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La Methode du Docteur Chestel

La Methode du Docteur Chestel Playtest Review by Philippe Tromeur on 24/02/02
Style: 4 (Classy and well done)
Substance: 3 (Average)
A very original French RPG was published in 1991, in which you explore the mad universes of the Subconscious. "The Cell" movie looked like a rip-off ...
Product: La Methode du Docteur Chestel
Author: Daniel Danjean (text), Karine Paquot (art)
Category: RPG
Company/Publisher: Les Presses du Midi
Line:
Cost:
Page count: 52
Year published: 1991
ISBN:
SKU:
Comp copy?: no
Playtest Review by Philippe Tromeur on 24/02/02
Genre tags: Science Fiction Modern day Generic Other
La Méthode
du
Docteur Chestel

The Cell RPG ?

Do you remember that year-2000 movie called The Cell , with Jennifer Lopez as a psychiatrist, exploring the subconscious of a serial-killer, thanks to some innovative technology ?

There was a RPG, exactly about that topic : a French game called La Méthode du Docteur Chestel , published in 1991 and still considered a kind of masterpiece (or unique aberration).

When The Cell came out, that was evident : "At least, Docteur Chestel , the movie !".
By the way, I didn't like the movie that much, but that's another story.
 

What does the title mean ?

Litterally : "Doctor Chestel's Method".
Incredible.
 

What are the PCs supposed to do ?

The PCs work for Docteur Chestel , a guy who has invented a method to travel inside people's Intracos (Intra-Cosmos : the inner universe inside one's mind) during their dreams.

Like in The Cell , the clinic of Docteur Chestel is a little-known facility, taking care of desperate cases (sometimes under scrutiny from the government).

Their mission is generally to find a way to heal the inner universe from prejudices and other problems. So the solution is generally not to destroy the menace, but understand it and smooth the situation.
For example, if the patient is afraid of gypsies, the Intracos will be full of evil gypsies casting curses, kidnapping children, stealing cars, etc. If the PCs kill all the evil gypsies (in the Intracos ), then the mission will be a failure because the patient will be even more prejudiced (and violent) against them. On the opposite, the PCs should try to bring peace in everyone's heart, for example understanding WHY there's a problem, and find the better solution.

The PCs can achieve miracles (when rolling a 12) but it's not recommanded (remember : the Intracos is what the patient believes ).

The missions of the PCs are generally about healing people's mental problems, but the authors give some other examples, à la The Cell for some of them (see below).
 

How do I build a character ?

Technically, a character has got 12 attributes, rated -2 to 2.
Those attributes are organised as 4 sets of 3 attributes : 3 attributes about Self, 3 attributes about Things, 3 attributes about Other People, and 3 attributes about Environment.

  self things people environment
achievement CMB
combat
TEC
technique
SOC
social
DEP
déplacement
(moving)
potential FOR
force physique
(physical strength)
MAT
matériel, richesses
(equipment, wealth)
REL
relations, amis
(relatives, friends)
PER
perception
manner FOI
faith
LOI
law
SMP
sympathie, charme
(charisma)
ADA
adaptation

As you can see, some attributes are not traditional attributes, they work a bit like White Wolf's Backgrounds (MAT,REL).

Also, the beginning character has got 5 skills : one rated 9, another rated 8, then 7, then 6, then 5.
Each Skill is linked to an attribute, some of them are not "skills" as commonly understood in traditionnal RPGs (for example "Having a beautiful car" is linked to MAT, and "Friends in the Police" is linked to REL).

Otherwise, the character has got a name, a "real" profession, and a description.

There are rules for some evolution of the character, and also for aftermath : when you die in someone else's Intracos, your Masque (dream avatar) is somewhat damaged.
 

K3wL P0w3rZ ?

The PCs are defined by their attributes (and skills), and these attributes allow them to do perfect or incredible feats (when 11 or 12 are rolled, respectively, which is quite common).
Also, some Intracos (the universes inside people's mind) allow for magic or psychic powers, but it is rare.
 

What about the resolution system ?

When someone wants to make an action, they roll some six-sided dice and keep two of them.
When someone has got an attribute of 0, they roll 2 dice and add them together.
When they've got 2, they roll 4 dice, and keep the 2 better dice.
When they've got 1, they roll 3 dice, and keep the 2 better dice.
When they've got -1, they roll 3 dice, and keep the 2 lower dice.
When they've got -2, they roll 4 dice, and keep the 2 lower dice.
The result is compared to a difficulty.

A 2 is always a fumble, a 12 is always a miracle (only happens in dreams).
11 is the best one can normally achieve (in the real world).
If the character has got a skill corresponding to the action, then the skill rank is the minimal result (unless you roll a 2, which is always a fumble).

Wounds make actions more difficult (giving a base difficulty to every action).
 

Physically

The book is a slim (52-page) book ; the character sheet is on the back cover (this sheet is beautifully designed : it contains a summary of nearly all rules !).

The Creation of Character takes about 4 pages, the rest of the system is explained in some 15 pages. The rest is about advice to the GM, play-aids, etc.

There are many synopses proposed to the GM (nearly 30 of them) : most of them are 'classics' (phobia, etc), some of them funky (like this D&D fantasy), some of them psychedelic thrillers :

  • the president's cat has seen the murder : the answer is in its dreams
  • only one man knows where is the virus sample who could kill millions, but he's in a coma
  • etc

    There are also 2 complete cases, detailed in 15 pages :

  • L'Homme qui avait Peur du Noir (the man who was afraid of the dark)
  • Le Prêtre qui avait Peur des Enfants (the priest who was afraid of children)
    Both scenarii involve satanist bikers : maybe the author has some problems with bikers ?

    The art is very poetic and dreamlike : a woman walking through a mirror, absurd landscapes ...
     

    Is it any good ?

    La Méthode du Docteur Chestel has got an original theme and a clever sytem. There are some drawbacks, though : the skill system is a bit too simple (it helps only for easy tasks), and the combat system a bit strange (why rolling against difficulties, where a simple opposed roll would have been perfect ?).

    Also, the game was very expensive for its size : 99 FF for 52 pages was a lot. (most games have about a 1FF / page ratio, even a bit less in 1991).

    Anyway, this game is really interesting ; it was the first time such a thing was done, and it was brilliantly so. In the following years, we have seen Shattered Dreams and other such games, but Chestel is still the best one : essential, beautiful, and full of clever ideas.
     

    And now ?

    The author and the illustrator have made no other RPG stuff ever since, but they're somewhat working on Onirocosme , the follow-up to Chestel . If you read French, have a look at http://www.chez.com/kpdd/ . There are some pages in English too (on another website), with an even more complete summary of the rules ( here ).
    You may order the game at the authors' website.
     
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