 |
The Mask of Cthulhu
|
Call of Cthulhu shouldn't be called
Call of Cthulhu. The title is a total misnomer. I think the game written by Petersen and published by Chaosium has more of the traits associated with the Mythos fiction of August Derleth than the weird tales of H.P. Lovecraft. I do not mean this as criticism. Call of Cthulhu is the best Role Playing Games ever created. I just think that the elements that it borrows from August Derleth's simplistic take on the mythos are the same thing that makes it into a fun table top game.
Most of the Derleth stories that I've read all follow the same basic format: and intellectual type comes into contact with the weird outside in the form of some sleeping creature or god. By the end of the story, the intellectual figured out how to vanquish the thing back to whatever weirdness it came from. In most stories, the creature seems very interested in coming back to our world; one gets the feeling that even though they weren't "killed," they are sad or angry at the fact that that pesky humanity lives another day. God and evil play a role in these stories. A
good investigator of the weird vanquishes an
evil creature or God from the weirdness. Add machine guns, dynamite, and cultists to the mix and you have the typical
Call of Cthulhu scenario.
I'll reiterate that I do not mean any of this as criticism. While Derleth's take on Lovecraft's creations are not high art (then again neither was Lovecraft), they sure may for awesome tabletop sessions. There is a lot of horror in his stories, but there is also room for action and even a bit of empowerment. Those are three elements that I think work well in the role play medium.
Lovecraft's stories, on the other hand, are not about empowerment or action. As we all know, at the heart of Lovecraftian Horror lies the insignificance of man in the uncaring cosmos. I think Algernon Blackwood expressed the relationship between humanity and the outside better than Lovecraft:
"There are forces close here that could kills a herd of elephants in a second as easily as you or I could squash a fly. Our only chance is to keep perfectly still. Our insignificance perhaps may save us."
With the exception of The Dunwich Horror and Charles Dexter Ward, the response to the character encounter with the weirdness ( that is reality) is madness, death, or escape. His stories featured a lone intellectual obsessed with discovering the horror beneath the veneer of normality. (In other words, the do away with the lie that everything is alright and come face to face with a horrible reality.) So, the role play campaign of Lovecraftian Horror would be a solo game where a single player plays an intellectual who collects a bunch of clues that lead to a horror that either shatters his mind, causes him to flee without putting up a fight, or kills him outright. The only reward for all his struggles is the confirmation that his life and the life of everyone he cares about and everyone they care about is a forgettable speck of dust in a sea of infinity. For the horror to truly sink in, both player and referee must put themselves in the place of the poor investigator.
I don't know about you, but what I've just described does not sound like the perfect backdrop for many laughs. If anything it sounds like an emotionally draining experience.
I rather spend my RPG sessions socializing with friends, laughing and catching up. I leave the existential dread for later, when I can suffer through it alone.
I'm not saying that Lovecraftian Horror can't be fun at the gaming table; What I'm saying is that I think that Derlethian Horror (the Cthulhu Mythos) is more likely to be a fun experience within the role playing medium. Especially if the group intends to play a series of interconnected scenarios.
What do you guys think:
Is Lovecraftian Horror a "one-shot" only type of deal or can Lovecraftian Horror be a fun experience in continuous play?