|
I loved the idea of Insylum from
the very get-go. I loved the Hastur Mythos from its rough inception
in the pages of The Unspeakable Oath
all the way through Alone on Halloween
and into its expanded description in Delta Green:
Countdown. As a matter of fact,
you could make a drinking game out of my reviews by drinking every
time I refer to the Hastur Mythos. You'd be quite drunk by the end.
So I was really
happy when I got ahold of Insylum, happier still when I got a
group and started playing it. But then something funny happened: I
realized just how limited Insylum
actually is.
The game's set in an insane asylum – the Carlsbad County
Schizophrenics Annex – in which the characters have been
imprisoned, without a specific memory of how they came to be there or
why. Every night, a door opens up into the Night World, which the
inmates explore in order to try to recover their memories. They're
essentially being kept as feed cattle for the Facilitator, who's
using the characters in an attempt to understand what he lost when he
read the King in Yellow himself. The Night World itself is Carcosa, a
constantly shifting series of vignettes designed to freak the
characters out. (CAlifornia COunty Schizophrenic Annex – get
it?)
Because the characters are amnesiac – and more than a little
insane – the game's stats revolve around the character's mental
stats. They've got a single physical stat in the form of Fatigue, and
Lucidity and Memory as their mental stats; that's all. Fights are
accomplished by blind-bidding Fatigue or Lucidity, depending on the
nature of the threat; by spending a point of Memory, you can remember
something about your life before you came to the Asylum. You increase
your Lucidity by burning five fatigue points all at once; you gain
Memory by burning five Lucidity points. Once you hit twenty Memory
points, you can spend them all at once and transcend the game.
That's the basics of the game. The particulars get a little more
sticky. In a big hurry.
It's worth pointing out that this is one of the few games that I've
actually been able to play-test, and so I have hands-on experience
with the game's mechanics. Unfortunately, they really didn't measure
up to my expectations for a game.
For instance: The blind-bid system for Insylum allows the characters
to bid a certain amount of their Fatigue in order to win a fight. In
my play-test, a major problem surfaced in that there's no description
of what happens if two people happen to bid the same amount –
and given that most Fatigue bids will be in the 1-3 range, that's a
really odd thing to leave out of the formal rules. It's possible to
read it as the Defender failing to outspend the Attacker's bid, but
that doesn't explain things much further – who loses Fatigue? A
system in which a tie can't exist is a system that's broken out of
the gate.
I will admit to making a fairly major mistake in my playtest in the
aspect of Whalesong, a fellow inmate whose central interest was in
suffocating the other inmates with his massive bulk. (He was only
able to make odd howls, rather than speak; hence the nickname.) I
figured that I'd double the amount of Fatigue that he had in order to
represent his experience at being a sadistic son of a bitch. Here's
the problem: One of the toughest monsters, the Paper Lion, has a
Fatigue that tops out at ten. As a result, characters fighting
Whalesong swiftly found themselves crushed by his three-point bids,
resulting in a fairly savage beating at his hands. It was my fault
for giving him those stats, but there's no wiggle room for weaker
players to potentially overcome stronger ones. It's a death spiral in
which the stronger player wins. (There's also not a lot of help
provided for people ganging up on a stronger opponent, which is going
to happen all the time.) The lack of granularity in fights also
nonplussed some of the players – one of them compared the
system to holding up a random number, and then asking “Do I
win?”
Another problem occurred with the sudden-death nature of fights.
Fights in Insylum tend to be really lethal, which is
understandable – except that there's not a whole lot of wiggle
room when you only have five hit points, some of which you have to
spend just to attack. In a claustrophobic environment like an insane
asylum, complete with pushy inmates and potentially brutal orderlies,
fights aren't something that you can't necessarily avoid – and
yet, Insylum doesn't offer much of a cushion in terms of
lethality. At one point, I had a character in a fight get killed
because he bid one to Whalesong's three – I was left with a
dead character in a fight that was meant to end in somebody's
crippling at worst, rather than in the character's death. I had to
step in and declare that the character was knocked unconscious,
rather than being dead. (I will say that there's some really nice
fiction in the combat examples, the kind of fight description that
makes you realize where the Pagan Publishing guy's heads are at –
but it's not enough to make up for the system.)
The system has another major quirk that really drives me up the
wall. Played straight, you're essentially using a scaled ladder for
experience – five points of Fatigue buys you one point of
Lucidity; five points of Lucidity buys you a point of Memory. Extra
Fatigue capacity costs you five points of Fatigue, spent all at once.
Since characters start out at five Fatigue, however, they can only
achieve an extra point by spending a point of Fatigue – which
means that they'll drop to zero, knocking themselves out. A game in
which your first measure of character progress is your sudden drop
into unconsciousness is not a good sign, unless you're playing a 19th
century upper-class girl who's into the whole fainting craze thing.
On top of that, it isn't specified when it's permissible to spend
those points – can you fall asleep, spend the Fatigue then, and
wake up refreshed and tougher? I eventually switched over to the new
World of Darkness system in order to keep the game flowing along.
There's another major problem with the game as written: The glacial
pace of character advancement. It takes 25 Fatigue points to gain one
point of Memory; the eventual point of the game is to reach 20
Memory. That's – let's see, 20 x 25 = 500 Fatigue points that
have to be spent in order to “win” the game. You can gain
Lucidity points by fulfilling the desires of Creatures, a particular
type of entity within the Asylum, and you can gain Memory by escaping
the traps of Repeaters. However, the game doesn't specify how much
Lucidity characters should gain from defeating Creatures, and grants
only a single point of Memory from defeating a Repeater.
On top of that, the only way to establish who your character really
was in a therapy session is to spend a Memory point to “solidify”
what they remember. Since most people don't like playing blanks,
they'll likely be spending points of Memory in order to fill in the
holes where their characters should be. The odds of ever attaining
twenty Memory – in exchange for a nebulous event which will
remove their characters from the game – are very slim. This
results in a game which is built entirely for long-term campaign
play, unless you want to have the character explosively remember
everything about themselves by spending 5 points, instead of 20.
Memory also creates another issue with the game which may throw less
experienced GMs off their game. Essentially, the creation of the
character's past takes place through the therapy sessions that take
place every now and then throughout the game; by asking leading
questions, the GM can encourage players to add stuff to their
character concept. Besides asking about the regular stuff, there's
also stuff like “How many times did you do heroin before you
overdosed?” or “Why did you saw the boy's head off?”
or “How many times did your father molest you?”
There's a couple of problems with this. First off, it's difficult to
think of good questions that lead the characters into shocking
revelations about what's actually going on. While the Facilitator has
the ability to suggest things that may or may not have happened to
the character, the player has the say in whether or not that thing
actually happened. Suggesting a string of things that the player
nixes as not appropriate to their character is going to make the
Facilitator seem less like somebody who's actually got hidden
information and more like somebody who doesn't have the faintest idea
of what's going on, and who is swinging in the dark hoping to hit
something at some point. It's like two men trying to agree on a shape
of an imaginary object without being able to discuss its
characteristics; it takes a lot more time than it's actually worth.
It's also worth noting that there's potential to hit spots in your
players that you may not have known you had; a question like “how
many times did your father molest you” is a potentially
triggering question for somebody who's actually undergone abuse in
real life. On top of that, since you're meant to be asking disturbing
questions, it's possible that you'll hit something that you didn't
even know they had. On top of that, if the players don't know
anything about the Cthulhu Mythos at all, they'll wind up creating
backstories that don't fit the tone of the game – making their
characters strong and optimistic, making it odd when they wind up as
hollow shells in the Insylum. I had to take my players off one by one
and explain roughly where I saw their characters going, building off
some of the stuff that they'd said about their characters –
this one's cult membership, this one's love of dolls and so forth.
I'm not sure if the creation of a backstory is supposed to be a
spontaneous event or a carefully tailored interaction between player
and GM, but either way, I'm kind of mystified as how to it's supposed
to work.
The Night World is an interesting concept, but it leads to another
problem. The original Night Floors scenario, in Delta
Green: Countdown created pretty much the standard archetype for
the Night Floors – a relatively normal setting, a hotel, that
felt like the setting for a play that you only got to see a small
part of. Without the proper context, the investigators could only
stumble back and forth like trapped rats in a maze, trying to figure
out what was going on from the small hints that they got. The final
revelation was that there was no solution, that to understand the
Night Floors was to be trapped in its insanity, and that the proper
course of action was to get the fuck out and stay the fuck out.
The Night World, in Insylum, is differnet. Instead of going in to
discover where somebody's gone, you're supposed to derive information
about what The King in Yellow is about, and what made your
character the way that he is. The various areas which the players can
visit are nicknamed Sets, as in theatrical sets, which the characters
can move through and interact with.
Unfortunately, the Sets themselves don't really offer anything to
do. Some of them are direct homages to the Hastur Mythos, like a
visit to Carcosa, the MacAllister brownstone (where the Night Floors
exist), the lake of Carcosa and so forth – there's not a whole
lot that hasn't been seen in previous works. None of them offer
advice as to how the characters are supposed to understand what's
going on – they're fun to look at, and to move through, but
they don't offer any particular insight into the character's minds
and don't offer them much to do after they're done exploring. There's
nothing to do within them besides gawk at the cool stuff and maybe
bicker with each other. If they want to leave, then they have to burn
either five or ten points of Lucidity – the .pdf offers both
values within a paragraph of each other – or a point of Memory,
which means that the GM has to come up with new stuff while they
search around for a way to get out. I always asked the characters if
they wanted to spend Lucidity when they made some kind of personal
identifying mark on the setting, which I would then keep track of to
establish when they could leave; telling them flat out that they
needed to spend X amount of Lucidity to leave felt too metagamey to
me.
That rules, however, leaves the GM to come up with stuff for the
players to do within the Night World before they can leave. I had a
titanic concrete wall on which thousands of personal confessions had
been scrawled, complete with blanks left for the players to write
what they'd done; a city that had apparently been taken over by the
King in Yellow, complete with a single inhabitant who whispered
cryptic clues; and, eventually, a party in which a family had turned
in on itself in a fratricidal frenzy, leaving behind – guess
what – cryptic suggestions as to what had happened.
Now: My players weren't particularly used to the Call of Cthulhu
play style, and they eventually grew bored with the various setpieces
that they could look at, but never really interact with. That's one
of my failings as a GM, but I can claim that I wasn't sure what the
point of going into the Night World was in the first place; the book
doesn't say. You're supposed to derive something from your visits,
and I was leading up to the revelation that the inmates were acting
as the scouts for the next invasion of the Hastur Mythos, but it was
slow enough – and lacked enough creepiness – that my
group wound up getting bored and eventually quitting.
I couldn't really blame them, to be honest. Besides playing with an
experimental – and obviously untested – game system in a
setting that they were fairly unfamiliar with, we also had too many
people in the group to maintain the proper attitude of horror and
played in a noisy student lounge. When they passed on the next
session because it wasn't going anywhere, I had to agree. Eventually.
There was some cursing involved.
On top of that, the game doesn't really offer anything new to the
Hastur Mythos. The idea of an institution where a mysterious
Facilitator uses insane asylum patients to explore the Hastur Mythos
is a good one, but that's all of the new stuff that fans of the
Hastur Mythos will get. I was halfway to writing up some new Sets and
perhaps publishing them online until I realized that they were, in
the end, just excuses for the GM to talk to himself while the players
sit around appreciatively enjoying the weirdness. I could work them
out, but making them a part of Insylum essentially builds them on
somewhat rickety foundation.
Insylum offers an interesting premise, but – let's face
it: It's broken. Unless I missed a lot of discussions on the Forge
where this kind of play style is laid out and explained, Insylum
is a game that you can't play without – well, I don't even
know what you'd need to make it work. That's the problem. It is a
free product, but it was bought on the ransom model, and I wouldn't
mind seeing a slightly more solid return for my investment.
-Darren MacLennan
|