Friday, May 3, 2024

Prepping D&D People for Call of Cthulhu

So, I have a roleplaying group forming of old friends. They have only ever played D&D, and so we are doing Call of Cthulhu as a bridge towards newer games such as Spirit of '77 or other Powered by the Apocalypse games.

I have told them to not read anything and to 'go in fresh'. But I think it only fair that I prepare a little screed that will help them get their heads geared towards a Lovecraftean horror roleplaying session after fantasy roleplaying.

There are LOTS of great articles out there on transitioning from D&D to CoC (THIS one particularly), but I thought I'd put down the salient points I see.





1) HEROIC FANTASY vs COSMIC HORROR

First, they should know the difference in how genre affects play. First, there is player character mortality:

HF: Never say die! We have enough HP and healing to tank any battle.
CH: Everyone dies eventually, unless they hide, run away, or go insane. The fun is in seeing how far you get.

Next, gear:

HF: Get a rune weapon! This well let you take on any Big Bad!
CH: Don't touch anything. Sure it might let you wield cosmic power, but that will only hasten your physical or mental demise.

Finally, victory.

HF: We cut though mooks until we storm Hell and take out the Demon Lord!
CH: We lost two guys to ghouls getting to the crypt of the unspeakable horror. We dynamited the entrance so that it can never come to the surface again.


2) NPCs

In fantasy, NPCs are to be saved or used for loot. In horror, they are denizens of the world all mired in their own little lives. If you run around brandishing weapons or threatening them, the authorities will be called. If you play your role and cooperate with authorities, you may be able to rely on them once in a while for information, limited material aid, or a cavalry charge.


3) POWER LEVELS & EQUIPMENT

This is not in the rules, as players used to horror gaming do this naturally. To help players coming from more heroic games, I have created this framework:

1 Babes in the Woods 
Starting Gear: Only improvised weapons or Luck roll to get occupational everyday weapon. 
Opponent Type: Opponents are usually human or low level supernatural.
Mortality: PC death unlikely but not impossible. 
Progress: Progress to next level after first encounter with evil (ie SAN loss, creature kill, or scenario finished.

2 Fighting Back
Starting Gear: Concealed legal weapons or occupational weapons.
Opponent Type: Opponents are basic supernatural
Mortality: Death possible, avoided only through careful roleplaying.
Progress: Progress to next level after first encounter with evil. (ie major SAN loss, 3 scenarios, or 3 creature types killed)

3 Hunted Become Hunters
Starting Gear: Any weapon they can obtain, legal or otherwise. 
Opponent Type: Opponents are alien or otherworldly.
Mortality: Death of one or all is a distinct possibility.
Progress: After a major milestone is achieved (ie one PC goes insane, campaign finished, or servitor or major entity killed)

4 Nuclear Option
Starting Gear: Whatever they can secure, but it probably won't do much good.
Opponent Type: Unimaginable horrors, 
Mortality: Probably unavoidable.
Progress: Death, insanity, or retirement to NPC mentor status.

If you have players coming from D&D or other power fantasy games, make sure they see this before you begin. Moreover, make sure they can see the fun in this style of play, otherwise the horror may be the gap in expectations and problems this cause during the session.







1 comment:

  1. Interesting. It never occurred to me to run Call of Cthulhu for someone who had never been exposed to the fiction. Please share how it goes.

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