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Saturday, 21 February 2015

Little Notes on Player-GM Power Relations


Ok, so one more time!  Someone has protested my recent arguments about GM authority by saying that a GM who just rejects all of his player's ideas is a bad GM.


A GM who always shoots down his players ideas is a bad GM, sure. but keep in mind:

1) It has nothing to do with "not giving the players power", nor is "let's give all the players the power so they can be a group of 4-6 Little Stalins and destroy Immersion" the right solution.

and

2) the reason he's a bad GM moreso than just seemingly being interested in frustrating the players, is that he's not really creating a Virtual World.  If he just arbitrarily decides "no, there's no magic shop there specifically BECAUSE I want to fuck over my players", then he's failed at his job at making a Virtual World that exists outside of his own active consciousness.


Now for part 2:  every time I make this argument someone inevitably rebuts by saying  "Well I don't know what kind of people YOU are playing, but I'm only playing with my Best Friends Who Gave Me A Kidney And I'd Trust With My Kid".  As if that makes them superior, or eliminates my point.

Well, to that I say:
a) Great for you, but so what? There's going to be lots of people who aren't in that situation, who are not playing as a way to keep the old gang of fuckheads you knew since elementary together, but are rather playing for the sake of gaming itself. Most groups I know and most groups I've been with have consisted of people who generally get along but aren't all Besties 4 Ever.

b) You seriously NEVER have a fight with your friends? My BEST, closest friends are people I argue with and bitch about constantly, and vice-versa. It's a feature of being friends at that close a level, the very same level of friendship which defines that intense trust also defines that you can feel safe to fight about stupid things. So don't give me this bullshit that "playing with your friends" means you don't need ONE GUY to be the ultimate deciding Authority. It probably means you need it MORE.

And seriously, if everyone at your table is your best friend, including your GM, what kind of an asshole are you to not trust your very best friend to have absolute authority over your life with respect to a game for a handful of hours a week?  Some friend you are, you cunt.

RPGPundit

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Friday, 20 February 2015

The Eco-future I want, and the Kind I Don't


Over on theRPGsite, we've been debating an old blog entry of mine related to a series of predictions or "prophecies" made over the last 20 years by Professional Environmentalist Activists, including very major and well-known figures like Al Gore and David Suzuki, have made about coming eco-apocalypses that turned out not to actually happen.  There's been some interesting conversation there, as well as some general obstructionism from people who want to believe Climate Change isn't a real thing on the one side, and people who want to immediately tar anyone who questions the statements of the Environmentalist Lobby as 'anti-science' or 'climate deniers' on the other. 

I'll state, like I always do in these entries, that I do accept the reality of Climate Change.  That isn't what's at issue here.  And that's why this cartoon, however cute, is utterly pointless:







Very amusing, except that it intentionally ignores the real issue. The issue isn't that there's a group out there that doesn't want to create a better world; its that there's a group out there who's vision of a "better world" (and one that they use Climate Alarmism, eg. failed prophecies to try to push forward as "the ONLY choice left or the the world will literally burn in two years!!" etc) is not what most people would think of as a "better world".  The Back-to-the-Cave crowd who cry out the hardest for immediate and radical action focused not on innovation but on "sustainability" don't want a world of "healthy children", they want a world with 5/6ths less human children around; but they've gotten very very good at making out anyone who dares to question them in any way as being the ones who are against "giving our children a future".

But let's look at the future they want for children:

I don't think a world where my theoretical children are given a Calorie Ration Card, are told they're allowed one shower per week, only have electricity if the Energy Management Committee judges that the energy from the solar panels on their house aren't better directed to maintaining the lights in the luxury condos for the Ecointern, where they're told what kind of job they can or can't have, where they're allowed or not allowed to live or travel, where they're not allowed to own a car because resources are just too scarce now and they've had to reassign car-ownership to only Elite Class Citizens, and where a series of tests of physical, mental and political worthiness done at adolescence will determined whether they're one of the 16% who are given a license to breed or if they are sterilized for the good of society.

That's not a better world, and that's the world that the Sustainability-crowd seem to desperately want.

I want a better world where we invent tiny machines that clean up the environment, where someone designs a better solar panel (or a better cleaner Nuclear Reactor, or something that makes energy out of our poop, or anything at all) that puts all the oil out of business within ten years and gets to make himself the 21st century's Rockefeller in the process, where we start looking for resources from the moon, asteroids and other planets; where we design artificial grains and artificial meat that's indistinguishable from the real thing and can finally liberate ourselves from dependency on farming and the massive ecological damage farms cause, and where we create computers that are smarter than us and they give us new answers we never could have figured out ourselves. And in the whole process, we keep getting to shower whenever we want, eat what we want, travel where we want, fuck as much as we want, and keep finding our lifestyle IMPROVE rather than being punished by a group of asshole socialist self-styled intelligentsia for the crime of having been born into the fairest, best, most successful Civilization that has ever existed.

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Currently Smoking: Italian Redbark + Gawith's Squadron Leader 

(Originally posted January 22, 2014)

Thursday, 19 February 2015

DCC Campaign Update: "Kill Bill (the Elf)!"

DCC Campaign Update: "Kill Bill (the Elf)!", or "Treason, Betrayal, and Latinamerican In-Jokes"

In this week's regrettable adventure of double-crosses and betrayals, the PCs:

-Continued to express serious doubts as to whether there was any truth to the idea that just because Marvin the Cleric was "the chosen one" it would in any way mean that he'd get any special protections from G.O.D.

-discovered that at least one chaos cult had ended up kidnapping the wrong cleric, making mistaken assumptions about who the "chosen one" was.

-had the clerics wondering exactly what universe some of the other player characters lived in, where they could assume that G.O.D. was even marginally competent at anything.

-got suckered by a pit trap/ambush by the "Mouth Clan" of berserker hooligans (ultraviolent barbarians notable for their blue and yellow shirts) in the downtown areas of the ruins of Port Goodwind.

-witnessed the unlikely scenario of Bill the Elf getting three corruptions in a single round of combat!

-noted that when accused of being an idiot, Bill the Elf's response was "didn't you know that already?"

-are only saved from the Mouth Clan ambush by the astounding fighting skills of Sandi the Bikini-Chainmail Barbarian, some very strategic use of the Sequester spell, by Dr.Theobald leading several enraged Mouth hooligans into a trap by impersonating a Bolivian, and by the shocking discovery that Jaluddin the Rogue was in fact with the party all along, but is just really good at Not Being Seen.

-decide that the Mouth Clan hooligans having been momentarily dealt with, but the party being extremely wounded, they decide that the best option would be to hide out for the night in the ruins of a fin-de-siecle Cafe.

-discovered that was not a great idea, and that the 'cafe tortono' is really not what it used to be, as the reason there was no sign of Mouth Clan Hooligans around was because of the giant Cafe Ooze that was using the ruins as its lair.  The place still has tourist value, but there's no longer any good coffee to be found there, and the cost of going in is too great.

-choose to run for it, figuring that they're far too wounded to be able to take down a Cafe Ooze.

-discover a series of graffiti wall-scrawlings that appear to explain this bizarre place, with the blood-stained palace and the broken obelisk with a Mouth drawn on it, and the overabundance of fake tango bars: apparently it was once a moderately nice civilization, until the locals began to deify a mad general and his dilettante wife, leading to a mythos-worthy orgy of political, economic, and social self-destruction until nothing was left but a pile of rubble inhabited by delusional madmen still trying to pretend they are a great nation.

-curiously end up finding refuge in a semi-ruined church.

-find said church occupied by the decidedly fake cleric-shyster Reverendo Oswaldo Hijo de Puta (or as his congregants call him, "el reverendo hijo de puta"), and his congregation of mostly gullible old women.

-accept the opportunity to stay overnight at the church for a 'donation', but unsurprisingly aren't interested in purchasing the good Reverend's holy anointing oil, sin-cleansing soaps, or miracle shrouds.  Even in spite of him offering a very favorable exchange rate for the Goodwind Peso from the "gold piece blue" rate.

-remain largely unaware that two of their own party have designs to betray the group and prevent G.O.D. from rebooting from an earlier version; but so far Bill the Elf has been unable to steal the Sacred USB from Marvin the Cleric (being under the suspicious eye of Sandi the Bikini-Chainmail Barbarian Warrior, who's clearly shown herself to be badass enough to potentially kick the shit out of Bill); while meanwhile Rickandra has to deal with a demon-patron that's just not made for these sorts of intrigues, as the Lord of All Flesh's best idea thus far is to have Rickandra draw up a magic circle that would conjure up one of the Lord of All Flesh's Infinite Sphincters as a means to spirit the USB away from G.O.D.'s reach forever.

-Find that the Lord of All Flesh does have at least some use, however, when Rickandra is able to cause a spontaneous orgy among the Reverend and his congregants, as a means to make sure none of them will be able to betray or rob the party as they rest up for the night.

-are surprised to discover the next morning that the Reverend has spinned this church-profaning debauchery as a "miracle"; "of course it's a miracle!", he says, "it would have to be for anyone to want to sleep with most of my congregants!"

-decide, as a party, to get out of Goodwind as quickly as possible, as (much to Bill the Elf's chagrin) they can't even wreck this civilization, since its inhabitants have already done a sterling job of that themselves.

-take advantage of the Rev. Hijo de Puta's offer to have his cousin (Ernesto Hijo de Puta) get them out of town in his Peruvian-drawn cart, for only 30000 pesos (or 12 gp, with the "blue" exchange rate) apiece.

-discover, in spite of Bill's best efforts, that Bill the Elf also plans to take advantage of the situation, bribing Ernesto and conspiring with him to have the Mouth Clan Hooligans ambush them and kill Marvin.

-don't realize, however, that Bill has also overheard Dr. Theobald exposing his planned betrayal.

-have concluded that trying to figure out where Jaluddin the Rogue is hiding is a bit like playing "where's waldo".

-see the shit completely hit the fan, as the Clerics and Bill race to take each other out first.

-watch Bill make a completely ineffectual 'first strike', managing only to light one of the Peruvians on fire.

-are all pretty surprised when it turns out the Clerics win, and G.O.D. actually comes through, incinerating Bill the Elf with a truly serious Lightning Bolt of Divine Wrath.

-proceed to loot the life's work of Bill's countless misdeeds.

-don't know that Bill the Elf had a phylactery, in Sezrekan's possession, and the restoration of G.O.D.'s authority is the one circumstance which would make Sezrekan not hesitate to revive Bill, rather than forget about him.  Thus, Bill the Elf's mind, soul and power come to reside in the body of Valerius the Human. (technically, this makes him a Human-race/Elf-class character!).

-learn that "Valerius the human", before he was lost to the phylactery, was a rogue known as "valerius the crafty", though he clearly wasn't crafty enough not to fall into Sezrekan's trap, or to convince Sezrekan that he'd be of more use than Bill the Elf.

-suspect that Sezrekan might very quickly have come to regret that strategic choice, as Bill the Elf almost immediately blows the elements of surprise and subterfuge in pursuit of quick revenge; putting the entire party on paranoid high-alert, and then proceeds to murder Rickandra, the only member of the group that shared his goals of stopping the cleric, leaving himself without potential allies.

-are jaw-droppingly shocked to find G.O.D. save the clerics a second time, by teleporting the whole party to safety!

-see Marvin the Cleric start to believe that maybe G.O.D. really is protecting him, as his Chosen One.

-unanimously agree that this means Marvin will probably die very soon.

-note that Valerius the Human (formerly Bill the Elf) failed to effectively play 'where's waldo' with Jaluddin, at the cost of taking a dagger in the lungs, and getting captured.

-finally get to the end of the Pampas of Destruction, in the border of the Vast Southern Jungle.

-get to the moment where it hits them that with Bill the Elf "dead", and without his Planar Step to rely on, they might never be able to get back to Ice Dome Zero.

-also discover that, although Dr. Theobald's Ape Kingdoms are kind of close-by, it might not be the way to go, as Dr. Theobald admits that to his embarrassment (as one would expect from an evolved ape society) they keep humans as slaves.

-decide to keep Valerius (who they have not been able to decisively figure out is in fact Bill, but all agree he's clearly highly suspicious) bound as a prisoner as they enter the jungle.

-quickly discover, and try to make a deal with, a group of suit-wearing Green Mutants with suspicious behaviour.  They seem to know where the "Church of St.Ignatius of File Not Found" is located, and so the party hand themselves over in the hopes of bribing their "jefe" in exchange for being led there.

-overhear the Green Mutants acting quite concerned about the PCs' interest in the Church, and wondering if the PCs aren't actually part of "el DEA", whatever that is.

-Slowly start to figure out that they've stumbled upon a secret base of some kind of drug dealers, who may in fact be using the old Church of St. Ignatius as their warehouse.

-Are led to the palatial jungle mansion/hideout of 'el Jefe', who turns out to be none other than "Slothy" Rodriguez, the Uzi-wielding Vicious Sloth Drug Lord they'd been warned about in the last session! Or as the players immediately dubbed him: "Slothface".


There ended the session.  It wasn't entirely satisfying; Bill the Elf got what he deserved, and because of his Phylactery was able to survive (albeit with shittier physical stats and having lost most of his impressive amounts of stuff), while Rickandra died a permanent death at Bill's hands that the player could do nothing at all to prevent.  Rickandra's player felt it was quite unfair, and it was.  It was in-character for Bill the Elf to do it, but it was still a deeply shitty and frustrating way for him to go, and I felt quite unsatisfied with how it all went down, and thinking I could have or should have made some other sort of call as a GM there.

Now Rickandra's player has come in with a new level-1 graduate, a Purple Mutant Cyclops Thief, which I hope he'll come to like as much as Rick/Rickandra.  Meanwhile, Sezrekan's patience with Bill the Elf will only go so far.

RPGPundit

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Wednesday, 18 February 2015

Follow-up on Yesterday's Article: Young Evangelicals and the Doom of the Religious Right

So over in the comments to my latest EveryJoe.com article, there was an interesting argument put to me, that I thought I should answer.  And since I think the Invincible Overlord will have my head if I wrote one more article on how much Christianity sucks on his right-wing political website, I figured I'd post this over here.

The argument made: "At present, surveys show that about 40% of the USA is young-earth creationist. About that same number believes that Jesus will return within their lifetimes. That's probably the single biggest voting bloc in the country, and it votes overwhelmingly for the GOP. I don't see any way that the GOP could walk away from those voters and survive.
Those numbers are lower among the young, so ditching the religious right would make the GOP more appealing to young voters. However, young voters are not an overwhelmingly Liberatrian bloc. Judging by Facebook, for example, Rand Paul (a well-known figure on the Libertarian fringe of the GOP) is roughly on par with Elizabeth Warren (a well-known figure on the Socialist fringe of the Democrats)."

My answer is:  As I pointed out in the first part of this series, the thing that's happening with young evangelicals in the U.S. isn't really that they're becoming less religious, but that they are abandoning (the political force known as) the Religious Right. There is a deep disillusionment among young evangelicals, who may very well be young-earth creationists and believers in an imminent eschaton, with the idea of involving politics with religion in the way Pat Robertson, Jerry Falwell, Focus on the Family, the Catholic League, etc. have done.

What is happening is that young evangelicals are themselves splitting into two camps: on the one side you have what I call the "extreme drop outs for Jesus and the Coming Rapture", who believe in stepping away from the culture completely, and creating an alternate culture. They're the ones doing Homeschooling and the Quiverfull Movement and Purity Dances and Christian Courting (yes, they don't even let their kids date, or often even choose their own spouses), and this general retreat from anything to do with mainstream society. They looked at the last several decades, and how being actively involved in politics really went for U.S. Christianity, and decided that it hadn't worked.  In every area, things got worse from their point of view: more abortion, more drug legalization, gays get married, etc.  

They had started their war thinking they could create an america where Rap Music and "dungeons & dragons" were illegal, and ended up in an America where children are getting sex changes and full frontal nudity is available on cable 24/7; from their point of view, the Culture War has been a DISASTER. So from this, their conclusion was that things are probably "meant" to get worse (because, you know, the Rapture) and so what they should do as "Christians" is just drop out and wait for Jesus and live biblical lives apart from the modern Sodom that is the common culture. Those people are going to vote republican on election day, but they won't be going out to campaign; and if the Republican party became hard libertarian overnight they'd STILL vote Republican because at least the Republicans would leave them alone, while the Democrats will want to have social services steal their homeschooled children and force their teenage daughters to get pregnant and then have an abortion, or something.

The second camp are the "Emerging" Evangelicals, who looked at the whole situation and reached a different conclusion, but one no less troubling to the Political Theocrats. When they were teenagers they were all given "W.W.J.D." bracelets, and taught about loving Jesus and caring for people, and things like "love the sinner", and so on; all of these were campaigns pushed by the Religious Right. But the problem was, these crazy teens ACTUALLY BELIEVED THIS CRAP! Pat Robertson & co. never meant for these kids to actually start SERIOUSLY asking "what would Jesus do?", they were just making cheap political statements and using children as weapons like they always did; but here these damn Millennials with their naive idealism went and took it all seriously and -and I know, this is totally NUTS, right?- actually thought Christians should try to be like Jesus. Crazy, right??
But they really did. And when they got a little older they looked at their parents, and their parent's leaders, and the things they'd fought for, and while they didn't reject Jesus, they sure as heck rejected those leaders and those things their parents thought were so important. They couldn't understand, if you're supposed to ask what would Jesus do, why you'd spend all those years and millions of dollars in obsessing over fighting homosexuality, or pornography, or to force evolution in schools, or to fight to make big religious displays on city hall lawns or at high school football matches. Didn't Jesus say "go pray in a closet"? Jesus didn't spend his time stoning the prostitutes, he sat with them! He never actually said a single word about homosexuality.
And even if they don't necessarily disagree with all the fundamental moral issues that the Religious Right so cared about, they were still thinking that their parents' generation got their priorities totally messed up. They were so worried about Sin that they forgot about Love.
So while the parents of these evangelicals considered abortion and gay marriage to be the highest-priority issues for Christians in America, those two don't even fall on the radar for their kids, who consider poverty(!) to be the biggest priority.  Other high-end concerns include "inequality" and "the environment"!  These kids are still deeply christian, not doubting their faith at all, but completely disillusioned with the reactionary politics of the Religious Right. They're leaving the churches who push that brand of Sin-focused ideology in droves. They won't go out on campaign either, they're too busy volunteering at soup kitchens and aid missions.
So either way, with the new generation of Evangelicals, the Religious Right is DONE. Stick a pitchfork in it, its cooked.
And yes, young people are not all Libertarian, otherwise Colleges in America would look like bastions of intellectual freedom and not like a never-ending "1984"-cosplay. But I think that most Americans in general are fundamentally Libertarian on a PERSONAL level; they are Individualists. They believe in people having the right to do what they will, and dislike being told what to do by people who think they're better/more-educated/more-moral than them. There are of course people, young and old, who instead think they ARE those ones who 'know better', and they want to create a state where they get to impose their vision on the collective whether individuals in the collective like it or not. Those people, young or old, are the REAL ENEMY. And the American right-wing has been making fake-enemies out of people who it could have as allies for so long, that it threatens to cost the battle against that real enemy.

RPGPundit

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Tuesday, 17 February 2015

EveryJoe Tuesday: An Against-the-Grain Perspective on What the Republican Party Should Become

Today over at EveryJoe we look (in the final part of the series) at whether the Republican party really could move away from the Religious Right and have a hope of winning elections.

Because that's obviously the final argument for why we need to keep these theocratic authoritarian Collectivist fucks that stand for nothing that free-thinkers stand for: "oh, we need them! We can't possibly win elections without them, look how close the political divide is in this country, we need every vote we can get!!"

Look, asshole, what if the political divide is so close, almost 50-50 in this country, only BECAUSE the party that claims to believe in small-government and personal freedom is full of Religious Fascists?  Have you considered that, maybe, if the Republican party were to just be capable of breaking away from the loony-bin theocrats who have insinuated their way into the American Right, it has a golden opportunity to become the saner, broader, more tolerant party of absolutely everyone that doesn’t want a government to tell them how they have to live?

And I suspect that it would proceed to kick the ass of the social-engineer nanny-state looney bin fascists that are full of smug assholes who sneer while they talk about how they think they know what's best for you. 

As usual, comments are closed. Please click the link and go comment there; and please reshare the article! Thanks.

RPGPundit

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Monday, 16 February 2015

RPGPundit Reviews: World War Cthulhu: The Darkest Hour



This is a review of "World War Cthulhu: The Darkest Hour", a setting book for Call of Cthulhu published by Cubicle 7, and written by a design team of various authors (who, according to the back cover, were "the award winning team behind Cthulhu Britannica and The Laundry RPG").

There must be something in the air... or maybe the stars are right? In any case, this is the second World War II Cthulhu product I've reviewed in the last year.  The other one being "Achtung Cthulhu", which was pretty great (though it didn't turn out to be quite as "pulpy" as the title made it seem). World War Cthulhu is another one of these, this one done by C7, and in this review we'll see just how good it is!

First, the physical structure of the book itself:  World War Cthulhu is a hardcover book, with a full-color (but very dark-toned) cover, showing some shadowy tentacles with a WWII fighter plane flying overhead (implying that the tentacle thing, which may or may not be Cthulhu, it's too dark to tell, is massive in size).  Not a bad cover but I think it could have been just a little bit less dark; as it is, the whole thing is just a bit too 'muddy' and obscure.



(NOTE: the actual physical cover has this image but several shades darker, so that the tentacle thing is practically impossible to see other than the 'eyes' and a couple of the tentacles)

 The book has interior black and white art that's fairly good, in the standard CoC style (lots of portrait drawings of NPCs, and action shots of tentacle-monsters).  The book is about 215 pages long.

So let's get right to it.  First of all, I want to repeat that this is a setting book; as such it requires the use of the CoC main rulebook to play.  Presumably, the latest edition of CoC, though in point of fact you could probably use any edition, as CoC's editions are all sufficiently similar as to be compatible with this book.

After a bit of introductory fiction (in the form of in-setting files/field reports), the book starts out with a description of the different British Intelligence agencies.  These include MI5 and MI6, naval intelligence, RAF Intelligence, the SOE, and a (made up) group called "Network N" that it is assumed your PCs will be working for.

The book provides all the steps for creating a character, the only part not included being the actual rolling conventions and the 'pre-war professions', which have to be referenced from the CoC main book.  For the most part, the process is fairly identical to standard CoC creation, with the following exceptions: you select a nationality background (which provides specific skill choices depending if you're from the U.K., a European exile (Polish, French, etc.), Australian/New-Zealander, or Canadian (or American, which use the same template as Americans)). You select or roll a personality type, which also gives bonuses. After choosing your pre-war career (and the skills related to it) you also choose a type of military service (adviser, agent, civilian operative, commando, diplomat, infantry, intelligence analyst, royal marine, mobile infantry, pilot or radio operator), any of which give you even more skills.  Then you choose or roll for an "initial mythos encounter" (which modifies your sanity and Cthulhu Mythos or Occult skill), a reason for joining "Network N", and initial additional training you received in Network N (which gives you even more skills, plus a chance to roll a special check that lets you very slightly reduce SAN loss on some mythos encounters).

All of this adds up to the creation of a character that is still a standard CoC character, but with considerably more skills than normal.  I don't know that this is necessarily a bad thing, it's presumed that these are very experienced field operatives, as opposed to New England academics who run into something horrible by accident.  Plus from a game perspective, WWII would have a host of dangers as a setting that peacetime New England in the 1920s would not.

There are a few new occupations to choose from besides the CoC ones: politician, scientist and spy.  There's also a few new skills for the WWII setting: Command, cryptography, demolitions, gunnery, military science, operate radio, survival, and tradecraft (which is a skill specifically about the 'craft' of spywork, things like shadowing, losing a tail, arranging info exchanges, surveillance, infiltration, etc.).   Some brief rules also explain how to update a 1920s era PC forward in time to the second world war, which is a useful tip if someone wants to use this book as a sequel campaign to one of their old CoC 1920s games.

The next 8 pages are dedicated to "intelligence operating procedures", which detail in essence what the PCs would know as the correct procedures (that they would have been trained in) for handling a variety of situations. It covers things like compartmentalization, communications, intelligence gathering, signals intelligence, debriefings, interrogation, recon, and movement of personnel and equipment, as well as "direct action" (i.e. killing someone). This is followed by a 5 page section on small unit tactics, describing weapons, use of position and cover, urban combat, snipers, etc.  Both of these sections are given without any system rules, but implicitly as an explanation as things PCs would know; thus no rules are mandating any of this but it is a given to player character assumptions.  I think that was the best possible way of handling it, as this was all information that needed saying, without needing to be ruled-on.

About 50 pages in, you get to the "Keeper's Handbook" section of the book.  It starts out with some guidelines for how to run the game; and here we get one significant difference from "Achtung Cthulhu".  In both books, it is very clear that a significant effort is made NOT to conflate the Nazis with the Mythos, so as not to end up explaining away Nazi atrocity or excuse it as actually having been caused by inhuman motivations; this is extremely important, to make it clear that the Nazis aren't evil because they're secretly led by the Great Old Ones, or because they were warped by things man was not meant to know, they were evil because they were human beings who chose human evil.  But in this, while Achtung Cthulhu chose to include elements of the Axis forces using Mythos stuff for their own purposes, World War Cthulhu seems to be choosing an even more conservative stance; it explicitly states that in this setting (although there could be lone madmen on either side dabbling in the mythos) "neither the Allies nor the Axis powers used magic or the Mythos in the war". This in stark contrast, again, to Achtung Cthulhu where you had the secret branch of the SS that was in fact getting involved in and using the Mythos.

Now, I'm not going to say one is a better choice than the other; first, both are GOOD choices in the sense that neither ends up going with the deeply crappy route of doing something that would end up excusing the Nazis overall, or denying the humanity of their evil.  I do think that Achtung Cthulhu made what might be a more popular choice: to surmise, in a world where the Mythos is real, that the Nazis (with their famous obsessions with occultism and doctrine about 'master races' and total ruthlessness to try to win) would have tried to make use of the mythos for their own pre-existing purposes.

And after all, World War Cthulhu is definitely wrong on at least one point, when they said that neither side of the war used magic, since in fact we know that in our real history BOTH sides used magick. The nazis made extensive used of the occult, and the allies tried to make use of the same to counter them; the most famous example perhaps being how Aleister Crowley was called in to advise British Intelligence, and came up with the idea of Churchill making use of the "V for Victory" mudra (a magical sign) as a magical symbol to cut off the power of the equally-occult Nazi salute and swastika. Whether you accept the efficacy of magick or not, both sides were making use of it.
But on the other hand, World War Cthulhu's take on things may, in being the less expected setting-choice, also be the bolder one.  It makes for a game where instead of getting a mash-up of a Mythos-enhanced War, you have a setting where there are two wars being fought: the second world war, and the supernatural war against the mythos.  This 'division of conflicts' can also have its value.  

Next up, we get a bit of speculation as to just who the mysterious "N" (the PC's boss) really is.  Instead of some enforced meta-plot, what the book cleverly does is provide a range of options, some 'good' and some with the by-now obligatory 'evil twist'; N can be a successful former occult-investigator, an agent of an international secret-society dedicated to fighting the Mythos, a lunatic, a magician, a mythos-sorcerer secretly out for power, a cultist, and of course (with a letter like "N", what do you want?) he could also secretly be Nyarlathotep himself!


After some guidelines for the types of 'mission plots' (both in terms of WWII missions and mythos-missions) you can run, and how to manage them, we get to the section on "Intelligence Theatres".  This is, so far, the most impressive section of the book.  Up until now, I had felt that World War Cthulhu and Achtung Cthulhu were basically equally good, but in this section I have to give the prize to World War Cthulhu.  The chapter details the situation in pretty much every European area of significance (even Monaco!), and in each region it has a few sample missions (each standard war-missions with a mythos-mission appended to it).  The ideas are good, the context is good, and the clarity of the information in this chapter is excellent. It covers just under 30 pages.

The next chapter is also fairly valuable, it covers what various of the major Mythos cults are doing during wartime.  The Black Pharoah Brotherhood, the Yellow Sign cult, the colours out of space (which are curiously described as being 'highly intelligent' and strategic in taking advantage of the war; which really isn't how I've ever considered them), the Cthonians, Cthulhu (asleep at this time), Cyaegha (which I wasn't familiar with until now), the Deep Ones (who are particularly concerned with the expansion of submarine warfare), Eihort and Glaaki (the local English menaces), Elder Things, the Ghouls (very active in Occupied Paris), The Great Race, Hastur, Ithaqua, Lliogor, the mi-go (who are involved in a war of their own, with the brotherhood of the Yellow Sign), the degenerate races of K'n-Yan and the Tcho-Tchos,  all of these are given at least a paragraph or two of information.

We also get brief descriptions/biographies of some of the important figures in Wartime London; including Claude Dansey, Denis Wheatley, Ian Fleming, Stewart Menzies, Kim Philby (the infamous soviet spy), John Masterman, Colin Gubbins, Baron Rothschild, Aleister Crowley (another reason to praise this book over Achtung Cthulhu, it actually includes Crowley, who was not just a real-world famous occultist but also connected to British Intelligence), JFC Fuller, Leo Marks, and "Mad" Jack Churchill.  There's also statblocks for some generic NPCs (intelligence agents, collaborators, soldiers, secret police, or partisans).

Then we get into GM procedures, specific to all kind of things that can come up in the WWII setting, and how to handle them within the BRP/CoC mechanics. Stuff like how to handle being stuck in the middle of a large battle, taking indirect fire, snipers, etc. How to handle sanity loss from battlefield conditions. Rules for obstacles that don't come up much in the 1920s but you're apt to find in WWII Europe, like barbed wire or minefields. Scuba diving and underwater combat, using radios, deciphering codes, doing parachute drops.  Plus aerial combat and naval battles too. Basically all the commando stuff. There are some really excellent rules for handling being in deep cover and how to calculate the chances of being discovered by the Nazis, including random situations that can threaten to expose you.

There follows a large and really excellent section on equipment, covering about 25 pages of the book.  It details currencies, costs, shortages, and black market items for many of the major countries in the European (and North African) theater of war. You also get long and detailed stats of all the major weapons used in the war, as well as vehicles.

Finally, we get to the campaign included in the book; "The God in the Woods".  It's definitely a full campaign, clocking in at 100 pages or so.  It features a sandbox-esque description of a village near the border zone between Occupied France and Vichy France, with very well-crafted descrption of areas of interest, events that can happen in said areas, personalities and groups active in the region.  Then you get a loosely-scheduled but carefully detailed list of potential events for the campaign, presented in a fairly open-ended semi-linear fashion, that begin with the PCs being introduced as intelligence agents in the region.  As with every other (shorter) mission detailed earlier in the book, the operation has both a conventional WWII goal (to set up assistance for the partisan movement there) and a Mythos goal (which starts out as trying to find or find out the fate of a personal contact of "N").

I have to say that "The God in the Woods" is excellent.  Call of Cthulhu has always been a game that's been blessed with great adventure material, and this is the latest addition to the roll call of truly spectacular ones.  I'm tremendously impressed, particularly in how it's been done in a way that is not just a hard-track railroad.
In the end, "The God in the Woods" puts World War Cthulhu far beyond the standard for a setting sourcebook, or a Call of Cthulhu sourcebook (including, I have to say, Achtung Cthulhu).

So, final thoughts:  both of the relatively recent releases of WWII sourcebooks are quite good; I mean, I gave Achtung an 8/10.  And they're compatible with each other, both have some material the other doesn't, both have a slightly different style. If you're a big Cthulhu fan and really want to run an awesome WWII campaign, you will probably won't both of these.  But if you could only pick one, I have no doubt which my choice would be: World War Cthulhu is a truly remarkable product.

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Sunday, 15 February 2015

"Real Magick" in RPGs: Spellbooks

"Real Magick" in RPGs: Spellbooks

I've posted previously in this series (on the old blog, but archived here), about some of the misconceptions about how 'occultism' is handled in a lot of allegedly-occult RPGs, and how GMs can modify things to more closely model the reality of the occult scene (a reality that is filled with posers, fakers, and lunatics, but also some truly fascinating stuff).  One of the big ones in modern games is about how occult knowledge is somehow rare or very difficult to access (the classic Call of Cthulhu scenario where magical knowledge is only available in the most obscure places), when the fact is that the problem is not access to that knowledge at all, but the ability to differentiate between the useful and the useless.  I also made a post about how and what a magician's diary looks like, and how these will often be the  most important "grimoires" available in a setting.

Now on the whole I've been focusing on modern settings, but I heard something interesting today on theRPGsite in reference to the "unrealistic" nature of D&D magick.  Someone pointed out that the idea of a magician going around with a spellbook and memorizing spells made no sense.  Magicians should study their books at home, and their spellbooks would be kept safe within lock and key in their towers.

But the truth of the matter is a bit trickier than that.

A magician may very well carry around his magical diaries with him (remember: a grimoire is really nothing more than a heavily-edited magical diary); for two reasons.

First, not to memorize spells but to potentially remember correspondences. There are big tables of correspondences (which are important "components" for magical practice, divination, etc) that someone might be able to memorize, but there's so much to be memorized that a lot of students won't. A good magick student will know the symbols and order of the zodiac, the planets, elements, PROBABLY the Hebrew letters and their number values, and things like the names of gods, elemental signs, the pentagram rituals and hexagram rituals. If he does all that by heart, he's a pretty advanced student (even among serious practitioners; remember, 99% of supposed 'magicians' have barely studied anything at all and don't actually practice any magick).
But even that kind of expert student may not memorize what type of plant corresponds to the moon, or the name of the Angel of the 20th degree of Leo.

Second, you never know when there's going to be new things to write in the diaries!

A magical diary is practically a part of a magician's body; its been repeatedly described by almost all of the great occult authors as the single most important tool of the magician.  You can almost always use it as a litmus test to tell the difference between a serious occultist and a dabbler, dilettante, or fraud: not everyone who keeps a diary will necessarily be doing serious occult work, but anyone who doesn't keep a magical diary is almost guaranteed NOT to be doing serious occult work of any kind.

Thus, the diary is far from an neat and tidy book of instruction (though sometimes material from said diaries are heavily edited to become actual commercial books); they are the frantic scribbles of a madman, and a seriously-obsessed occultist won't be trusting his own recollection to write down some insight or discovery long after the fact, if he can at all help it. He'll want the diary close, so he can record his studies, discoveries, findings or experiences as quickly as possible.






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(originally posted 17 January 2014)