Tuesday, December 31, 2019

Lovecraftian horror tabletop RPGs and "what if we made losing Sanity good?"

There's a perennial discussion that arises around Lovecraftian horror that takes as its central question the following:

In Lovecraftian horror stories, since what seems to be insanity is actually insight into how the world really works, couldn't we replace "insanity" mechanics with some kind of "clarity" or "insight" mechanics?

This blog post is my long way of saying "I don't think so."  

Before we get started, as always, please don't take my comments to be about the advisability of a game design direction. I have nothing to say to game designers; they have bigger problems to worry about  than anything I could raise.  As always I'm really talking about campaign construction within constraints of group decisions, what game you've decided to play, etc. If you're going to play this type of game, here is my advice. I'm definitely not saying anything about what type of game should be designed or selected.  People who say "well, let's just not do Lovecraftian horror", cool, don't do it. Nothing that follows applies to you.

Review: World War Cthulhu: The Darkest Hour

Cubicle 7 came out with two really interesting Call of Cthulhu supplements over the last few years in their "World War Cthulhu" line. One, The Darkest Hour, focused on World War II.  The other, Cold War, was focused on the postwar conflicts of the world.  Both were remarkable to me as an aficionado of historical settings for RPGs as they seemed to embrace what  made the original Call of Cthulhu's 1920s setting work.  They didn't grab for the obvious "Nazi sorcerer will summon a monster and win the war" nonsense that has been thoroughly played out and was never really worth pursuing in the first place.

Nevertheless since the materials have gone out of print, it's now difficult to access my 2016 Feature Review of The Darkest Hour on drivethrurpg.com.  If you're interested, it's below the cut: