Cthulhu and violence

Funny, I have read that story several times (Ironicly last name is Webb and I have a friend with an artistic bent whose lastname is Wilcox). Everytime I seem to have skipped that part. Its here, in my Arkham House edition, but I can't for the life of me ever remember reading that part.

In the short story, "The Call of Cthulhu". Its only the basis of the RPG's title, and the big bad is killed by a ship ramming into his head. That should tell you the role of violence in CoC.

Sounds like its nap time. Not denying the violence, just didn't remember the part in question. And yes, I know where the game got its title. If you look at my question, I think it is pretty obvious that I know who Cthulhu is. If I didn't I would be asking the often stated question "Whats a Cthulhu?"

BTW- If anyone is in Portland OR come next October, the HPL Film Festival promises to be a very good one this year.

Aaron.
 
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Joshua Dyal said:
No, he rammed him with the front of the ship. I just reread this yesterday to make sure I wasn't off base when arguing on rpg.net about what happened in that story.

I appreciate the clarification - I must've read that story totally incorrectly for 10 years! I think the description of the "splat" was a little muddled to me.
 

If you're not up on your nautical terms, it actually almost appears as if he does chop him up with the propeller, actually. Luckily, my dad is a fanatic of the Age of Sail, though.

Although that was a steamer. Not sure why a steamer would have a bowsprit, though, unless it were also equipped with sails.
 

Perhaps HPL wasn't a big fan of steam ships?

In any case, one of the few times I played CoC, my character was a mobster. With a tommygun. Violence wasn't just wasn't just his solution, it was his profession.

Works pretty well, too, when one rolls 01s on the "empty the drum into the monster" attack rolls. :)
 

coyote6 said:
Perhaps HPL wasn't a big fan of steam ships?
Well, there was an era, right around that time, actually, when a lot of ships were duel powered. Steamships with sails was actually common for a brief time.
coyote6 said:
In any case, one of the few times I played CoC, my character was a mobster. With a tommygun. Violence wasn't just wasn't just his solution, it was his profession.

Works pretty well, too, when one rolls 01s on the "empty the drum into the monster" attack rolls. :)
It does work pretty well, which is part of the dichotomy pointed out above. Not only that, pretty much all of the Chaosium mega-adventures, which one would think was an indication of how the game is meant to be played, at some point featured the "it's time to fill that squamous sumbitch full of lead" moments in order to advance; they were literally bottlenecks in many cases where it was the only way to continue the campaign.

Those two things are what makes the perception that "if you're resorting to violence, you've already blown it" seem inherently unlikely, and probably a fan misconception anyway.

EDIT: I didn't think much of it when I wrote it, but reading back on, "it's time to fill that squamous sumbitch full of lead" is a pretty good tagline, isn't it? I might have to sig that...
 
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Joshua Dyal said:
EDIT: I didn't think much of it when I wrote it, but reading back on, "it's time to fill that squamous sumbitch full of lead" is a pretty good tagline, isn't it? I might have to sig that...

I think it could only be improved by holding a lit, half-consumed cigar in your mouth at the same time as you said it.

Also, "Squamous Sumbitches" would be a great name for a band ...
 

We were playing in a Delta Green (modern CoC) game and we knew who the cult leader was, we knew he was going to perform some horrible ceremony, we knew he was possessed by a fire spirit, we knew where he lived. So I ordered the team to assassinate him in cold blood at his home. The DM's jaw hit the floor at that. It had never occured to him that we would simply off the guy.

Ultimately it didn't succeed completely in that the firespirit went and possessed another cult member, but the police investigation (that we were involved with) into the "murder", exposed the cult's sacrificial area and that, plus other grizzly trophies and the actions of the FireSpirit possessed daughter got the cult rolled up by the authorities anyway.
 

I don't think much evidence is required to show that Chaosium modules are built for violence. They generally assumed a final assault on the cult or monster, and often didn't give any other means of solving the plot. Actually, I think a lot of the authors assumed that the investigators would have access to tons of spells, and would just whip out a "Dismiss Whatever" at the end of the adventure. How the investigators would get these spells when the average lifespan was about 2.4 days, I have no idea.

In a lot of ways, the old modules were only half-written; there were gaping plot holes, odd assumptions, and no thought given to things such as "what if the PCs go to the police?" So they were a lot like the 1ed AD&D modules of the time, really. At any rate, more recent adventures (such as "Unseen Masters") have been a lot more fleshed out, but combat still seems to be pretty common (unless, as stated earlier, it's a "McGuffin" adventure).

I think a lot of this is just the limitations/boundries of the roleplaying genre. How many scenarios, in any game, end with the bad guy not getting attacked or somehow defeated by a plot-point? In heavy roleplaying campaigns, more attention might be paid to intrigue and politics, and there might not even be a "bad guy" per se (though there's still someone the PCs want to get, IME). But Cthulhu has pretty distinct hero/enemy lines: stop the Mythos forces any way possible in order to save the world (or at least an inbred, backwater portion of it). The fact that the heroes end up using the same, or even worse, methods as their enemies is just an interesting side effect.

For me, I always viewed Call of Cthulhu more as a mystery game more than a horror game. Instead of wading through the dungeon to get to the bad guys, one investigates and pieces together clues. This is far preferable to me IMO, but often my players aren't nearly as interested in things such as puzzle solving and criminology as I am. So, without focus on investigative and roleplaying elements, the game (or really any game) can easily degenerate into a splatterfest.

This sort of brings me to the point of all my insane ramblings- that Cthulhu, like every other RPG, needs to have the Keeper and players on the same page as to what sort of campaign it will be and where things will be headed. If the Keeper wants to run a campaign heavy on mystery and the PCs go around shooting all the people they're supposed to learn things from (I know I've been guilty of this before), then things aren't going to work out. Even for a game that is based upon a certain type of story by a certain type of author, there seem to be radically different interpretations as to how it should be executed- I've seen a lot of examples where the game is treated more like Resident Evil, for example. No problems here if it is, but it's the sort of thing that needs to be worked out in advance in order to avoid disasters.

So, to cut a long post short, yeah, the old modules assume a lot of violence. It sometimes takes a lot of work for the Keeper to change things, and the change of this assumption will also need to be communicated to the players, so that they know the expectations are different.
 

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