Experimental Map Handout – Printing and Aging

One of the projects I’m working on right now is making props and handouts for my recently purchased copy of Chaosium’s Horror on the Orient Express campaign for Call of Cthulhu.

I started with a simple print out of the route map.  Decided to experiment a bit to try and produce some different effects I can use for other handouts and props.  The end result – or close to it anyway – is a nicely aged map that has a heavier/coated feel to it.  Nicer maps designed to hold up the elements have a coated/leathery feel to them, and I wanted to try and replicate that.

A couple of important things to note:

  • The original file includes some faint halos around most text that looks a little like a bleed.
  • I intentionally tried to screw this up at a few stages.  That way I know how much wiggle room I have to play around with the process – plus I wanted to test how well the ink in my new printer holds up to the process.
  • I seriously doubt this will work with just any inkjet printer and ink.  There is a LOT of variety in inkjet inks.  So if you try this, your results could vary quite a bit.
  • Be sure to click each image to see the higher-res photo.

Printing

I printed the map on my new Epson Workforce WF-7820 printer.  This uses a pigment-based ink.  A big goal of this was to see how well this ink resists bleeding when exposed to water, as a common way of artificially aging paper involves water.  It did not disappoint.

I printed the map on a single 11×17 sheet of 67-lb cardstock that has a vellum finish.

HotOE Route Map Printed

Aging

Ideally, you would let the print sit overnight to ensure it’s completely dry and minimize any possible bleeding.  I intentionally took the printed page directly from the printer to soak and age it.

I placed the printed map on a baking sheet and soaked it in coffee.  I looked carefully for any signs of bleeding ink.  At worst, there was a very, VERY SLIGHT bleeding around black text.  Since the original file includes some faint coloring around a lot of the text, it’s hard to tell if there was actual bleed.  If so, it was just a faint bleed of black into the surrounding tissue, but it in no way impacted the crisp edges of the text.  Again, I wouldn’t expect this result with any inkjet printer, but it seems this pigment-based ink holds up very well to water.

Then the map goes in the oven for 4-5 minutes at 225°.  Flipped the map over for another 4-5 minutes.  I placed it directly on the sheet, which evidently had some residual cooking spray on it.  This discolored a couple of areas on the back.  Simple fix is to always place the paper on a piece of parchment paper.

HotOE map soaking in coffee
HotOE map wet

Waxing

This is where I was going completely experimental to try and get the coated/leathery feel.  Basically, I’m using a wax designed to wax and waterproof fabric.  In this case, it’s a product called Otter Wax, and it comes in a bar.

Straight out of the oven, I placed the still warm map on the counter and rubbed the bar back and forth over the surface.  Again, this didn’t affect the printed details at all.  As it’s applied, it adds a subtle, waxy sheen to the surface that slightly brings out the color.  Flipped the map and applied wax to the back.

Supposed to let waxed fabric cure in a warm environment for 24 hours, so I initially left the map out overnight.  The next day it still had a tacky, wax-like feel to it.  Decided to put it in the oven (after I aged some paper for another project) for another 3 minutes.  This finished the wax curing / absorbing into the paper.  No more wax feel to the surface, and slightly heavier than the base cardstock.  I applied a second coat of wax the same way, and put it in the oven again.  You definitely feel the wax when you apply it, but coming out of the oven that slight stickiness is gone.

Route map waxing
Route map waxing closeup

End Result

The aging process always makes the paper wavy and wrinkled, so after waxing the first time (and again after waxing the next day) I pressed the map under weight to flatten it out a bit.  Then I folded the map and pressed it again.

The final map is definitely heavier than the regular cardstock, and it has a texture and feel very close to what I was going for.  I might try another application of wax or two, just to see if it makes a difference.  The waxing also enhances the aged look of the coffee-died paper.  It adds a subtly mottled appearance to the paper that is very reminiscent of natural parchment.

HotOE Map aged and waxed
Closeup of aged and waxed HotOE map

Shelf of Madness Archives

Building from my collection of mythos-related games and book, as well as my interest in integrating props into tabletop games, I’ve gradually developed a fondness for displaying my collection.  In some areas it’s modest, in other areas less so.  I have dubbed this constantly evolving display my Shelf of Madness.

And I’ve recently taken to creating some props and display pieces of my own.

I’ve posted pictures of some of these items here and there, and I’ve gotten a few requests for a more detailed description of some items, where they are from, etc.  So I figured I could start posting some of that here as well.  That way when I post some new acquisition or creation and someone sees something in the background, I’ll have a place where I can point them to check out what’s in the collection.

You can see all the posts describing the Shelf of Madness here.

Lessons in Fear – From the ALIEN RPG

One question that pops up from time to time is how to actually instill fear into horror games. There’s plenty of techniques for setting the atmosphere – especially for games like Call of Cthulhu (CoC) – but I recently came across some really useful guidance in the newly released ALIEN RPG. And since it plays upon the idea of “fear of the unknown” it’s certainly suited to a Mythos game. I definitely plan to use this in my future games. And I also realized that I had unwittingly done so in a past game as well.

Cover of the ALIEN RPG from Free League Publishing

The ALIEN RPG repeatedly highlights that it is a horror game, and it briefly outlines three different kinds of fear (and how to use them). Combined with an understanding that the tension of fear has to periodically be released, I see a lot of potential here. The three stages of fear the game points out are Dread, Terror, and Horror. Here’s how they are described in the ALIEN RPG (Note that the game refers to the GM as the Game Mother):

“Creating horror in a roleplaying game is not always easy. Overdo it, and the players aren’t scared anymore—downplay it, and the game drags on. The key to Game Mothering horror is to manage pacing properly and keep the major threat hidden as long as possible. To do this effectively, you need to carefully manage the stages of fear in the game: dread, terror, and horror.

DREAD: The sense that something bad is about to happen, but no-one is really sure what or why. Dread is the first stage of fear in the ALIEN roleplaying game and should be employed as often as possible. The key to using dread is planting seeds and watching events unfold. The players know something terrible is about to take place, but without knowing what it is, they can’t do anything about it. This dread may evolve to the next stage, but sometimes it won’t—and that’s fine. Examples of dread:

  • A control panel indicates that the airlock was just cycled manually whilst all of the crew are accounted for on the bridge.
  • Someone finds blood on the walkway. The ship’s cat is missing.
  • A strange and leathery egg is found in a crashed derelict ship. It’s like something is alive in there.

TERROR: You feel terror when you know something bad will happen any moment now. It is no longer a question of if but rather when it will take place. From a roleplaying perspective, the feeling of terror is the most effective feeling of fear as the PCs are at their most helpless state. Therefore, terror often involves the scariest moments in a gaming session. Use it selectively for maximum effect. Examples of terror:

  • A squad of marines investigating an old mine steps into something slimy. One of the marines hears a hissing sound. She realizes that something is directly above her.
  • A colonial marshal following a killer in the deep bowels of a space station realizes that she is the prey.
  • A pilot on a stranded shuttle barricaded in the cockpit hears pounding on the access hatch. Something wants in.

HORROR: The ultimate form of fear is horror. Horror is the moment when the danger reveals itself. It is the moment of climax. The payoff that the earlier stages of fear have hinted at. But because of this, it is also less scary than terror. When horror hits, the game mechanics take over. You draw initiative and fight it or try to escape. Horror is vital to the game, but it should be used rarely and is often best utilized late in a game session rather than early. Examples of horror:

  • A corporate agent turns around and stands face to face with an alien baring its teeth.
  • The egg opens and a crab-like creature lunges at the closest crew member, attaching itself to her face amidst the screams of her friends.
  • Black, lightning-quick creatures crawl through the walls and roof towards the marine squad.”

After reading this a couple weeks ago, I immediately began thinking of ways to incorporate this into how I GM. Then, this morning, I realized this also helped explain one of my more successful scenes from a previous game.

Last year, I ran the Peru Prologue for Masks of Nyarlathotep. (I used it as a test for my WIP alternative to CoC’s mechanics: Our Terrible Fate.) The players were my two children and my mother. This was still fairly early in the scenario, but they were already a little paranoid – not freaking out or overreacting, but generally distrustful of everyone. (Also note that I used two play aids during the game that came in towards the end of the scene. I had a printed card showing what the monster looked like – not always appropriate for CoC but worked in this case – and I had Syrinscape’s MoN audio program on my laptop.)

(Spoiler alert: This won’t reveal any big details from the scenario, but it may ruin this scene if you intend to play it.)

  • The investigators were visiting a professor at the local university museum. The professor’s assistant was translating an old journal that may provide important clues. They are introduced to the professor and are having a conversation. As that wraps up, the professor mentions that his assistant should have arrived already. He suggests that the investigators could go down to the archive room and check on her. (Dread: What happened to the assistant, and what are we walking into?)
  • The investigators head down and discover her dead body. (This initially provided a small bit of tension relief.)
  • Then they looked over the body and discovered the nature of the strange wounds and emaciated state. (Dread: What could have done this?)
  • Then they notice bloody footsteps leading away from the body to another exit from the room. “We are NOT following those footsteps!” (Dread: What left the footsteps, and where did it go?)
  • The investigators then hear screaming from upstairs. (Dread)
  • Rushing upstairs, they hear signs of a struggle from inside the professor’s office. (Dread leading into Terror)
  • Heading inside, they see what appears to be a man clutching the professor. His back is to them. (Terror: It’s right there. What is it, and what’s it doing?)
  • The strongest investigator, a boxer, decided to grab the figure from behind to pull him/it away from the professor and restrain him. I narrated that the figure easily broke free from the investigator’s grasp and flung him back a few feet. It then turned and snarled at the investigators, revealing at strange mouth on an otherwise human-looking face. (At this point, I played the snarling sound effect in Syrinscape and showed the players the card so they could see the monstrous form of the villain.) (Horror: Big reveal.)

At this point, my son actually got up from the table with an “Oh, hell no!” and started pacing around. Everyone was on edge up to that point, and I think it was the snarling sound effect that really pushed him over the edge. This was immediately a big tension relief in terms of fear, but some of that tension was immediately replaced by the tension of “Okay, now that we’re face to face with this thing, what do we do?”

This scene was easily one of the highlights of our session. (Though admittedly, that may have been because I screwed up some other scenes. But that’s another story.)

(If you’re interested in the ALIEN RPG, you can buy the PDF from Free League Publishing on DriveThruRPG.)

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.

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.