Hopefully everyone with a well defined character has received a copy of the Trail of Cthulhu Player's guide, plus modern addenda, via email from me now (if you want to repay me in some form, you can do so by buying any rpg pdfs via the banner on the front page, which gives me a kickback (/shameless plug)). This thread is for discussing any issues that arise from translating concept into numbers, points trading among characters, house-ruling, etc. Trail is a new system for me, so ambiguity tolerance will be appreciated.
Two things:
1. Normally in GUMSHOE the players reveal what investigative abilities they have to the other PCs to make sure we have the skills we need to find the clues. Should we do that here?
2. There's a few overlapping skills and contradictions between the two games. For example, should explosives be an investigative or general skill? Also, since we're using occupations from ToC, they apply to skills that are not included in Esoterrorists. Should we simply adapt to the closest skills in Esoterrorists? Finally, the occupation I'm choosing (Military) has a skill not covered in Esoterrorists, Outdoorsman. Should I bother taking this skill?
For a good idea on how the Outdoorsman skill can be very useful, check out Robin Law's great scenario "Devourers in the Mist" from Stunning Eldritch Tales.
1) I suggest that you (plural) reveal any skills that your character would be comfortable having the other characters know about.
2) Since investigative points are at a premium, anything ambigious gets to be a General ability.
3) No objection to swapping in modern equivalent skills for '30s ones. A lot of them just have more modern sounding names for the same skill (eg "assess honesty" becomes "bullshit detector").
4) Definitely take Outdoorsman. How else can I justify dumping you all in the middle of the Taklamakan desert? Without Outdoorsman, that would be cruel!
William is looking at taking investigative points in Linguistics, Textual Analysis, History, Oral History, plus minimal amounts of Anthropology, Art History, Document Analysis, Occultism, Theology, Flattery or Bargain, and of course Bureaucracy, Research (= Library Use?), and Languages.
Is the optional rule of swapping Investigative for General points between players in effect? [never mind!] If it is, William — a man of cerebral action — has more of the latter than he knows what to do with, and would like to trade a bunch of General points for other people's Investigative. Say, up to 9 General points in return for up to 3 Investigative?
RPGs tend to make multilingualism more difficult than it is in the real world — probably too many Americans writing them ;) This makes it harder to model academics in William's field — where you'd be expected to have control over four or five just as an absolute minimum to get your PhD, let alone pursue any kind of career!
One question about Outdoorsman — is this the same as "Natural History" as described in the "Modern Abilities" Word doc you provided? I'm not clear on how much it's about wilderness travel/survival and how much it's about field botany/zoology.
If Linguistics isn't a Career skill for you, I'm happy to make it one, which means you get two-for-one for your build points.
I think I've got it sorted out at this point … I just think it's weird that this game system, like every other I've encountered, would make it virtually impossible to get through any of the graduate school programs that I and my friends suffered through! :)
Here's William Lowell 0.2:
INVESTIGATIVE (16 points used)
(Academic)
- Research - 2
- Languages - 5 (Russian, Farsi/New Persian, Chaghatai/Uighur/Uzbek, Arabic, 1 TBN)
- Oral History - 2
- Linguistics - 2
- History - 2
- Textual Analysis - 2
- Art History - 2
- Anthropology - 1
- Occult Studies - 1
- Theology - 1
(Interpersonal)
- Bureaucracy - 2
- Flattery - 1
(Technical)
- Document Analysis - 1
GENERAL (51 points used - 14 available for trading)
- Athletics - 4
- First Aid/Medic - 4 (spent months trapped amidst Tajik civil war)
- Fleeing - 8 (ditto)
- Stealth - 3 (ditto)
- Scuffling - 3 (ditto)
- Firearms - 2 (ditto)
- Credit Rating - 4 (family background is higher, but has lousy employment history)
- Psychoanalysis - 1 (only works on himself?)
- Riding - 6 (horse, camel, donkey)
- Sense Trouble - 8 (a bit hypervigiliant)
- Preparedness - 1
- Health - 6
- Stability - 4 (relies on small network of scholars of ancient & medieval Central Asia, scattered around the world)
- Sanity - 8 (pillars: knowability/reality of human history; intrinsic value of literature/high culture)
He's actually pretty stable, in Cthulhu-madness terms. Too narrowly focused on his academic specialty to care much, maybe. But even if he's good at getting himself back to some kind of mental equilibrium, it sure doesn't take much to set him off in the first placeā¦
Drive: let me check the rulebook again and see; I think the best fit would be something like "Thirst for Knowledge".
That could be because Trail scales the number of investigative points according to the number of players.
Seeing as trading doesn't seem to be happening, I don't mind if you swap those points yourself, but only because you have such a heavily academic character concept :)
Thanks! I will at least use some of those traded points to buy some "Outdoors" ability, since — being exceptionally perceptive — I detect a very subtle, very faint possibility that someone, sometime, may be lost in the desert… ;)
the reason it's an Investigative skill is because you can use it to buy information, cooperation, and other such investigative musts.
ps: Outdoorsman is wilderness travel and survival. Appropriate for surviving the taklamakan. Natural History is field botany/zoology/geology etc. the two might overlap in areas such as knowing what's edible and what's poisonous, or how to find drinkable water.
Ok, Lien from Pip and Todd from John now have their public characters online in the character section. Expect emails of dark secrets and forbidden longings.
James, draft number sheets are at the bottom of each of our character pages. For your advice please.
General note to everyone: The Modern abilities list does not supplant the Trail list, except where one skill is a direct substitution for another (eg. "Assess Honesty" becomes "Bullshit Detector"). You can still take any skills from ToC that are not so substituted.
Thanks James. I will try and put together a combined skills Excel TOC character sheet tonight and post it here.
James, sorry to ask a dumb question, but where should we put our character stats? Right on the character's main page, on a separate sub-page, in a private message to you?
Not a dumb question at all.
I suggest you put your character stats that you are happy to have public on a subpage of your character page, and send the full account in a private message to me.
Just to note, I'm also happy for people to leave points unallocated against eventualities in the campaign.
Gedday folks
I've quickly put together a TOC Excel character sheet that incorporates both the base skills and the modern skills provided by James.
You'll find it at the bottom of the character page.
(Gasp, exciting new wiki discovery)
you can download it direct here:
Ehrm, feeling abit silly here, but what is the skill "standalone"? It's listed, but not described anywhere I can see. I have been known to suffer occasional blindness, mind you…
As a complete novice to TOC, I can only say I assumed it was a "insert specialty skill here" tab.
fair enough, I'll ignore it. Expect my character soon. Ish.
Houston, we have a problem.
After talking with James yesterday I discovered that we have some pretty severe gaps in our clue-gathering abilities.
So, here's what I'd like to suggest:
Trail of Cthulhu, and GUMSHOE more generally, posits that players will discuss what investigative abilities they're interested in taking, to make sure that all bases are covered and there's not too much overlap. This way, everyone gets a chance to take "center stage", so to speak, when their specialties come up and also to ensure that clues aren't overlooked.
We need to do this.
Now, I'm not asking that players show me their sheets. However, if everyone else can simply say what they're covering, I can tweak my own stats to fill some of the holes that we've developed. It may also be necessary to have others do the same, but I won't know that until we've seen what's missing.
Would everyone be willing to do so?
I#m willing, sheet-wise I have no secrets. Trouble is, im currently couch-surfing my way through central europe and won#t be able to access my sheet. James has it, and is hereby quite formaly permitted to share it with every or anyone, in part or in general, as he sees fit.
Off to Amsterdam tomorrow!
Absolutely — mine is here: http://roadtosamarkand.wikidot.com/local--files/william-lowell/William_Character_Sheet.xls
I can tell Thomas Weston is going to be fun — a believable DG agent if I ever saw one :) And the MySpace page? Brilliant :)
Thank you.
I love Lowell, by the way. A truly fully realized character, that one.
Weston is a little bit more competent then I originally envisioned, but after talking to James I decided to tone down the quirkiness and turn up the grit, as he makes a nice contrast to the rest of the cast.
The MySpace page isn't a truly original idea, though. I was inspired by some online performance art I read about while perusing the Subtle Technologies site. I just decided to apply it to roleplaying.
Agreed! The MySpace page is brilliant!
No worries at all. Todd's character sheet is at the bottom of his page. His outstanding skill is Tarjik culture - which I hope will be a sort of Uzbekistan streetwise. He has intelligence and academic anthropology connections - both of which he is trying to ignore.
I'm not entirely sure though, why missing skills should be an campaign impediment. Can we not negotiate, have we not NPCs? A campaign budget? Embassy support? Preexisting social and professional netoworks? Old fashioned roleplaying improvisation?
There's already been one round of warping our character concepts to meet some rather nebulous gamist campaign criteria. (That's not not intended to sound snarky, btw, I've yet to make any sort of judgement on Gumshoe. Perhaps I'm too old school CoC). That said, it would be kool if everyone had something unique. It seems to date we have a local facilitator, a local political enforcer, two whacky academic types, one military investigator, and one street-wise cop with forensics. That seems a pretty fair mix. Most pcs seem weapons competent. We have lots of established connections to diverse sources of information and expertise. Where exactly are the holes? Mythos skills?
I suspect the issue of 'centre stage' will not be a problem in a wiki campaign. There will be lots of simultaneous investigation in small groups and endless potential for gratuitous characterisation and scenery chewing for those not doing forensics rolls. I mean, just look at the character pages! :)
Cheers
John
Having discussed things with John (don't feel left out, it's just that we live in the same city) I may have overemphasised the holes. I think there are workarounds we can use.
James seemed primarily concerned with forensics work. Sounds like most of that has been taken care of.
And, in defense of GUMSHOE, the idea may seem a bit "meta", but having been running/playing a lot of CoC for some time now I know from experience how frustrating it can often be when the skill needed isn't covered.
Don't mind me, I'm just a rabid systemless gamer. I do appreciate the efforts to get everything right before we begin. :) On to gratuitous characterisation!
Todd is just calling a cab to the US Embassy …
Cheers
John
Oops! I didn't realise that Pip had already revised her character to include more forensics. Mea Culpa for causing unnecessary anxiety.
For my political minder concept, I'm basing it on (secret) Police Detective.
I'd like to make the following career skill substitutions:
Bureaucracy replacing Law
Shadowing replacing Athletics
Intimidation replacing Interrogation
I'll proceed on that basis but let me know if it's a problem.