I’ll be posting occasional updates as my groups investigator’s proceed through this campaign to the sanity-wrecking finish. All posts on this campaign will be tagged “call of cthulhu.”
Once we had a group of investigators ready to risk life, limb, and soul, I decided to give my players some homework. I didn’t ask them for detailed backgrounds, as I’ll be running Masks out of the box. I don’t want them to feel their carefully crafted backgrounds are being ignored, so we’ll let them emerge in play.
What I did ask them for was to help me out in bringing the 1920s setting to life. I asked each player to dig up period photographs or illustrations of the following for their PC:
- a portrait of their character (my favorite so far is of a PC who was disfigured in the Great War)
- a picture of their character’s place of residence, with a street address (easy enough to do for 1920s Chicago)
- a picture of their investigator’s automobile, horse, or other mode of transportation (one player found pics of a restored 1920s bicycle, complete with old broadside ads)
- a picture of their investigator’s tools of the trade, possibly including a weapon (for our group, this ranged from a pile of law books to an archeologist’s kit)
- for the group, a period map of our starting locale — 1920s Chicago — and a period world map, printed in large format so that we can spread it on the table during play or tack it to a wall in the play area
Only players with lots of time on their hands will do this kind of thing without an incentive, and my group are all busy people. So I game them the following incentives:
- Each PC who collects and prints out all the photos I requested gets to add 1 point to any attribute other than EDU or POW, or 1 extra point of income, or 3d2 points to add to any skill currently under 80.
- For the group coming up with the maps, each PC gets to put 1 point into any attribute other than EDU (i.e., including POW), or 3d2 points to put in a skill under 80, or 1 extra point of income.
The incentives were designed to be good enough that players would actually go after them, but not so good that they skew game balance. It seems to have worked, as all of my players have been busily collecting photos, and one player brought a beautiful set of maps to spread out on the table.
We made a few decisions straight off about how to handle the many clues, notes, and handouts that are part of playing Masks:
- We won’t be doing an Obsidian Portal site for this campaign, much as we love OP. We’re going to keep to the pre-digital 1920s feel, through and through.
- There’ll be a physical folder for each investigator with one pocket for info they’re carrying on them, and another for info/clues/journals they’ve stashed away.
- If cultists capture or kill an investigator, anything in their “on me” pocket is fair game for the Keeper to plunder or destroy. If anyone gets swallowed whole by Glaaki, that moleskine full of investigatory notes in her breast pocket has a future as Glaaki-spoor.
Now then, spoiler alert! If you ever plan to play Chaosium’s Masks of Nyarlathotep campaign for Call of Cthulhu, read no farther.
If you’re a keeper or a player not worried about Masks spoilers, read on…
Once play began, the investigators took the initiative to do the initial leg work right quick. The dice were not being kind on their initial Library Use rolls, so I Gumshoed things a bit to make sure they got all of the initial clues about the Carlyle Expedition. I was less charitable when they started digging on the expedition members.
Here their backgrounds helped, though. One investigator was an archeologist, so he’d heard of Sir Aubrey Penhew. Another was an alienist, so was able to quickly find some facts about Dr. Robert Huston.
Fortunately, my players are smart and asked good questions. I didn’t have to do much prompting on where to try looking things up; they came up with plenty of creative ideas on their own. (For instance, the alienist in the group went straight to psychology journals, figuring the relatively tiny number of working psychoanalysts at the time would make Huston easy to find).
One player, who’s playing an underworld type, had no applicable skills and was sidelined a lot during this first session. I’m going to have to work to keep him involved during the first chapter, but once the investigators are out in the field, there should be a lot more for him to do. Unfortunately, this boredom may have contributed to him making some really unwise tactical decisions when the investigators got to Jackson Elias’s murder scene. He dove into combat (not having played CoC before) and got taken out by a knife wound almost immediately.
One thing I will say for Masks — the first combat encounter is a teaching moment for players who haven’t done CoC before. The cultists NPCs are dangerous, especially to a group with no guns, but they’re explicitly trying to get away — so the chance of them killing any PCs in the very first combat of the campaign is almost nil, unless the players are extremely stupid.
Next week, they’ll be dealing with police. And I have a feeling they’ll want to dig a lot deeper on the Carlyle Expedition than they did the first time around.