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TIPS
Collected Wisdom
on Running Games
KEEPER
TIPS
Collected Wisdom
w CREDITS x
The Collected Wisdom of Scott David Aniolowski, Sean Branney,
Allan Carey, Keris McDonald, Jason Durall, Paul Fricker, Bob
Geis, Lynne Hardy, Bridgett Jeffries, Jo Kreil, David Larkins,
Mike Mason, Mark Morrison, Thom Raley, Matthew Sanderson,
Becca Scott, and Seth Skorkowsky.
Chaosium Inc.
3450 Wooddale Court
Ann Arbor, MI 48104
w CONTENTS x
Introduction��������������������������������������������������������������������� 5
Ground Rules������������������������������������������������������������������� 7
Inclusivity ��������������������������������������������������������������������� 11
Preparation��������������������������������������������������������������������� 13
Players ��������������������������������������������������������������������������� 21
Sensitivity ��������������������������������������������������������������������� 31
Gameplay ����������������������������������������������������������������������� 49
Keepering ��������������������������������������������������������������������� 59
Horror ��������������������������������������������������������������������������� 71
Sanity ����������������������������������������������������������������������������� 75
Monsters ����������������������������������������������������������������������� 87
Mike Mason
2021
w 5 x
w GROUND RULES x
Call of Cthulhu is all about the story. It’s fine to occasionally
fumble a roll or bend or ignore a rule in order to allow the story
to progress.
The rules of the game work for you—you don’t work for them.
w 7 x
Don’t feel that you have to limit yourself to Lovecraftian
horror. Gothic horror, survival horror, horror adventure,
horror comedy, and more can all be easily enjoyed with
Call of Cthulhu. Explore the genres!
w 8 x
If you are hosting a live game, have extra supplies
(dice, pens, and paper, etc.) in case someone shows up
unprepared. Your game will go smoother if you avoid
these awkward moments.
Yes, it’s important for the Keeper to make the game fun
and entertaining for their players, but it should be fun
for them, too. Players, be nice to your Keepers—they
work hard for you.
Be nice to everyone.
w 9 x
w INCLUSIVITY x
Even if aiming for historical accuracy, there’s no need to
lean on bigoted or misogynistic elements of our collective
past. If you insist on there being a narrative purpose for
such elements, discuss them with each player separately
ahead of time. The game is fictional and you may rewrite
history to include women and people of color to make
your table a more inclusive and welcoming place for all.
w 11 x
Be respectful. One thing to remind myself about is that
not everyone has the same preferences and tolerances
that you do. As a horror-based system, Call of Cthulhu
can venture into areas that may be uncomfortable for
some people. If you know a scenario has thematic
elements that some could find objectionable, be upfront
and frank with your players before the game begins. Let
them know what to expect.
Not all cultists are “other,” many look exactly like the
investigators.
w 12 x
w PREPARATION x
Plan, plan, plan, and then forget the plan. Don’t be
precious about whether your players do everything you
expected, they never will. Be ready to make things up on
the fly if the investigators head in a direction you didn’t
expect.
If you are about to start running the game for the first
time, prep a one shot, playable in one night. See if you
and the players like it. I’d advise against jumping into
a long scenario or a campaign. It will make a better
impression if your first story concludes with a definite
ending.
w 13 x
Provide the investigators with a useful group or
organization to join, such as the Silver Twilight or any
of those mentioned in the Call of Cthulhu: Investigator
Handbook. The private libraries of such organizations
could be useful with research, and groups with actual
lodges could be used as bases of operation when the
investigators travel away from home to solve cases.
Discuss with your group the tone of the game, the style
of play, and agree behaviors. Set expectations early and
review them occasionally as you play.
w 14 x
When players are creating their own investigators for a
pre-written scenario, take a look at their backstories and
identify any people that are significant to them. Where
possible and appropriate, consider if there are any NPCs
in the scenario that could be these significant people.
Don’t be afraid to change their names if needed. This can
make an investigator feel more connected to the story as
it unfolds.
w 15 x
Have a list of random names to hand that are
appropriate to the setting of the scenario. Sometimes,
the investigators will want to interact with an NPC that
you haven’t yet prepared for the scenario. Having a list
of names ready allows you to improvise a little quicker
and not break the pace of the game.
w 16 x
Published scenarios are often the best choice. It is a
challenge to sandbox a whole Call of Cthulhu mystery,
unlike combat-focused fantasy games. It is often good
to run a solidly plotted mystery. Prep is important, but
it’s easier with a published scenario as the work has
been done for you. Read over the scenario so that you
understand what’s at stake, what each NPC wants, how
the clues connect, and how to solve the case.
w 17 x
With pre-gen investigators, grant the players some
bonus skill points, say 50 to 100 points, to customize
their character. The points could top up a skill or even
give them a new skill.
w 18 x
It’s helpful to read through a pre-written scenario a
few times before running it, to help memorize as many
details as you can. It can be helpful to make notes too.
If the scenario has a complex background or numerous
important details to convey in certain scenes, breaking
each section down into a bullet-point list helps me to
quickly navigate the story. Likewise, drawing up a
relationship map to illustrate the links between NPCs
can also be helpful.
w 19 x
If you are running a beginner game, the classic
introductory scenario “The Haunting” by Sandy Petersen
is available in the Call of Cthulhu Quick-Start Rules. It
has successfully spooked and hooked new players for 40
years, so should work for you, too!
w 20 x
w PLAYERS x
Don’t make assumptions about your players based on
how they look.
w 21 x
New players are often quieter and less interactive than
experienced players. Perhaps ask your more experienced
players to assist you in making the newer ones feel
comfortable. In setting up the game, have one of your
experienced player’s characters find a way to relate to
the new player’s character. Let them be related, lovers,
or colleagues. Thus, the experienced player naturally
becomes someone the new player can relate to and
provides a sounding board for their decisions and actions
during the game.
Let your players fill in the blanks. If you feel like you’ve
been monologuing, break up the exposition by asking
your players questions. “What would you bring with
you?” “How does your investigator feel about what’s
happening?” “Who do they wish they could ask for help?”
w 22 x
When a player asks, “Can I push that?” turn the question
back to them. “That sounds good, how are you doing
that?”
w 23 x
As a player, are you offering opportunities for others
to shine? Are you helping the Keeper tell a good story?
Are you contributing to their enjoyment too? Are you
contributing in a positive or negative way?
w 24 x
Keepers should make it a rule to not allow players in a
scenario that have already played. It’s unfair to everyone
involved. The player may be a good actor, but it subverts
the spirit of the game. The Keeper cannot build suspense
and create revelation if one player already knows what
to expect.
Listen to your players and find out what they want for
their investigators. Based on this, give your players
moments to shine, even if that moment is a glorious
death.
w 25 x
Avoid being unnecessarily harsh when reviewing
newly created investigators. Remember, regardless of
how skilled or well-armed an investigator may be, the
monsters of the Cthulhu Mythos will always be more
powerful.
w 27 x
This can be a hard one to accept: your players’ enjoyment
comes first—before your own, and before the integrity
of the fictional world you have lovingly built. Nothing
compels you to do all the work of being a Keeper if you
don’t get anything out of it. If you pour your heart and
soul into creating a campaign, but then your players
spend a whole session being railroaded, upset, ignored,
or frustrated, then they will not come back for more and
your efforts will have all been wasted. So, be sensitive
to player mood and be flexible. Mutual respect is a
prerequisite for a roleplaying game. The players need
to respect your role in guiding them through the plot,
trusting that you will not arbitrarily kill them or balk them
or waste their time. You need to respect your players—
their agency, their enjoyment, and the validation they
get from achieving something or defeating an opponent,
or making a leap of understanding.
You might find that you have one or two players who do
all the talking and make all the decisions. Be alert to
quiet players and try to engage them. Ask open-ended
questions: “What are you thinking?” “What would you like
to look into next?” “What’s your next step, do you think?”
w 28 x
For a memorable game, it is imperative that both
the players and the investigators are invested. This
may sound like common sense, but if your players are
disinterested and your investigators are not involved,
you’re all just spinning your wheels in the mud.
w 29 x
w SENSITIVITY x
Be sensitive to identity. Be sure to ask your players
about their investigator’s gender and racial identities.
Not making assumptions makes your players feel more
comfortable and in control, even if their investigators
certainly are not!
w 31 x
When a question arises of inclusion of a character from
a historically-marginalized group, do not fall back on
received wisdom about the status of that community at
the time—do your own research first.
w 32 x
w DESIGNING SCENARIOS x
Consider how the investigators can solve the scenario.
Ideally, there should be multiple ways, and, vitally, one
should not involve combat.
w 33 x
In writing scenarios, defy your players’ expectations.
Many players are very familiar with the Cthulhu Mythos
and the fiction much of it comes from. Use this knowledge
against them. If you’re sending them to Dunwich, give
them an experience where their knowledge of “The
Dunwich Horror” will not help them and may, in fact,
lead them to wrong and dangerous conclusions.
w 34 x
Keep a commonplace book to jot down ideas for villains,
cults, monsters, creepy scenes, and so forth. Go back to
it periodically and read through it to start building out
scenarios with one or more of your ideas. Keep it handy
when you’re reading fiction or watching films.
w 35 x
Don’t let a single skill check grind an adventure to a
halt. If the investigators fail that skill roll, maybe their
goal is still accomplished but now they need to deal with
an unplanned for complication. This will keep things
interesting and avoid them being disappointed if they fail
that critical scenario-ending skill roll.
w 36 x
Remember that a scenario should be an interactive
experience and that the investigators are its stars. Don’t
overshadow the investigators by having NPCs resolve
plots. Likewise, avoid scenes that you believe must happen
in a certain way (i.e., where the investigators cannot
affect the outcome). If the players feel that their actions
will not make an impact in the game, their engagement,
enthusiasm, and interest can (and most likely, will) fade.
w 37 x
You can ransack popular culture for plots, but eschew
major horror tropes taken from movies in favor of those
taken from books and stories—if your players are horror
fans they’ve probably seen the same films, and that is
likely to break the immersion: “Oh right, it’s Human
Centipede.”
w 38 x
Historical accuracy is not as important as you might
think. Just because your game is set in 1920s Chicago
does not mean it has to adhere to every historical detail.
The world of Call of Cthulhu is, after all, filled with deep
ones, elder gods, and the like (which aren’t historically
accurate either).
w 39 x
Playtest. Playtest. Playtest. Playtest. Playtest. And
then… playtest some more.
It’s always easiest to sell the lie when it’s rooted in the
truth.
w 41 x
Read widely round the horror genre. Consider, while
reading, what it is that is effective in terms of detail
and reticence, revelation, narrative structure, hooks,
suspense, atmosphere, and setting. What works to make
it horror? Not everything will be translatable into an
RPG format, as they are very different forms of media,
but it can supply you with inspiration.
Not everyone has the time to read all those lovely books,
so don’t discount films, documentaries, and TV shows as
sources of inspiration and period detail. If they’ve been
adapted from a written source, they may even give you
some hints on how to adapt your favorite book or short
story into a scenario.
w 42 x
Avoid the Bottleneck: in writing scenarios, try and
avoid constructing them so that there is only one path
to success. If, for example, the scenario dictates that the
players must break down the door to get the “Important
Thing,” everyone can be stuck in a frustrating impasse
if the players can’t or don’t want to take the prescribed
action. Even if there is a probable path, it’s prudent to
imagine other options.
w 43 x
Don’t be afraid to throw out an idea that’s not working.
It can be frustrating to toss out an idea, especially if you
have spent a lot of time on it. If it does not fit into the
scenario or it does not significantly advance the plot, you
are better off cutting it. Be prepared to change ideas on
the fly. And, maybe, the thing you cut will work better in
another scenario.
w 44 x
Be your own harshest critic. We all have attachments
to our creations; however, sometimes they are not good!
Make sure it’s you, and not the players, who makes that
discovery. After you’ve finished your first draft, take
a step back, and then return to read your scenario in
full. With fresh eyes, you may see bottlenecks that need
clearing or holes that need filling. Or, a great new idea
may have occurred to you in the meantime!
w 45 x
Props versus clues: in writing your own games, it’s
worth thinking about what you give your players and
what they’re meant to do. I steer away from the term
and even the idea of “clues.” A clue is intrinsically
helpful to an investigation. If you give a player a clue,
they will anticipate that it is directly relevant to their
investigation. I prefer to give out props—items that
reinforce the world of the scenario but which may or
may not actively help the players. When players are
unsure whether or not an item is useful, I find they give
it more deliberation than they do when they know the
item exists solely to point them to the next step in their
investigation.
w 46 x
You Too Can Cthulhu have been running games at
conventions for well over a decade, and we never stop
trying to improve our preparation and delivery. This
means testing our scenarios and providing often brutally
honest feedback. Playtest your scenarios for different
tables of players. What one player may come up can
wholly change the outcome of a scene, and even make you
consider altering the whole scenario. It’s another way to
find good ideas that just don’t work in this scenario—or
ideas that are just bad altogether.
w 47 x
w GAMEPLAY x
Not everything is a dice roll. If your players want to do
something reasonable, let it happen! Getting too caught
up in whether something succeeds can stop the flow of
the narrative.
w 49 x
While historical accuracy can certainly be fun to
incorporate into your game, never feel constrained by it.
The game world does not need to be exactly like the real
world it represents.
w 50 x
Get the players to make Sanity rolls before describing
the scene. That way, you can adjust the description
based on their rolls.
If investigators take the story off its rails and you feel
unprepared, use the other brains at the table! Ask
players to tell you what they see when they unexpectedly
go into the railway station.
w 51 x
During clue gathering scenes, inspire the players to
split up and investigate in parallel. Saying, “While they
are doing that, what are you doing?” hints they could
be elsewhere. You can then cut from group to group.
Everyone gets a roleplaying spotlight, rather than
having one player hover up all the clues.
w 52 x
If the investigators call the police, have the authorities
not believe them, suspect them of related crimes, be in on
the plot, arrive after the events unfold, become victims
themselves, or otherwise not solve the investigation for
them. The authorities might hinder more often than they
help.
w 53 x
Be aware of technology. Mobile phones, GPS, or the
internet can greatly change how the investigators
approach a problem, making certain obstacles easy to
overcome. Don’t simply block their use with no service
or downed lines every time the players wish to use them.
Instead, incorporate technology into your adventures.
Remember, if the investigators have access to
smartphones and facial recognition, so do the bad guys.
w 54 x
Read the rulebook. Play games. Then, reread the
rulebook—especially the Running the Game chapter.
Most of the answers you seek are in there.
w 55 x
Take your pacing cues from your players’ preference. If
they enjoy in-character shopping or dining, roleplay it
with them. If they find that sort of stuff tedious, skim
right over it and get back to the action or the plot. “Okay,
you send your equipment order through to Harrods and
dine at the Ritz. The moon is rising as you step out onto
the street at 9 pm, when all of a sudden…” The worst
gaming session I ever played in was one where the PCs
were invited to a society party. Now, every single player
in that gaming group was an introvert for whom three
hours of cocktail chit-chat with strangers was a foretaste
of Hell… Except for the Keeper, who was having the time
of their life roleplaying every NPC. It was horrible—and
not in the fun, game sense. Try to cultivate a feel for
what sort of scenario your particular player group likes.
You might not get it right straight away, but it will come
with experience.
w 56 x
Dreams play an important part in the Cthulhu Mythos,
whether it be through the use of the black lotus or the
dream influence of deities like Cthulhu. The Keeper
can run a session of Call of Cthulhu only to have the
investigators wake at the end, the whole experience
having been a dream. Changes to Cthulhu Mythos
knowledge and Sanity remain the same, while all other
skills, hit points, etc., return to what they were prior to
the dream beginning. This can be an effective tool for
introducing clues or deadly dangerous confrontations
and give the players an “out” at the end. Just don’t do it
often or the whole thing loses its effectiveness.
w 57 x
w KEEPERING x
Be on the investigator’s side. A Keeper should spend more
time trying to keep them alive and sane than trying to
harm them. The dice and obstacles in the investigators’
path may have different intentions.
Stand up, move around, use your hands, tell your story.
Immerse yourself in the scene, see it, live it and enjoy
the story. You are telling a unique story—no two games
played from the same scenario will be the same. Along
with your players, you will create epic moments of fun
that will be remembered for years to come and belong
solely to you and your group.
w 59 x
The Keeper’s role is like that of an orchestra conductor:
you set the tempo. Getting a good pace to the game is
essential, keeping everyone interested and excited. That
doesn’t always mean fast-paced; sometimes, the players
need a chance to catch their breath and review the
situation.
If you have a new player, it’s your duty to make them feel
welcome and included. Encourage your other players to
be friendly and embrace the new player as someone who
shares their interests in the game.
Listen to your players and react to what they say and do.
w 60 x
When possible, use at least three senses to describe any
scene (sight, sound, smell, touch, taste). This makes it feel
more real for the players. Don’t only use the same three
for every scene. Mix it up.
The Keeper’s job is not only to tell the story, but to manage
the game session itself. They should make themselves
responsible for their players, just like any host would.
Make sure every player gets their chance. I like to think
of the way Steven King writes… you need to jump back
and forth between parties the way King jumps between
scenes. If the party splits, look for a dramatic pause to
switch to the other group. This not only gives relief to
people from just sitting there, but it also gives the other
group time to formulate their next move.
w 61 x
The ancient Greeks wrote plays that lead the viewer to
catharsis. Part of what a Keeper should do is lead the
investigators to a mind-blowing revelation. It’s partly
a mystery game, so let them solve it. Keepers are
sometimes tempted to give the players too many clues or,
worse, use Idea rolls to give them the information when
it isn’t really needed. Learn to trust the intelligence of
the players, and let them draw their own conclusions.
Let them have the sudden revelation, “I know what’s
going on!” and watch the delight in their eyes.
w 62 x
Keep notes as you run the game. Not only does it help
you keep track of what the investigators have achieved
in the course of play, it helps to maintain consistency.
Perhaps the investigators did something unexpected
and you had to make up some details on the fly. Writing
down a quick note helps to make sure you can provide
the same details later and not break the flow if players
notice contradicting information.
w 63 x
Don’t be afraid to cut off unproductive avenues of
investigation, particularly when the investigators are
chasing down red herrings or their own tails (based on
what I like to call “user generated content”), such as leads
that aren’t really leads or clues that aren’t really clues. If
you keep clearing a path, the investigators will follow it,
thinking that it’s a legitimate part of the investigation. If
they’re digressing too much, just say, “After looking into
the matter, it becomes obvious that this was a dead end.
What’s your next course of action?” Trust me, you will
save yourself a lot of hassle.
w 66 x
As a Keeper and a host, be responsible to the entire group.
If you have a disruptive player, it’s your responsibility to
take care of the situation. If you are like me, you may have
difficulty with confrontation, but you must consider the
other players first. Ideally, you can diffuse the problem
in private with the player, but know that ultimately you
may have to dismiss them from the group.
w 67 x
Be flexible with time. Not all scenarios allow for this,
but, if you can, don’t be afraid to let time pass in a game.
Investigator injuries (both physical and mental) can be
grievous and take a long time to recover from. Mythos
books are heinously complex and may require months or
years to read and understand. Why not? I’ve seen games
in which players have returned to the Corbitt house
over the course of years of game time. It makes the story
that much stronger when the investigators return to the
house three years after their first visit.
w 68 x
Do the investigators need a certain skill to complete an
adventure? Give them a chance to improve this skill with a
free skill check over the course of downtime. This will make
things a bit smoother for them.
What did I get myself into? I’ve been running games for
strangers for more than a decade. I have hundreds of
hours of experience. Yet, I still get nervous and question
my worthiness to run games for people. It’s perfectly fine
to have jitters—in fact, I think it’s probably better if you
do. If you don’t, you may not care enough, or may have a
little too much confidence.
w 69 x
Everyone gets a turn. Gauge all your players to see if
they are having fun. If you see a player who appears
shy or hesitant to jump in, engage that player with a
scene or plot hook that makes them feel important to the
story. However, not everyone participates in the same
way. Coax and encourage, but don’t drag them into the
action. Not all players enjoy the game in the same way,
and some may prefer to take a more reserved role. If
your efforts to draw a player in don’t seem to be working,
that’s OK. You can gently shift your focus to the others
who are more engaged.
w 70 x
w HORROR x
The best horror is created in the mind of the players as
they come to realize the hopelessness of their situation,
but don’t let them become completely lost. Always leave
a narrow escape—one that keeps getting narrower as the
game progresses.
w 71 x
Traditional monsters, such as vampires and werewolves,
still have a home in Call of Cthulhu. They can be either a
refreshing change of pace or a Mythos twist can be put on
them, making them terrifying alien creatures that will
keep investigators on their toes.
If you are going for raw horror, the personal can have
more impact than the monstrous. Self-mutilation is more
viscerally horrific than attacking a third party. Auto-
cannibalism is more horrific than cannibalism, morality
notwithstanding. A possessed NPC who smashes their
own face repeatedly against the corner of a stone fireplace
is more memorable than one who sprouts tentacles and
reveals themselves to be an eldritch monstrosity.
w 72 x
Old horror movie trick. Describe a glimpse of something
to one player, and then, when they ask for more detail,
deny that you said it.
“You see a face at the window.”
“What does it look like?”
“What does what look like?”
“The face at the window!”
“What face? There’s no face at the window.”
w 73 x
w SANITY x
As an alternative to randomly rolling, give the affected
player a few moments to consider how their investigator
might react to the mind shattering event and come back
to them to find out. Once they have given you their take,
you can use that to present something personal and
fitting for the story.
w 75 x
One way to view Call of Cthulhu is as a struggle between
player and Keeper for control of the investigator. While
the investigator is rational and their Sanity score
is high, the player has complete control. But, when
the investigator suffers Sanity loss, the Keeper gets
brief control over the investigator. Ultimately, if the
investigator succumbs to permanent insanity, the player
must yield control, and the character falls to the Keeper’s
control.
w 76 x
w THE CTHULHU MYTHOS x
Remember, the Mythos is neither magical nor
supernatural, though it may seem that way to
investigators. All things are possible within its realms.
w 77 x
Some of the powerful Mythos entities represent a
fundamental “wrongness” to reality itself; a refutation
of natural laws and science. While many, such as elder
things, are scrupulously scientific in their nature, some
of the entities can transform and warp reality with their
presence. This might be some Lynchian non-sequitur or
a bit of unreality, like gravity, sound, light, or even time
behaving strangely. These sort of outré manifestations of a
Mythos entity, if used selectively, can be just as effective as
the sight of the entity itself.
w 78 x
I’ve heard many players say things like, “I read ‘so-and-
so tome’ as we drive to the graveyard.” The rules explain
that reading Mythos tomes is a time-consuming process,
but many players don’t understand why. If the reading
of an occult tome is likely to be an issue in your game,
consider giving the investigators a sample from an actual
grimoire. Real occult tomes tend to be very difficult to
read and understand, and illustrate the point of why
it may take months to read a book. The works of John
Dee, Hermes Trismegistus, Heinrich Cornelius Agrippa,
Giordano Bruno, and others were what Lovecraft had in
mind.
w 79 x
Mythos Tomes should feel strange and unnatural. Assign
a weird and unique quality to each of them. Maybe
they move when the investigator isn’t looking, always
open to a certain page, smell of fresh flowers and wet
earth, or they seem to whisper unintelligible secrets or
conversations from the past. The strange quality doesn’t
need to present itself right away.
w 80 x
Most of the gods and greater monsters of the Cthulhu
Mythos are either unaware of or simply don’t care about
human beings. To them we are no more than insects.
Unless the investigators make themselves known in
some way, they can often slip away when faced with a
Mythos deity.
w 81 x
w NON-PLAYER CHARACTERS x
Don’t allow the non-player characters to outshine the
investigators.
w 83 x
Not all Keepers are great at embodying unique NPCs
on the fly, but it’s a great skill to try and improve as
you play. If you can give NPCs different vocal qualities
and personalities, it will help them seem more like real
people. If you just don’t have that in your skill set, spend
a little extra time creating details so you can at least
describe NPCs as individuals who are vivid and unique.
Details about their appearance or clothing can help
make them more distinct and memorable in players’
imaginations.
w 84 x
Keep a list of period- and setting-appropriate names for
use as improvised NPCs. That way your players won’t
know in advance which stranger is “important.”
w 85 x
Reuse and reincorporate NPCs. Doing so builds the
feeling of consistency and continuity in the game.
w 86 x
w MONSTERS x
Give your recurring monsters a common trait. In my
games, shoggoths smell strongly of bleach, and so my
players have come to associate shoggoths with any
mention of a bleach aroma in the air…
w 87 x
When possible, hint at the monster before showing it.
Let them hear or smell it. Have them find signs of it such
as hoofprints, slime trails, or mangled victims. Let them
only see a dim shape through the fog or a brief glimpse
passing a window. You only get to reveal it once, so use
the build-up to prolong it.
For me, the optimal game time for online play is 2.5
hours, as anything longer and I become disconnected
from the game.
w 89 x
Set up a private Facebook Group, Discord, or similar
place for your game. Not only can you communicate as
needed, but, during the game, you can quickly share
handouts and maps there too.
Make sure you allow time for comfort and snack breaks
when playing online. If anything, these are more
important in an online game than a face-to-face one,
as staring at a screen for several hours requires a lot of
concentration, especially as your players may well have
been doing it all day as part of their job.
w 90 x
w PROPS & HANDOUTS x
Check out the H. P. Lovecraft Historical Society (HPLHS)
products. They offer a lot of free downloadable resources
specifically for making prop documents, including font
and newspaper clippings bundles.
www.hplhs.org/resources.php
w 91 x
At the HPLHS, we’re big believers on props and handouts
being an essential part of Call of Cthulhu. Let them be
as realistic as you can possibly make them. When a prop
seems believable, it helps reinforce the believability of
the events of the game. That, in turn, tends to elicit a
stronger emotional response from the players, and that
is what leads to the best gaming. You can find images of
all kinds of props online. See what the real thing looks
like and then try and make your own version.
w 92 x
Whether shared in person or online, there’s no substitute
for a visually-impressive handout. Even if you don’t
fancy yourself particularly skilled with arts and crafts,
the smallest bit of work to make the handout pop will go
a long way toward impressing the players.
w 93 x
Newspaper Clippings 4: you don’t have to write original
content for filler articles—a little searching online can
reveal scanned pages of vintage newspapers from all
over the world.
w 94 x
Tea bags and raspberries… judiciously used, both can
add elements of age and horror to a handout or character
sheet. Dab a damp teabag into the paper or smear
crushed raspberry across it until you are satisfied with
the result, have fun!
w 95 x
Before you use music or sound or lighting effects, check
to make sure that your players are okay with you doing
so. Some may find background music too distracting;
others may be uncomfortable with flashing lights or
sudden noises. As always, be considerate.
Big color maps make such a nice focus at the table, and
are well worth sourcing from the scenario or searching for
period examples. You can print them out at a relatively
low cost and they’ll look splendid on your table.
Not all props need to be things you make. One of the great
things about the grounded nature of Call of Cthulhu is
the ease of incorporating everyday objects into the game.
An active imagination and a visit to a thrift store can
yield an impressive bounty.
w 97 x
Often, the best props are free. Some of the most effective
ones I’ve ever used in a game were hag stones collected
from a local beach—the players loved handling them,
and a few even ended up wearing them as talismans
during the game, both in and out of character!
w 98 x
Turn a player handout into a playable mini scenario-
within-the-scenario with pre-generated characters. This
technique appears in Horror on the Orient Express (2nd
edition). The idea originally appeared in Phil and Marion
Anderson’s “Tales from the White Heart” Antarctic
convention module in the 1990s.
w 99 x
w MISCELLANEOUS x
If you’re keen to introduce the game to your friends,
have a one-shot ready to play at a moment’s notice. The
ranger and the rogue can’t make the dungeon this week?
Let’s play Call of Cthulhu!
w 101 x
When running Horror on the Orient Express, I’d invite
the players to arrive earlier than usual when their
investigators were about to arrive in a new country in
the campaign. On arrival, I’d serve up a dinner based
on the cuisine of the place they were arriving in, be it
France, Hungary, Italy, and so on.
w 102 x
w RESOURCES x
A selection of possible resources and recommendations.
This list isn’t exhaustive!
w 103 x
Lots of museums and galleries have great 3D virtual
tours available online. You could let your players do the
walkthrough on a shared screen, actively searching for
that critical item, or that one painting with the vital clue.
w 104 x
w BIOGRAPHIES x
Thanks to all who contributed to this book.
w 105 x
An award-winning artist and propmaker, ALLAN
CAREY runs Type40, specializing in making artifacts
from pop culture. He created several of the artifacts
included in the HPLHS’s Masks of Nyarlathotep Prop
Set. Allan has been a passionate roleplayer for over three
decades. His first taste came at age 15, and he spent the
next two years drawing dungeons and slaying dragons.
During a fateful free period at school he met a group
playing Call of Cthulhu, and has been running from
cults and avoiding insanity ever since. Call of Cthulhu
is Allan’s go to game and he enjoys scaring his friends.
He wholeheartedly believes there are worse things you
can do to investigators than simply killing them. Author
of the Seeds of Terror range of scenarios available on
the Miskatonic University Repository, Allan is now
discovering the joys of scaring people he doesn’t know.
w 106 x
PAUL FRICKER is a freelance writer and games
designer. In partnership with Mike Mason, Paul is
best known for writing and revising the latest edition
of Chaosium’s award-winning RPG, Call of Cthulhu.
Over the years, he has participated in the creation and
development of numerous scenarios and campaigns,
beginning with Gatsby and the Great Race, back in 2005,
and most recently Full Fathom Five (2020). At present,
Paul is writing the rules for the forthcoming Rivers of
London RPG for Chaosium. Paul is also one of the hosts
of the horror and gaming podcast, The Good Friends of
Jackson Elias. He can be found on Twitter (@paulfricker),
where he endeavors to focus on the important topics in
life: gaming, music, and food!
w 108 x
DAVID LARKINS discovered Call of Cthulhu one
benighted-birthday eve in 1992, and has been a
devoted Keeper and player of the game ever since.
A resident of Santa Fe, New Mexico—where he lives
with his wife Desiree, his loveable mutt Edie, and far
too many books—he wears several hats for Chaosium,
chief among them as line editor for the King Arthur
Pendragon RPG. His previously published work for
Call of Cthulhu includes the award-winning Berlin: The
Wicked City. He has also contributed material to the
RuneQuest and 7th Sea game lines.
w 109 x
MIKE MASON is an award-winning game writer and
the creative director for the Call of Cthulhu roleplaying
game. Mike is the co-writer of Call of Cthulhu 7th edition,
Pulp Cthulhu, Malleus Monstrorum (2nd edition), and the
revised Masks of Nyarlathotep. Mike works on just about
every Call of Cthulhu book that sees print, working with
and mentoring authors to realize their ambitions. Mike
previously worked for Games Workshop, co-writing the
ENnie award-winning Warhammer 40,000 RPG: Dark
Heresy, as well as working on Warhammer Fantasy
Roleplay and the Talisman boardgame. Mike has
always loved horror films and stories. While he has
encountered a ghost, he has yet to see a UFO. He lives in
the Midlands of England, with Stripey the grumpy cat,
betwixt the rolling Derbyshire Peaks and the Satanic
Mills of Nottinghamshire. @mikemason.
w 110 x
THOM RALEY first delved into roleplaying games
in 1975. Moving to the Boston area in 2014, he found
himself in the middle of “Lovecraft Country” and began
organizing live-play Call of Cthulhu games at a local
game store. He attended his first NecronomiCon in 2015,
where founder of the Lovecraft eZine Mike Davis asked
him to take over his online Call of Cthulhu play group. In
time, Thom went on to found his own YouTube channel,
Into the Darkness, to record the games. A professional
graphic artist, Thom maintains a philosophy that Into
the Darkness is all about gaming with friends. Thom is
a spiritual man, and, following college, he studied in a
Greek Orthodox monastery for six fascinating years—
and has lots of stories to tell. He believes hospitality
is of paramount importance, seeking to make others
comfortable and happy, and playing games is central to
this.
w 111 x
BECCA SCOTT is an actor, improviser, host, twitch
streamer, and owner of the YouTube channel @
GoodTimeSociety. There, she is Keeper for the weekly
Call of Cthulhu live play “The Calyx,” and best known
for her boardgame tutorials on Geek & Sundry, as a
correspondent for Magic: The Gathering, and the voice
of Sophie Gray in South Park. Find her @thebeccascott.
w 112 x
YOU TOO CAN CTHULHU is a team of Keepers
running original one-shot scenarios for Call of Cthulhu
at game conventions and special events. Most members
are based in the Indianapolis, Indiana area. Our games
focus on story and roleplay, and are accessible to new
gamers and seasoned veterans alike. The YTCC crew
strives to make our games stand out from the crowd by
using a combination of props, graphics, video, slides,
music, sound and lighting effects, multiple Keepers, and
a variety of settings in time and location to create an
immersive gaming experience.
Visit our Facebook page for pictures, videos, and more
from the past several years of crazy fun.
facebook.com/youtoocancthulhu
w 113 x
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