Review Cthulu 

 

Home Campaign Galleries Players Character Crafting Humor Reviews and Fiction

 

 

Trail of Cthulhu (2008)

Date Reviewed: Sept. 12, 2009

Critical Kobold Rating:   (3 out of 5 Dice)  

Cthulhu!... Gesundheit.

Kenneth Hite

Pelgrane Press 2008

 Call of Cthulhu, or as it's affectionately known, "CoC", has been an old school role playing icon for almost 30 years, going through six editions and even more updates. This recent version, Trail of Cthulhu, differs in that it uses the mechanics of the GUMSHOE game system, developed by game guru Robin Laws.

 The standard Cthulhu game is based on the horror writings of H.L. Lovecraft, and set in the 1920's and 30's. The premise is that the Great Old Gods, inhabiting the universe in eons before mankind existed, fought a titanic battle. The losers, including the horrific and evil Great Cthulhu, were imprisoned in another dimension in space. However, the thoughts and willpower of the Old Ones can still pierce the prison walls, and touch the minds of humans. The banished evil entities plot to be released into our world, to enslave and destroy and induce general naughtiness. They plan to accomplish this by luring gullible mortal humans to worship the old gods once more, by forming cults and performing dark rituals. These gods also have servants which have already penetrated the universe of mankind; vile, insanity-inducing nightmare creatures that slither and slink through the shadows of our world.

 

Players take on the roles of paranormal investigators, poking their noses into mysterious occult happenings and eventually discovering plots hatched by the evil gods. The mood of the game is investigative sleuthing and dark horror just after the turn of the last century. One of the trademark facets of the Cthulhu rpg is the insanity factor. Characters are not super heroes, but rather regular folks caught up in events far beyond their ability to comprehend. Upon encountering various evil monsters, loathsome cults, unholy ghosts, and cursed locales, the PCs' grip on sanity slowly erodes as they realize the futility of mankind's existence in the face of the return of the Old Gods. Eventually, given enough time, a character in Cthulhu is almost guaranteed to lose their mind.

Sound like fun? Read on.

 

 

(Note that Trail of Cthulhu differs slightly from the standard background setting in that it offers options for a more heroic, "pulp" style of play, with more stunts, more action, and more square-jawed characters than one generally finds in the Call of Cthulhu milieu. Within the core book, occupations, abilities, and rules better suited to pulp games are noted with symbols to set them apart from the "classic" play style. If you want to play a more action adventure mode of gaming, you can even tone down the insanity mechanics a tad to keep your investigators from becoming drooling babbling neurotics quite as fast or as often, if you want. You pussy.)

 

 PCs start with an Occupation. Choosing a day job will grant them their starting Occupational Abilities (skills) and a Credit Rating for buying stuff.  

 

 Occupations include such jobs as antiquarian, archaeologist, clergy, criminal, nurse, pilot, detective, professor, and scientist. There are almost 20 jobs to choose from in the core book.  

 

Once you've chosen your employment background, you choose a Drive. This is the impetus that pushes you to explore and investigate the nefarious occult plots you'll come across. There are over a dozen listed Drives, and I'm sure you could devise several more on your own. Drives include such things as simple thrill seeking, or revenge, or thirst for knowledge, or even plain ol' bad luck. 

 

Drives are integral to the mechanics of the game, because failing to follow your Drive will cause you to lose Stability. Stability is your resistance to mental trauma, and is linked to the insanity rules we mentioned earlier; ignoring your Drive and losing stability will make you more susceptible to the effects of insanity. Following your Drive may cause you to do reckless, dangerous, or downright dumb-ass things, which perfectly models horror movies where otherwise smart protagonists wander down darkened stairwells in the haunted castle, alone, with no weapons. Your GM will tell you when your PC's Drive kicks in during the adventure, and it's then your choice to follow that impulse and maybe blunder into some dangerous situation or ignore it and accrue Stability penalties.  I'm sure you can see where both options have their fun points. 

You next choose Abilities for your dude, in addition to the Occupational Abilities you already received. In Trail, abilities are divided into "Investigative" and "General." The GUMSHOE game system's basic philosophy is that characters should always find whatever clues they need during an adventure to advance the plot, provided that they use some relevant skill to research the problem or investigate the situation. There's no roll to find fingerprints, or notice a letter under a desk, or find a secret passageway behind the bookshelf, as long as those things are important to the storyline. If your PC has an ability that would allow her to reasonably find said clues, you simply have to state to the GM that you're using those skills, and voila! You've got what you need to move the plot along.  

Investigative Abilities include academic, interpersonal, and technical skills. Accounting, medicine, astronomy, locksmithing, photography, history, flattery, art… these are all abilities that can be used to find clues during the adventure, as long as you can justify a method of using them in the game to uncover the evidence. 

General abilities aren't related to investigation, and include driving, disguise, piloting, riding, stealth, weapons use, and other more-or-less physical skills. These abilities generally require rolls to perform more than rudimentary tasks, and don't guarantee your success.

 You "buy" all your selected skills during char gen using Build Points. Putting points into investigative abilities allows you to 'spend' those points later in the game to achieve more success with a skill. For example, if you have the investigative ability of archaeology, you can use it to automatically find clues based on archaeological data. Say, you recognize that a statuette on the NPCs shelf is from 8th century Russia. But, if you've put a few points into your archaeology skill, you could ask the GM to allow you to spend a skill point… and know that not only is the statuette from Russia, but that it was recently purchased on the black market. So, by spending an archaeology skill point, you've discovered that the NPC deals in black market merchandise, which may be important to the storyline. So while it's not strictly necessary to have investigative skills bumped up a few levels with Build Points, it certainly doesn't hurt.

 With physical skills, which require rolls, points may be added to rolls for better success. So if your criminal PC has the filch skill, you may want to try to pickpocket the iron key from the belt of the abbot in the old Italian monastery. If you think the key is important to the adventure, and so you don’t want to blow the roll, you could spend a few points from your filch skill and add them to your roll. Points spent this way are gone for the adventure, but replenish between game sessions. 

The simple mechanic for task checks in ToC is rolling a single D6 against a difficulty number set by the GM. The number is usually between 2 and 8, with those upper numbers obviously being impossible to reach without spending skill points.  

In a contest between two or more characters, skill rolls are made by all parties involved until one fails a roll. So chases, grappling, stalking, even perhaps sporting matches go from round to round until someone blows their roll. In these cases, players should try to think of clever things they could do to induce penalties in their opponents' rolls.

 To hit someone in combat, you have to beat their Hit Threshold number. Normally, this is a 3, but tougher or quicker opponents may have a 4. Nasty monsters may have much higher Thresholds, if they're strong or armored or partially incorporeal. Mooks or less competent NPCs may have lower Thresholds, going down as easy as a sack of turnips in an elevator shaft.

 Once struck in combat, a victim takes damage from his Health score. Health is an ability like the others, so you can buy levels in your Health score if you want to be abnormally combat-worthy. In the Classic style of play, Health is capped at 12, but Pulp style PCs can have higher scores to reflect their rugged macho-ness. Anyway, you lose Health points depending on the weapon you were hit with, but you're not really in trouble until you get into the negative numbers. Up to -5, you're injured. Between -6 and -11, you're pretty damn wounded, bleedin' all over the place. At -12 or below, you're toast. At any negative level, you'll need to roll to stay conscious, though.  

Damage is rolled on the D6, with modifiers based on lethality. Fists get -2 damage on the damage roll, being kinda' soft, while an artillery strike will do +18. (No kiddin'. It's in the book, man.)  Most swords, clubs, tire irons, etc. don't have a modifier, so just try to roll well.

Finally, the rules section wraps up with the Pillars of Sanity. See, with all the evilness sucking your PCs' sanity and stability scores away each adventure, you need a place to recharge your spiritual batteries, in order to keep fighting the good fight. Each PC should choose something that they spend time doing to regain their faith in humanity, to encourage themselves, and to unwind after battling the Scuttling Horror of Devonshire. PCs who engage in this relaxing activity or rest in their safe place can regain stability and sanity points, albeit slowly. While they're doing that, the GM can hand out Build Points as rewards for the adventure successfully completed, and you can use those puppies to improve your PC just as you did during char gen.

 That's it for the rules, really. They take up about half the book.

 The second half is a GM wonderland of info. There's a creature compendium of all sorts of spooky and scary creatures of ickiness to send after the investigators, a full blown adventure set in Cleveland, a section describing life in the 1930s (including a list of prices for common items), and a full chapter on the Cthulhu Mythos. This details the elder gods like Cthulhu and his ilk, their powers, the rumors about them, and their cults' goals. There's a section on spells and magic rituals to add flavor to the proceedings, and pages of notes about places and people of interest around the world where your occult adventures could take place. And finally there's the helpful GM section, with ideas on how to run a successful campaign, and how to best use the GUMSHOE system effectively.  

 

THE GOOD 

It's kind of hard to screw up Cthulhu. Aside from the new GUMSHOE mechanics, the theme and mood of Trail of Cthulhu are the same as they were thirty years ago: shpoooooky occult shenanigans in a bygone era. The feeling of play should be creepy, and the game carries this mood, even with its presentation in sepia illustrations and well-written, atmospheric descriptions of dark alien gods, secret cults, and mind-warping magic. 

Classic Cthulhu is here if you enjoy that game; a rather bleak experience, with your PCs destined to go crazy from the start, and your human frailties pretty much dooming you to be the underdog in your battles against sinister things that go bump in the night and eat your face. However, I like the fact that Trail updates the mood with the pulp options that allow you to play in a more optimistic setting. In this gear, your heroes aren't necessarily fated to watch the world end up in the clutches of an ancient god who's a cross between a squid and Satan. 

Either way you go, the mechanics are smooth and the system flows nicely, which allows story to take precedence over rolling dice pools and comparing results to charts. 

 

THE NEUTRAL

While I'm not anything holding against the game itself, I don't know that this version of the venerable CoC line has anything to offer over its predecessors. I only ever played one other game of CoC, and that was  many years ago at GenCon, and I don't even know what edition that was. I do recall that other editions of Call of Cthulhu use a percentage-based skill system, and have perhaps a wider range of skills, and use different (I would say harsher) mechanics for the insanity rules. But really, I have little to compare this set of rules to, as I've never owned another version.

 The GUMSHOE vibe seems adequate enough. It didn't blow my knickers off with any truly innovative zing, but it certainly works really well as a rules- light system. If you're looking for some more number- intensive or complex rules, you may prefer a different version of Cthulhu.  

So, I guess if you're looking to get a campaign of Cthulhu going, I can't tell you whether this is a better system than any of the other six out there or not. You're on your own, amigo. Sorry.  But I can tell you that this one works just fine, and is way simple while still being dramatic, so it's certainly one I'd suggest that newcomers look into.   

 THE EVIL

 Evil? Why, don’t be silly! There's nothing evil about this game! Heavens, where do you get these trite notions? 

Hey, do me a favor, and lie down on this onyx slab for a moment, will you? … Hm, what? What knife? … Oh, this ceremonial sacrificial knife? Oh, nothing. I'm just moving it so you don't get hurt.

 Hey! Where are you going??

 Crap. The other Dark Priests of Shub Niggurath are gonna bitch if I miss my quota again…

[Go to Critical Kobold Game Reviews Page]  OR  [Go to Critical Kobold Movie Reviews Page]

Home     Campaign     Players & PCs     Character Crafting     Reviews and Fiction    Humor    Galleries    Links    Portal

The Penderyn Campaign is the creation of Christopher Cecil.
All website content by Christopher Cecil unless otherwise noted.
The DM:  Email The DM  |
 Read the DM's Welcome

 © 2000-2011, Christopher Cecil
 All Rights Reserved.

Website design by Kris 
Webmistress's Acknowledgements 

This site designed to be viewed at a resolution of 800 x 600 or better