Good article!Adam Gauntlett said:Pages of Power
The pages of grimoires like the Necronomicon can control the fate of readers in ways both wonderful and horrible, which is why they make such great narrative tools in games.
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Were they to use the actual Call of Cthulhu RPG system, your maximum Sanity (SAN) attribute is 99 minus your Cthulhu Mythos skill, which is basically the lore of all things Man Was Not Meant to Know. A few points seem like it's worth it, in the beginning, but when you're approaching 25, 30% in the skill and you've knocked your max SAN down correspondingly, the trade offs become more problematic. Of course, if your SAN was lower to start with, you've got more breathing room. Those less attached to the world as it seems are able to take in more of the world as it actually is, representing the simple fact that not only should man not know these things, he simply can't, in the end, grasp them. Our pitiful animal brains are just not up to the task.The Madman said:Excellent article. I'd really love if someday there was a game released which implemented that sort of gain vs. risk concept and somehow turn it into a major pillar of the game. Not simply a matter of good/evil as with so many games, but rather a 'how far are you willing to plunge and will you be able to turn back if you go too deep' sort of scenario.
Perhaps it's been done, but I've never played the game yet unfortunately. Again, excellent article.
Was actually reading about the Book of Soyga, Codex of Gigas, and the Voyrich Manuscript just the other day. It's nice to know that although the Necronomicron might be fictional (Or is it? Dun Dun DUHHHHH!) that real life isn't excluded from these sorts of strange mysteries. Makes everyday life just a little more surreal and interesting!
In-game, you mean?Herman Zindler said:Once you start down the path, can you ever regain lost sanity?
Technically Shadow Over Innsmouth is a seperate option: Joining the Enemy. That'd make it a six point list.Herman Zindler said:[quote="Karloff" post="6.275332.10694075I'm rusty on the source material, but - if I remember correctly - all of the characters essentially have a limited number of options*:
1. Go Nuts - Rats in the Walls, Shadow Over Innsmouth
2. Run Away - At the Mountains of Madness
3. Win by Luck - Call of Cthulu
4. Win (but thank goodness the bad guy failed to get what he wanted before we had to fight) - The Dunwich Horror
I'm intrigued, but can this style of play be appealing to gamers at large?
Cool! I'm glad.Herman Zindler said:Table-top RPGs are certainly popular abroad (as they are here in the US), but there are very real barriers to play . . .
Specific to psychological horror, Silent Hill is an excellent example of several themes (far too many to list) that have clearly found traction in the market at large - despite the series' own specific troubles that you touched upon - but do you think it (or the other examples you mentioned) convey a 'Lovecraft' experience in the way that you advocate?
I've really enjoyed the discussion so far - you may count me as a satisfied reader!