The Great Old Ones ruled the Earth
aeons before the incidental rise of man. They came from the gulfs
of space, waged war upon one another, and then were cast down
by even greater beings. Remains of their cyclopean cities and
forbidden knowledge can still be found in the remote extremes
of our planet. Upon uncharted islands, within dark ocean depths,
under burning desert sands, locked within polar ice, miles below
the Earthís crust, they lay imprisoned. But when the Stars
are right they will awaken and walk this earth once more.
Call of Cthulhu is our classic roleplaying game of Lovecraftian
horror in which ordinary people are confronted by the terrifying
and alien forces of the Cthulhu Mythos. A bestseller with over
300,000 copies sold world-wide. Call of Cthulhu has won dozens
of game awards. In 1996 Call of Cthulhu was elected to the Academy
of Adventure Game Designer's Hall of Fame. Call of Cthulhu is
well supported by an ever growing line of high quality game supplements.
No Gaming library is complete without a copy of this book!
From the Chaosium Inc. website, which can be found at www.chaosium.com |
The crickets sing their song of nightly loneliness.
The subtitle reads: “Twenty years ago today…”
No, this is not the beginning of “Maniac Mansion”.
But you must expect mansions and maniacs ahead, because we have
them aplenty. As I was saying, twenty years ago, a bizarre RPG
was first published. The title? “Call of Cthulhu”.
Call of what? As Robert Bloch once put it: “Who or what
was Cthulhu and how in hell did you pronounce it? And who cared,
anyway?” But gamers knew. Or they would learn soon enough.
Chaosium had given birth to the most memorable RPG of all time.
This was the first horror RPG ever published, and it remained
close to its ideal for twenty long years. The game was edited
many times. It is currently in what Chaosium calls (in a very
software style) 5.6 Edition. It was based on the writings of one
man, and his crew of followers. Howard Phillips Lovecraft, and
the group that has been called “The Cthulhu Circle”.
Robert Bloch was one of them. These authors wrote about a forgotten
pantheon of alien mad gods, that rule the universe and created
man almost by accident. Monstrous beings that just don’t
care about humans. Just as a careless human crushes an ant under
his shoe without even noticing, so do these creatures destroy
and kill, with reckless abandon. Cthulhu is one of this behemoths,
a giant that lies dormant in the sunken city of R’lyeh,
waiting to rise again, and take those giant footsteps… For
now, he is content to send his dreams of feverish and alien messages
to those so mad to receive those demented broadcasts.
This RPG is about people. The people that fight these gods and
their insane minions. The people that learn the forbidden arts
in vain hopes of using them against the enemy. The people that
let their sanity melt down like a candle, just to save their fellow
humans. Regular people that face the horrors of a world to which
most of humanity is oblivious. This is sounding like Hunter: the
Reckoning. But CoC has some interesting differences. It is not
set in the World of Darkness, but on our own. The “Investigators”
do not wield uncanny powers to fight evil, and when they learn
some arcane spell, it is very likely to backfire on them. The
evils they fight are not out of Gothic horror tales, but out of
Lovecraft’s weird nightmares.
One that has never played CoC will notice some odd things on
this game and its system. Many of the dice checks are made with
percentile dice (two D10 rolled, one as the ‘tens’
and the other as the ‘ones’), and there is no “experience
reward” in the game. You only get to increase the skills
you used, and then, only if you used them remarkably well. The
only “real” reward are some arcane forbidden tomes
that further erode your sanity. Then, you have that — the
sanity. This game has that unique trait most games have not; a
counter for your character’s mental health. Of course, every
encounter you have with any being that suggests that the world
of “scientific proof” we have built for ourselves
is not entirely accurate hits hard on your reason and pushes you
one rung down on the ladder to insanity. Some encounters make
you fall directly to the ground. So, this is time for the true
valor. Any barbarian can hack his way through skeleton wasteland.
But can you, a regular human being, take an encounter face to
face with the macabre monster that haunts that old mansion? Will
you come out of there alive?
There are three main eras in which CoC Scenarios are set. The
1890s, the Present, and my favourite and the original one: the
1920s. Most of Lovecraft’s tales are set in the roaring
20s and the 1930s, and the period has an aura of mystery that
is worth trying. Gangsters roam the streets, filling the speakeasies
with illegal liquors, secret societies flourish and dabble with
things that were not meant to be known, and people are just thrilled
to be alive because they have survived the Great War. But fear
exists not only on the trench…
COC RPG gives you the opportunity to explore the world as H.P.
Lovecraft perceived it, and to play a different kind of character.
One that does not have the “Kill Everything in My Path”
skill at a 150%, but that has high “Spot Hidden” (detect
stuff that is not plain to see) and “Library Use”
(find ‘that’ particular tome you are looking for among
thousands of books). One that does not carry home thousands of
coins of looted gold, but a pack of rare books with rarer titles
yet, such as “Necronomicon”, “De Vermiis Mysteriis”,
“Unaussprechlichen Kulten” or “The Book of Dzyan”.
One that is not a heartless thug that kills by the hundreds, but
a quiet college professor that will cry, faint or run when confronted
to a monster… or turn into a babbling, catatonic human statue.
That is the essence of Call of Cthulhu. That is, in my humble
opinion, the essence of true horror. To be faced with something
you’re not prepared for. Not more, not less. After twenty
years and more than five major editions, Chaosium has published
dozens of sourcebooks for Call of Cthulhu, some of them have even
earned them prizes, but the heart of the game has remained the
same. And it’s one of those RPGs that don’t require
you to buy all the sourcebooks to start to play them. It’s
a great buy, and you will love it for ever… just like me…
just like hundreds or thousands of other fans…
"That is not dead which can eternally lie, and with strange
æons, even death may die", Abdul Alhazred, a.k.a. Abd
Al-Azrad, the mad arab that wrote the Kitab Al-Azif, a.k.a Necronomicon.
Reviewed by Matías Timm - matt@kmant.com |