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Cthulhu Darkās rules are a liāl bit unintuitive for me so here is how Iāll try to think of them. Iām writing this mostly for my own benefit since Iāve had a liāl hard time with this ruleset. Iām not trying to change anything, this is no āTrophy Goldā or whatever, just another way to think of the rules.
Coming from the old school primer style, Iām not a fan of skill checks, so I was a liāl frustrated when I first tried running Cthulhu Dark.
Most of the checks have DC 1 anyway so you canāt fail āem. But roll a six and that triggers something module specific or situation specific. Thatās why I think of āem more as encounter checks, just as how in B/X I might say āOK, breaking down that wall takes an hour, so letās check for wandering monstersā.
The whole āyou discover more of you roll higherā idea, Iām free to completely ignore that! I donāt enjoy that sort of āgradualā investigation checks. Any problems Iāve had running the game are 100% unrelated to that.
When itās āinteresting to the story if theyād failā, the DC is random (roll a D6 āfailure dieā to determine it). I.e. actual danger, when in a B/X game thereād be attack matrixes or saving throws etc.
(They can keep rerolling as long as they risk their insight
die. This is a difference from the ālet it rideā philosophy I usually
use, but it makes sense from an encounter check perspective. Theyāre
taking more time and risking more trouble.)
(āInsight rollsā are when risk incrementing your insight; you roll a die and if itās strightly higher than your current insight, increment your insight and roleplay your fear.)
Players should make insight rolls when they and/or the character is scared. Even if only one of those two are scared, and no matter which of it, they should roll, but the player is 100% the judge. If they say that neither they nor the housewife or pilot theyāre playing is scared by whatās happening in the game, thatās their call to make. Itās not really āoptionalā since they have to do it but since the director canāt fight āem on it, I think of it as āthe optional checkā.
However, if your insight die is the highest die in a roll, youāve got to make an insight roll no matter how unscared you and your character are.
Since sixes trigger weird shit (see the āencounter checksā section above), if your insight die is a six, this absolutely stacks and might mean two rolls: the mandatory for having the insight die be the highest, and then if you also got scared from what crawled out of the six.
The āinevitableā nature of the ruleset, where there are no sudden deaths, just a safe, controlled, one-or-two steps at a time journey to the brink (sorta like that old Jenga game, "Dread") might seem a liāl bit lacking in āunwantedā sudden deaths, and some of the included scenarios are a bit railroady.
So thereās a bit of a responsibility on the keeper side to prep things blorbily, to have a clear idea about ācreeping horrorsā and so on, but all that is as per ushe. You can spend time on that that you save by not having to make monster stats.
In a longer campaign, there one thing extra, though, on top of your normal blorb responsibilities:
When an āadventureā is done, insight resets to 1 (and you lose the ācan lower insight by suppressing knowledgeā ability if youāve gained it). In a longer campaign full of intertwined mysteries like a season of True Detective or X-Files, itās hard to see where one adventure ends and another begins, so you need to define some boundaries there. Maybe the crispest and most rock solid solution is that each case-cluster has its own unrelated insight die. If youāre working on the UFO sightings in the bay but get a clue about the Wolfman of Alcatraz, itās your āWolfman of Alcatraz insightā that ticks up. This is only for big intertwined campaigns though, donāt mess with it for a small campaign or a one shot or any other situation where you do have clear end states or break points where your insight could naturally reset to one.
I like Wonder & Wicknedess quite a lot and itās a good fit for Cthulhu Dark. Don't get the Marvels & Malisons companion book, that sucks. Your āsorcerer levelā is your current Insight, you prep spells vancianly, and you can instead counter spells (as detailed in W&W) or use āem for āblastā a la Cthulhu Dark p 113 i.e. messing people up.
old school primer at DuckDuckGo
Fail Forward is bad for gaming
anyway: Rules vs Vigorous Creative Agreement
Super nerdy design model diagram of how blorb works, for Story Game heads