![]() learn its use) then the Sanity check is made (and failed) then they cannot ever learn that spell! We're not talking about someone screwing up an exam, that they can retake later, using another book. When an Investigator gets their hands on a major spell-giving Mythos book, and they fail to comprehend a spell (i.e. In this I appeal to Keepers with a personal 'house rule' that's worked most of the time*. After all, who casts spells but those linked to the Mythos? Aren't they the Bad Guys? In fact, it's so rare it acts as a warning. Point is, magic in Call of Cthulhu exists but isn't common. but how does that sound to those not in on the secret? The argument that 'experienced' investigators understand that magic has a reality is fine. So, if you were in the know, and had such abilities at your command, then you wouldn't wander around looking like a star-spangled Gandalf or even "that weird guy who talks to his furniture and knows what underwear my Mom has on!" In so-called Enlightened Times, it's dismissed as arrant nonsense. Magic may exists but firstly, it's not common, and secondly, it's open use is frowned upon. It's been frowned upon by society as soon as one bloke-dressed-in-sober-clothes said "That woman gave my cow a nasty look and now it's a bad milker - is there a connection?" Taking that magic exists in the 'reality' of the CoC game, it's not acceptable! It's not the 'done thing'. Well, the latter might still work but you know what I mean! ![]() And having a list of spells you can cast is hardly 'ordinary'! Not to be too scathing but we're playing CoC and not some D&D-clone no character classes, no hit point to experience correlation, no "fight first and worry about the law later" thinking. And, getting back to my proposition that the 'core' value of Call of Cthulhu as a game is that you play an ordinary Joe/Jane in an extraordinary world. They are not superheroes, they are the "reality" person in an unreal situation. The guys and gals who are horrified by magic and it's potential for corruption. We hit the double-edged athame straight away: it's reality but it allows for Mythos and non-existent opponents with magical skills! So why should an Investigator not learn spells? Why not indeed?īecause investigators - player characters - are the ordinary hero. RuneQuest gave us a good alternative system Call of Cthulhu gave us a game based in (a) reality! This is why (in my own experience) CoC stood out from the games of the day. It is based in reality - it doesn't matter what period of history - but that reality accepts magic or at least occult practices are real! However, in this Game Reality, Investigators are not just fantasy characters in sharp, 1920's suits. Thus at its core, the Investigators are the Good Guys and the Cultists and various nasty creatures, the bad guys. It's prime element is being based on HPL's literature. These are mere, um, ramblings.Ĭall of Cthulhu is not a fantasy role-playing game! It is a role-playing game, and it has fantasy (i.e. I'm happy to discuss my "considerations" and, of course, completely accept a good argument for difference. They are in no way, shape or form official guidance or rock-solid legislation! Pick what you like, ignore what you like. These are my own thoughts, in-house rules and experience-based considerations. You do you! Experienced Keepers know that no matter how well planned, how careful the intent is in a game development, we're down to a random factor not dice, but players. If players choose to change the dynamic of a campaign, then so be it! Unless, of course, they become campaigns so Keepers should keep some ideas to the back of the mind.Ĭampaigns where the Investigators are intended to become "the bad guys" or, at least, rival cultists needn't use any or all of these considerations. ![]() This is game use in long campaigns considering how long it takes to digest a Mythos tome, possibly benefitting from knowledge of spells, one-shot or single-session scenarios needn't worry. I'd like to put forward my own take on this subject, discuss it and leave options 'revealed' for Keepers to use in future games.īefore I start, I must declare certain, ah, strictures: I see many posts on here, discussing how to handle players and spells, investigators and "Mythos Magic", how a Keeper should handle players who want to delve into the Forbidden Arts and so on.
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