some creator out there, but our perception is so limited. We barely percive what is our hearts and minds, let alonea multiverse of existences.  I really enjoyed your writing style, quite well done

Moronicus
"Vacationing in the Mountains of Madness"


04/02/2008 15:01:01

Then you have people like my character, a biker on the run from the mob who double-crits the big bad scary werewolf with a shotgun loaded with silver bullets at close range...

 

Then proceeds to set the church on fire to hide the evidence.

 

And I am not even trying to be a powergamer, it was all luck/situational. And getting to that point took a load of RP. 



04/02/2008 14:45:14

Hi Stupid Smurf,

Thanks for the feedback.

Yes, Lovecraft himself was an Atheist and it does show in his stories in many ways.  It was August Derleth that added a more traditional light vs dark good vs evil element to the mythos.  He also tried to codify the potent alien powers of the mythos into an elemental structure ascribing them to Earth, Air, Fire, or Water.  This approach is something that I suspect Lovecraft would not have liked.  I myself try to remove such influences from the game.  Still, we should be grateful to Derleth for helping to found Arkham House otherwise it is quite likely that Lovecraft’s stories would have been lost to us in obscurity.  His essay Notes on Writing Weird Fiction is quite helpful for the development of horror and suspense stories and can give some insight into his thinking.  It is available on the web at:

http://www.fantastichorror.com/00/lovecraft-notesonwritingweirdfiction.html

His essay Supernatural Fiction in Literature is also quite useful as a guide to some of the classic authors. 
Thanks again for the feedback and have a good one!



04/02/2008 14:03:27

Interesting take on CofC. You definitely make some very good points!   I never would've thought of labelling the perspective as "atheist" yet it makes lots of sense. And yet it's kind of funny because it's one of my two favorite RPGs (and Lovecraft is one of my favorite authors), yet I give no credence to atheism itself.

All in all, a great blog entry!


 


And D20 Cthulhu was awful, IMHO 




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