Seasonal Event
Our local RPG community, Tables and Tales, has just kicked off a month-long event to help introduce some of our newer members to the joys of halloween/spooky/goblin themed games through the timeless medium of the one-shot horror in which you play some dreadful miscreant and revel in their inevitable and total annihilation.
So far so good! We kicked things off last night with Another Bug Hunt, Mothership’s introductory scenario, immediately breaking with the format for the event by not finishing it in a single session. Following rules is for squares, says our Warden, Isaac. I’m playing an absolutely jacked exobioligist who should not have been trusted with the submachine gun he was issued for the mission. None of the PCs have died yet, although, the NPCs haven’t been so lucky.


We have a few more sessions lined up in the coming weeks, Shannen is acting as the chaperone for Goblin Prom which is a Honey Heist hack that’s pretty much exactly what it sounds like. Tom is planning a Thirsty Sword Lesbians one-shot with a creepy flavour too! I have a couple of games lined up for the event. Later in the month, I’ll be facilitating the move of the family Balfour to the Scottish Borders in the late 19th century for Scott Dorward’s excellent Cthulhu Dark scenario, Fairyland (check out the actual play run by Dorward himself on the Ain’t Slayed Nobody podcast here. It’s one of my favourites.) But before that, I’ll be acting as Keeper for the first time in a Call of Cthulhu game.



The Game

Call of Cthulhu is a phenomenon. A horror game made by Chaosium and based on the works of HP Lovecraft, its been around almost as long as RPGs have and has had an enduring legacy and impact on not just the TTRPG space but the wider culture in general (although I understand that it is difficult to truly assess its cultural effects separately from its literary inspirations.) It’s the single most popular TTRPG in Japan and it has a dedicated following and niche actual play market that seems to have been thriving in recent years. You should check out the brand spanking new and fully improvised Push the Roll with Ross Bryant as soon as possible. Isaac and Tom have run several scenarios for us, which have gone down as some of the founding lore of our RPG group. And yet, I have never run a session of it.
I’m going to change that next Friday. Honestly, I think my interest in doing this is largely down to Mr Bryant’s new podcast, which I’ve been eagerly devouring. As a pretty traditional game, it’s a little crunchy but when you listen to the podcast, you get the impression that the mechanics can be left behind if and when they get in the way, especially with an enthusiastic and role-play-focused party. I remember getting frustrated with the truly execrable skill scores of my PCs in past CoC games until I realised that was by design. As ordinary civilians facing up against the terrifying reality of cosmic horror, you are supposed to fail and there are supposed to be serious consequences for those failures. That is what makes it horror. Well, that and the Sanity rolls. So, the mechanics can also be used to reinforce the themes of the game, when they need to. If you want fantasy heroes, you’re in the wrong place. If you want the thrill of terror when confronted by your inevitable and immediate doom, Call of Cthulhu is the game for you. Listening to Push the Roll has given me the taste of that again so I thought it was about time I put myself on the obverse of the Keeper’s screen to see what that felt like.
The Scenario

My Call of Cthulhu library isn’t huge so I went out to my local game shop, Replay and picked up the anthology of short scenarios, Petersen’s Abominations written by Sandy Petersen, the creator of the Call of Cthulhu roleplaying game. It’s a nicely presented book with five “tales of modern horror.” This is one of the reasons I chose this anthology. I have been craving a game set in the modern world recently, and this scratches that itch. It also contains a set of pregenerated investigators for each scenario. This is a pre-requisite since I have so little time to work with. Finally, there is a nice selection of player facing maps and handouts in the back of the book for every adventure.
I chose the Derelict, for my one-shot. I decided on this one for a few reasons. First, it seems like the one I could most reliably start and finish in a single session of three hours or so. Second, I love the pregens presented for it because I think the players will easily get into them. Finally, the setting, a luxury yacht sailing the North Atlantic, is unique and I know its enticing for a couple of the players so it’s good for sign-ups!
The premise is a simple one: the yacht’s owner, a stock-broker (see my opening paragraph!) who lost his fortune in the 2008 financial crisis (its set in that time-period) is taking his rich and famous friends on one final voyage on the Delilah. He’s taking it to Liverpool to sell it. But on the way, they encounter the Derelict… I don’t want to give too much away at this stage in case my players decide to read this, but I’ll be back afterwards for a full report!
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