― Howard Phillips Lovecraft
So, here's Part Two of my introverted reflections - as stolen from David Chapman. I have to say that when I was thinking about writing this 'series' I had to seriously consider which RPG had shaped me the most; Call of Cthulhu or Dark Conspiracy. Sure, Dark Conspiracy - as I detailed - is the game that means the most to me personally, but on reflect Call of Cthulhu has probably done more to influence my writing and game development skills...
Call of Cthulhu
Creatively, I've probably spent more time writing, thinking and developing ideas for the Call of Cthulhu roleplaying game than all the rest of the RPGs in my collection combined: I've written scenarios; published a fanzine; and even done some official playtesting.In a narrative common to many, I was introduced to the writings of Lovecraft (umm, in this case August Derleth in the guise of Lovecraft) well before I even knew of the existence of an RPG. I'm always thankful that my gaming mate - Mike Ross - lent me that first book (The Lurker at the Threshold, I think it was called), as it ignited an interest in the horror genre that's never been extinguished. This 'enlightenment' occurred way back in my mid-teens, when I was living in a small New Zealand town that has since been called 'the dullest place in the country' - a statement I can attest to*! But while the community offered little in the way of excitement for a growing lad, it did have an inordinate number of second-hand bookshops (none of which, unfortunately, survived the town's 'revitalisation' in the early 2000s). Hunting through those myriad of shelves and forgotten boxes I was able to get a fair selection of real Lovecraft's stories, usually in short-story collections, like the Del Ray editions. To this day I remember how I consumed them with such interest and wonder, and can readily see how they influenced my creative interests. (In fact, as I write this I've had flashes of memory - of me tucked-up in bed, braced against the cold, reading At the Mountains of Madness, and on the downstairs couch, in the bright Saturday morning sun, flicking through The Case of Charles Dexter Ward.)
In those days I wasn't interested in writing Call of Cthulhu scenarios, as I didn't even own a copy of the rules until I was in my 20s, but rather I just wanted to write like Lovecraft. Thankfully none of those first terrible pastiches survived my moving away from home afew years later, but my love of the Mythos and its nihilistic approach to humanity and our future was ingrained.
* - I always say that the only good thing to come out of that town was my wife :P
Why to I love Call of Cthulhu so Much?
The People...
That probably sounds weird, but my interest in Lovecraft, which - obviously - soon morphed into a love of Call of Cthulhu, has led me to meet with so many great people - from authors such as Tim Wiseman (creator of the most 'mythos' of all Call of Cthulhu adventures - Tatters of the King) and Chaz Engan (co-author of the fantastic Beyond the Mountains of Madness) through to the old guard such as Mark Morrison and Richard Watts**. I even got to chat with the likes of Lynn Willis (the grandfather of Call of Cthulhu) and Keith Herber (who I think is a bit forgotten as was the force that really grew the game in the late 80s and early 90s) at one time or another...
Everyone I've ever spoken to has had some insight into the game, why they loved it and why they created for it. Like me, they all saw Lovecraft and his writings for what they were - good, simple horror with a tinge of something different - and how each, in their own way, was influenced by these ideas and concepts. I have to say it was an honour and pleasure to what spend the time I have with such talented people!
** - and so many, many more - I don't want to name them all as I know I will miss someone!!!
The Creative Experience...
For me Call of Cthulhu is the easiest and simplest game to come up with ideas for. I prefer the 1920s and Gaslight settings and avoid the more modern eras, but I never seem to be short of yet another idea for a campaign, scenario or adventure seed. Now, let me temper that by saying that while the ideas come quick and fast, closing the loop on them - and actually finishing what I've started - is a bit more difficult. I must admit that I feel a certain level of pressure in creating for Call of Cthulhu, because in my own way I know I'm stand on the shoulders of so many giants. Not only that, but they bring with them a horde of fans and critics that I often get, what I think of as, 'stage fright' as I edge nearer the conclusion of my creations. I start to become more critical and begin to out-think myself around what others might read into the story, this piles on the pressure and with it the pleasure of writing goes... which means I never get near to a finished product!***
That said, when the going's good and the words flow there's nothing better than creating a Call of Cthulhu adventure, because at its heart you can write about 'real' people and 'real' motivations, even if they are doing strange and wondrous things. Hell, even if none of the hundreds of thousands of words I've written over the years for this game ever see the outside of Word - Right now I've got to say I've enjoyed every moment!
The Community...
Of all the games I've created for, Call of Cthulhu has the best community. To this day I still get positive comments on Monophobia (the one serious product Mark Chiddicks and I produced), and places like Yog-sothoth.com and BRP Central are always talking and speculating about all things Cthulhu! I think especially we need to thank Paul Maclean for his efforts with YSDC, as I suspect the game mightn't have survived the dark years of the 00's and early 10's so well without his site's support!
I'd also have to extend my thanks and love to everyone who has played in one of my games - especially those poor souls that playtested one of my unfinished abominations... oh the humanity!
*** - worse still, this makes me feel like failure, which in turn makes me feel bad, so I abandon one idea only to immediately become determined to do better next time... a whole horrid cycle really!
Why Has Call of Cthulhu Shaped Me?
I think everything I've ever learnt about writing roleplaying material comes from reading and running Call of Cthulhu scenarios. In particular these have shown me how to structure my writing - especially on how to take an idea and turn it into something usable. They also taught me about tension and horror, and how having the threats remain hidden is always best approach; The Crack'd and Crook'd Manse is a perfect example of this, as is Michael Wood's 'Rise of Xnaaki'. Like good-old Lovecraft himself these types of scenarios are more about the mystery than the reveal, and the fun is in discovering what and why events are taking place rather than just the 'fight' at the conclusion. I think in some ways this is way the newly released Pulp Cthulhu doesn't quite have the same appeal to me as the 'classic' edition, but I'm sure some campaign will come along to change my mind some time soon!
Finally, Call of Cthulhu shown me that there is no 'perfect' way of creating a roleplaying scenario - and just like any good battleplan - no adventure survives contact with the enemy... I mean players! As a writer, the best thing you can do is create an atmosphere and the aspects you want to guide the Keeper/Referee/GM with - the outcome is - regardless of your well-honed plot, epic storyline or urge to tell the platonic ideal of a story - out of your control. This is why I think Masks of Nyarlathotep is such a classic, it has a simple plot and yet provides myriads of unique and interesting concepts that can be drawn on as required; nowhere does it try and railroad the players down any one path of action! Let's be honest, the best experiences at a gaming table always come from the players themselves, and the game/setting/scenario is simply the sandpit in which they act - I will always recall running Horror on the Orient Express for exactly this reason; not for the campaign itself but rather due to the way the party conducted themselves and their interaction - in the guise of humour, fear, anger and even romance - with its plethora of NPCs!
I love writing for Cthulhu, and I know that when I shuffle (kicking and screaming/quietly?) off into whatever waits for me in the beyond, I will still have umpteen unfinished Call of Cthulhu adventures awaiting for some bugger to purge off my PC. Sucker!