One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die.” -Hunter S. Thompson


Showing posts with label Escape from Innsmouth. Show all posts
Showing posts with label Escape from Innsmouth. Show all posts

Sunday, March 24, 2013

The Escape From Innsmouth Campaign Outline


So I've been sketching out and searching for some scenarios to round out my Escape From Innsmouth campaign. These would be scenarios that reinforce the monster/investigation of the week slot I have planned. In between these I and the main scenarios from the Escape book I would fit in the more personal level scenarios that feature my individual investigators. Heres my thoughts right now. This is still all up in the air.

The Introduction Scenario
My plan as it stands now is to use the Miskatonic University as a home base. I want to introduce Dr. Armitage as the investigators patron/quest giver. I'm wondering if maybe theres a way via the Dunwich Horror or some other scenario that I could neatly intertwine their fate. The main idea is to provide the springboard that slowly introduces the investigators to the Mythos and thus draws them in to further investigations .

Coming Full Circle (Pagan Publishing)
This is a mini campaign with four non-mythos horror scenarios. It's something I've always wanted to run. It's meant to take place over a decade between 1929-1939. I'm thinking I would change this time period to 1918-1928 in order to fit everything in and wrap it up just before the Raid on Innsmouth scenario which is supposed to take place nominally in February 1928.

More Adventures in Arkham Country (Miskatonic River Press)
In my search for ideas/scenarios I found this collection of scenarios. I've heard good things about this company and their work. In particular there are two scenarios in this book which might be fun to run. The first is “The Hopeful” by Oscar Rios, and the second is “Spare the Rod” by Adam Gauntlett. “The Hopeful” in particular is reputedly a great replacement for the “Crawford Inheritance” in the Escape campaign. Perhaps I can mash the two, or take bits from one or the other.

The Outline
So if we put it all together we have a pretty epic campaign framework. I could see this lasting a good long while. Not sure if thats a good thing or not. It could be a case of me biting off more than I can chew. Or it could lead to the magnum opus that I've always dreamed of running. Heres what we get:

  1. Introduction Scenario (1918)
  2. Cold Spot”, Coming Full Circle (1918)
  3. In-term Period / “Spare the Rod” (1920-1921)
  4. Remains To Be Seen” , Coming Full Circle (1922)
  5. In-term Period / “Crawford Inheritance/The Hopeful” (1923-1924)
  6. The Whitewood Horror” , Coming Full Circle (1925)
  7. In-term Period / “Escape From Innsmouth” (1926-1927)
  8. Full Circle” , Coming Full Circle (1928)
  9. The Raid on Innsmouth” , (Feburary 1928)
  10. Campaign Conclusion   

Monday, March 18, 2013

Escape From Innsmouth Campaign Planning

I've begun to plan out the Escape from Innsmouth campaign. What follows is sort of a rough plan of my thought process and what I'd like to try and accomplish. I'm the kind of person who sort of needs a visual road map on paper in order to keep things organized and running smoothly. 

The Rules System
I've run a bunch of Call of Cthulhu in the past using the 5.6 edition of the rules. After running Arkham Heat I became really dissatisfied with the way combat played out. I know tons of people feel like this system is the be all and end all and that combat is not the point, but I really want to try something new. So I will be doing a conversion using the NEMESIS rules. I plan to post my conversion notes as well as talk about my feelings on it here as the campaign goes along.

The Campaign Core
The basic core from which my campaign will be built around will be the expanded and revised, second edition of Escape from Innsmouth. This book contains a in depth look at the town, as well as the following scenarios: The Crawford Inheritance, Escape from Innsmouth, of course the Raid on Innsmouth. I will try to run these with an eye towards foreshadowing Delta Green. Of course I will be rereading “The Shadow over Innsmouth” but I will also be rereading “Once more from the top” which is a Delta Green short story that takes place during the Raid.

The Setting
With the Escape book as my core I will expand out from there. I don't want to run a globe trotting campaign. I'm going to keep this thing around Lovecraft country, specifically Arkham. I ran a noir campaign called Arkham Heat a while back. That was a much darker campaign. This time I think I'll make Arkham a little closer to Lovecraft's vision of a quiet university town. If I need a grittier city element I may send the players as far as Boston.

The Home Base
One thing I've learned from running previous campaigns, be that Call of Cthulhu or D&D, it's important to have a home base for your characters. In particular I'm looking for an easy way to bring in new characters in case of death. I've decided that in order to help stimulate the horror I want to evoke in this campaign death needs to be a distinct reality. To that end I can't be afraid to kill off characters. But killing off characters can really screw the campaign if introducing new ones becomes a joke, not to mention the loss of continuity that it can bring with it. In addition, a good home base should provide a spring board for new scenarios/investigations. An idea I've long wanted to try was to centre a campaign around Miskatonic University. The basic idea here would be to have a group based around a team of paranormal investigation researchers run by Dr. Henry Armitage. I'm looking for a semi realistic/plausible team. Less Buffy/Ghostbusters, more Lincoln Child and Douglas Preston as seen in their Pendergast series of novels. This will provide me with an opportunity to slip in Brian Burnham and Dr. Najar and fully realize their NPC potential when they become important to the Escape scenarios.

The Campaign Framework
With all that figured out I sort of need a road map of the plot points I want to hit along the way. This campaign will be a hybrid of prewritten scenarios and stuff I write myself. The way I see it there are three basic types of scenarios:
  1. The main plot point scenarios. 
  2. Investigation/monster of the week scenarios. 
  3. Character story/development scenarios. 
The main plot scenarios
These cover the scenarios important to telling the main story. In this case thats the scenarios found in the Escape campaign book. Of course I may find it necessary to expand on these a little. The idea of this campaign is to run a fleshed out version of Escape. It's the core of this thing after all.

Investigation/monster of the week scenarios
These scenarios are not tied to the main story. I want to stay away from Innsmouth with them. No Deep Ones etc. If everything revolves around Innsmouth the town starts to become familiar and lose it's creepiness. These scenarios are meant as a pallet cleanser. A way of adding verisimilitude to the campaign. These should take no longer than a session to run, two at the most. I don’t plan on adding a lot of these. The basic idea here is a quick investigation into a mystery, weird event, or perhaps stop a monster/serial killer.

Character story/development scenarios
These scenarios are meant as a way of developing and telling the individual stories of the investigators themselves. These will involve how the characters start as regular people and then change as the mythos starts to wreak havoc on their normal lives. The Sarah Connor effect if you will. At minimum I'd like to run at least one of these for each of the players in my group.

So that's where my thoughts are at in terms of running Escape from Innsmouth. Much of this will stem from what kind of investigators the players ultimately decided to make. I figure if I start small with something that begins at the Miskatonic University and then weave my own ideas with that of the players and the Escape campaign I should have something pretty awesome. The ultimate trick will be to keep myself on target and not allow myself to get distracted by anything else.

Sunday, March 17, 2013

Do you hear them? Sunken bells... they are tolling for me.


"Abraham Sapien. Do you hear... sunken bells are tolling for thee. Out of caverns of num-yabisc, dark and terrible deep, the ocean is calling her children home."
                                                                                                                  -Rasputin
                                                                                                                 Hellboy: Wake the Devil

My mind works in messed up ways. I chalk it up to my gamer ADD. Recently I purchased some Delta Green PDFs. Delta Green has to be some of the best game lines ever. If I have one criticism its that they take way too long for the stuff to come out. But when they do they are always well worth the wait.

Thinking about Delta Green brings two thoughts to my mind. One, what game system I want to use in running it. Two, The Escape from Innsmouth campaign and my need to run it. Escape was the first Call of Cthulhu campaign I ever played in. Hell, this was the campaign that busted my proverbial gaming cherry.

Theres just something about Escape from Innsmouth that seems like the perfect introduction to a Delta Green campaign. Part of it stems from the raid on the degenerate fishing town. Part of it has to do with that this is the pivotal event that lead to the creation of the Delta Green organization.

Now that I've discovered the NEMESIS rpg, the first question has been answered. But then I felt like I needed a way to test out these new rules. Something that has been tried and tested. Something that I have a solid idea how it should turn out. Which leads me back to Innsmouth.

Which got me thinking about how I would like to run the Escape campaign. I want this to be scary. So one goal I have is to put a real effort into making sure that I can evoke a few moments of horror. To think I can make every session scary is ridiculous. But if I do it right I think I can at least make a couple of sessions creepy.

So how am I going to make it scary ? I've been watching a lot of the Lost television series lately. This show is all about the secrets of the main characters and the island. Good secrets seem to be the lynch pin behind most awesome RPG campaigns too. In a horror/investigation campaign this would seem to be doubly important since you cant rely on that D&D formula of encounters being based more or less on a combat/treasure model. There needs to be more to it. So for this my NPCs and my players investigators are going to need secrets. Horrible secrets. Secrets that reveal themselves slowly over the course of the campaign. Something that creates a building sense of dread and revulsion in both the characters and the players. 

For sure one of the players is going to have a tainted Deep One bloodline. This should be relatively easy to do with "The Crawford Inheritance" scenario found in the book. 

Another idea I had was something inspired by PS2 game Silent Hill 2. Perhaps a loved one, a family member, wife, son, whoever, sends the PC a letter telling them their waiting for them in Innsmouth. But the catch is that person supposedly died sometime ago. Or did they ? Who or what sent the letter ?  Why ? Are they alive ? Are they human, a ghost ? Or is the PC just crazy ? Thats just the start. I dont have too much yet but it's the general direction I wanna go with while I meld the written campaign with my own ideas.

In terms of NPCs there are two that stick out in my mind right now as needing to be developed further. There are spoilers below so if you don't wanna ruin the campaign stop reading now you've been warned.

First is Brian Burnham the young manager of the First National Grocery Store in Innsmouth that disappears and kicks off the investigation of "The Escape From Innsmouth" scenario. I feel like its absolutely critical for the players to have a sympathetic connection with this guy. So I defiantly wanna play up his role. Maybe make him a family member of one of the characters.    

Dr. Ravana Najar is an East Indian parapsychologist  and avatar of Nyarlathotep. He is apart of "The Marsh Mansion Objective" in the "Raid on Innsmouth" scenario and is there to capture Esther Marsh before the investigators can. It's an interesting idea, but it comes straight out of left field. Because of that I feel like it loses the full potential that it could have. 

Lastly I would like to develop some more adventures in between "The Crawford Inheritance" and "The Escape From Innsmouth" scenarios since once "Escape" happens Innsmouth becomes a very difficult if not impossible location for the investigators to be right up until the "Raid" happens. I've read "Before the Fall" but to be honest its in my opinion pretty weak. Who knows maybe a read read is in order.

Anyway thats pretty much where I'm at at this point. More thoughts and ideas to follow.

Friday, March 15, 2013

Innsmouth Porn

By Cribs from deviantART
No word of a lie. I was checking out my Blogger stats and one of the keywords for finding my blog was Innsmouth Porn. Dude. That's just messed up. So I felt obliged to rectify that particular situation. So there you go you filthy pervs. Enjoy your Innsmouth Porn.