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Chaosium Digest Volume 17 Number 07

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 · 1 year ago

Chaosium Digest Volume 17, Number 7 
Date: Sunday, December 8, 1996
Number: 1 of 1

Contents:

More Thoughts on Character Death (Ricardo Christe) CALL OF CTHULHU
Last Thoughts on AD&D to CoC (Ashraf Ghebranious) CALL OF CTHULHU
Swyno & His Merry Men (Shannon Appel) PENDRAGON
Announcement: Gloranthan Futures (Rob Heinsoo) GLORANTHA
Announcement: Cult of Chaos (Dustin Wright) MISC

Editor's Note:

This week's Chaosium Digest starts off with two final articles on AD&D
and Character Death (forming an interesting juxtaposition). They both
spawned from the articles in V17.4 and V17.6. This thread is slowly
moving from articles to discussion, and so I'll point you all to
STRANGE-AEONS-L for further expansion of this topic. Thanks for the
interesting articles on these issues.

Following that is an article I wrote up detailing an NPC for
Pendragon.

And, as you'll see, things are heating up over at Chaosium. This week,
two announcements: Dustin Wright, the editor of Chaosium's new
journal, Starry Wisdom, presents full info on the Cult of Chaos; and,
Rob Heinsoo, Chaosium's Glorantha Editor, writes some short notes on
the future of Glorantha in 1997, and beyond.

Shannon

NEW ELECTRONIC RESOURCES

The Glorantha Digest
mailto: majordomo@erzo.org

The Glorantha Digest has returned! This is a digest dedicated solely
to the discusison of Greg Stafford's world of Glorantha. It went on a
two week hiatus, but now it's back, here at erzo.org. If you're not
already subscribed, mail the command "subscribe glorantha-digest" to
majordomo@erzo.org.

(When the Glorantha Digest went on hiatus, RQ-Rules did as well. It
has not yet returned, but people are working diligently to bring it
back. Its resurrection will be announced here on the Digest when it
occurs.)

--------------------

From: Ricardo Christe <rchomsi@ibm.net>
Subject: More Thoughts on Character Death
System: Call of Cthulhu

More Thoughts On Character Death

The death of a character should be a major event in itself. And, as
with all major events, should be applied ONLY when it best serves the
story. This is particularly true of a player's Investigator. Avoid
stupid deaths due to failed routine rolls at all costs.

It is incredibly demanding for the average player to build a character
for Call of Cthulhu. I don't mean the character creation process
itself (which is about as time-consuming as in most good RPGs), but
the development of personality and background. It involves dedicated
role-playing, with a high degree of concentration. It also involves
long hours of pondering, of trying to feel and think the way that
character does. It's a process very much like preparing yourself to
interpret a character in a play: to do it best, you must try to "live"
as that person lived, at least in your mind's eye. You will certainly
put a lot of your own personality in that person, but the best players
strive to portray someone with marked differences from themselves.
They'll have a lot more fun pretending to be someone they aren't even
similar to; especially because, should they break social rules, say
(and in game terms only!), no one is going to get hurt (except a
fictive person).

But, all this effort undoubtedly creates strong links between player
and character. This happens in every role-playing game, but since CoC
is more tuned to social interaction (which includes enmity, intrigue
and negotiation) than any Towers & Terrors out there, greater is this
degree here.

Most of my players, for example, detail far more than just occupation
and hobbies for their characters: they describe family, childhood,
emotional catastrophes, reasons for their interest in the occult and
supernatural (if any). They grant my humble campaign a boon with every
new facet they let their characters show. They add a richness to the
story I would never be able to, because this game, like any good
story, is about people, human lives, above and beyond anything
else. It's about the frailty, the complexity, and the pain of being a
sensitive human amidst sometimes senseless, most times indifferent, at
all times deadly beings.

Survival is not even the point here, but instead the mere keeping of
one's humanity. It's a struggle that grants the real fun, the purpose
of the whole thing. Granted, the more mature your players, the more
they'll savor this. Not everyone is suited for the style of the usual
CoC "adventure"; there are those who will be dragon-bashers forever.
In fact, they have all rights to be, because they are having fun that
way. It's their game, it's their way, and no one else has anything to
do it. But this sort of player will probably not embrace roles
appropriatedly here.

Every CoC player has a decent grasp of the risks their characters run,
from the start. They know death rates probably better than you, as
their Keeper, do. But, if they choose to spare their time trying to
somehow defeat the undefeatable, and putting their minds entirely to
it, you'd better be prepared to give them what they want. And, they
want to see the end of all that, even if they have to make it, even if
they die while watching. At least, it was entirely worthwhile, which
is certainly not the case if they die of an obscure malady contracted
while plunging through the jungle. Kill them as they reach the
long-lost temple, never by sending a fallen coconut down on their
heads.

Always keep an eye on your players' preferences, and be ready at all
times to adapt as needed. If you think their way of playing doesn't
get along well with your way of Keeping, it's only acceptable that you
discuss the matter with them. And, if the case asks for it, be ready
to find other players. You have a right to have fun too, after all.
But, yours is a different kind of "fun": it's the satisfaction of
seeing in the players' eyes that they love the results of your
efforts, sometimes even more than you do.

There's nothing quite like the satisfaction of feeling good reception
to a well-done job.

Copyright (c) 1996 by Ricardo Christe
rchomsi@ibm.net

--------------------

From: Ashraf Ghebranious <ashraf.ghebranious@anu.edu.au>
Subject: Last Thoughts on AD&D to Call of Cthulhu
System: Call of Cthulhu

I've noticed some people mentioning the problems AD&D players have
with getting into Cthulhu. All of us come across the odd player still
thinking his character is Barg the Invincible. I find the best way
around that is showing Barg how bloody insignificant his life is and
squashing it!

The best way to get AD&D players into the game is via a convention
style game (ie: there is a goal, the players have preset characters,
and they can take their minds off the mechanics and concentration on
roleplaying).

This hangup on character development is, though an important part of
the game, not the be all and end all. The End All is to scare the
beejeepers out of the players. Take the importance off dice rolling at
the start, and stress any roll that they need to make for sanity. I
usually just tell a player to make a dice roll. I keep important stats
and %ages of characters handy. They have no idea if the roll is
benefical or detrimental. After the roll, I let them know what it was
for and the result. After a while, they get awfully scared of rolling
those dice! Great! Now you can get them into the game!

If you want an ongoing campaign, then you will have to fiddle a lot of
rolls in the favor of the players anyway, but don't start AD&D players
directly into a game. Give them a feel for the game first! They will
instictively keep their characters safe once they realize the game's
boundaries, so introduce them to a pre-created character first. If
they do something silly, warn first, but don't give it away.

For example, one player I had was doing a scouting mission. His
previous job was farming and he thought it gave him an edge in the
woods. I gave him a little bonus, but told him there was a lot of
undergrowth and broken limbs after a recent storm. Okay he said, he
would be careful. Off he went. I had told the party how important this
place was to the cultists, but since this player's character only saw
one enemy, he thought he was safe. He got near a scout cultist that he
did not see and by the luck of the gods, the scout missed him too. At
this point I told him to make a Move Silently roll. Move Silently he
said? But I only have 25% in that! Really? I said (hehehehehehe) Right
between the eyes.

Ashraf

--------------------

From: Shannon Appel <appel@erzo.org>
Subject: Swyno & His Merry Men
System: Pendragon

This article details Sir Swyno, a blackheart and a coward, unfit to
wear the mantle of knight. He can be a fun (and irritating) foe for
your players to encounter.

** SIR SWYNO THE BLACKHEART **

As a child, Swyno never got a fair shake. His dad was a black knight,
as was his dad before him. When he finally came of age, ready to take
up the knightly profession, there was only one color armor in the
entire keep. Thus, he donned his first suit of ebony chain, and his
future was writ.

Alas, Swyno soon learned one of the axioms of Arthur's Britain: bad
guys always finish last. There was to be no armor of chivalry for
Swyno, no blessings from the gods, so he despaired of ever being able
to compete with Arthur's goody-goody-knights. But, in a moment of
relevation, Swyno realized how he could equal Arthur's knights, even
surpass them. He decided to become the greatest of the black knights
by using his animal cunning and his lightning-quick INTelligence. To a
certain degree, he has been successful.

STATS

Sir Swyno, the Robber Knight

Glory: 4,312

SIZ 16 Move 3 Major Wound 13
DEX 13 Dam 5d6 Unconscious 7
STR 15 Heal 3 Knock Down 16
CON 13 HP 29 Armor 12 (+shield)
APP 8

Attacks: Sword 22, Lance 18, Dagger 20, Battle 18, Horsemanship 18

Significant Traits: Arbitrary 15, Deceitful 19, Prudent 17, Selfish
13, Suspicious 14

Significant Passions: Honor 6

Significant Skills: Awareness 19, Folk Lore 12, Intrigue 16, Orate 12

DESCRIPTION

A big, burly fellow, with a pug nose and several interesting scars.
Swyno never looks quite the same twice. During one encounter he might
be dressed in a peasant's filthy rags, while during another he might
be wearing the fine silks of a noble. Swyno is a social chameleon,
able to blend into many different social groups (usually depending on
the clothes he has most recently stolen). The only static bits of
Swyno's appearance are: his shield, his arms & armor, and his horse.

Heraldry: A black crescent upon a golden background. Frowned upon by
proper heralds.

Arms & Armor: a well-used sword; ebony black reinforced Norman chain,
with silver showing on the dinged edges; a hastily painted shield; and
six daggers hidden upon his person and his horse.

Horse: a dingy grey charger, often sad looking. Damage 6D6, Move 8,
CON 14.

PERSONALITY

Swyno is a cunning, plotting blackheart. He never says an honest word,
and is always eager to turn any situation to his advantage. Swyno is
willing to put on a hundred different masks, as appropriate to a
myriad of situations. He might seem Honest, Generous, Just, or
Trusting, depending on the face he is trying to present.

PLOYS

Swyno depends solely upon his quick and cunning intelligence for
survival. Detailed here are just a few of the stratagems which he
might use.

Occasionally, Swyno has been known to rise into high circles of
society. By stealing, lying and cheating, he is able to convince lords
and nobles that he belongs there, and is sometimes able to turn their
power against truly good and honorable knights.

Swyno is not above stealing from churches, orphanages, and poor
houses. He lies to them, and acts like a noble knight, and thus reaps
the rewards.

When encountered on the road, Swyno may do any number of things to
confuse and confound knights, among them: convince them to join him on
some villainous task, alledgedly in the name of good; fool them into
fighting against another knight who has made himself an enemy of
Swyno; or simply con them into going upon a very, very dangerous
adventure.

If things turn bad, Swyno will be happy to turn to Deceit to get
himself out of harm's way (roll on the RANDOM LIE TABLE, below).

RANDOM LIE TABLE (1D6)

1. "I hang my head in shame, good knights. The villainy that I have
done was only to feed my hungry family." [Just/Arbitrary]

2. "I must admit, good knight, I am not displeased you have brought
me low. I was but an innocent pawn in the plans of Sir
(Victim). He threatened me, and I feared for my life if I did
not obey him." [Merciful/Cruel]

3. "Yes, sir knight, I have done foul deeds here, but it was in the
name of vengeance against the blackheart, Sir (Victim), who slew
my family!" [Vengeful/Forgiving]

4. "Please, grant me mercy. I swear by my sword that I shall give up
my black deeds, and instead turn wholeheartedly to Arthur's good
ways." [Forgiving/Vengeful]

5. "I have been poor all my life, and this is all that drives me to
evil. If a kind and beneficent knight could only see fit to
drag me out of my poverty, I could becoming an upstanding member
of the community." [Generous/Selfish]

6. "Things do look ill, I agree, but you must trust me. I am on a
most secret mission for our liege, and must blend in. I can say
no more! Be off, or all will be ruined!" [Trusting/Suspicious]

Swyno will usually be able to produce some evidence of his lie, if
given a few days to work.

** HIS PIG, PERCY **

Swyno has a pet, a trained boar that he has named Percy. It is as
savage and cunning as its master, but a runt.

STATS

SIZ 15 Move 10 Major Wound 25
DEX 15 Dam 5D6 Unconscious 11
STR 25 Heal Rate 5 Knockdown 15
CON 25 Hit Points 40 Armor 5

Modifier to Valorous: +5
Glory to Kill: 15

Attacks: Tusk Slash @15, Trample @20 against prone foe.

Percy has been trained to run behind the foe that Swyno is fighting,
and lie down right behind his legs. If Percy is in this position and
Swyno's foe takes even a single point of damage, he must roll DEX to
avoid falling (stumbling over the pig). If he takes his SIZ or greater
in damage, he automatically falls.

If engaged in combat, Percy will slash with his tusks, although he'd
much prefer to run and hide. He does, however, thoroughly enjoy
trampling prone foes.

Like all boars, Percy remains conscious for a round after death,
unconsciousness, or a major wound. However, rather than fighting on
like most boars, he has been trained to fall over and "play dead". A
knight will see through this ruse if he succeeds in a roll of his
Awareness opposed against Percy's "Play (Dead)" skill of 15.

** THEIR MERRY MEN **

50% of the time, Swyno will be traveling with his band of "merry
men". These are bandits and outlaws, typically numbering 2D6. Use the
Bandit, Footsoldier, or Archer stats (Pendragon pg. 330). To a man,
they are cowards, and will beg for their lives if defeated.

RANDOM BEGGARY TABLE (1D6)

"Please, don't kill me...."

1. "... I had a bad childhood."
2. "... Swyno made me do it."
3. "... I'm just a boy."
4. "... I have a wife and two small children."
5. "... I hit my head and don't remember who I am!"
6. "... I'll return to my father's farm and live out my life in peace!"

There is a 1 in 6 chance any bandit is telling the truth while begging.

--------------------

From: Rob Heinsoo <BiturianV@aol.com>
Subject: Announcement: Gloranthan Futures
System: Glorantha

Hello, Uz and Argrathi and everyone in between!

Here's a short Glorantha update from Chaosium....

DEFINITE PROJECTS

* Work is progressing on the skirmish miniatures game which Chaosium
is co-producing with Stratelibri of Italy; we're hoping for a '97
release date. Stratelibri is already at work on the line of 25mm
miniatures for the game.

* The first of a series of Gloranthan sourcebooks released as trade
paperbacks should hit the shelves in summer of '97. The first book
will be a one-volume introduction to Glorantha, the perfect book to
hand to a friend to introduce the world. The second and third books
will detail the main combatants in the Dragon Pass Hero Wars. Greg
Stafford is the principal writer and we're handling editing and
production in-house. Like KING OF SARTAR, these books will contain
Glorantha information that is not tied to any game system.

SPECULATIVE PROJECTS

* The new Gloranthan rpg will appear some time in 1998 after we have
gotten rolling with the miniatures game, reestablished Glorantha's
market presence, and prepared a good deal of new Gloranthan data. For
now we're focusing on the '97 releases.

* Gloranthan fiction is also slated to begin appearing in '98.

I'll see you all here on the Digest,

Rob Heinsoo
Chaosium

--------------------

From: Dust Wright <Chaosium@aol.com>
Subject: Announcement: Cult of Chaos
System: Misc

Now, you too can join the CULT OF CHAOS, the official Cult of
Chaosium. Although initially created due to interest in Mythos, the
Cult of Chaos will be will be about all of Chaosium's games.

By signing up for a one year membership, you'll get all of the
following goodies:

STARRY WISDOM

All members will be sent four issues of STARRY WISDOM, the journal of
the Cult of Chaos. Each season cultists will be updated on the latest
rumors, con events, MYTHOS tournaments, game tips, albino penguin
sightings, insights into the shrouded inner workings of Chaosium, and
other elder secrets human-kind was not meant to know.

The first issue, which has just gone to press, includes a letter from
Greg Stafford on Chaosium's history, news on the future of Glorantha
under Chaosium, and a ton of information on Mythos.

A COOL MAGAZINE SUBSCRIPTION

Each initiate will be invested with a free subscription to either
Inquest or SHADIS magazine. Subscriptions are for one full year, so
that Chaos Cultist can keep up with what everyone else in the industry
is doing...

CULT DISCOUNT

Each member gets a 10% discount on all purchases through the Wizards
Attic mail order catalog on Wizard's Attic (WA) merchandise. The
Wizard's Attic carries limited edition Gloranthan scholarly works,
Gloranthan game supplements, Cthulhu mythos fiction from small press
companies like Necronomicon Press, jewelry, Cthulhu idols, and a host
of chaotic items for the discriminating cultist. Write for a free
catalog: Wizard's Attic, 950 56th street, Oakland, CA 94608.

THE VERMILLION ROAD TO PRIESTHOOD

Cult of Chaos members who worship the Mythos god have the opportunity
to rise through the ranks to become Chaos Acolytes or Priests by
running game demos and tournaments at local retail stores, gaming
clubs, and conventions. These brothers and sisters will have increased
access to the powers of Chaos and shall receive even greater rewards:
a MYTHOS t-shirt, demo-kits, and a copy of The Art of Playing
MYTHOS. Our missionaries shall also be rewarded with a Chaosium gift
certificate, otherwise known as Chaos Bucks for each gathering they
preside over. Armed with such rainment and knowledge they shall walk
among the sleepers and show them the paths to Chaos.

AND MORE

It has been said that the nature of Chaos is unpredictability. Even
so, STARRY WISDOM shall keep you abreast of new rewards and
opportunities as the lords of Chaos grant them. Furthermore, cultists
will occasionally discover strange and wonderful things in their
mailbox... AVE DEMENTIA!

HOW DO I SIGN UP?

Send credit card information, or a check or money order for $25 per
one year membership ($30 in Canada, $35 overseas) to:

Cult of Chaos
950 56th Street
Oakland, CA 94608

Include the following form:

Name _________________________________________________________________

Street _______________________________________________________________

City ___________________________________ State _________ Zip _________

Country ______________________________________________________________

Phone ________________________________________________________________

Email Address ________________________________________________________

Check which magazine you want a free year's subscription to (only one):

___ Shadis (Focus on RPGs)

___ InQuest (Focus on CCGs)

For Payment by Credit Card only: ___ Mastercard ___ Visa

Name _________________________________________________________________

Number ______________________________________ Exp. Date ______________

--------------------

The Chaosium Digest is an unofficial electronic 'zine about Chaosium's
Games. In no way should it be considered representative of the views
or beliefs of Chaosium Inc. To submit an article, subscribe or
unsubscribe, mail to: appel@erzo.org. The old digests are archived on
ftp.csua.berkeley.edu in the directory /pub/chaosium, and may be
retrieved via FTP.

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