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Trying to rephrase Cthulhu Dark in a way I can remember

Cthulhu Darkā€™s rules are a liā€™l bit unintuitive for me so here is how Iā€™ll try to think of them. Iā€™m writing this mostly for my own benefit since Iā€™ve had a liā€™l hard time with this ruleset. Iā€™m not trying to change anything, this is no ā€œTrophy Goldā€ or whatever, just another way to think of the rules.

The ā€œskill checksā€ are primarily encounter checks

Coming from the old school primer style, Iā€™m not a fan of skill checks, so I was a liā€™l frustrated when I first tried running Cthulhu Dark.

Most of the checks have DC 1 anyway so you canā€™t fail ā€˜em. But roll a six and that triggers something module specific or situation specific. Thatā€™s why I think of ā€˜em more as encounter checks, just as how in B/X I might say ā€œOK, breaking down that wall takes an hour, so letā€™s check for wandering monstersā€.

The whole ā€œyou discover more of you roll higherā€ idea, Iā€™m free to completely ignore that! I donā€™t enjoy that sort of ā€œgradualā€ investigation checks. Any problems Iā€™ve had running the game are 100% unrelated to that.

When itā€™s ā€œinteresting to the story if theyā€™d failā€, the DC is random (roll a D6 ā€œfailure dieā€ to determine it). I.e. actual danger, when in a B/X game thereā€™d 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 ā€œlet it rideā€ philosophy I usually

use, but it makes sense from an encounter check perspective. Theyā€™re

taking more time and risking more trouble.)

The two things that trigger insight rolls

(ā€œInsight rollsā€ are when risk incrementing your insight; you roll a die and if itā€™s strightly higher than your current insight, increment your insight and roleplay your fear.)

The optional check

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 theyā€™re playing is scared by whatā€™s happening in the game, thatā€™s their call to make. Itā€™s not really ā€œoptionalā€ since they have to do it but since the director canā€™t fight ā€˜em on it, I think of it as ā€œthe optional checkā€.

The mandatory check

However, if your insight die is the highest die in a roll, youā€™ve got to make an insight roll no matter how unscared you and your character are.

Since sixes trigger weird shit (see the ā€œencounter 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.

On the keeper side

The ā€œinevitableā€ 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 liā€™l bit lacking in ā€œunwantedā€ sudden deaths, and some of the included scenarios are a bit railroady.

So thereā€™s a bit of a responsibility on the keeper side to prep things blorbily, to have a clear idea about ā€œcreeping 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 ā€œadventureā€ is done, insight resets to 1 (and you lose the ā€œcan lower insight by suppressing knowledgeā€ ability if youā€™ve gained it). In a longer campaign full of intertwined mysteries like a season of True Detective or X-Files, itā€™s 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 youā€™re working on the UFO sightings in the bay but get a clue about the Wolfman of Alcatraz, itā€™s your ā€œWolfman of Alcatraz insightā€ that ticks up. This is only for big intertwined campaigns though, donā€™t 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.

Magic

I like Wonder & Wicknedess quite a lot and itā€™s a good fit for Cthulhu Dark. Don't get the Marvels & Malisons companion book, that sucks. Your ā€œsorcerer levelā€ is your current Insight, you prep spells vancianly, and you can instead counter spells (as detailed in W&W) or use ā€˜em for ā€œblastā€ a la Cthulhu Dark p 113 i.e. messing people up.

old school primer at DuckDuckGo

Skill checks

Fail Forward is bad for gaming

anyway: Rules vs Vigorous Creative Agreement

Blorb Principles

Super nerdy design model diagram of how blorb works, for Story Game heads