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Ken Levine proffers (and comments upon) a Mike Nichols quote:

Every scene is either a fight, seduction, or negotiation.

Levine points out some caveats with the claim and Mark Evanier (who originally linked me to Levine’s piece) offers a few more, but I thought the simplicity of the fight / seduction / negotiation triad was an interesting conceptual tool when thinking about scene-framing. As I discussed in the Art of Pacing, there’s a lot of different ways you can think about the creative elements that you put into a scene and a lot of different structures you can use (or abuse)

Van Helsing - Peter CushingDH Boggs at Hidden in Shadows has put together an absolutely fascinating bibliographic analysis of the earliest versions of the turn undead ability in D&D.

The short version: Virtually no explanation of the “turn undead” ability was provided in the original edition of D&D. Boggs makes a strong case that the ability was only being used by Arneson’s Blackmoor group in Minneapolis and not being used by Gygax’s Greyhawk group in Lake Geneva. Gygax, therefore, gave the ability short shrift in compiling the 1974 rulebooks; this short shrift, in turn, resulted in people interpreting the ability in a way that was much more powerful than Arneson intended (or the Blackmoor group was experiencing). And the legacy of that power-up is something that the game is still dealing with 5+ editions later.

This is a great example of the “Ur-Game” of D&D, as I described it in my Reactions to OD&D several years ago.

What’s also interesting to me is how closely Boggs’ reconstruction of Arneson’s original rules mirror the house rules for turning that I posted here on the Alexandrian back in 2007. (These rules are still being regularly used in my 3.5 Ptolus campaign. And they’re great: Streamlined resolution paired with a range of effects which is less overpowered and, simultaneously, more interesting in the results it produces.)

Back to Reactions to OD&D

Hack & Slash posted On the Visual History of the Illithid the other day and pointed out that, in the original Monster Manual, the portrait of the mind flayer was surrounded by an irregular octagon that was completely unique within that tome:

Mind Flayer - Monster Manual (1977)

“Although several creatures in the monster manual have borders, most are square. Only two other creatures, the Bugbear and Type V demons have octagonal borders and both of their borders are more regular. Each pane of the mind flayer border is of a different length, no two matching.” Which feels oddly appropriate, given the dimension-rending origins of the mind flayer in many versions of their mythos.

I was struck by the idea that you might be able to take that octagonal border and turn it into an iconic symbol or badge. An Icon of the Flayer. A couple dozen minutes of fiddling around in Photoshop gave me this:

Icon of the Flayers

Eternal Lies - Will Hindmarch, Jeff Tidball, and Jeremy KellerThe effect of prolonged exposure to extreme temperatures in Trail of Cthulhu is very straight-forward: Investigators are considered to be hurt, resulting in them suffering a +1 difficulty on all tests.

The designers of Eternal Lies had a desire to make exposure to extreme heat more mechanically interesting and they introduced a rudimentary heat track. I found their treatment interesting, but wanted something a little more robust (particularly when it came to treatment and recovery). These mechanics are specifically designed for desert travel.

(They’re also not exactly “untested”, but I don’t have a series of posts called “minimally tested”, so here we go.)

HEAT EXHAUSTION TRACK

0. Not suffering heat.

1. Can only make spends after first resting for 10 minutes (to gather their thoughts and spirits).

2. Difficulty of contests +1 (including hit thresholds).

3. Difficulty of tests at +1.

4. Can only make 1 spend per day and must make it in the morning after a good night’s sleep, before the day’s temperatures begin to rise.

5. Cannot make any spends.

6. Can only refresh 1 Health per day. If Heat Track would advance, it remains at 6 but character suffers 1 damage.

ADVANCING HEAT

Desert Travel: +1 Heat track per day. Characters who traveled during the day are considered to be under extreme heat conditions for the purposes of treating heat.

Camping: Characters who take a rest from traveling by camping for one full day are considered to be in favorable conditions for the purposes of treating heat.

Oasis: An oasis or similar place of significant respite may be considered “controlled conditions” for the purposes of treating heat.

TREATING HEAT

A given character can be treated for heat once per day.

First Aid/Medicine in favorable conditions to prevent advancement or reduce position on the heat track by 1.

First Aid/Medicine (difficulty 3 + heat track) in extreme heat conditions to prevent advancement or reduce position on the heat track.

First Aid 1 / Medicine 1 in controlled conditions to bring an investigator back to 0.

Trail of Cthulhu - System Cheat Sheet

(click here for PDF)

I’ve done several of these cheat sheets now, but for those who haven’t seen them before: I frequently prep cheat sheets for the RPGs I run. These summarize all the rules for the game — from basic action resolution to advanced combat options. It’s a great way to get a grip on a new system and, of course, it also provides a valuable resource at the table for both the GMs and the players. (For more information on the procedure I follow when prepping these cheat sheets, click here.)

This set of cheat sheets is for Kenneth Hite’s Trail of Cthulhu. I’ve talked about the GUMSHOE system in past, including what I consider to be its flaws and limitations. Have I been converted? Hmm… not exactly, but I’m not going to get into it here. (Partly because I want to let those thoughts finish baking before sharing them.) So why have I prepped a system cheat sheet for the game? Well, partly because Hite’s really good at what he does: The Stability/Sanity mechanics are fantastic (particularly the metagame methods of playing out long-term madness). And the method used to present the Mythos by treating it as a catalog of mysterious possibilities instead of an encyclopedia of cemented facts is just flat-out excellent and is possibly enough to recommend purchasing the core rulebook even if you never intend to play the game at all.

Trail of Cthulhu: Eternal Lies - Will Hindmarch, Jeff Tidball, and Jeremy KellerBut the major reason is Eternal Lies, a mega-campaign designed for the game by Will Hindmarch, Jeff Tidball, and Jeremy Keller. My great love for The Masks of Nyarlathotep and the influence it had on my node-based approach to scenario design may be well-known to readers of the Alexandrian, and Eternal Lies, while having very little directly in common with that campaign in terms of setting or plot, manages to capture perfectly almost everything that I love about its structure while, in my opinion, improving the actual content within that structure. I’ll also be talking more about Eternal Lies at some point in the near future, but the key element here is that it’s prompted me to run an entire Trail of Cthulhu campaign and that means I need a cheat sheet.

Which means that you get a cheat sheet, too.

HOW I USE THEM

I keep a copy of the system cheat sheet behind my GM screen for quick reference and also provide copies for all of the players. Of course, I also keep at least one copy of the rulebook available, too. But my goal with the cheat sheets is to summarize all of the rules for the game. This consolidation of information eliminates book look-ups: Finding something in a half dozen or so pages is a much faster process than paging through hundreds of pages in the rulebook.

The organization of information onto each page of the cheat sheet should, hopefully, be fairly intuitive. The actual sequencing of pages is mostly arbitrary.

Page 1: The core mechanics coupled to a list of the investigative and general abilities. Being able to rapidly identify pertinent investigative abilities that might be able to pull information out of a scene is pretty much the heart and soul of the GUMSHOE system, so I put these lists front-and-center for easy reference during play.

Pages 2-3: I’m not 100% satisfied with the sequencing of information on these pages. (For example, the stuff on “Explosives” should conceptually come under “Combat Options” instead of proceeding it.) But I made some compromises to make everything fit onto two pages instead of three, and in actual play this doesn’t seem to have a significant impact on ease of reference.

Pages 4-5: Similarly, my original intention was to get all the Stability and Sanity rules on one page, but they just don’t fit. So Sanity spills over onto its own page, but fortunately the remaining space is filled up nicely with the rules for Tomes and Magic.

Page 6-7: I knew the “Explosives” table was going to be part of the cheat sheet as soon as I read it in the rulebook. (Explosives may not come up frequently, but that table is too finicky for me not to want it at my fingertips whenever it comes up in play.) I wanted the references for “Credit Rating” handy because it felt important to keep that contextualized. The page on “Firearms” got added later based on the fact that I kept reaching for it during actual play.

MAKING A GM SCREEN

These cheat sheets can also be used in conjunction with a modular, landscape-oriented GM screen (like the ones you can buy here or here).

Personally, I use a four-panel screen and use reverse-duplex printing in order to create sheets that I can tape together and “flip up” to reveal additional information behind them. My Trail of Cthulhu screen currently looks like this:

  • Page 1: Basic Mechanics (Credit Rating/Explosives printed on the opposite side, Firearms behind it).
  • Page 2: Basic Combat (with Physical Injury/Recovery/Other Danggers behind it).
  • Page 3: Stability
  • Page 4: Sanity/Tomes/Magic

I hope you find them useful!

Trail of Cthulhu - Kenneth Hite

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