Goto [ Index ] |
Cthulhu Dark Ages
Call of Cthulhu is arguably the premier horror role-playing
game, and has been around for over 20 years, with minimal changes
to setting or game system. Some (at least me) feel that it's
perhaps gotten a bit stale, and has lost it's edge or scariness,
what with plush dolls of all the major nasties of the game and
silly songs and comic strips and what not.
To a certain extent, Chaosium
has taken steps to alter this (possibly unintended), branching
out Cthulhu to the d20 System, and to other settings. There was
supposed to be a "pulp" setting for Cthulhu, which
seems to have vanished like Amelia Earhart (wrong era?), and some
other company is coming out with Mecha-Cthulhu, but that also
seems delayed. But we do get this, Cthulhu
Dark Ages, basically Call of Cthulhu set in A.D. 1000.
It's a stand alone game (the original German version was simply a
sourcebook), and uses Chaosium's "Basic Role Playing
System" (BRP), which is a fairly old and simple system.
Essentially it takes all the statistics from D&D (Strength,
Constitution, etc, plus a couple), and adds (or uses) a
percentile (d100) skill system. Basically, to skills are rated
from 0 to 100, and to see if you succeed at using a skill, you
have to roll under the skill rating on a d100.
There is no d20 conversion, sadly (which would have made the
various historical d20 sourcebooks more readily usable,
particularly dual statted Ars Magica books). From what I've read,
the d20 System may be on the way out over at Chaosium (not
surprising, but sad).
BRP is a decent system, but is geared towards "gritty"
play, and I have found it somewhat unrewarding for long
campaigns, as there is limited character growth (in terms of
abilities). But that generally isn't a probably in Cthulhu games,
as characters tend to die, go crazy, or retire frequently. The
most innovative thing about the BRP system used in CoC is the
Sanity score, which tracks the stableness of your investigator.
As it gets lower, your characters gets nuttier and nuttier. Just
like Michael Jackson!
The rules for BRP take up about 50 pages (or 1/3 or so) of the
book.
There are some tweaks that seem to make it more appropriate for
the setting. For instance, a chart that correlates hit points of
damage (as a percentage of a person's overall total) taken to the
effects of the blow or wound. For instance, if you take 10% of
your damage, it's a bruise or a flesh wound. But 50% is a major
wound or fracture and the victim has to make a roll to say
conscious. And 250% is a fairly gory death.
Unlike the randomly rolling for attributes found in many earlier
versions of BRP Call of Cthulhu (all the ones I have, which are
2nd, 4th, 5.1, and 5.6), in this, you allocate 100 points
combined to all 8 stats (that is, when you add up all 8 stats,
they total 100). While this certainly works, and probably
generates characters better than rolled randomly (since the
average of this is 12.5, vs 10.5 for rolling 3d6, though not as
good as the 13 average for 2d6+6), chances are good that there
will be a lot of ugly characters, as players will be tempted to
put points in attributes that are more readily useful than
Appearance.
I'm also not convinced "Education" makes all that much
sense, in how it relates to skills (basically, you get skill
points equal to your education times 20, with each skill
percentage costing a point). People then were poorly educated,
but had a wide variety of skills.
As mentioned, the number of skill points you get is determined by
your Education score, and the skills you can spend them on are
determined by your class, er, "Occupation". There are
20 different Occupations, and each occupation has a list of 8 or
so skills you can spend your points on. Characters then get more
points, based on 10x their Intelligence, that they can spend on
any skill they want. For the most part, this works, except it's
difficult to create someone that is competent with more than one
weapon, as all warrior or guard types only have 1 weapon skill in
their occupation list.
One odd note, characters start at age 15. For every 10 years (or
fraction thereof) older, they lose a point of any physical
characteristic. While I know life was hard back then, surely 25
or 30 year olds are not that much out of shape, compared to a 15
year old? Even without THG,
I think humans reach their physical peak at 28 or so.
Frankly, the layout in this chapter is somewhat confusing. The
main information on how to create a character is in a tiny box on
page 17, it's easy to ignore (usually things in boxes tend to be
sidebars), but then the information on assigning skill points is
a couple pages later, buried in the section on
"Occupations".
Not being a fan of the BRP system, I'll probably end up
converting to d20 (shouldn't be that hard).
Only about 20 pages is devoted to the Dark Ages era itself. This
is probably the book's weakness. It does a good job of portraying
everyday life, and giving a general overview, but lacks a lot of
detail.
Maybe it's just part of the audience changing - maybe those in
Mainland Europe (where this is originally from) are more familiar
from their history, and so more detail wasn't necessary. In the
US, our history really goes back only 400 years (obviously,
further, but American Indians didn't keep much in the way of
records, at least in North America. And you don't want to know
what the Mayans did to each other. Youch!), but everyone pretty
much has a good feel of what it was like, in the 1600s, 1700s,
the 1800s, 1900s, etc. But 1000s? There's a big disconnect.
The Cthulhu Mythos gets about 30 pages. This is the best part
of the book. Basically, the Cthulhu Mythos were the invention of
a writer named H.P. Lovecraft around the 1920s-1940s (he died at
a relatively young age due to cancer). Their main was the
alieness of the horror, and the insignificance of mankind.
I think this part was fairly well done, it tries to depict the
Cthulhu Mythos as someone from A.D. 1000 would see it. Many of
the traditional Mythos monsters are given different names, or put
under a more traditional folk-lore name (one used by people in
the Dark Ages).
There are also lesser known Lovecraftian monsters, like Lilith
(which is also based on Jewish folklore, but HPL used her in a
story. Which I never really thought meshed in with his other
stuff, but eh) and some I had never heard of (despite my having 5
different versions of Call of Cthulhu, plus both Ye Books of
Monsters).
That said, it's not perfect. I think they should have keep the
more traditional Cthulhu monsters out of it, or at least the
names. For instance, the Mi-Go, are very science-fictiony. Having
them in the book sort of breaks the mood. Or Dimensional
Shamblers. No one in A.D. 1000 would ever use that term. And then
there is serpent people, who I really think fit in better
elsewhere (American Indian legends, mostly). At the very least,
they should have been renamed, like the other monsters. (I think
this may have been Chaosium's doing, adding those critters but
not renaming them)
Some notable mythos creatures are not included (like the Big C.
himself), but I think this was a good move, as most of the
excluded ones had little business being in this setting - Cthulhu
is in the Pacific Ocean, which as far as those in Dark Ages
Europe, doesn't even exist.
The magic system still works the same way (they are case using
spell points and sometimes sanity), but again, the spells are
often renamed, or are a bit different, to suit the setting.
Again, there are a few quirks here, but this apparently cropped
up during Chaosium's editing and expansion from a sourcebook to
stand alone game.
The last 40 pages or so are devoted to a scenario (about 30 pages
for the scenario itself, about 10 for handouts). While this
scenario isn't bad, I'm not sure it was the best thing to
included in this book as an introductory scenario.
For one, the setting is almost certainly unfamiliar to those who
have this game. It's set in the "Eastern March of the
Germanic Empire". Yes, for the original book, which was
published in Germany, this was probably a familiar setting. But
for an English speaking person, I think it's unfamiliar. And you
can't really suggest any films or TV shows that might set the
mood. And if you have silly players, there's a large variety of
jokes.
As the book mentions, people in the Dark Ages had a radically
different view of the world. Basically, they were pretty
ignorant, not knowing basic things like laws of physics, things
that are hard to forget, even to pretend to forget. Add to that a
setting almost no one is familiar with, and it's a daunting thing
to role-play properly. I can probably fake it for Dark Ages
England or France, having read dozens of historical mysteries set
in that region and era. But eastern Germany? I'm out of my depth.
For another, the length is perhaps a bit daunting. I think it
would have been best to include several short scenarios, instead
of one great big long one.
The end part of it is also something of a dungeon crawl.
Basically, the PCs have to explore an ancient burial mound (an
awfully big one) with about a dozen different keyed locations.
This isn't exactly uncommon in CoC scenarios, and even some of
the fiction, but I've always disliked them in CoC.
Actually, the end game is quite combat intensive, and this is
actually one of those scenarios where combat skills and stats
matter. (Which contradicts the claim in the introduction of the
book that "Read Latin" is often better than being good
with a weapon). It's also pretty tough, I am shocked most
character would survive even half-way through the end dungeon
crawl, I'm not sure it was the best introductory scenario.
Lastly, though it's got some gruesome twists to it, the Mythos
critters in it are probably the most over used opponents, ones
that I am sick to death of. Something more obscure, or a radical
interpretation of them would have been nice. But no, it's fairly
standard, tweaked a bit, but still our tired old friends. The
other Mythos critter/villain is lesser known, but seems to be
somewhat inspired in the final showdown.
Hmmm. Upon first reading the scenario, I didn't think it was bad,
but looking at what I've written, I think it could have been a
lot better. It would make a pretty good scenario for the Conan
RPG.
The book itself looks great. Lavishly illustrated, fancy looking
layout, fancy looking top margin graphics (that change from
chapter to chapter). By far the best looking book from Chaosium I
have seen.
All in all, it's a pretty good product. Some might complain that
they already have the basic Call of Cthulhu rules, so some of the
material is duplicated, but the price is probably about the same
($25 for a 170 page book is pretty nice, these days, if they lost
the 50 pages for the BRP rules, it would be 120 for $25, which is
still a bargain compared to some books (AEG's)), and this allows
new players to start the game with a minimum investment. Chaosium
also apparently has plans to support Dark Age with more
supplements (they apparently already have a 'monograph'
available), so it's not just a one shot, it's got a future.
If you haven't tried Call of Cthulhu, this would be a good way to
start. For veterans, it's somewhat less appealing, but still well
worth the money. B-
(Also, the author has a website devoted to this, http://ad1000.cjb.net/,
including fixing some of the problems that crept into it by
Chaosium's editing, but please note that it happens to set off my
virus-checker. And what's really spooky, is I didn't even know I
had a virus program running... still, I've had computer problems
of late, including this review going missing until I ran
scandisk, so it could be a false warning. But worth mentioning.)
Help support RPGnet by purchasing this item through DriveThruRPG.

