On the Nature of the Mythos and Sanity

A fundamental tenet of cosmic horror is that the true nature of reality is incomprehensible to the human mind and that being faced with evidence of this reality damages the psyche. What humans perceive as the real world is only a thin veneer over a much darker truth – and that truth is so alien to our understanding that our human minds cannot even contemplate it without serious risk. This dark reality which is so alien to our perception of existence is the Mythos.

Exposure to the Mythos, even briefly, has a deleterious effect on the human mind. Sometimes we are able to delude ourselves into believing there is a rational explanation for what we have seen and heard, thus insulating ourselves from the horrible truth. At other times a person’s mind may twist and fracture to protect them from really perceiving the nature of reality – those are the lucky ones. Others are far less fortunate, as their very being is transformed to integrate the truth of the Mythos into what was once their understanding of the world around them.

One thing is always true, those that catch even the briefest glimpse of the terrible truth are forever changed.

A character that has faced exposure to the Mythos is fundamentally changed by the experience. Their perception of reality is altered – they literally perceive the world around them differently from those that have not seen what they have seen. They see and hear things which other humans do not; their senses of taste, touch, and smell are no longer the same. They may even begin to experience sensations that do not fit our normal human concepts of the senses. This may start small, bordering on imperceptible, but as a character is repeatedly exposed to greater evidence of the awful truth of the Mythos, this change becomes even more profound. (On the GM/Keeper side of the table, this can be used to provide a player with Clues due to their character being able to perceive things other cannot. Of course, Compels based on seeing or hearing things are also fertile grounds for the Keeper to play around in.)

Of course, different characters may respond to exposure to the Mythos in different ways.

Trail of Cthulhu by Pelgrane Press recognized that there are often two different forms of “insanity” in cosmic horror. The first could be thought of as “stark, raving mad” – yelling, crying, screaming, drooling, catatonic, furious scribbling, fits, (presumably) irrational fears – everything that would cause a casual observer to think “he’s nuts.” On the other hand, there are those that appear outwardly normal, even serene, when they are really anything but. Think of a villain that wants to destroy the world to “protect us from ourselves,” a serial killer who selects victims based on whose voice will make the best addition to the “choir” in his mind, or a woman that believes her spirit must be purified by fire before she can attain godhood.

In Our Terrible Fate, each character’s long-term “mental health” is represented by his or her Sanity Aspect and Sanity Stress Track. Before being exposed to the Mythos or suffering other horrific experiences, their Sanity Stress Track is clear, and their Sanity Aspect describes their overall worldview. That worldview could be as benign as If You Dwell in the Past, You’ll Get Left Behind or as extreme as Forgiveness is Between Them and God; It’s My Job to Arrange the Meeting.

As characters encounter the Mythos and evidence of mankind’s true insignificance in the universe – not to mention other more mundane horrors that can nonetheless cause the mind to reel – they will mark off stress on their Sanity Stress Track. Certain points along the track are marked as Warped, Twisted, and Broken. As a character takes sufficient stress to their Sanity to cross these thresholds, their Sanity Aspect changes to reflect how their worldview has changed in response to all they have seen and done. For example, If You Dwell in the Past, You’ll Get Left Behind can be warped into Those that Dwell in the Past Should Be Left Behind. Later, it may become twisted into Only Those that Look to the Future Are Worth Saving.

When changing Sanity Aspects over time, players should consider how they wish to portray their character’s gradual descent into insanity. Are they fortunate enough to be incapable of grasping the truth of the Mythos, as their mind literally fractures itself, slowly cracking in a desperate attempt to shield itself from the horrible nature of reality? These poor souls may eventually be reduced to gibbering lunatics locked away in an asylum, but at least they retain some of what makes them human.

On the other hand, perhaps they are able to come to grips with mankind’s utterly insignificant place in the cosmos. Rather than protecting itself, their mind adapts and remakes itself to accept the terrible truth of reality. These are those that truly become lost to the Mythos. Though they may appear unchanged, their perceptions are so utterly altered that they no longer have the same concerns or cares as the rest of mankind. Though they may be biologically unchanged, their minds have become so utterly alien that they are, for all intents and purposes, no longer human.

In either case, once a character succumbs to insanity – be that raving madman or shell that was once human – they are no longer a playable character.

(Again, on the GM/Keeper side of things, when describing Consequences it is wise to consider how a character is being portrayed as they struggle to retain some semblance of sanity. That’s not to say that an investigator who has been gradually drifting towards megalomania and delusions of grandeur should never be temporarily reduced to a muttering, quivering lump of flesh with an acute fear of open spaces – feel free to mix things up when it makes for a good story – but a player shouldn’t feel forced down a different path into madness simply because the Keeper kept repeatedly throwing out a particular style of Consequence.)

Investigator Board Mockup

When I played the Peru Prologue with my family, we used some character sheets I had already developed for OTF. They worked great, but I’ve had a few ideas since then – some purely thematic and some more practical.

One idea was to make a fake passport for each PC – themed based on their nationality – and that when unfolded that passport would be the character sheet. That turned out to be fairly easy to accomplish, and I was pleased with the results.

My kids and I recently played Betrayal Legacy, and I noticed a couple of things. We have no problem writing stuff down at the end of scenarios or sessions, but we don’t like to spend time writing stuff down in the middle of a session – preferring to use cards or counters to quickly note changes to characters. In vanilla Fate, the main stuff that gets written on the character sheet during play are Stress and Consequences. In my implementation, other lasting aspects like Drives might also change frequently. That’s not a lot, but since some of those can get added, erased, or changed quite a bit during play, I figure it would be a good idea to at least look at alternatives.

Recently I came across the Kickstarter for Tainted Grail and found their character boards really cool. Then I started thinking about how I might be able to use something similar to reduce the written record keeping on the character sheet. What I’ve come up with is a board that the character sheet gets inserted into (or under).

Mockup of the Investigator Board with the Character Sheet beneath.

The character’s skills, aspects, ties to other characters, sanity, refresh, and stress boxes all show through the board. This allows the player to see everything they need to during play and even make changes to things that might only change once or twice per session, like sanity or ties. The player can place cubes into slots over stress boxes to mark them, and place cards displaying current consequences in different slots based on the value of the consequence. There’s a place for fate points, and the board indicates where to place cards for stunts and drives to the side of the board.

One Among Many: Choosing a System – Part 3

In Part 2 I looked at some of the big name mythos roleplaying games out there and briefly discussed a few reasons I’m not just playing them. Of course, those are not the only mythos RPGs available – it’s actually a very good time to be alive if you’re into mythos gaming. However, most smaller or indie roleplaying games these days tend to focus on minimal rules and/or a very shared authorship/narrativist style of game. That’s not what I’m after. It’s quite possible there’s a mythos RPG out there that’s actually fairly close to my personal preferences when it comes to system and setting, but I haven’t come across it. More importantly, I’m after something more than just a roleplaying game.

Why not just add components and a few custom rules to one of these games?

The next question that arises is why I don’t just add a few house rules and some play aids or props to one of these games. In actuality, I am going to end up just adapting an existing roleplaying system, but I’m envisioning something more than just playing a roleplaying game with a few house rules. Now, I do want to be able to play mythos scenarios using a typical roleplaying approach, but I don’t want that to be my only option. I want to be able to speed up or simplify play as necessary, and I want to be able to slow things down and delve into the details when it suits my purpose. And I want to make those adjustments on the fly, as things develop at the table. I also want to incorporate other gameplay elements that might seem downright foreign to a traditional RPG but nevertheless can bring something to the experience.

Over the years I have learned that when it comes to any situation or event in a tabletop game, there are always a variety of ways you can handle that event mechanically. Each approach brings with it a set of advantages and disadvantages when it comes to simplicity, detail, ease, time, etc. It all depends on what you’re trying to accomplish and what’s going to work best at your table. Now there are certainly systems out there that provide a wealth of options for dealing with any situation that may arise in play, but many of them do so by having an increasingly large assortment of rules that are intended to encompass different circumstances. Especially when it comes to playing with my family, I prefer a system that can be used to support a wide variety of in-game events and actions without having to resort to dozens of individual situation-specific rules – a system whose basic mechanics can be applied flexibly and powerfully enough to provide a fine level of detail without being cumbersome.

After working on my previous project I believe I came across such a system in Fate Core.

What? Not that system!

While my overriding goal is to play this game with my family, I have a natural tendency to write and develop for a wider audience. In other words, I’d love to be able to share what I come up with with others. One of my biggest concerns with all of this so far is the possible reaction to my using Fate Core. So let me say this: This will not be Fate Core as you know it!

Actually, I’m not sure whether to expect a stronger reaction from people that are opposed to all Fate systems or from members of the Fate community. One group may just declare “It’s got Fate in it. I’m not going anywhere near it!” and the other may jump to “That’s not Fate! You’re doing it wrong!” Oh well. I’ve got my reasons – and they’re coming in Part 4.

Background and Early Concept

I’ve been working on a system to play mythos scenarios that incorporates elements from other tabletop games. It’s inspired by Call of Cthulhu (CoC) and Trail of Cthulhu (ToC) – plus a couple of other RPGs – as well as board games like Mansions of Madness and Arkham Horror: The Card Game (FFG‘s got their hooks in me). My main goal is to make playing more of the wealth of content easier with my family, so a lot of my efforts are based on making the game more accessible and minimize some of the challenges that can come up in play. In the end, I expect it to end up occupying a middle ground between pen and paper roleplaying and a board game.

Background

I’m a big fan of both Mansions of Madness (MoM) (both editions) and Arkham Horror TCG, as well as numerous other board games. At the same time, I also love the greater player freedom (and corresponding greater potential twists) afforded by a tabletop RPG.

I ran The Haunting using Trail of Cthulhu a couple years back with my family – two adults and two kids. None of them had any roleplaying experience. I used lots of props and the adults fell into the swing of things naturally. Had fun, though we didn’t actually engage the system that much. The kids had a more difficult time, partly because the abstract nature of the game (no board, pieces, turns, etc.) made it more difficult for them to engage.

On the other hand, there’s a lot my kids like about Gloomhaven and Descent. They seem to enjoy the basic dungeon crawl concept (although the tactics of how to use their cards was a little challenging) and they liked how missions were linked together to tell a larger story and unlock other missions. Obviously we all also liked unlocking character options and how even when your character died you didn’t feel like you had lost all progress.

On its face, something like Mansions of Madness would seem to strike the ideal balance between dungeon crawler and RPG for myself and the kids. However, there are a couple of shortfalls. The actions are too restrictive to allow for the freedom seen in an RPG, but too varied for my kids to easily decide what they want to do. The scenarios are generally win/lose with little variance. Decisions have no impact outside of the current scenario, so there is no campaign feel.

So the idea is to borrow concepts from all of these games to be able to play the way I want.

Preliminary Concept

So here’s the basic idea so far. You have a Keeper and Investigators a la 1st Ed MoM, or CoC/ToC RPGs. You have two basic levels of play.

I originally referred to the first level of play as the “World Map”. This could be the entire world, just a region, or a town. For more involved campaigns you could even have multiple maps at different levels. I originally conceived of thus as a map showing the various locations the investigators can travel to. As they progress in the story, the map can change. New locations can open up, locations can be closed off, or travel restricted in some ways. Having converted and played a CoC scenario, I have taken to actually using cards to represent these locations.

Investigators can visit locations and engage in Encounters. Think of Encounters like common scenes in an RPG, for a Lovecraft game something like looking up some information in the local library or purchasing supplies. You may talk to some NPCs and make a few skill rolls, and the scene could even be really important. But if there isn’t any detailed combat or exploration, and the relative positions of the investigators don’t matter, then it can be handled as an Encounter.

However, at some locations the investigators can switch to the second level of play: Investigation. This is very much like the missions from Gloomhaven or Descent, the scenarios from MoM, or a big scene from CoC/ToC that involves searching through a location room by room, combat, etc. The Keeper builds out the map of the location as the Investigators explore. In addition to the advantages that this brings to keeping things straight in combat, the level of tension created by revealing portions of the map a little at a time is a great addition.

A typical adventure/story would involve at least a few Encounters and one or more Investigation Missions. Depending on what the Investigators do the details of those Encounters and Investigations would vary as determined by the Keeper. Investigators could also come across clues unrelated to the current scenario, but which lead into others. In other words, these are hooks which unlock other locations/scenarios.

Using Existing Content

Given the wealth of mythos content out there that I want to play, I need to be able to use my system to play it, which means I need to be able to convert it. Playing converted content is also a good way to test out and continue to develop the system, so converting and playing existing mythos scenarios has become a major focus. I’ve already played the Peru Prologue for the Masks of Nyarlathotep Call of Cthulhu campaign, and I’m currently converting the classic Call of Cthulhu introductory scenario, The Haunting.

One concept I’m incorporating into my The Haunting conversion is giving the Keeper tools to resolve scenes in different ways, depending on what the Keeper and players want to focus on in terms of story and gameplay. In essence, the game could be played as a full pen & paper RPG, a simpler (and shorter) tabletop game, or anywhere in between. To that end, each scene could be played using one a variety of methods. The Keeper chooses how to play through each scene depending on how important the scene is to the story, what the players are likely to find most interesting, how much time and focus they all want the scene to take in the scenario, etc. In addition to helping the Keeper keep things interesting for the players, this also allows for gameplay to be sped up or slowed down depending on how much time everyone has to play and in how much detail they want to explore each scene.

Inspiration

Before I start posting details about my mythos gaming project, I’m just going to post a quick list of the various games and products that are serving as inspiration and sources for the game:

  • Call of Cthulhu (all editions)
  • Trail of Cthulhu
  • Delta Green
  • Achtung! Cthulhu
  • Fate Core
  • The Fate Horror Toolkit
  • Mansions of Madness (both editions)
  • Arkham Horror: The Card Game
  • Gloomhaven