Showing posts with label twin peaks. Show all posts
Showing posts with label twin peaks. Show all posts

Monday, December 25, 2017

Deathbat's Xmas Haul

Well, Xmas is here and already half gone! While my wife and son are meticulously assembling this:


Dad is also working with this:


...Which if I suspect things go the way I imagine, I'll probably be spending more time with the little guy than my son is! It's really an impressive piece of tech, and a cool little robot to boot, but my son's excitement for it seems to be less than he thought it would be, and mine is more than I thought it would be.

But for me, here's the haul Camazotz got for Xmas:


The World War Cthulhu: Cold War series has three books out (sadly probably no more as Cubicle 7 is about to lose its license to publish for Call of Cthulhu), but I now have the core book, Section 46 Operations Manual, and Covert Actions scenario book. These are great resources for a 70's era cold war CoC campaign using the 7th edition rules, and you should find them before they are out of circulation!


It was definitely a Merry Cthulhumas for me, as I also found a copy of Down Darker Trailers, the Chasoium sourcebook on the Wild West, Cthulhu style. So far really liking this. I predict new CoC campaigns in the 1880's (and 1970s) for my group very soon!


Then there's this gem: The Things We Leave Behind, a series of six gruesome modern day scenarios for CoC 7E by Stygian Fox Press. Each scenario promises to deal with grim and gruesome contemporary mystery/murder themes with a focus on the horrific elements of human nature. What I've read so far looks very promising.


Also, more Starfinder! Looks like I have lots of incentive to resume running Starfinder in 2018, probably using the Dead Suns adventure path.


Speaking of which, I would be remiss if I didn't mention Twin Peaks: The Return special Blu-Ray release! This fantastic compilation lets you view the 18 episode run in a series of 9 feature-length films. In a year of cinematic blockbusters and Hollywood over-saturation, Twin Peaks: The Return was the only thing I saw all year that was truly new, unique and inspiring in that special David Lynch way, and should not be missed by his fans or anyone into the Modern Weird.


Anyway...merry Xmas from The Deathbat Clan!


Monday, December 11, 2017

Call of Cthulhu - The "Weird Oregon" Campaign


For the first time in over two decades I've run a Call of Cthulhu campaign that has now lasted more than twelve consecutive game sessions. Most CoC games I've run usually make it as far as 6-7 session before an accumulation of events finally hit that climatic endgame and the surviving investigators abruptly retire and retreat to the areas of the world they mistakenly think are safe. Last year my campaign ended after about eight sessions with an abrupt and highly revelatory conclusion that also left roughly 60% of the party dead, including at least one second new character introduced after the first expired messily. Eight sessions felt like a lot. I've run CoC games in ages past that made it to at least 12-15 sessions, but those haven't been since the nineties. I've played in only one CoC game that survived 12 sessions, but in fair disclosure those were sessions back in the late nineties/early 2000's that ran the entire day, so the had the quality of a younger man's marathon run.

Needless to say, for a long time now CoC has been my go-to game for very specific short campaigns with definite conclusions, usually lasting from 1-6 sessions. I have never been the sort of CoC GM to really grokk how to run (and sustain) megacampaigns like the Antarktos Cycle or Orient Express.

The new campaign I'm hip deep in was built around some interesting premises, and was inspired heavily by David Lynch's conceptual basis for Twin Peaks: The Return. I still plan to write more on that show soon, but suffice to say that it is the only creatively interesting film or TV I've seen in many years, and I'm on my third viewing now that the Blu Ray edition has been released. It was so interesting, in fact, that the initial game I ran was originally intended to be a 1-2 session CoC campaign with a zombie apocalypse inspired by Herbert West's Reanimator tales, but I almost immediately cancelled that and turned it around in to an ongoing story arc that simply began what looked like a narrowly averted zombie apocalypse.

The idea for the revamped CoC campaign was a sort of "Oregon sure is weird, and a lot of stuff happens here," kind of approach. I took the actual town of Coos Bay, as well as other locales such as North Bend, Astoria, even the Ape Cave region in Washington, on down to Mt. Shasta just on the California side and worked out what effectively amounts to about a dozen Call of Cthulhu scenarios' worth of modern day adventuring, all starting just a month or so before the eclipse earlier this year. Each scenario was tied to one or more of the others by virtue of specific characters, or plots, or artifacts, or the schemes of certain factions of mythos monsters that have a presence in the region. All of it ties in to a couple "super plots" which provide much of the driving background impetus.

The game is still going strong so I can't provide details, unfortunately....wouldn't want spoilers for the players!...but I plan to eventually try to outline the whole thing in a coherent format. One of my players actually built an amazing spreadsheet to try and track all of the goings' on and figure out the relationships of the various associated parties, events, people and places they had visited.....it's almost a work of art in its own right.

The Twin Peaks influence comes in like this, using these steps:

#1. Have lots of separate stories, all possibly related somehow, going on at the same time.
#2. Give each PC a connection and motivation to resolve one or more of those stories, with a few showing evident overlap.
#3. Keep recurring villains going for as long as feasible, but let them go out in style when the opportunity presents.
#4. Don't be afraid of longer or more quiet moments. These are great for setting mood or resolving obscure plot bits....or creating new ones.
#5. Have some basic underlying ties to everything that are, from an endgame perspective, fairly simple. The idea is to "make it look convoluted and maddeningly complicated at the start, but in the end make it look simple and resolvable toward the end," but then, in true Lynchian fashion pull the rug out from under them just when it looks like closure and simplicity is in reach.
#6. Death as an end goal...even madness....is not a primary means of player death though such possibilities lurk. The group so far has only had one actual player death and one retirement/replacement. But all of them are ready with backup characters because the risk of actual death has been insanely high.
#7. Play out weird and unpleasant relationships with the mythos wherever possible. Also, not all mythos encounters are necessarily bad....some might oppose the actions of others and may be indirect allies! This isn't giving much away....but the Esoteric Order of Dagon in fictional Coos Bay is, in fact, the closest thing to an ally the players have right now. Chiefly because things going on in the region do not benefit the order in any way, but hey.....beggars can't be choosers.....

Anyway, those are some of the driving components of this ongoing campaign. If I have my way, and it looks like everyone is sufficiently invested that this will come to pass, but maybe this will be a campaign setting that runs for another 12-15 sessions, making it the longest CoC story arc I've ever run. Factor in that one of the PCs in this game survived last year's 8 session campaign and that means at least one of these characters has already hit an impressive 20 session survival rate, with more to come!

Anyway.....back to working out details on next week's session!