Horror has been an integral part of my gaming experience for a long, long time.
I don’t think horror is a theme that’s particularly easy to mix into gaming, particularly fantasy gaming. A lot of horror’s power comes from fear – fear of the unknown, fear of being powerless, and fear of the gruesome or macabre. For an ordinary person, just wandering through a labyrinth filled with monsters would be a horror-filled experience indeed.
But it’s often hard to inject that fear into the context of a roleplaying game. For example, a mighty paladin, clad in platemail armor and wielding a magical vorpal sword … well, he’s probably not going to fear all that much in a dungeon. To me, when it’s successful, horror in gaming is so much more about setting mood and atmosphere than about attempts to physically frighten a character (or a player). Some of the most horrifying moments I’ve experienced in games turn out to be simple betrayals, or the corruption of innocent souls, rather than just the appearance of a powerful demilich or vampire.
My first real experience with horror in gaming came with a module called I6: Ravenloft. I ran it for some friends in seventh or eighth grade for a couple of friends. We completed the module in a single session … granted, it was a Mountain Dew and cheese doodle fueled session that lasted for almost three days straight and involved little to no sleep! I don’t think that module wandered particularly far away from the typical modules like “The Lost City” and “Ghost Tower of Inverness” that I was running at the time … the style was still mostly find monsters, hack monsters, repeat. However, I6: Ravenloft introduced a lot of interesting NPCs – in particular, the villain, Count Strahd von Zarovich – which added a lot of dimension to the adventure, and encouraged a lot of roleplaying interactions. It was also well-written enough to inject a lot of good moments of horror into the game without much work needed for a then-inexperienced DM like myself. Ravenloft was a solid, entertaining module, and between that and “The Lost City”, I started down a road to playing and running a lot of great games over the next several years.
I didn’t touch anything particularly horror-related, though, until a few years later when my friend Tony bought the then-new Ravenloft boxed campaign setting, and started running some original adventures using it. It was a fun campaign – I played a dwarven barbarian, who I would resurrect in a fashion many years later for a much different 4E campaign – but in retrospect, it wasn’t particularly horrifying. Our characters encountered a lot of grim terrors, to be sure, and we went through many harrowing adventures involving Doctor Victor Mordenheim and his creations, but there was never a sense of fear or terror in those games. Torhak (my dwarf) never was particularly afraid of what he faced, nor was he ever forced to make the tough choices involved in stories of tragic horror. In retrospect, I think it was merely a matter of expecting the game system to inject all of the atmosphere and mood of horror into the game, and not better shaping the stories and the adventures to bring out that atmosphere and mood. It was a learning experience, even though I don’t think any of us realized it at the time.
However, what we did realize back then was that Ravenloft wasn’t doing what we wanted – namely, to give us a game about horror. So, on a trip to the Game Room around that time, I discovered this book …
… which led to a grand experience in my years of gaming, which I’m still enjoying today.
Call of Cthulhu is one of my favorite games of all time. Easy to play, easy to run, drenched in the sinister horrors of the Cthulhu Mythos established by H.P. Lovecraft … in other words, WIN.
One of the interesting things I’ve noticed about Call of Cthulhu over the years is how it seems to polarize gamers. Most gamers love CoC, or hate it. There’s no in-between. (I’ve also noticed that those in the “love” crowd – myself included – tend to be writers.) The split, I think, tends to run along the lines of whether you make characters based solely on concept, or if you like to optimize characters to a degree … and to what degree you like to “win” in a roleplaying game. There’s really no discernable difference between the various types of Call of Cthulhu characters – there’s no sort of min-maxing that will make one character clearly better than another. Yes, some characters might choose to learn spells, others might focus on skills involving combat … but at the end of the day, when that shoggoth comes lumbering out of the shadows, both characters are in deep, deep trouble and headed for some SAN loss.
If you’re looking for standard sorts of “win” in a RPG – “I want to save the day”, or “I want to beat up the monsters”, or “I want to advance my character so he can do some really cool things” – Call of Cthulhu is probably not the game for you. Characters usually don’t survive long enough to evolve into anything remotely powerful, and, well … to use one of the general rules of thumb generated at my gaming table, if you need to draw a gun, you’re probably already dead.
So why play?
Well, I play Call of Cthulhu because I enjoy the atmosphere, and the mood. If you’re a horror fan, it’s a wonderful game. I play because it’s a fantastic environment in which to roleplay interesting characters – pitting ordinary characters against extraordinary foes throws standard D&D tactics straight out the window, and usually brings about a fair amount of innovative game play. I play because of the investigative nature of the adventures – with combat usually resulting in dire consequences, it’s a game where there’s a premium on investigation, and using your wits. And, oddly enough … I play because I enjoy the struggle. I know whatever character I’m going to play is eventually doomed to die, or at least be locked in a padded cell as a raving lunatic … but there’s a lot of fun to had in living to see another day, to survive the horrors unleashed by the Cthulhu Mythos, and to see how long a character can beat the odds and succeed.
Our games began with two of the classic Call of Cthulhu adventures produced by Chaosium – “Horror on the Orient Express” and "The Trail of Tsathogghua"
– and then slowly turned towards homebrewed adventures, which we set in more traditional Lovecraftian settings like Dunwich and Innsmouth. One of the nice by-products of the game was that we used a rotating Keeper system – one week, someone would dream up an adventure and run it as Keeper; the next time we played, someone else would take the honors; and so on. I always liked that system at the gaming table. It allowed a bunch of players who normally weren’t accustomed to running a game – or writing an adventure – to try their hand at seeing what the other side of the game screen might be like. It also took a lot of pressure off of the “regulars” who ran games, like myself – it’s much easier to write a one-shot adventure like the ones I wrote for Call of Cthulhu than multiple connected adventures for an ongoing campaign. More variety, more chances to both run and play adventures … it’s one of the reasons that Call of Cthulhu still resonates strongly as a great memory of my earlier days of gaming.
There were many, many fun moments in those long-ago adventures. I remember playing a cowardly scholar who eventually became so paranoid about occult books that he took to carry a can of gasoline around with him wherever he went … and would set books on fire whenever they were found, whether they contained secrets of the occult or not. (This strategy later backfired when he stumbled across a ghoul in a graveyard playing with a crate filled with potato masher grenades. Don’t ask.) As with most of those games, though, they were played for awhile, we enjoyed the hell of them while they lasted, and then we moved on to other games, or other things.
Unlike other many games, though, we still occasionally heed the Call of Cthulhu. Every year or so, a bunch of us still get together to play the game. I don’t know if it’s because the game lends itself to the one-shot format, or because there’s no long-term expectation of character development, or just the simple love of horror and the works of Lovecraft – but whatever the reason may be, it’s easy to gather some of these old friends together for a single night of exploring the Cthulhu Mythos, and looking around for the terrors that lurk in the dark.
And, of course, dying. Or going mad.
It’s fun.
I was asked this earlier year by the good folks at Goodman Games to write a horror adventure for their “Age of Cthulhu” line. Obviously, I jumped at the chance to write it. “Shadows of Leningrad” will probably be out sometime early next year, and while the writing of that adventure deserves its own post, suffice it to say it was one of the most fun – and challenging – adventures I’ve ever written. Researching all the historical details, trying to set up the appropriate mood and atmosphere, setting up encounters where fighting is only meant as a last resort … it’s very different that the other adventure modules I’ve written in recent years.
Hopefully, it works for all Call of Cthulhu fans, and they enjoy it.
In the meantime, in the spirit of the Halloween season, I intend to play the game some more, and enjoy the horror and the madness.
If you’re a gaming fan – and a horror fan – I encourage you to do the same. It’s a phenomenal game.
Here’s hoping you make your Sanity checks, though!