My first HPL book; is that the most metal Lovecraft cover ever or what? |
But there was a whole game devoted to Lovecraft! I was slow to answer the Call of Cthulhu, not because I didn’t want to play it; I did. Badly. Desperately. It’s just that, no one else read the same weird shit that I read. Even in my high school, I was an outlier when it came to Robert E. Howard and H.P. Lovecraft. Everyone else who read those guys were either already my friends, and/or not into gaming. It was a rural suburb of Waco, Texas, in the 1980s. What did you expect?
Best part of the boxed game? The map! |
When I finally got some friends together, we were seniors and
they had caught up with my reading tastes, or were sick of hearing me talk
about the game. I don’t know which, but we had a lively campaign going that
sprawled out into other groups and random people that we knew through
friend-of-a-friend associations, and it was fun. But I was born to GM that
game. I loved scaring the bejeezus out of my players. I got pretty good at it,
too. That’s okay, though, because the beauty of the game—I think the thing that
has kept it viable all these years—is that it’s designed to kill you, if you
don’t go crazy first.
That one thing, those few rules governing sanity and the
Cthulhu mythos knowledge, did a better job of simulating the subject matter
than any other horror role-playing game since. Anyone with a fear or madness
trait or rules for scaring characters all either shamelessly crib from C of C,
or they try so hard to not crib from the game that it falters under its own
inelegance.
I’ve played other games with a horrific bent; notably Chill,
from Pacesetter games, and GURPS Horror, and tried many others, but nothing
else will do. And it’s weird, too, because the game is not much different than
the other fantasy RPGs at the time; you roll three d6 for your stats, which
look and act a lot like the stats in other games. Call of Cthulhu had a skill system
that was simple and direct, and moreover gave you something to do with your
percentile dice. So, it had all of the crunch and clunk of AD&D, and in
fact became the Basic Role-Playing set of rules that they used for Stormbringer
and Thieves World, among others.
Around the time that I was deep into the game, Chaosium
started publishing the beginnings of what would be a multi-million dollar
industry; Cthulhu and Miskatonic-themed items. The Miskatonic University
Graduate Kit was the first time I ever saw such things in a store. You got a
diploma from MU, a parking pass, a student ID, a course catalog, and so on.
They even gave you a bumper sticker from old MU with an octopus on it. Cute.
They also made fake book covers out of paper, designed to
wrap around regular books, to freak out the squares on your commute. After that
came the buttons, and then the campaign kits (“Why Settle for the Lesser of Two
Evils?”} and eventually even I got in on the action when I was working at
Chessex Manufacturing. More about that later.
My C of C game was fluid, just as likely to contain vampires
and werewolves as the horrors of the Deep Ones. We didn’t always play in the
1920s. My favorite time period was 1936, just after everything settled down in
Lovecraft’s world (owing much to his illness and death in 1937), and the
characters were essentially batting clean up for the cosmic all-stars. I tried
C of C in other time periods (Cthulhu by
Gaslight, Cthulhu Now, and a
couple of weird others) but it was just not as satisfying for me. I didn’t mind
reading stories written in different times, but playing in those worlds was not
my cuppa. That’s not to say that the game materials weren’t good; au contraire, they were awesome. Just
not for me.
This is a game I know I could pick up tomorrow and run. I still have all of the stuff I wrote for it. One of my top 3 favorite RPGs of all time.
This is a game I know I could pick up tomorrow and run. I still have all of the stuff I wrote for it. One of my top 3 favorite RPGs of all time.
No comments:
Post a Comment
Note: Only a member of this blog may post a comment.