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 |