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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: jhkim on March 10, 2023, 01:19:27 PM

Title: While Call of Cthulhu's nihilism is great for genre emulation
Post by: jhkim on March 10, 2023, 01:19:27 PM
Jumping off from Alexander Macris' simulationism thread (https://www.therpgsite.com/pen-paper-roleplaying-games-rpgs-discussion/simulationism/), I was thinking about why Call of Cthulhu is emblematic of genre emulation - a version of dramatism or what the Retired Adventurer calls "Trad" play. (ref) (https://retiredadventurer.blogspot.com/2021/04/six-cultures-of-play.html) I'm far from a nihilist in real life, but there are feature about why it makes a great genre for gaming.


I think this makes it a lot easier to emulate with a traditional dice-based system. There are still some awkward places between genre and system, but overall it works pretty well.

This is a lot different from a genre like four-color superheroes, where the good guys always win, and there are a lot of repeated tropes.
Title: Re: While Call of Cthulhu's nihilism is great for genre emulation
Post by: S'mon on March 10, 2023, 01:30:12 PM
Dice games are great for emulating Cosmic Meaninglessness and Chaos.

(https://socialecologies.files.wordpress.com/2022/10/zz14_azathoth_9.png?w=268&h=178&zoom=2)
Title: Re: While Call of Cthulhu's nihilism is great for genre emulation
Post by: Bedrockbrendan on March 10, 2023, 01:44:16 PM
Quote from: jhkim on March 10, 2023, 01:19:27 PM
Jumping off from Alexander Macris' simulationism thread (https://www.therpgsite.com/pen-paper-roleplaying-games-rpgs-discussion/simulationism/), I was thinking about why Call of Cthulhu is emblematic of genre emulation - a version of dramatism or what the Retired Adventurer calls "Trad" play. (ref) (https://retiredadventurer.blogspot.com/2021/04/six-cultures-of-play.html) I'm far from a nihilist in real life, but there are feature about why it makes a great genre for gaming.


  • Story structure is loose. Lovecraft wrote short stories for pulp magazines, but he avoided most of the pulp horror cliches like damsel in distress, etc.
  • Antagonists are horrific but also impossible to understand and seemingly chaotic.
  • Main characters can die at any time, for no moral reason.

I think this makes it a lot easier to emulate with a traditional dice-based system. There are still some awkward places between genre and system, but overall it works pretty well.

This is a lot different from a genre like four-color superheroes, where the good guys always win, and there are a lot of repeated tropes.

I think any kind of existential horror can work well. I am doing a purgatory setting in the style of Jacob's Ladder (so it is almost at the opposite end of the Nihilism spectrum) but it is working really well with Lovecraftian elements----I'm finding myself more influenced by Lovecraft for this project than I normally would be). Obviously in a purgatory setting, character death could be funky but it is on the table (and I am approaching it in different ways to see what works best). Horrific antagonists and loose structure also works really well here
Title: Re: While Call of Cthulhu's nihilism is great for genre emulation
Post by: Wtrmute on March 10, 2023, 03:43:13 PM
I don't think it has anything to do with nihilism, but rather that the protagonists aren't endowed with plot armour as in most fiction, so it's easier to emulate in this sense.

In a certain sense, both OD&D and Traveller have the same conceit, while in contrast, both Conan the Barbarian and Captain James Tiberius Kirk are much larger than life, so harder to translate to inherently unsafe role-playing form (though not for lack of trying).
Title: Re: While Call of Cthulhu's nihilism is great for genre emulation
Post by: Stephen Tannhauser on March 10, 2023, 04:28:34 PM
Quote from: jhkim on March 10, 2023, 01:19:27 PMI'm far from a nihilist in real life, but there are feature about why it makes a great genre for gaming.


  • Story structure is loose.
  • Antagonists are horrific but also impossible to understand and seemingly chaotic.
  • Main characters can die at any time, for no moral reason.

These are good points and I agree. However, to look at the other side of it, I think there are also several factors which render cosmic-horror RPGs quite different animals from the original stories:


I strongly believe that for games to be entertaining as games, there has to be a fundamental fairness about how they are played -- not necessarily meaning an equal match between opponents in terms of capacity or competence, but fair in the sense that the rules are the same for both sides, are mostly known by both sides, and can't be changed once established. As a result, I think cosmic horror games work far better when they settle for being a separate (albeit related) genre, one which uses the trappings of much cosmicist literature without necessarily trying to emulate exactly its themes or atmosphere.