by Lee Valentine
Trail of Cthulhu
Published by Pelgrane Press
Written by Kenneth Hite
246 page b&w hardcover
$39.95
This game is featured in our OgreCave Christmas Gift Guide 2008.
Reviewer's note: This is longer than my normal reviews, due to
cross-comparisons with both the GUMSHOE and the Call of Cthulhu gaming
systems.
Trail of Cthulhu is the newest volume in Pelgrane Press' GUMSHOE RPG
series, produced under license from Chaosium Inc. GUMSHOE is an RPG
system designed specifically to tell tales focusing on investigative
mysteries. This entry into the GUMSHOE series focuses on the writings of
H.P. Lovecraft, his colleagues, and his disciples. This milieu, termed
the "Cthulhu Mythos" by August Derleth, focuses on cultists
trying to commune with primordial alien races, dark gods, and other
things man was not meant to know. The genre focuses on death, perversion
of the flesh, paranoia, and the insatiable drive to make horrific
discoveries that shatter men's minds and wholly undo formerly sacrosanct
"truths" about our shared conceptions of reality. While other
Cthulhu Mythos RPGs have delved into the 1920s or the modern era, Trail of
Cthulhu is set in the 1930s.
About the Game's Author
Trail of Cthulhu was authored by Kenneth Hite. I own a copy of
Hite's book Nightmares of Mine, and was excited to review
Trail of Cthulhu for that reason. While Hite is undoubtedly the
sole author for much of the book, for some sections he was more of an
editor than an author, directly lifting certain sections either
verbatim, or almost verbatim from older Chaosium Call of Cthulhu
works or otherwise expanding upon materials authored by Sandy Petersen.
Also, some of the selection of quotes from the authors of the Cthulhu
Mythos stories will also be familiar to fans of Chaosium's other
products. Of course, since the GUMSHOE system was created by Robin D.
Laws, some of Laws' work is also present here. Nevertheless, Hite's
personal contribution to the volume is substantial in its own right. For
those unfamiliar with Hite's other writings, expect to read a book that
is rich with references to history and fiction, as Hite is undoubtedly
one of the industry's best read authors.
Trail of Cthulhu is published by Pelgrane Press. Simon Rogers,
the principal of Pelgrane, is also in charge of ProFantasy, publisher of the
popular Campaign Cartographer line of computer software products. Before the GUMSHOE
series, Pelgrane Press was probably best known for their work on the
Dying Earth RPG series.
Following the Trail
A large portion of Trail of Cthulhu is dedicated to
character creation. These are not pages of minutiae, as with some other
RPGs, but are instead rules designed to help you craft a really
interesting investigator of the dark unknown. A lot of thoughtful
information is provided throughout the text for both the players and the
game master (or Keeper) on how to stay in character and promote the
tenets of the genre.
In various parts of the book, two arcane symbols appear. They are keyed
to the terms "Purist" and "Pulp", which are used to
designate specific rules as being associated with one style of game over
the other. This allows a GM and his players to craft their characters
and gameplay along the lines of Lovecraft's own fictional creations, or
to turn up the action a bit, and run the game with a more pulp fiction
approach. This is an ingenious approach, and excellent suggestions were
made throughout the book for optional rules for each of these campaigns
styles. This method widens the target audience for the
book, and gives players more freedom to explore and interpret the genre.
Mysteries in GUMSHOE
During the creation process, characters receive a certain number of
points to allocate to Investigative Abilities. These are nominally
skills like "Forensics" and "Archaeology". The
number of points each player gets toward Investigative Abilities varies
with the number of players who are in the campaign regularly. The rules
give players just enough points to make sure that, collectively, the
group of Investigators has all of the major Investigative Abilities,
even if some are at 1 rank total. Players are encouraged as a group to
diversify those abilities, rather than giving each character the same
ones.
The GUMSHOE system has one key rule concerning mysteries: players always
find all the core clues required to lead them from one scene in the
adventure to the next and finally onto unraveling the mystery at hand.
Historically, RPGs have made the acquisition of core clues to a mystery
dependent on die rolls or overcoming some physical challenge. In a
typical RPG, there could be one bad roll, and poof, the entire mystery adventure goes up
in smoke and the players are derailed. Not so in a GUMSHOE system game.
To get a core clue the players must have a character with an appropriate
skill, rated at 1 rank or higher, on the scene. The plot moves
forward, and the mystery slowly unravels. Players have a number
of "Pool" points in each Investigative Ability equal to their
rating. A player can trade in points from a given Ability's Pool in
order to have the GM award the player with secondary clues. Secondary
clues will either embellish core clues revealing something cool about
the overarching plot; will reveal something going on in a secondary
mystery tangential to the main plot; or will move the players toward
solving the mystery even faster. Spending from an Ability's Pool does
not decrease a player's rating, so a player who has no points left
in his "Forensics" Pool can still use that Ability to find
core clues, but can no longer find secondary clues with that Ability
until his Pool refreshes.
Skills & Combat
Each player picks one occupation for his character. In roleplaying
terms, the occupation is either what you used to do before you started
exploring the Mythos, or what it is you still have to do to bring in a
paycheck. Which of these applies depends on whether the Keeper is
running a more adventure-oriented game or a more soap operatic game. In
game terms, an occupation provides a character with one or more special
abilities (usually fairly minor), free points toward his Credit Rating
score (see below), and acts as a cost deflator (half off) for a list of
Investigative and General Abilities associated with the occupation.
Characters have skills unrelated to their Investigative Abilities as
well, like "Athletics", "Scuffling",
"Firearms", and the ever popular "Fleeing". These
General Abilities have ratings and pools, but expenditures from these
skills work differently. For General Abilities, the GM sets a difficulty
for a given task (normally around 4), and a player spends points from
the appropriate Pool (like "Athletics" for jumping a fence).
The expenditure is added to the roll of a six-sided die, and if the
result is equal to or greater than the chosen difficulty, then the
character succeeds at the chosen action.
Combat is handled using "Scuffling" and "Fleeing"
skills, but whenever a success is rolled it's time to roll damage,
another six-sided die. The damage roll is modified by the type of weapon
used, and the resulting damage is subtracted from the target's Health
score, trying to drive him toward 0 and eventual unconsciousness or
death.
A good selection of melee weapons, explosives, and firearms are included
in the combat section. Unfortunately, firearms can sometimes require a
somewhat dizzying array of specialized modifiers, range restrictions,
and weapon-specific rules to be memorized. For example, if your
character fires both barrels of a light double-barreled shotgun he
cannot hit a target at long range. At other ranges, the shotgun blast
does standard damage plus modifiers, which total +0 at near range, +1 at
close range, and +4 at point-blank range. The GM is forced to calculate
these numbers by applying up to 3 or 4 adjustments at the same time from
up to 3 different pages of the rulebook. This would have been absolutely
trivial to handle with a good GM's handout that pre-calculated this
information. Such charts are provided for explosives and hand weapons,
but not for firearms. I would have also liked to see a short section on
how much damage a ramming vehicle can do to a Mythos creature, because
that's how one character escapes Cthulhu himself in Lovecraft's fiction.
Again, this was not present.
One interesting feature of Trail of Cthulhu is that much of the
dice rolling in the game is player-centric. For example, the Fungi from
Yuggoth don't roll to sneak up on you, you roll to see if you notice
them sneaking about. This is not universally true throughout the system,
and it is particularly not true in combat. But, whenever possible, the
GM is encouraged to employ this method. While this will give players a
greater sense of control over their characters' fates, it also can make
the mechanics slightly more intrusive from the players' perspective.
There is a clean, attractive character sheet included in the rulebook.
Unfortunately it lacks space for weapon information (range, damage,
etc.); general possessions; Mythos tomes; and other game elements. I
think Pelgrane Press needs to create a second page or back side for this
character sheet for these very types of notes. A link to the character
sheet is provided here and
in the links section at the end of this review.
Abstraction, Not Quantification
The GUMSHOE system tends to work with abstractions rather than
quantifications. A character may have a Fleeing rating of 8, but nothing
in the game translates that to a MPH or KPH speed rating for foot races.
Vehicles are rated in top speed, but primarily for determining how long
it takes to get from point A to point B, since all characters and
creatures have Athletics ratings using the standard pool system, and no
conversions exist to calculate a conventional land speed from
such ratings. For contests between vehicles and monsters, there is a
multi-paragraph overview on such contests, which are not handled per the
same mechanics, since Vehicles aren't rated with an Athletics score.
Similarly, you won't find lifting charts that give you difficulties for
various weights or other typical benchmarks found commonly in other RPG
systems.
Perhaps the only rating that I recall that had both a game rating and a
real world quantification was Credit Rating. Each level of Credit Rating
comes with an approximate annual income. How much of this income was
disposable income is not dealt with, and so it is not entirely obvious
how much money a given investigator has to spend on a trip to Paris to
view a newly discovered French translation of the Necronomicon.
Credit Rating is primarily used as a surrogate for "social
status" and is thus used to open social doors and to gather
evidence. You don't make a Credit Rating Roll to buy a car, for example,
as you might in some other RPGs.
I personally found the seemingly arbitrary mix of quantification and
abstraction somewhat distracting, but I think it will probably work if
the GM is willing to handwave some of the details. In the end, given
that Trail of Cthulhu is about solving Mythos mysteries, and not
collecting gold pieces, I think most GMs will find the Credit Rating
system workable. For GMs who wish the price lists included in Trail
of Cthulhu were a little longer, I've included a link to historical
prices of the '30s at the end of this review.
Defining the Fragile Mind
As is typical of many horror games, Trail of Cthulhu has a Sanity
score, and many things in a typical game will threaten to reduce a
character's Sanity, driving him toward eventual post-traumatic stress or
full blown insanity.
Unlike other games, Hite has chosen not to settle for one type of mental
health attribute to describe characters. In addition to a Sanity Score,
Trail of Cthulhu also has a Stability Score. Stability is how
cool you are under fire, and how likely you are to start drooling and
cackling off in a corner right this instant. Sanity is more of a measure
of whether you are, in the long run, off your rocker, having had reality
as you know it destroyed by what you have discovered about the Cthulhu
Mythos. High Sanity is a sign that the character still believes in
religion, science, and the value of humanity, while a character with a
low Sanity score has come to realize that it's all a big lie and that
humans are meaningless in the universe. For fans of the Showtime series
Dexter, the main character is a serial killer who
carefully hides his work, and lives by a code of ethics as to who he
targets - but he is still driven to kill. In Trail of
Cthulhu terms, Dexter is quite insane, but is stable with regards to
his insanities. This dichotomy will certainly throw some readers for a
loop, but after you grasp the differences, you will appreciate it. It is
tough for the Keeper to remember, however, because some things require
Stability Rolls, some things subtract from your Sanity Rating, some
things subtract from your Stability Pool, etc.
Stability and Sanity are typically differentiated in the rules. However, losing enough
Stability at one time can cause a permanent reduction of Sanity. Some
things can affect both game stats simultaneously. Some losses are
permanent, and some aren't.
If you can get past the intricacies of the Sanity/Stability system, I
think you'll find it one of the most considered and ingenious parts of
the book. That said, if I were to run Trail of Cthulhu tonight, I
can promise you that a good 80% of the things I'd have to look up as a
GM would be related to Sanity and Stability. Because of this, I really
wish Pelgrane Press had included, either on their website or in the book
itself, a summary table of what causes Stability loss versus Sanity
loss, and what kinds of actions can restore each one. I strongly suspect
that with such a summary table, I would have perceived these rules to be
a bit more manageable.
Trail is geared toward a longer, slower descent into madness than is
Call of Cthulhu. Nevertheless, Trail still has enough rules flexibility
to allow a GM to trivially drive characters mad, even in a one-shot
adventure, if that's the kind of game that he wants to run.
When your character goes permanently insane (i.e., he hits Sanity 0)
he'll end up being the property of the GM, who will undoubtedly have
your investigator make a guest appearance as a member of the Cult of
Cthulhu next week. For temporary insanity, however, Trail of
Cthulhu, like other GUMSHOE releases before it, has a
variety of optional ways to help players stay in character with their
temporarily insane investigators. For example, the GM is offered some
really interesting advice for playing out certain types of madness, like
paranoia - the affected player is asked to leave the room, and then when
he comes back he finds everyone else passing notes, staring at him, and
whispering to each other.
Motives and Mental Health
Each character has a Drive. A Drive is what keeps the character going
into places that no reasonable, sane person would ever consider
venturing. It's what makes the character read the Necronomicon,
cover-to-cover, even knowing what effect it will have on him. Drives
range from investigating for the sake of the adventure, or to get
revenge against the Mythos for what it's done to a friend or family
members. Mechanically, Drives function as both a carrot and a stick. The
GM can make your character an offer that he can't reasonably refuse,
pushing the character to do something in keeping with his Drive. If the
character doesn't take the plot bait, his Stability can take a severe
beating. If he goes along for the ride, then he regenerates a bit of
Stability (which he'll undoubtedly use up later in investigating the
Mythos).
For every three points of Sanity a character has, his player must write
down one Pillar of Sanity. According to Hite, a Pillar of Sanity is an
abstract principle representing some human concern that the character
relies on implicitly to keep him sane and human. For every three points
of Stability a character has, his player writes down one Source of
Stability, which is a specific person that keeps the character mentally
whole when the chips are down. Pillars of Sanity and Sources of
Stability can be threatened by the Mythos, damaging the corresponding
game statistic.
Recovery of Stability & Sanity
With all the Mythos monstrosities a character is exposed to, can he ever
hope to remain sane? In a Purist game, characters typically never
recover their lost Sanity points. In a Purist game, you have only two
options to protect your Sanity Rating. First, at the end of an
investigation, if there is no evidence of your encounter with the
Mythos, then you can recover one Sanity Rating point. Second, when you
are about to take a Sanity Pool loss, you can choose to have your
character faint dead away, to reduce the loss substantially; but in
doing so, you put your character at the mercy of the Keeper.
In a Pulp game, there is another way to recover some Sanity. You can
recover 1-2 Sanity Pool points by defeating the Mythos antagonists of
the current investigation.
Lost Stability Pool points are a little easier to recover. Visiting a
Source of Stability allows a character to regenerate his Stability Pool
between adventures. Visiting a shrink during an investigation can
help boost a character's Stability Pool as well. As noted earlier,
following your Drives can give you a Stability boost. In a Pulp game,
clever roleplaying can result in a die roll (a "Confidence
Roll") to regenerate points from your character's Stability Pool.
Mythos Magic & Tomes
Trail of Cthulhu has a fairly interesting Mythos magic system,
and some notes on mystical tomes players might encounter. Fans of the
genre will know that one of the most dangerous things a character can do
in the world of H.P. Lovecraft is to read a book. Some books expose a
character's fragile mind to dark truths of the universe. Sometimes
exposing oneself to these truths is necessary to combat immediate
threats to the world.
A character can either skim over a dark Mythos tome for a factoid, or
pore over the tome to increase his understanding of the Mythos. The
former is common for one shot investigations, but to really gain useful
knowledge in the long run, characters have to pore over the tomes in
their possession. Increasing your character's knowledge of the Mythos
can lower your character's Sanity Rating permanently. I liked the system
on tomes in Trail of Cthulhu, but the descriptions of the tomes
were a bit sparse, focusing more on mechanical effects than
flavorful descriptions.
There are two categories of magical Mythos spells: Incantations and
Rituals. Characters can learn these from tomes, works of arts, from
cultists, or from the Outer Gods themselves. Incantations are
Stability-threatening or life-threatening, but are effectively unopposed
actions requiring a roll. Sanity 0 casters always make their Incantation
rolls. Rituals, in contrast, are contested actions which are opposed by
"a summoned creature or the fabric of space time". Spells can
be cast by a single caster, or by groups of cultists. Trail of
Cthulhu features over 15 pages of information on spellcasting,
enough to give a beginning GM something to work with.
Mythos Deities & Bestiary
Trail of Cthulhu divides the things that go bump in the night
into three different categories: Mythos deities (major forces for
destruction and chaos that are also called "Outer Gods" or
"Great Old Ones"), Mythos monsters (including a variety of
insanity-inducing alien races), and everything else (including hazards
both mundane and supernatural, provided that everything in this latter
category is not specifically Mythos-related).
The minor Mythos creatures and the weaker mundane and supernatural
threats are all presented with brief stat blocks and some background
information to let you know a bit about each beastie. While each entry
does not provide a vast amount of information about each creature,
there's enough to whet the appetite, and to start building adventures
around.
The section on Cthulhu Mythos deities, however, is quite another matter.
One of the first things I did when I cracked open this game was to look
and see how Hite handled Cthulhu and his dread peers. While
there are actual rituals for summoning up Hastur and his ilk, there is
almost no game-specific information of any kind (other than
Sanity/Stability loss information) concerning the big names in the
Mythos. For each entity, Hite provided only a laundry list of possible
explanations for the creature's existence (take your pick for your own
campaign). However, he provided very few specifics as to the way that
most of them would interact with our reality.
Hite dabbled in a sidebar with what I wanted the entire section to
primarily consist of. He notes, for example, that Cthulhu may be
powerful enough to summon up a tsunami. For me, providing a list of
detailed special effects like this that each deity would cause when it
entered our reality would have been invaluable, and would have made
players find each of the major Mythos entities distinctly frightening.
Even if players never encounter the Mythos deities directly, but only
find out second hand about their temporary entry into our reality, one
would hope that there would be distinctive evidence pointing toward a
specific Mythos deity.
Does a given Mythos deity cause uncontrollable vertigo when he steps
foot in our reality, make time pass more slowly, cause earthquakes, or
radiate waves of homicidal mania? Those are the questions I wanted to
have answered, and they often weren't, or else the answer was buried
somewhere else in the book other than in a particular Great Old One's
description.
Hite does make it clear that even in a pulp game, the Mythos deities
are not critters for the players to stomp out casually with firearms and
Molotov cocktails. However, he seemed fixated on providing game masters
with detailed lists of alternate explanations for Mythos deities to use
as red herrings to throw off Mythos-knowledgeable players, and did so
with the side effect of obfuscating what is interesting and distinctive
about this cast of titanic characters for those of us with minimal
knowledge of the texts from which they are drawn.
Encounter Information
I have
previously reviewed Fear Itself, another release in the
GUMSHOE line. Unlike Fear Itself, there were a healthy selection
of monsters in the Mythos bestiary to give the GM something to work
with, "right out of the box" without buying a supplement.
I was again concerned that, like Fear Itself, Trail of
Cthulhu had too little direct advice on selecting and preparing
combat encounters for player characters. Particularly in a setting which
is so easily lethal to characters, it's useful to know whether just one
Nightgaunt is a sufficient challenge for the whole party of
investigators, or whether you'll need a couple to keep things
interesting. Hite's only real suggestion in this matter is for
GM's to run a low-lethality sample fight at the start of the campaign
(like a bar brawl or something) to get everyone familiar with the game's
combat system. While this might work, I think in practice such a
one-shot fight will be deceptive. Why? Because in other RPGs, characters
have fairly fixed game attributes all of the time. While a character's
ratings are nominally stable in GUMSHOE, in practical terms, those
ratings simply form a pool of points to spend during an adventure. If
you spend all of your Scuffling pool points on one fight, you'll shine
for that fight, but you could suffer during a future encounter. Don't
get me wrong, I think the resource decisions inherent in the GUMSHOE
system make it unique and draw me to the system. As a player, I
like being able to choose when my character shines and when he runs. But
since the system is significantly different from other games, it really
requires some modicum of advice on balancing combat situations, advice
that just wasn't there in sufficient quantities.
Setting and Background
Trail of Cthulhu has a chapter called "The Thirties",
to give the reader some background into the era which Hite has chosen to
set the game in. Since many of the Lovecraft's stories were set in the
1920s (as are traditional Call of Cthulhu games), setting things
in the 1930s allows events to unfold after those detailed in some of
Lovecraft's stories, so that GMs can rely on them as
"historical" background. Regarding his choices as to which
details about the 1930s to include, Hite writes that, "This is not
one of those historical roleplaying books that feels the need to compete
with Wikipedia." As such, he expects the reader to know a fair bit
about the era. In particular, Trail of Cthulhu has, for example,
less information on the historic personages of the 1920s and 1930s than
did some of the earlier editions of Call of Cthulhu. Hite doesn't
leave the reader out in the cold, though - he does go into some substantial depth
on topics such as racism, crime, and politics during the era. His bent,
however, is concerning how these interact with Mythos-oriented
adventuring as opposed to merely explaining how things were back in the
day. His coverage of other topics such as famine and war is appropriate
and informative, and gives even the historical event neophyte something to start with. Hite also has a good section entitled
"The Nightmare Countries" which tells a little about many of
the key cities, regions, and countries around the globe during the era,
and the kind of Mythos-related activities that were likely to happen in
each.
One thing that I really liked about Trail of Cthulhu was the nine
page chapter on Campaign Frames. Think of these as overarching thematic
premises for a campaign. Are all the characters academics tied to a
university? Are they bookworms scooping up lost Mythos tomes from around
the globe? Are they government agents out to secretly chase the Mythos
out of our universe (or to at least keep it out of the morning
newspapers)? These campaign frameworks are great springboards for play
groups who are new to Mythos gaming. There are names of some key NPCs
that could be used for each frame, and background notes on the settings.
I wish the NPCs in this section were more fully fleshed out so that
they could be used as templates for other similar NPCs, but they just
weren't. Overall, the ideas contained in this chapter were well worth including.
Sample Adventure
A detailed sample adventure is featured in Trail of
Cthulhu. Set in Cleveland in the late 1930s, it cleverly entrenches
players in the politics of the era's law enforcement (featuring such
famous enforcers as The Untouchables' Elliot Ness), while also providing an
interesting romp through the Mythos.
The investigation features a Mythos version of a monster from classical
mythology (who shall remain nameless to avoid spoiling the adventure for
players reading this review). The entity was detailed by Hite exactly
how I wanted to see the Mythos gods handled in the book. Extensive
details and sample special effects were provided as to how this thing
would distort or impact our reality as it manifested. These little
details and nuances will really add an enormous of amount of detail that
will make this particular investigation standout as a memorable one. I
found this refreshing - had a lesser author put this section together,
this would have been a series of Stability checks and Sanity losses for
encounters that would have seemed all too mundane.
While Trail of Cthulhu does not have any separate section of
stock NPCs, this adventure features game stats for cultists, a mad
summoner, and police characters, all of which can be used as the basis
for other NPC encounters.
If anyone has a complaint about this adventure, it will probably be that
it only tangentially involves any of Lovecraft's creations, and instead
focuses on a sort of homebrewed concoction of Mythos and classic
mythology.
Writing & Editing
If I have any significant critique of Hite's writing in this book, it is
that Hite simply knows too much for his own good, and forgets that
others don't possess his encyclopedic grasp of the genre. In a number of
places Hite makes a reference to a person or thing, fictional or
historical, and merely assumes that his reader shares the same knowledge
and frame of reference that Hite has. Undoubtedly, that will not always
be the case. For the most part, however, Hite writes clearly, smoothly,
and makes for an entertaining and informative read.
For readers who have read my review of
Fear Itself, that book suffered from some substantial editing
problems in certain parts. There are a small number of editing
problems in this volume as well, but most of them are fairly minor
(dropping a grammatical article or a suffix). None of them were really
distracting except one reference to a non-existent chart (which wasn't
that necessary to begin with). I found no glaring rules contradictions
or anything of the kind. Overall, the editing of this book is not
perfect, but it is much better than in Fear Itself. The
organization was sometimes flawed; for example some information on
firearms is 120 pages after the information on other weapons.
Product Appearance
Jérôme Huguenin did the art and the layout for Trail of
Cthulhu. The dark green cover features a
photographer, a police officer, and what appears to be a detective,
descending down some steps to a river embankment to look at a floating
body, while a dark tentacle slithers into the background.
The better pieces of art in the game focus on humans.
Huguenin used a complex photomontage technique combined with careful
illustration to create convincing, detailed, distinctive results. I have
never seen anything quite like it before. The art prominently featuring
humans is more heavily weighted toward two-fisted pulp fiction than to
classic Mythos horror.
Unfortunately Huguenin's work depicting the Mythos creatures had mixed
results. Some of the art for the Mythos creatures was absolutely
fantastic, while other pieces were merely overly-saturated smudgy blobs
that appeared more like spilled ink than an attempt at detailed drawing.
It may be that Huguenin had a specific agenda for these creatures -
perhaps for the most alien Mythos creatures he was trying to follow
Lovecraft's lead by merely suggesting a form, leaving the details to the
reader's imagination. Sometimes it worked. Sometimes it just didn't.
I also own the 3rd edition of Call of Cthulhu. The lavish full
color plates by Lee Gibbons, John Blanche, and other artists that made
some of the older editions of Call of Cthulhu such keepsakes are
not present in Trail of Cthulhu.
I enjoyed Huguenin's work on the book's layout as well. It features a light,
mottled tone in the background, on the edges of the pages (to suggest an
aged tome). Unlike other RPGs that have tried this technique, this time
it did not interfere with the readability of the text. The book is
mostly done in grayscale, but it uses dividing lines, frames, and
symbols with a brass-colored ink. The layout won me over, and my score
on the appearance of the book reflects this. A sample of the interior
of Trail of Cthulhu is available here.
Notes on Other GUMSHOE Products
Previous games in the GUMSHOE line have included The
Esoterrorists and Fear Itself, both of which are modern day
horror-oriented investigative games that are largely compatible
with Trail of Cthulhu, which is set in the 1930s.
Fear Itself is actually a very good companion piece to this work
if a GM and/or his players want to run a game where one of the player
characters has some kind of pulp fiction psychic powers. Trail of
Cthulhu does allow for some measure of sensing danger and hypnosis,
but casting spells from dark tomes aside, its selection of supernatural
adventuring abilities innate to characters is more subdued.
Fear Itself or The Esoterrorists would probably be good
companion pieces to Trail of Cthulhu for a modern era campaign,
depending on whether you wanted the players to run from the denizens of
the Mythos (Fear Itself) or hunt them down to destroy them
(The Esoterrorists).
Comparisons to Call of Cthulhu
Many readers will undoubtedly be familiar with Chaosium's Call of
Cthulhu RPG, and will be wondering how the two games stack up.
First, the ways that the characters are described are somewhat
different. There is some overlap in character occupations, but many of
the interpersonal skills are different between the games. Also, Trail
of Cthulhu has no traditional RPG attribute scores (like
"Strength", "Intellect", etc.). Instead, Trail of
Cthulhu is focused almost entirely on more specific skills or
abilities.
As for the mechanics of the two games, I prefer the GUMSHOE
system over Chaosium's "Basic Roleplaying" (BRP)
system. GUMSHOE's resource driven mechanics put more power in the
hands of the players. Players have a greater control over when during
the investigation their characters will stand out, and when they'll have
to take a back seat to others. That said, GUMSHOE's investigative
abilities really end up merely pointing out who gets story credit for
various actions. Because core clues are automatically found by any
character with an applicable Investigative Ability, in many (but
certainly not all) circumstances, a rank of 1 in an Investigative
Ability is just as good as 10 ranks of it. Further, since some
investigator in the group will usually have at least one rank in each
core Investigative Ability, which character gets to take credit for
finding the core clues of an investigation is typically determined by
which character has the highest rating in an applicable Investigative
Ability during a given scene. In contrast, in a Call of Cthulhu game,
the most clever player may be the one that thinks up the way to find the
major clues in a given mystery, and his character may get the credit for
the find.
If you play the d20 version
of Call of Cthulhu, expect Trail to be a lighter
game with fewer specifically quantified feats to detail your character's
capabilities in combat.
While I prefer GUMSHOE's core mechanics, Chaosium has an absolutely
fantastic wealth of source materials for Call of Cthulhu.
Undoubtedly many people who buy Pelgrane's Trail of Cthulhu will
be Call of Cthulhu fans, so thankfully,Trail of
Cthulhu contains GUMSHOE-to-BRP conversions. This is great
for GMs with loads of older Chaosium products on their shelves that
prefer GUMSHOE's mechanical structure. However, some of the conversions
were onerous enough that I really think Pelgrane Press and Chaosium
should get together and create a conversion spreadsheet, and should give
fans a limited license to just post stat block conversions between the
games on the Pelgrane or Chaosium websites. Otherwise, players may
convert their investigative characters using this methodology, but other
source material may be too painful for GMs to convert.
For Retailers
Pelgrane Press added a lot of production value to this volume but wanted
to keep the MSRP at $39.95, presumably to keep it comparably priced to
Chaosium's other Cthulhu hardcovers. As a result, they have elected to
provide a slightly smaller than normal discount (55%) to wholesalers in
the hobby games channel, which will, as a result, likely be passed along
to you as a retailer. Still, if you carry Cthulhu-related RPG materials
in your store, you'd be doing both your store and your customers a
disservice not to carry at least a few copies of this product. Retailers
will likely find that this book sells itself to fans of Cthulhu-related gaming material.
I like book's cover, but felt that it was so dark it won't do a good job grabbing
someone's attention from across the room. Close-up, however, the
lettering "Trail of Cthulhu by Kenneth Hite" does
"pop", and that helps quite a bit with consumers who recognize those
names. I think this book is best sold by giving it a prominent face out
display for at least a week or so to draw attention to it before
displaying it spine out.
Conclusions
Trail of Cthulhu is hard to categorize as a rules light or rules
heavy system. There are many different modifiers, rolls, references,
etc., detailed throughout the game book that the GM is responsible for
knowing. For a novice GM, these could all add up to a lot of page
turning during the game, making me feel that Trail of Cthulhu is
a rules medium game with a lot of referencing to be done. However,
almost all the burden of these rules will be placed squarely on the
shoulders of the GM. If the GM is experienced with the system and
thoroughly familiar with the rulebook, players will perceive Trail of
Cthulhu as a story-oriented, rules light game system that is
extremely well-suited toward running horror games in the Cthulhu Mythos.
I thought Hite's writing was generally compelling and excellent
throughout much of the book. Even if you don't end up playing the game,
you'll find it a great read. That said, I was concerned by the lack of
information on balancing encounters, the lack of thematic
differentiation in the Mythos deities section, and I had some problems
with the organization of the text. The rulebook also needed a couple of
additional reference charts (like a very detailed firearms chart and a
chart for which things affect Sanity and Stability Pools and Ratings).
Nevertheless, I feel that a lot of the target audience for this book
will consist of diehard fans of Lovecraft and fans of the Call of
Cthulhu game. These readers may value Trail of Cthulhu a
little higher than I did because they will be able to fill in some of
the missing details with their own knowledge.
The GUMSHOE system, despite some of its flaws, is very
likely the best system I've seen to handle investigation-oriented,
Cthulhu Mythos gaming. I think that the game will be improved upon
substantially with some web extras and a decent GM's screen, and
Pelgrane Press has plans for both.
While I wanted more out of Kenneth Hite in some instances, I generally
felt that he is to be congratulated on his selection of content for this
volume, and the overall prowess he showed in authoring it. To Simon
Rogers' credit, this is a product Pelgrane Press should be proud of. The
book is a good value at $39.95, and I recommend it to fans of Mythos
gaming or pulp fiction.
Pelgrane Press is planning on producing some supplements for Trail of
Cthulhu. They already have a few web extras for those who purchased
Trail and want more, including some articles on transportation,
downloadable maps, PDF character sheets, and useful charts and tables
from the game (see samples in "Links", below). I
very much look forward to future supplements for Trail of
Cthulhu, and I think you will as well, once you've read through this
game.
Lee's Ratings:
Overall Rating: B+
Rules: B+
Rules Complexity: Low (Players); Medium (GMs)
Appearance: B+
Retailer Salability: B+ (higher if you have a dedicated Lovecraft fan base in your area)
Links:
Related reviews on OgreCave: |
|