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Showing posts from 2014

The Wretched of R'lyeh

This is a repost of something I wrote on the yog-sothoth.com forums, because I think some people might be able to make use of it.
Problems you might find just wandering around R'lyeh:
Distortions of Space: One person unwittingly takes a wrong turn in 5-d space. If they take a "corner," it appears to the others he just vanishes, but to him, it looks like the others have gone. (Check out this game level.) If they take a "ramp" or a "slope," on the other hand, then the effects take longer to perceive: the victim has to walk farther than the rest to keep up, they shoot at something they see as nearby but the bullet loses velocity on the invisibly-long distance. Visually, perspective is all weird, like a convex or converse lens. They appear far away despite being close. They might even slide into adjacent dimensions, like Tillinghast's ultraviolet or whatever plane the Mind Parasites live on.

Distortions of Time: Individuals end up with vastly different …

Throwback Thursday

The world map from the first campaign I played in during high school. I was the group cartographer by virtue of being the best at Photoshop, I think. This version was based off the GM's map, and I basically just added crazy coastlines to everything.

The campaign's GM got one half of the planet (the west half) and another group member got the east half, and was also planning to run a campaign set there, but that one didn't get off the ground, probably just because of group focus issues. A third player, if I recall correctly, enforced dwarven orthodoxy to the Warhammerian mold (and is now a blacksmith). I think I pestered them into giving me nominal responsibility for the middle-southern peninsula, which, as the name implies, was the faux-Orient of the world. (Oriental Adventures 3e had just came out, and I was enamoured of their cool dragons and spider-ladies.) Aside from the "Hey, hobgoblins should be a PC race!" thing I didn't end up doing much, and anything…

Making Sense of Delta Green

From a birds-eye view, the setting of Delta Green might seem to have a problem in the sheer amount of conspiracies fighting or exploiting the Mythos. Those twelve guys in robes next to a freezer full of babies don't stand a chance, right? There's no way they can escape the notice of the FBI's Occult Crime Lab, the NSA's zombie-scanners, MJ-12's psychic monitoring systems...

This isn't actually what the books say, but plenty of people have gotten that impression both from people talking about DG as a setting, skimming the sourcebooks with all their 'Organization Resources' headers, and assumptions based on X-Files or other conspiracy-based RPG settings. And maybe actual campaigns, I don't know.

For myself, there's three lenses that I find the setting makes more sense, both in regard to a campaign's bureaucratic verisimilitude and a campaign's horror dramaturgy. And I use the word lens in both the 'rose-tinted' sense of giving eve…

Call of Cthulhu: Eye of Amara — Meet the Characters

One of the groups I regularly play in—Evan's Nightwick/Uz/Et Cetera group—has taken a brief campaign hiatus, and I've stepped in to run some Call of Cthulhu. This will be only the second time I've run Call of Cthulhu scenarios using the BRP rules, after a short and violent experiment with Masks of Nyarlathotep last year, which I would get back to, at some point. Most of the time I use Trail of Cthulhu. I suspect the first couple sessions will be a little rough going, as I work out differences in the skill lists and assumptions of character competency.

Our first session was  players voted from three options for campaign organizations to belong to—and promptly tied all three. The choices were:

• A group of students at Miskatonic University.

TheEye of Amara Society, a group of aesthetes, eccentrics and seekers who share their theories of, and experiences with, the supernatural.

• Members of a particular long-standing Arkham family, named at character generation. Charact…