Showing posts with label call of cthulhu. Show all posts
Showing posts with label call of cthulhu. Show all posts

Saturday, May 4, 2013

Roll for Sanity: Lessons from a First Time GM

As posted yesterday, I ran my very first tabletop RPG, a scenario I designed for Call of Cthulhu based on an episode of Doctor Who.  Overall it seemed pretty successful, and the players had a lot of good criticism for me at the end about ways it could have been improved.

One of the first things I learned while putting this together is that it's a very different kind of writing than I'm used to.  In writing fiction, I am the absolute god and creator of this world.  I can determine every single little nuance, script every line of dialogue and clever exchange, anticipate every action.  But tabletop gaming is collaborative storytelling, which means setting up a framework and giving the players room to maneuver.  Despite that, I think I took away some important lessons that can carry over into my individual writing as well.

A premise only gets you part of the way there. 

I went into this game with an awesome premise already in hand: a maze of a hotel filled with bad dreams.  Who wouldn't want to explore that?  And the players loved that part.  But getting to it?  Not so much.  I'll admit that I struggled with the setup, and it came across even less successfully than I'd hoped.  Now, they stuck with me because they're my friends and it was my night to run, and because it was my first time doing so and they were willing to cut me some slack.  Readers don't owe you that much.  If you're not going to engage them right from the get-go, it doesn't matter how much cool stuff lies ahead.  Those first chapters are critical.

Characters are people too.

I thought I'd done a decent job in getting everyone to the hotel, and I'd established that this occult researcher was the main draw.  But I hadn't established that the story depended on getting everyone into the room where she was speaking.  One player, perfectly in character, figured that he could just wait in the bar while the guy he was tailing went to the talk.  Another, also perfectly in character, said that he planned to wander in late, since he was only interested in killing time and not really in the topic.

"Eep," said I internally, and then aloud, said, "Umm, no, that's not really going to work."

Again, they went with it, but that was definitely railroading, and that's just not good storytelling.  Characters should never be there just because you say they need to be, because there's not a story otherwise.  Obviously that's the meta reason, but they need to have their own reasons to go along with what you need them to do.  This is especially bad in gaming, because railroading makes the players feel like they don't have any say in what's going on and that their actions are meaningless, which makes them less engaged in the game.  But readers of your unilateral story are going to catch on to those little glitches as well, and it pulls them out.  "Why would the hero investigate that murder himself, instead of letting the police handle it?"  "Why did the love interest suddenly go all clingy and jealous?"  "Why did the villain pop out of the room like that?"  You have to be able to address those questions satisfactorily, or your readers will disconnect.

Too many great ideas, not enough room in the story.

As we were setting up the very beginning of the game, I was talking with my husband rather cagily about his character, because he'd set himself up a secret agent backstory that he wasn't sharing with the rest of the group.  One of the players, himself an experienced GM, half-jokingly theorized that my husband was going to end up being the monster.

I swore.  Loudly.

Why?  Because that's brilliant, and I never thought of it.  It would be a great twist as a player, to have one of your friends and teammates turn and start openly working against you, pitting you against each other.  (Well, as long as your group doesn't hold grudges about what happens in-game.)  And if you're going to collaborate like that, a spouse is the natural person to do it with.

Not gonna lie, I gave serious thought to working that in.  But I let it go.  Setting up the scenario had already been quite a challenge for me, and I couldn't really flip everything on the fly to incorporate a major new element.  Besides, it wouldn't have been a surprise anymore.

The thing that made setting up the scenario difficult in the first place was that there were too many damn ideas.  In addition to the mechanic of finding your particular nightmare rendering you unable to use the map that lead back home, I contemplated having that also start turning the character into a monster.  Interesting idea, but couldn't work out the logistics, so scrapped it.  I rolled up and discarded almost a dozen NPCs, all bringing different angles to the story.  The daunting part of it wasn't a lack of ideas, but an overabundance and a lack of a clear through-line.

Along the same lines, I came up with loads of nightmares for them to face.  Spent a lot of time reading a lot of creepy shit for inspiration.  But there wasn't time to get them all in, either from a gameplay perspective (we had to wrap early because the husband and I had to work early today) or from a story perspective (there are only so many doors you can open before everyone just wants you to get on with it).  With such a premise, there were pretty much infinite possibilities for what could go into the rooms.  But stories aren't infinite.  You have to pick and choose, and put it together in a way that makes sense.

Be prepared to be outsmarted.

The thing about running a game for an experienced group is that even when they're not openly metagaming (that is, having their characters act on knowledge that the character wouldn't have), the characters are still dangerously genre savvy.  It was a little disheartening when the characters pretty much immediately figured out that they'd been pulled out of their hotel and into a "creepy alien" one.  And when the hallways started moving around on them and one of them pulled out some dental floss to tie to the door and create a trail?

That was a "GM quietly crapping her pants while trying to look cool" moment.

But you have to be prepared for those.  In gaming especially, but also as a writer.  Sometimes one of your beta readers (if you're lucky) or post-publication readers (if you're not) will point out a particularly clever solution to a problem that never even occurred to you.  Or sometimes, in the heat of writing, your characters will suggest it themselves.  I once had worked out a fight scene so that a character used the couch as cover to fight off some intruders, then pushed the couch down the stairs when he had to fall back.  In actually writing it, he skipped straight to pushing it down the stairs to hinder them from getting in at all.  It made more sense to do it his way, but I had to rethink how the fight would proceed.

It's not a bad thing to be outsmarted.  You just have to be prepared to answer for it, and to incorporate it when it comes up.  So with the dental floss thing, I worked it out that it always ended up behind her, even when she tried to follow it back.  A more experienced GM might have let it work and run with it, but I tried at least to let her explore the option, even though I wasn't prepared to work that into the story.

Turn up the heat.

As part of the scenario, I included a roving pack of ghouls as sheepdogs of sorts, able to herd the characters along and get them moving again if they sat on their haunches for too long.  (Chandler's Law is "When in doubt, have a man come through the door with a gun in his hand."  The Cthulhu corrollary replaces the gun in the hand with loads of teeth and claws.)  It's a good element to have, but the critique I got at the end was that I didn't use it effectively enough.  I was focusing more on my cool and creepy rooms, and the players felt that the attacks needed to be more frequent and more focused to keep momentum up.  Having them pop up randomly a couple of times didn't work.

In planning this, I talked a big game about how I hoped to end up with the characters mostly insane or dead, but when it came down to the wire, I pussed out.  I didn't force as many Sanity rolls as I could have done.  I let some of them avoid going into the rooms instead of using the tools at my disposal (the NPCs, the monsters, the shifting layout) to drive them inside.  I didn't exact nearly as much punishment as I could have done for failed rolls.  I didn't do enough to separate them or turn them against each other.

In the end, I was just too damn nice, and you can't be nice to your characters.  You have to pull out all the stops, and when you think you might be just a little too cruel, turn the screws again.  The harder the challenge, the greater the satisfaction for overcoming it.  It's not nearly as memorable to breeze through a game as it is to have it viciously beat you down time and again until you emerge victorious.  It's the same even for a reader who isn't controlling the character themselves; they're still living vicariously through the suffering and the triumph.  Give them a win to savor.

They're not going to pick up on everything.

Once I'd worked out the basic goal of the game, I was pretty pleased with myself.  It's a sadistic catch-22: You have to explore the rooms to find the map to get back home, but if you go into the wrong room, you can't read the map anymore.

And none of them put it together.  It took them a while to work out the way that the map related to what was in the rooms, because I had to balance giving them enough information to connect the dots without solving the puzzle for them.  But still, none of them commented on what I thought was one of the best parts of the premise.

It sucks.  But it happens.  You just have to give them the pieces and let them have their own take on it, rather than take their hand and say, "No, look!  See how brilliant I am!" 

Remember the holistic experience.

Despite what seems like a lot of problems, both the vibe I got during the game and the feedback I got afterward were pretty positive.  There were issues, but overall, everyone had fun.  Yes, the little things, the execution, the details, all of that certainly matters, but at the end of the day, most readers are going to have a binary reaction: they enjoyed it or they didn't.  You don't want to lose sight of that in favor of all the other stuff.

Friday, May 3, 2013

Nightmare Hotel (A Call of Cthulhu scenario)

This is a Call of Cthulhu scenario I am running tonight for the first time, very loosely based on the Doctor Who episode "The God Complex" (also known as "That One with the Hotel and the Minotaur").  This is not an officially sanctioned published scenario; I'm mainly writing it up for my own benefit, but any interested gamers are welcome to run it as well.  If you do, drop me a line and let me know how it went!  Also feel free to let me know if anything here needs clarification, as I'm not a game writer by trade.

Introduction

This adventure is set near Denver, CO in the present.  With some retooling, it can be shifted to another location or era as suits your group.  It is designed to be run in one evening, but the loose structure means you can spread it out for longer if desired.  It can be a one-shot with fresh characters, or worked into an existing campaign.  The investigators need not have met previously.

Dr. Cecilia Michaud, a noted paranormal researcher who makes regular appearances on talk shows and news programs, has called a press conference at a remote hotel about an hour outside of Denver--for tonight.  She has given no details except to say that she is announcing a breakthrough discovery, and invites the general public to attend as well.  (Note: The investigators may be there specifically for the event, or they may be at the hotel for their own reasons.  If traveling to hear Michaud speak, they will need to be able to reasonably get there within a few hours.)  Michaud is something of a celebrity, and even if the investigators aren't interested in the occult, they're very likely to have heard of her.

Customizing the Horrors

This scenario takes place in a hotel that has a nightmare for everyone, including your investigators.  To make it most effective, this nightmare should be something that wouldn't necessarily frighten anyone else, but is somehow their worst fear.  Past traumas, childhood scares, and phobias are all great sources.

If you're running this with well-established characters, you may already have enough information to set something up.  If not, pull your players aside in advance of running the game and talk through their backstories.  Try to mislead them about what you're after, or come up with multiple possibilities for their nightmare.  It's better if they don't know what's coming, and if the rest of the group doesn't know when a particular nightmare is for one of their number.

Each player should be assigned a die value in advance.  Which die depends on how many players: if you have enough to neatly correspond to an existing die, use that.  If not, you may need to adjust accordingly.  If playing with 5 players, you might assign each one two different values on a d10, or use a d6 and have one of the values trigger a re-roll or lead to another outcome.

The Silvertree Hotel

The hotel is a gorgeous confection of glass and light, undulating along the mountainside.  It has several lengthy floors, though with the slanted foundation, it's difficult to say exactly how many.  Snowcapped mountains preside in the distance, and brightly-bundled skiiers and snowboarders trot happily in and out.

One wall of the open two-story lobby is made entirely of glass, bowing out at the base to allow for several small tables to take best advantage of the spectacular view.  A narrow fireplace ten feet long sits at the base of a stone wall, and tables and overstuffed leather chairs are scattered throughout.  Several guests, some with luggage, some with drinks, occupy the seats, and soothing piano music pipes in from tastefully hidden speakers.  A sign in the lobby bears a headshot of a pleasantly professional middle-aged woman, and announces that Dr. Cecilia Michaud will be speaking in Conference Room B.

The Press Conference

Plush red carpet and soothing grey wallpaper, hung every few yards with a different painted rendition of the mountains, leads the way to the conference room.  The room is decorated in a similar fashion.  A small stage, really just a raised and carpeted platform, stands at the front of the room, with a shiny black podium and a projector screen.  Two doors lead in from the hallway, one to the front and one to the back.  A third door fades into the wallpaper to the right of the stage, leading to a small tech room that controls lights, audio, and video for both this room and the one next door.  This is an interior room, so there are no windows.

A few TV cameras set up early along the back row, and a combination of well-dressed professionals and curious tourists trickle in to the rows of chairs.  Only a couple dozen people, including the investigators, arrive before the doors close and Michaud appears on stage.  She is dressed conservatively, and seems comfortable with the attention and the stage.

She steps past the podium, and takes a wireless microphone handed to her by a hotel employee dressed in black jeans and a black polo.  She smiles out at the crowd and thanks them for coming on such short notice, explaining that she could not help the timing or the location.  She introduces herself as a general expert on the occult and paranormal, but her particular area of study is other dimensions, the worlds that run alongside ours.  The existence of these dimensions is well-documented, but her colleagues believe that any further understanding of them is beyond the capacity of the human mind.  

A successful Spot Hidden sees the lights flicker briefly, but no one else notices.

Michaud has been studying one of these dimensions in particular, and has devoted several years of research to attempting to quantify its geometry, topography, and physics, complicated by the fact that the path to these worlds will open only at certain places and times.

A failed Dodge roll feels the ground shake briefly, like a slight earthquake.  A couple of the assembled guests look around; they've noticed it too.

Michaud's grin starts to pull at the edges as she declares that she has at last achieved a working map of her pet dimension, and soon, very soon now, she will be able to demonstrate it.  Investigators familiar with Michaud can tell with a successful Know roll that this isn't like her; she's usually matter-of-fact and level-headed, a popular mainstream face for occult research precisely because she seems so normal.

A reporter in the audience nervously asks what she means by a demonstration.  She explains that she can't merely show the map.  It wouldn't appear the same way in our world, and who is to say that she hasn't just invented the whole thing?

A successful Listen roll hears a low groaning sound.  It could almost be a regular building sound, like the creak of a floorboard, but there's something not quite right about it.

The professor apologizes to those that brought along their video cameras, as they will not be much use.  "You see," she concludes, "the only way for you to understand what I have to announce tonight is to experience it first-hand."

With that, the lights go out.  Anyone who noticed all three disturbances (the lights, the earthquake, and the sound) loses 1/1d4 Sanity points.  When they come back up a moment later, Michaud is gone.

Aftermath

The technician who gave Michaud the microphone almost immediately excuses himself to the tech booth beside the stage.  Searching the stage reveals no trace of Michaud, nor anywhere she could have gone.  Phones, radios, computers, and any other electronic equipment no longer work, as though the batteries have suddenly died completely.

The two hallway doors open to solid walls.  The door the technician went through is locked, but can be picked or forced open.  If the investigators lack the stats for this, one of the other NPCs can do it.  Unless the keeper wishes to keep track of a bunch of extra characters, most of the other guests can stay behind and wait for news.

Outside the Conference Room

Instead of the tech booth, the door opens to a long hallway.  If anyone tries to go back into the conference room, they find that door now leads to a stairwell.  The carpet is brown with some indeterminate pattern, and the only adornment on the walls is some peeling beige paint.  Horrible brass fixtures cast a sickly yellow light over everything.  Doors line the halls, leading off to guest rooms.  (If the players explore the rooms, jump ahead to the relevant section.)  A voice calls for help down the hall.

Following the sound leads to the lobby.  Instead of the modern, chic reception area of the Silvertree, this lobby is horribly dated, with a chipped and cracked front desk.  Behind the desk are mail slots, and rows of brass keys hang on hooks.

Shortly after the investigators enter the room, two young men join them: Robbie and Kyle.  They are college-aged, wearing T-shirts, shorts, and sandals.  Robbie carries a backpack; Kyle brandishes a chair leg as a club.  They look at the newcomers in bewilderment.  Kyle moans in dismay that they're back in reception, while Robbie demands to know what they're doing here.

Being questioned, the two reveal that they've been wandering the hotel for two days.  They can hint now, or later, that they entered the hotel under similar circumstances, but their hotel was in Cabo San Lucas over spring break.  They say that the walls move, corridors stretch, and rooms vanish and appear somewhere else.  They also say that the rooms have "things" in them.  They don't want to elaborate at first, but eventually say that the guest rooms contain bad dreams.  Before they can say anything more, everyone hears (with a successful Listen check) footsteps and heavy breathing in the hall.  The two boys yell, "Run!" and take off down the hall.  If the investigators stay, they encounter a pack of six ghouls.  The ghouls will follow and attack the humans while they are in the hallways, but will not pursue them into the guest rooms.  Use the ghouls to herd the players accordingly, to keep them moving and searching the hotel.

The Rooms

The guest rooms, and what lives inside them, form the bulk of this adventure.  Each room contains someone's bad dream.  You can plot out exactly what rooms will be encountered and in what order, or you can randomize them.  The table below provides an example.  Even if you use the table, you should use your discretion and feel free to fudge the rolls so that the level of horror makes sense to the story.  For instance, if you need to give your players a breather and the roll comes up with a universally scary or intense room, you can swap in another room instead.  You can also decide to do this if you roll for a room the players have already encountered, or you can have them visit it again.




1

Empty room

26

PC Nightmare

51

Couple fighting

76

PC Nightmare

2

Two shadows

27

Being watched

52

Flood

77

Total Eclipse of the Heart choir

3

Taking children away

28

Roller coaster crash

53

Junkie

78

Covered in rats

4

College party

29

Jurassic Park raptors

54

Abandoned child

79

Roller coaster crash

5

Disemboweled teddy bear

30

Silent Hill pink rabbits

55

Caused a fatal accident

80

Darkness

6

PC Nightmare

31

GTA Heart

56

PC Nightmare

81

Garden shed

7

Garfield

32

Talky Tina

57

Car crash

82

Talky Tina

8

Occult symbols

33

Upside down face

58

Covered in rats

83

Total Eclipse of the Heart choir

9

Kidnapped child

34

Disemboweled teddy bear

59

Fortune teller

84

Child victim

10

Child victim

35

Sad clown

60

PC Nightmare

85

College party

11

Total Eclipse of the Heart choir

36

PC Nightmare

61

PC Nightmare

86

PC Nightmare

12

Room on fire

37

Room on fire

62

PC Nightmare

87

Weeping Angels

13

Teen suicide

38

Guy made of bees

63

PC Nightmare

88

Gorilla

14

Toupees

39

College party

64

PC Nightmare

89

Jurassic Park raptors

15

Jurassic Park raptors

40

Car crash

65

PC Nightmare

90

Taking children away

16

PC Nightmare

41

Gorilla

66

PC Nightmare

91

Occult symbols

17

Roller coaster crash

42

Loved one’s funeral

67

PC Nightmare

92

Room on fire

18

Covered in rats

43

Couple fighting

68

PC Nightmare

93

Junkie

19

Gorilla

44

Fortune teller

69

PC Nightmare

94

Teen suicide

20

Caused a fatal accident

45

Garden shed

70

Being watched

95

Upside down face

21

GTA Heart

46

PC Nightmare

71

Two shadows

96

PC Nightmare

22

Junkie

47

Failing grade

72

Guy made of bees

97

Couple fighting

23

Abandoned child

48

Weeping Angels

73

Sad clown

98

Car crash

24

Two shadows

49

Silent Hill pink rabbits

74

Kidnapped child

99

Guy made of bees

25

Flood

50

Darkness

75

Child victim

00

Mi-go


The bad dreams in each room cannot hurt the investigators, and they cannot hurt the dreams.  The scenario of the dream will play itself out, and then become inert, not seeing or reacting to the investigators.  They are, after all, just dreams.

The names here are suggestions, and you can choose how you wish to interpret each.  For example, the "Teen suicide" room could have the act either in progress or completed, and you could have the teen in question dispatch themselves however you see fit.  If you don't understand a reference, feel free to swap in something else.  You can also adapt the table to feature more creatures from the Mythos, especially if this is a campaign where the investigators have already encountered such horrors.

When creating your own table or list of rooms, try to keep a good mix of generically scary things; specific pop cultural imagery from movies, books, video games, etc. that would give a child nightmares; adult fears like abandonment, endangered family, and failure; and individual traumas, even if they aren't for your characters.  "PC Nightmare" on the table indicates the character-specific trauma the keeper established prior to the start of the game.  When this comes up (and you can hurry it along if the dice aren't cooperating), roll the established die discussed earlier to see whose nightmare has been found.  It's best to delay discovery of any of the investigators' rooms until they've figured out what's going on and understand the full implications of the discovery.

Every room will trigger a Sanity roll.  How much Sanity is lost depends on what is encountered.  A brief guideline:
  • If the room is something that only its intended target would find frightening, all others encountering it lose 0/1d3 Sanity points.
  • If the room is something that the investigator would find disturbing, but not terrifying, they lose 1/1d4+1 Sanity points.
  • If the room is something that the investigator would find terrifying, they lose 1/1d6 Sanity points.
  • If the investigator is the intended target of the room, they lose 1d4/1d10 Sanity points.
Some rooms may incur higher Sanity losses for certain investigators depending on their background.  For instance, if an investigator's personal nightmare is something happening to their own child, encountering a room where something happens to a child, even if it's not their own room, would give them a higher Sanity loss than for an investigator that has no such fear.

The Layout

The hotel is a maze, and is randomized until the investigators can find a map to get them through.  (More on that later.)  These two tables can help you generate the layout:

1 Common room (table below) 2 Long corridor 3 Stairwell one way 4 Short corridor 5 Stairwell both ways 6 Dead end

1 Conference room 2 Lobby 3 Ballroom 4 Restaurant 5 Pool 6 Gym 7 Security 8 Laundry 9 Break room 10 Banquet hall


Again, feel free to fudge to keep things interesting.  The investigators and NPCs will go to the same location if they stay in sight of each other, but if they get separated, they will find that the layout has changed. This is a good way of getting rid of any excess NPCs.

The Map

The key to getting out is to find a copy of the map Michaud mentioned.  There are several ways you can lead the investigators to this information: Robbie and Kyle may have been separated from other companions who found one; an investigator wondering about a map can be reminded about Michaud's talk by a successful Idea roll; they can also find the following note, either in its entirety or in pieces.  (For increased creep factor, start with the last part about going mad.)
My name is Lucy Hayward. And I'm the last one left. It's funny. You don't know what's going to be in your room until you see it. Then you realize it could never have been anything else.  I don’t know what happened to the others.  Sometimes I think I hear one of them calling, but I try to follow the sound and I’m somewhere else entirely.  Maybe they’ve found the way out.  I found a map in one of the rooms, and suddenly the hotel opened itself to me.  I was so close, but then those horrible things came and I took cover in a room.  It was a gorilla from a book I read as a kid.  My god, that thing used to terrify me.  Once I came out, the map had disappeared.  I still had the paper, but it wasn’t a map anymore, just an old dry cleaning invoice.  I still keep searching, hoping that I might get back to where this all started, back to the real hotel. But I’m starting to lose faith.  I’m starting to lose my sanity.  I keep seeing faces I know, in every room, faces of the long dead.  I still search, because what else can I do? It’s either that or let the creatures take me.  If this goes on much longer, I might do just that. I hear them coming.  Perhaps it’s time.
When investigators search a room, the keeper rolls a die of your choice.  A low roll (less than half the total die value) indicates that there's a map to be found with a successful Spot Hidden roll.  As before, you can fudge the rolls if it won't serve the story to let them find a map when the dice says they should.

As indicated in Lucy's note, once an investigator has found their room, they no longer see the map for what it is.  Robbie has a map in his backpack, to be found if sufficiently questioned or searched, but he thinks it's an old souvenir map of Disneyland.  

Once someone has the map, the halls stop shifting, and they can follow the map to find their way out.  (You can draw your own map, or use a random hotel as the basis.)  As long as one member of the group can still read it and they remain within sight of the others, even investigators who have found their rooms can follow.  If they can return successfully to the conference room with the map in hand, the doors will open back out into the hallway of the Silvertree, where everything is as they left it.  Cecilia Michaud will reappear briefly on stage as they pass, congratulate them, and disappear again.

Length of the Game

The structure of the adventure and its simple objective allow the keeper a great deal of leverage in determining how long the session runs.  If the group is under time constraints, it can be completed in only a couple of hours.  You can use tactics like attacks from the ghouls, separating and reuniting the group, and delaying discovery of the map and the clues leading up to it to increase the length of play.  If this is part of a continuing campaign, perhaps the rooms can also contain clues vital to the campaign's arc.