The Dark Texts – What You Need to Know

I’ve reached a point where I feel comfortable posting some of the actual game text I’ve written in the hopes of getting some useful feedback. I’ve got a fair bit written, so there should be enough to get some first impressions and thoughts on presentation. I’ve updated the draft content posted to this point to using a knowledge base system, which should make it easier to read through.

For the time being I am calling this work-in-progress game of mine Our Terrible Fate. That may change down the road, but for now it will do.

There’s a lot of background and detailed explanation elsewhere on the site, but here is where I am going to post some of the actual draft text.

I’m always appreciative of feedback – be it criticism, comment, or questions. You can post feedback on the base113 Games subreddit.

Update: A PDF of the first chapter is now available as well. While there’s not much art, the layout should be much easier for many to read. Just click the link through to the draft text, and you should see a link to the PDF version along with an example image of the layout.

Available excerpts of this dark text currently include what is essentially the first chapter of the book, which will serve two purposes:

  • Giving a new player this chapter should tell them everything they need to know to begin play.
  • This chapter should introduce new Keepers to the game, give them an idea of how the game is run, and how running it may be somewhat different from other games.

Links to the current draft content and our subreddit (to post feedback) are provided below:

Delve into the Dark Texts

base113 Games subreddit

Yog-Sothoth and Site Updates

Yog-Sothoth November 2019

I continue to be amazed at the reception my Investigator Passports have received, and now they have been included in Yog-Sothoth’s November newsletter!

If you haven’t ever checked out Yog-Sothoth, you should definitely give it a look. You’ll find a large and active community dedicated to exploring Lovecraftian worlds of all types. The site does require you to register to access most of the site, but doing so is free.

Site Updates

I’ve spent some time over the last day or so making some small updates to the website. Most of this is just maintenance and backend updates to the theme or plugins. However, I’ve also added a couple of things. A separate project page is now dedicated to gaming tools and props – including the Investigator Handouts – and I’ve added a section on the Community page that links to projects that others in the Mythos community are working on or have already published.

Directions for Printing and Folding Investigator Passports

The Investigator Passports props are simple enough to print and fold, but here are some quick directions to help you make them easily, as well as some tips that may help you get the most out of them.

Preparing and Printing the Passport

Get together any information or notes you have about your investigator. Use it to fill out the form fields on the first page of the PDF. The information will be used to automatically populate the passport templates.

Each page of the rest of the document contains the prop passports, with one country per page. Scroll down to choose your passport. Then print that page to a color printer. You shouldn’t have to worry too much about settings, as the passport is designed to just print on a single side of the page. If you’re unsure, start by printing using the Fit to Page setting. If you like, you can print the passport on the back side of your (single-sided) character sheet. Then when you unfold the passport, your reveal the character sheet for play.

Fold and Trim the Passport

You don’t need anything special to finish your passport, but there are a couple of common papercraft tools that can make the process much easier and the end product much cleaner. Specifically, a ruler, a paper trimmer, and a bone folder. If you’re not familiar with a bone folder, it’s exactly what it sounds like – a piece of bone used to help fold paper. Without going into a long discussion on why, I will simply say that I have found them useful. And they are cheap. Here is a link to the bone folder I have: Vencink Genuine Bone Folder

Align a ruler with the fold marks around the edge of the page. Run the point of your bone folder along the ruler to lightly score the paper. Repeat in the other direction. You can press down fairly hard without worrying. As long as you don’t tear the paper, you’re fine.

Fold the paper between the printed covers and the inside pages of the passport, using the scored line to help keep the fold straight. You may find it easiest to start the fold at the edges. Check to make sure the outer edges are aligned. Use the flat of your bone folder to press the fold. Repeat along the other fold your passport into quarters.

Keeping the passport folded and using a paper trimmer or pair of scissors, trim any remaining white paper from the two sides of the passport.

That’s it. Your investigator’s passport is ready to go.

Finished 1920s Soviet passport

Interested in New Features and Improvements?

Check out this post: Investigator Passports: Feature Survey

Investigator Passports Available for Download

I recently posted photos of passports I created for my investigators – which then unfold to reveal their character sheet. The response I received was quite positive, and some people asked if they were available for purchase or via Kickstarter. These are actually very easy to make at home using the template I’ve created.

These passports are very simple and have no impact on gameplay – they’re just props to add a little immersion. Using the form-fillable PDF, you enter the details for the character, then scroll through the pages of the document. Each page shows the information you provided on the passport for a different country. Pick which one you want and print that page on your color printer. Fold the page into quarters, trim off the white edges, and you have your very own investigator passport. If you print it on the back of your character sheet, then simply unfold the passport to reveal the passport for play.

These are based on real-world passports from the 1920s and 1930s. A little artistic license was taken to make things simple, but otherwise I tried to make these look as authentic as possible. The template produces passports from the United States, Australia, Canada, Germany, and India.

The PDF is quite large, nearly 48 MB, but that may be unavoidable without compromising the image quality and form fields. I’ve decided to make the template available through DriveThruRPG. (I’ve had a publisher account for years, but never used it for much.) The main reasons for this are to ensure people can access the file without relying on my web admin skills and to get updates if I post new versions in the future. As suggested to me after I posted the photos, the template is posted as a Pay What You Want product. I’m not looking to make money on these, but evidently there are those that would be willing to pay for them. A few extra dollars never hurts, and maybe it will enable me to offer more in the future.

 

 

 

Feedback Welcome

If you have any feedback on how to improve the passports or the PDF, please post it here:
https://www.reddit.com/r/base113Games/comments/duhi8y/feedback_on_investigator_passports/

Interested in New Features?

I’m also looking for some feedback on how you use your passports and what other features you might like. For details, check out Investigator Passports: Feature Survey

Mythos Tokens of Fate

Following up on my post about finding an Elder sign to use for my Fate point tokens. I’m using the Matzke Elder sign for the player side of my Fate point tokens, so that leaves the Mythos/Keeper side to figure out.

While the Elder sign is a commonly used symbol to oppose the Mythos, there isn’t a comparable symbol of the Mythos itself. There are a few symbols related to specific Great Old Ones, but I don’t want to narrow the focus quite that much. There are some other symbols in Fantasy Flight Games’ assorted Mythos games – doom tokens and the like. Beyond the obvious copyright issues, those symbols generally just look like some sort of demonic rune. They’re appropriate for how they’re used, but that sort of theme is a bit overdone these days. Nevertheless, FFG’s various symbols and tokens are a good source of inspiration.

FFG’s Doom Token from Arkham Horror 3rd Edition

I also recently came across some third party tokens for FFG’s Arkham Horror produced by Team Covenant, with some cool designs. Their options for different tokens depending on the campaign being played got me thinking about different ways to customize components, but that’s an idea for down the road. Looking at those gave me some ideas, so I started playing about and finally came up with a rough design for the Mythos side of the token.

I started with a Penrose triangle. It’s a design I’m somewhat fond of, and being an “impossible object” it fits with the idea of cosmic horror. While I’m leery of over-using tentacles, they are often used in Mythos-related art. I added some tentacles with the appearance of emerging from the triangle, evoking a sense of the Mythos entering our mundane world through the triangle. Then I introduced some icons based on lunar phases, along with an assortment of lines interlinking them – going for a combination of passing time and “the start are right”.

Having designs for both sides of my token, I set to making some prototypes. I wanted them to have some weight, and I also wanted a tactile component. The result is a combination of chipboard, printed cardstock, and a penny. The Penrose triangle is debossed on one side, and the Matzke Elder sign is debossed on the other.

Prototype tokens for Fate points

Searching for the Elder Sign

Since I’m using Fate Core as the basis for this project, I’ll obviously need something to track Fate points at the table. At the same time, I’m leveraging some board game mechanics and components, so I want to get as much out of how I track Fate points.

I hit upon using double-sided tokens. The tokens can be used to track both Fate points as well as free invokes on aspects in play. So I want the tokens to also indicate who has the free invoke – the Keeper or the players. That gives me one Keeper “bad” side and one player/investigator “good” side. Naturally, the first thing that came to mind for the player side was the Elder sign.

Derleth Elder Sign, as taken from Wikipedia

The Elder sign features in practically every Mythos-themed game in existence. There are two predominant version of the Elder sign. The first is based on a design originating with August Derleth and is used in most of Fantasy Flight Games’ Arkham Files products. It involves a flaming eye in a stylized star.

Lovecraft Elder Sign, as taken from Wikipedia

The second is based on sketches by Lovecraft and resembles a branch, though it’s sometimes confused for antlers. Unfortunately, I’m not particularly wild about either of these.

The Derleth sign just feels too “generic occult” with a five-pointed star. The Lovecraft branch is more unique to the Mythos, but it’s also a bit too simple for my tastes. And the fact that many people instinctively think antlers when they see it…

The Matzke Elder sign, as illustrated in the Necronomicon

Fortunately, not too long ago I came across another version of the Elder sign: the Matzke Elder sign. This one is based on Lovecraft’s original branch, but makes it more complex. It appears a bit more ritualistic, and more importantly, it ties the sign to “the stars being right”. Anyone familiar with the Mythos will recognize this idea, and Matzke’s Elder sign hits on the idea that the branch design is rooted in star constellations.

I really like this design, so using it for one side of my Fate point tokens is perfect. I’ll write more about these tokens and their Keeper sign soon, but first: The creator of this version of the Elder sign, Christan Matzke, is creating a full translation and imaging of the legendary Necronomicon. I’ve been helping support the project on Patreon and could not be more pleased with the pages I’ve received so far. See for yourself, at ProppingUptheMythos on Patreon.

Basic Scenario Prep

This post is actually a more detailed response to a question on Reddit about prepping for a Call of Cthulhu scenario. Unfortunately, the comment limitations forced me to post an abbreviated response, so this is the more detailed post. It’s still a little rough, and far from comprehensive, but these are the basics of a method for prepping to run an investigative scenario. It can be extremely helpful for newer Keepers, as well as help reveal potential pitfalls in published scenarios before running them.

This applies primarily to prepping pre-made/published scenarios (including sandbox campaigns), but most of this can still apply to more free-form or improvised scenarios to one extent or another.

  • Read through the scenario to get some basic familiarity.
  • Identify the Fail-State. (Or if you like: Identify the Impending Doom)
    • What happens if the investigators fail – or if they don’t become involved at all?
    • This really helps understand what’s going on behind the scenes and is very useful when the investigators get sidetracked and you need to instill a sense of urgency.
    • For many scenarios this is fairly obvious – something like the cult summons a Great Old One, and so the apocalypse begins. But it’s amazing how many scenarios don’t really go into this – even popular ones like The Haunting, Paper Chase, etc.
  • What does success look like? What do the investigators need to accomplish to end the scenario successfully?
    • I’ve actually had scenarios flounder at the end because we couldn’t decide where to actually end things – this helps with that.
    • More importantly, it lets you determine one crucial thing…
  • What conclusion do the players need to reach in order for the investigators to be successful?
    • In the Masks of Nyarlathotep Peru Prologue, for example, the investigators need to return a gold artifact to its place in a pyramid in order to end the scenario successfully. So the players need to reach the conclusion that the artifact must be returned to the pyramid.
    • Understanding what conclusion the players must reach helps you identify which clues are really important and recognize holes in the scenario that could cause the investigation to stall.
  • Identify Locations & Characters. Make a list of all the locations and characters in the scenario. Also list any important artifacts, tomes, etc.
    • If you’re not sure if you should include something in these lists, ask yourself this question: Can this place/person/thing provide the investigators/players with information that will help them reach the conclusion or help them find other clues? If so, add it to the list.
  • Build Clues (Identify, Categorize, Organize, Fill Holes)
    • I’ve been meaning to write a blog post on this subject, but here’s the quick version.
    • This step is arguably the most central to how I prep for investigative scenarios, and in some ways it’s also what’s different about how I prep. Essentially, you are going to re-read the entire scenario and write down every clue you can find. Then you’re going to categorize and organize them.
    • Distinguish between clues and their sources. A translation of an ancient tome is not a clue, but the information contained within it likely includes many clues.
    • Treat clues as discrete, individual pieces of information – and write them that way. Write each clue as its own brief phrase or sentence, separate from other clues. If it’s remotely conceivable that the investigators could learn one piece of information but not the other, then they should be two separate clues.
    • This will likely result in a long list of clues – I had nearly 60 clues for the Masks Peru Prologue.
    • Categorize each clue as either Core or Supporting.
      • Core clues either lead to more sources of clues (locations, characters, etc.) or are vital to the players reaching the correct conclusion. Keep in mind that the players need not understand the conclusion to reach it. For example, the players don’t need to understand why returning the golden artifact to the Peruvian pyramid will resolve thing, as long as they figure out that it’s necessary.
      • Supporting clues are everything else. They don’t lead to new sources and are not critical to reaching the correct conclusion, but they do provide more information that explains things. These are the clues that help the players understand what’s going on. They might even help players reach the correct conclusion early, but they’re not necessary.
    • Organize your clues by the location(s) where they may be found. This can overlap into the next couple of steps if clues could be available only at certain times (in specific encounters). Also consider that clues can be static or floating.
      • If a clue can only logically be obtained in specific locations or encounters, then it is a static clue.
      • If a clue could easily be assigned to multiple locations/encounters, consider making it a floating clue. The location of floating clues is not determined ahead of time, instead the Keeper includes it in whichever encounter makes the most sense during play (or whenever the investigators need some new information to move things along). For example, the Master’s Last Will and Testament contains some important clues, but it could reasonably be found in several places throughout the house (or even elsewhere). The Keeper waits until the investigation has progressed a while, then when the investigators search the next possible location of the Will, the Keeper provides it.
    • Make sure that there are sufficient Core Clues to lead players to the correct conclusion. Also make sure that there is a clear path (or paths) lead to each of your Core Clues, locations, and encounters. Consider how the investigators would need to interact with each potential source of clues in order to obtain all of the Core Clues. You may find some holes in your scenario that you need to fill.
      • Holes that can cause the investigation to stall are often caused by the players needing information pointing to a specific location or source, but there is either no actual clue providing that information, or the action necessary to reveal that clue is not intuitive. Making a Clue Map can help identify these gaps.
      • For example, in Dead Man Stomp, the players need to end up going to a funeral the next day (where they receive more clues), and the latest version of the scenario makes it very clear that the Keeper needs to get them to understand the funeral is important. However, there are perhaps two clues that lead to the funeral, and there is very little that would even lead to the investigators receiving those clues. Understanding the holes in the scenario from this perspective makes it obvious why so many Keepers run into challenges when running it.
  • Identify Encounters & Opposition
    • Working through your list of locations, identify the encounters that could occur at each. Some locations may only have a single encounter, while others could have several. For each encounter, identify what opposition exists. What do the investigators have to overcome to accomplish their goal(s) in the encounter (obtain the clues or items, get assistance, escape, etc.)? In other words, what rolls do they need to make and against what? (This bit could vary somewhat depending on what system you’re using and your preferred style of play.) Some encounters may not have any opposition, if a helpful character or other source of information is simply providing clues now that the investigators have located it.
  • Encounter Summaries
    • Write a brief summary of each encounter, including:
      • Encounter Location
      • Character(s) introduced & character(s) present
      • Core and Supporting clues available in the encounter
      • Other relevant items, artifacts, tomes, etc. found in the encounter
      • Opposition that may be faced
      • Handouts or props that may be found in the encounter
  • Clue & Encounter Maps
    • Optional but very helpful (especially for longer/more involved scenarios), make Encounter and Clue Maps.
    • Encounter Map simply shows how encounters lead to one another (determined by the clues provided by each).
      • Group encounters at the same location together. Use arrows to lead from one encounter to others. If you have multiple pages, consider color-coding by location. Note which encounters are optional. Consider using different markings to show which pathways are based on Core Clues and which are Supporting.
    • Clue Maps are more involved, but this is where everything can come together.
      • Shows how encounters and investigator actions lead to clues, and how those clues lead to other locations and encounters. Full map includes all clues and encounters, but I also find it useful to make a second Clue Map with just the Core Clues and how they lead the players to the correct conclusion.
    • I’ll post examples from my Masks Peru prep, as that will probably be more helpful than trying to explain. Here’s a PDF of those clue and encounter maps.
  • Cards & Props
    • Figure out what props you want and get them together.
    • I’m working on a method for playing CoC scenarios with my family that includes making cards for clues, locations, and characters. It’s been extremely successful so far and helps avoid some common issues that can come up in investigative games. So one of my last steps is to make these cards – along with some blank ones I can use if unexpected stuff comes up in play.

We Are All Us

Greg Rune
“Greg Rune” from Chaosium

Chaosium is honoring their late founder, Greg Stafford, by encouraging fans and gamers around the world to play a game between October 10 and October 31. Greg influenced a great many games, including Call of Cthulhu, and he died on October 10th, 2018. Chaosium is calling this event We Are All Us and is encouraging everyone to share word of it far and wide.

It is fitting that, to honor his life and contributions to our hobby, Chaosium is not only encouraging people to play games in his memory, but they are also providing a variety of free scenarios to enable us to do so. Chaosium has released scenarios for Pendragon, 7th Sea, Runequest, Heroquest Glorantha, and Call of Cthulhu. The Call of Cthulhu scenario is named The Lightless Beacon and is available, alongside the other scenarios, at Chaosium’s We Are All Us – Free Adventures.

“Even though a year has passed since Greg went on his last shamanic journey, we often feel his absence. We want to thank all of the many, many people who have reached out to us via email, online, and in person, often at the conventions we attend, to let us know how much he impacted their lives. As we continue crafting our games it is hard not to think of him; each and every Chaosium game line was impacted by his creative touch. 

Greg’s spirit remains with us, his words echo loudly, and we are honored to be the keepers of his legacy. As part of that we, the Chaosium, want to memorialize him with the first “We are all us” series of events – playing games, meeting new people, and experiencing something new.”

Rick Meints, Chaosium President

Descend into Madness

Have even a passing interest in investigative roleplaying or the Mythos?
Drop by the base113 Subreddit to comment, ask questions, or just check out how you might apply some of the ideas discussed to your own games.

Works-in-progress and notes are often posted on the Subreddit, as are more general discussions related to Call of Cthulhu, Trail of Cthulhu, Delta Green and Fate gameplay.

A Glimpse into Madness

Work continues, and as usual, I’ve been bouncing back and forth between different parts of the project. The goal is still primarily to play with my family, but I always try to write as though someone else is going to see it, and I will almost certainly end up sharing this.

As a result, I’m having to consider writing this to cover a few different perspectives. There’s the common dichotomy of audiences that are familiar with RPGs and those that aren’t. There are many who would argue that there is no need to write for people new to such games – it’s not like anyone is going to pick this up off a shelf in a major bookstore. However, given the attention mythos games are getting these days, it’s not inconceivable that someone online might stumble upon this project. Plus, I want someone who is familiar with tabletop RPGs to be able to just share a copy with someone who is not – like me handing a copy to a member of my family – and have things make at least a little sense.

I’m focusing on two key chapters at the moment. What You Need to Know is intended to cover all the basics – introducing the basic concepts, the genre, and how the game is structured. Aspects are a key part of the Fate Core system, and they set it apart from virtually every other game out there – so the other chapter focuses on what they are and how they are used.

Keeping with the idea of writing as though someone else will see it, I cannot help but try and lay things out in at least a moderately acceptable fashion. Here are a couple of 2-page spreads in progress from the What You Need to Know chapter.

The comments in the sidebars will change and evolve as work progresses, and I will eventually end up inserting something in the blank space in the lower left of the second spread. If you have any feedback or questions about the layouts, please post them at r/base113Games.