Episode Transcript
Transcripts are displayed as originally observed. Some content, including advertisements may have changed.
Use Ctrl + F to search
0:03
Hello
0:15
and welcome to the Good Friends of Jackson
0:17
Elias, a regular podcast about Call of Cthulhu.
0:19
Horror films. And horror gaming in general. I'm
0:22
Paul Fricker. I'm Scott Orwood. And
0:25
I'm Matt Sanderson. And this episode
0:27
we're looking at delusions in
0:29
Call of Cthulhu. But before we
0:31
get into all that interesting stuff, what
0:33
is going on? As
0:35
a great man once said by the pricky of
0:38
my thumb, something interesting this way comes on the
0:40
first weekend of March, I understand, yes? A
0:43
weekend with good friends, the next
0:45
convention organised by our lovely listeners
0:47
is coming up very soon. The
0:50
convention itself will start, as Matt just mentioned, on
0:52
the first of March, running through to the third
0:54
of March. But an
0:56
important date before then, a couple of
0:58
days after this episode goes
1:00
out, will be player signups. GM
1:03
signups have already closed at this stage, but if
1:05
you want to sign up for any of the
1:07
games that have been offered, you can do so
1:09
between the 15th and the 22nd of February. And
1:14
don't worry if you miss that date or
1:17
if you wanted to offer a
1:19
game but missed the deadline for
1:21
GM signups, because there will
1:23
be pick up games running throughout the
1:25
convention and also there will be
1:28
panels running throughout the convention as well. So
1:30
you can come along and just enjoy those
1:32
even if you don't want a game. And
1:42
now on to our main topic, delusions
1:44
in Call of Cthulhu. During
1:47
our discussion of psychological horror, we thought we'd see
1:49
how we might put some of that to use
1:51
in our games. Well, we've discussed
1:53
the role of insanity in Call of Cthulhu way
1:55
back in episode 136. Christ,
1:58
I feel old. This time
2:00
we're drilling down specifically into what happens when
2:02
the investigators can no longer trust their senses.
2:05
Let's start off then with just
2:08
going through what delusions
2:10
mean mechanically in Call of
2:12
Cthulhu. You
2:14
seem like the best person to explain this for. How
2:17
does it all work? It's a
2:19
side effect of sanity loss. So
2:21
when a investigator suffers
2:24
sanity loss, if they suffer sufficient
2:26
loss of sanity points, then
2:29
they can suffer what's termed temporary
2:32
or indefinite insanity. Either
2:34
one of these conditions triggers
2:37
an initial frenzied bout of madness or
2:39
some sort of event that the player
2:41
has limited control of. I mean, it's
2:43
a discussion between the player and the
2:45
keeper as to how that plays
2:48
out. Once that's over,
2:51
there's this situation of them
2:53
suffering this loss of sanity.
2:56
And that's reflected in them remaining
2:58
vulnerable to what we term
3:00
delusions. Now
3:02
delusions can be anything
3:05
that the keeper wishes to put in. Strictly,
3:07
they're hallucinations, I would
3:09
say. So there's
3:11
a differentiation between hallucinations, which is
3:14
what you perceive, and that's what
3:16
the keeper is feeding you, and
3:18
delusions which are in your head.
3:21
So an example would be an investigator
3:23
is driving along or somebody in the
3:25
real world is driving along and
3:27
you keep seeing the same car following you. And
3:31
when you're in the supermarket, you see people
3:33
taking notes on you and stuff like that.
3:36
Those are hallucinations. The
3:38
delusion is how you interpret it.
3:41
The delusion is, oh my God, the government is
3:43
keeping track of me. But
3:45
for all intents and purposes in Call
3:47
of Cthulhu, delusion is both of those
3:49
things combined. That's interesting, you're putting
3:51
it that way because it occurs to me that
3:54
When I'm running Call of Cthulhu,
3:56
I will quite often feed into
3:58
that second aspect. Delusions as
4:01
one is describing the sensory aspects
4:03
of the hallucinations that I will
4:05
sometimes prime. The players are least
4:08
drop hints about how they might
4:10
interpret them, this of seeding that
4:12
paranoia oh that's delusory states the
4:15
asking direct questions battle what you
4:17
think this means all as you
4:19
as a really conspiring against that
4:22
cursing. Just a get all that
4:24
going. Yeah. Good. I
4:26
think it's good to phrase them as questions.
4:28
So yeah, what do you think softening is
4:31
that guy in the suit to the Keys
4:33
from the government detail gills on their neck.
4:36
Things like that have put it into
4:38
the players hit it is a player
4:40
can read the L a one you
4:42
not forcing on the player but what
4:44
The investigate seats is always limited really
4:46
to what the keeper says you know
4:48
so as to keep the says old
4:50
as a guy with gills on his
4:52
next there and yeah well. As
4:55
a player, I. Can guess. Oh
4:57
maybe this is just the delusion. Or
5:00
maybe it isn't. Maybe is a deep
5:02
one keeping track of it. But yeah,
5:04
just go back to the mechanics. how
5:06
they work. That's how they work. So
5:08
for as long as you're suffering that
5:10
stay, your investigator is prone to delusions.
5:13
So. Zero
5:15
Those two. Types
5:18
of incense he mentioned temporary insanity
5:21
an indefinite since I'm sick and
5:23
in definition sense he seems be
5:25
the big one sentence right? So
5:27
in definition sense to use as
5:30
the name implies, On to the
5:32
character has. An.
5:34
Event such his medical treatment,
5:36
psychiatric treatment or perhaps and
5:39
arrested development phase representing a
5:41
sufficient passage of time for
5:43
them to come out of
5:45
that delusory states that on
5:47
the annual state and that
5:49
happens when they lost assists
5:52
as a social sanity over
5:54
the course of one day
5:56
or at least before they
5:58
go to sleep. But
6:01
you made reference to delusions
6:03
potentially carrying it's a in
6:05
conjunction with temporary insanity as
6:07
well. So. This might be
6:10
something up in getting wrong and caught a suit
6:12
all this time. It had had his athletic. Well,
6:15
it's temporary or indefinite. Is.
6:17
Just the duration. Yeah, the effects
6:19
of the same is just the
6:21
duration. Spoiler. Both temporary.
6:24
But temporary is a short term
6:26
thing normally up to like while.
6:29
We say boy default kind of one d Ten
6:32
hours but yeah, you can play it by ear
6:34
ready? I would encourage keepers just play it by
6:36
ear and you know it might be the get
6:38
to that. Sane and. If
6:40
you also gone by and the keep
6:42
says you're over that now in Destiny
6:44
as you describe Skies is for a
6:47
longer period of. A longer
6:49
duration the essentially that mechanics and
6:51
a some misremembering The mechanics or
6:53
are essentially the same in terms
6:55
of effects on the investigator. That's
6:58
interesting because it's just probably been
7:00
running it wrong. move his time
7:02
because the way that I handled
7:05
temporary insanity is i deal with
7:07
the Batman is which if it's
7:09
a real time one is the
7:12
D ten rounds and then I
7:14
don't necessarily considers a D. Ten
7:16
hours of sets off to sad
7:18
the saw you saying that even
7:21
after your after that initial batch
7:23
of madness there is a D
7:25
ten hours the after him that
7:27
temporary. Insanity in which to
7:30
see character is susceptible to
7:32
delusion since on. Yeah.
7:35
Oh right yes I have been running at
7:37
Romo this time of just dealt with that
7:39
initial d ten rounds and then moved on.
7:42
That's. What? the rule book says us? While
7:44
the rules sites I think. Going.
7:47
Back to. Over ten
7:49
years go by me what we got
7:51
while I was discuss guess when throughput
7:53
the Keeper rulebook together. Previous.
7:56
Editions of college who have
7:58
been really. Of.
8:00
The it was a kind of the same game but the. The.
8:03
Guidelines on how to
8:05
handle sanity. And the
8:07
loss of sanity where law. Will
8:10
eat well as also via A
8:13
but there were a lot vega
8:15
less defined, less defined so. We.
8:17
Defined it. More. Closely.
8:21
Because. I think previously it
8:23
was just oh your cart suffering in
8:25
silence hey. What? Does that mean I
8:27
don't I have a as keep her or play with which
8:29
is going to decide. Whereas. Now
8:32
you've got things to mechanically use in
8:34
that game and got durations and sorts,
8:36
but even then it's is something that
8:38
feels like it should be. Tired.
8:41
Somewhat to the scenario to the situation and so
8:43
on. such thing as to be quite a lot
8:45
flexibility both for the keep her in the plants,
8:48
that of. Discuss. And sort
8:50
of agree. What? what? Those. Outcomes
8:52
are. And. You mentioned a
8:54
few months ago about it's. What
8:57
options are available to the
8:59
plays when they think their
9:01
characters and catching inspiration? I
9:04
mean you comply it a few as you
9:06
can play it as a player may be
9:09
on on planet maps game and the Mets
9:11
the keep ernie says something that as a
9:13
player I kind of. Pretty. Clear
9:15
to me that or are pretty
9:17
strongly suspect it's the delusion that
9:19
his feeding me. And
9:22
as apply I can. Play.
9:24
Along with that and might might investigate,
9:26
totally accept it because that's what lap
9:28
saving. Or. I can make them fight
9:30
against it. And if I want to
9:32
to so to check that when I can
9:34
call for what's called a reality check role
9:37
which is my investigators sir. Choice.
9:39
Of a moment of realization said wait
9:41
a minute, this doesn't make sense. I.
9:44
Roles Who disbelieve. Exactly.
9:47
Is. the some hero if you succeed
9:50
you have a moment of clarity as
9:52
you see what's real you've you see
9:54
through the the hallucinations the delusions cheap
9:56
see what's actually going on the or
9:59
you get As I said, like
10:01
a moment of clarity and you're
10:03
no longer subject to delusions
10:07
until you lose further sanity points.
10:11
If you fail that reality check role,
10:13
that sanity role for a reality check,
10:15
then you lose a single point of
10:18
sanity which then can
10:20
then lead to another bout of madness and
10:22
the delusions remain. So you maybe just rather
10:25
than digging your way out, you've dug a hole deeper.
10:28
So when a character there
10:30
makes a reality check, do
10:33
you normally handle it in terms of
10:36
them kicking back
10:38
against a specific thing that made them
10:40
think, oh hang on, this isn't right?
10:43
Or is it just them trying
10:45
to counteract that general feeling
10:48
of unreality? The reason I
10:50
ask is you could end
10:52
up with situations where a character
10:54
is perhaps experiencing some
10:57
delusory state but then they encounter something
10:59
that's really there but
11:01
just weird and
11:03
try to disbelieve that. Let's
11:06
say they've been seeing
11:08
strange things in the shadows and so on and
11:10
then at some point they encounter a hideous monster
11:13
and think, oh hang on, that can't be real
11:15
and that's the point at which they decide, hang
11:17
on, I want to make that reality check. How
11:20
would you handle that? Yeah, that's
11:22
a good point. Let's see, they're going
11:24
to ask for the reality check role which is quite unusual
11:26
I have to say, I think we should touch on that.
11:29
I don't think I've ever had a player ask for
11:31
one actually. I think I
11:33
have but it is unusual. I think maybe
11:35
because we don't tend to offer them.
11:39
As keepers we know they're there perhaps
11:43
but we don't often profit
11:45
them to the players, we don't often suggest
11:47
them. I guess maybe if the player sort
11:49
of said, is this real? I'm not sure
11:52
I believe this. I think this is just
11:54
a, have you had this situation Matt
11:56
where you've had players ask for reality
11:58
check roles? It's not something
12:00
I tend to get is mainly because I don't
12:02
play with delusions. But. Also.
12:05
I do remember our said play offs
12:07
for a reality check when you were
12:09
fight us in the rules when we played
12:11
through who couldn't. right? So.
12:14
Now I've asked reality sex but as a as
12:16
a keeper I don't play with delusions. This doesn't
12:18
come up for me. So.
12:21
What can you remember what that instance was in
12:23
in the game we're playing. He. A from
12:25
member right? It was quite late in the
12:27
campaign with a particular item that we need
12:29
to have. Lots of blood that were was
12:31
use activate it. Hello! I'd gone out to
12:34
acquire blood and we are as far as
12:36
I was concerned. I was going to like
12:38
a butcher's I was going to get some
12:40
jerry cans filled up with this stuff and
12:42
then bring it back and then I think
12:44
it was a case of yours may you
12:47
can you got room for sec. Well I
12:49
guess somewhere with the other players was I
12:51
come back in and see that completely disgusted
12:53
and horrified faces. Reacting to me
12:55
as you described my reactions and I'm thinking
12:57
I'll just walking with these cans the of
13:00
god knows, no sidewalks and the more what
13:02
the hell's going on here And it was
13:04
that that kind of prompted both. Something must
13:06
be up here. they're oversee seeing something that
13:09
I'm not saying. So I asked the route
13:11
check in that he printed it sucks described
13:13
how I was absolutely drenched in blood carrying
13:16
these two buckets that was sloshing around row
13:18
read stuff all over the floor. thus hasek
13:20
precipice of his as. Well
13:23
I have easy of or something. I heard some
13:25
sunlight I think we were under the British Museum
13:27
at the time or somewhere that else is. a
13:29
D set up with his bucket of blood. Okay,
13:34
yeah, That. Was remember rope
13:36
then the currency. you play math.
13:39
Without. Any effects of sounds He lost
13:42
you my of just turned up with buck
13:44
his blood Anyway that wouldn't surprise me greatly.
13:46
Who these delusions? I'll just do it anyway.
13:48
the ass. So now you said something very
13:50
interesting that to me my you said you
13:53
don't use delusions in the game. Is.
13:56
Up right. Yeah, and of. partly.
13:58
because it's it's time management thing,
14:01
a lot of the time I'm playing the games or running
14:03
games at conventions or in a very short time span. And
14:06
the problem I've got with them is twofold. But
14:09
one, they are a massive distraction, they take
14:11
away from the central part of the plot. So I'm saying
14:13
I'm going to have to dedicate a quarter
14:15
an hour, half an hour to just resolving this one
14:18
effect of a failed sand roll, which frankly, I
14:20
haven't got the time for when I'm running a
14:22
game in an already tight time scale. And
14:25
the second one being that it can really
14:27
affect the kind of dynamic of the player
14:29
group. If you've got one player
14:31
that's suddenly suffering from these delusions,
14:34
and the rest of the players either don't believe them,
14:37
or worse, come to the point where
14:39
they don't trust them, they don't want to get them involved in
14:41
anything that's going along, and it can really split the group. And
14:44
it leaves that one player affected, almost
14:47
ostracized as a result of that one failed role. And I
14:49
would hate that if I was the person on the receiving
14:51
end. So I just don't want that to come up in
14:53
a game that I run. For example,
14:55
you just relayed you were the person on the receiving
14:58
end of that. Yeah, until I saw
15:00
through it. Did that have
15:02
a negative impact on the game for you? Or was
15:04
that okay? Because I mean, I've never really, I don't
15:06
think we asked that at the time. If
15:08
I remember right, that same campaign ended with everyone
15:10
turning their guns on me and saying you're not
15:12
leaving the ice alive. Well,
15:17
my question still stands. No, no,
15:19
in that particular instance, I could see how it
15:22
could have gone very badly. But
15:24
thankfully, it didn't go badly for me. But it's
15:26
also I would want to avoid that situation entirely
15:28
for another player to be even potentially put in
15:30
that situation. Yeah, and I think
15:32
it's worth stating like, we're talking,
15:35
I think probably before even the creation of
15:37
the X card. So there were no safety
15:40
tools, we did talk to each other, but
15:42
there weren't like formal safety tools. And nowadays,
15:44
I think, you know, we'd have, if we
15:46
were using something as simple as X card,
15:48
then there are ways to avoid situations where
15:50
people would have things imposed on them that
15:53
they're not comfortable with. It also
15:55
occurs to me that we must play with very
15:57
different kinds of players because the people
16:00
I play with regularly, they
16:03
absolutely embrace stuff like this.
16:06
I know
16:08
a fair number
16:10
of them who will just count down
16:12
the sand points until they hit that
16:15
one fifth, because they
16:18
enjoy role-playing characters who are in
16:20
that state. They enjoy the weirdness
16:23
that can bring to the game. And
16:26
as far as the dynamics, the conflicts
16:28
that can bring up, that
16:31
just adds to the overall
16:33
game. Maybe
16:35
it's a fundamental philosophy thing. When I'm
16:37
running a game, as I've said before, I
16:39
don't tend to think of it in terms of
16:42
a story or a plot. I'm playing to see
16:44
what happens. I'm playing to see the interactions between
16:46
the characters. And these
16:48
delusions, these conflicts, these moments
16:50
of uncertainty and so on,
16:53
enhance all that. They make it a more
16:56
interesting game. It's not like they're a distraction
16:58
from the plot. They are the plot. I'll
17:01
just sit firmly at the other end of the bell curve and completely
17:03
disagree with you there. They get in the way of everything I want
17:05
to try and do at the table. Some
17:07
of those examples you were given, Matt, you
17:09
were saying because you're in part, at
17:12
least, because you're time limited. So
17:15
do you feel the same whether you're running an
17:18
open-ended campaign? I can very
17:21
much see that that is a consideration if you're
17:23
running a one-shot and you've got limited time,
17:25
you've got a few hours. Because it can
17:28
cause more content
17:32
in the game, more content in the story because you've
17:34
got people going off and doing their own thing, you've
17:36
got division among the players, which as Scott says, can
17:38
be a fun aspect, but
17:40
it can also elongate potentially.
17:42
It might bring it to
17:45
a very quick close, but it can also open
17:47
up a lot more avenues of play, which on
17:49
the one hand is fun, but on the other
17:51
hand, if you're trying to be disciplined and fit
17:53
it into maybe a three-hour slot, then maybe
17:56
that's problematic. So how
17:58
about with longer form games, Matt?
18:01
Yeah, it's still almost the same thing. It's just
18:03
the time constraint issue isn't there particularly as much,
18:05
although there'll still be the constraint of, oh, I'd
18:07
like to get this done in a session, or
18:10
I'm kind of working out how long things are
18:12
going to last in general rather than just keeping
18:14
dragging on and on. So
18:16
I don't want to have a, like I'm running a
18:19
two-headed serpent at the minute for my third
18:21
or fourth time through. I can't remember. One
18:24
of the things I found there is I still
18:26
don't really embrace delusions as much, even though we've
18:28
had characters that have lost a whole load more
18:30
than, but I think it doesn't really
18:32
fit into the pulp model as well. Oh,
18:35
really? It's a good excuse for
18:37
them to get pulp talents or
18:39
the insane talents, but again, it
18:41
just feels like a distraction. Oh, in the middle of this
18:43
high action scene, and now we've got to resolve you having
18:46
this completely different worldview of
18:48
what's going on, completely detriment to
18:50
whatever's actually going on. And
18:52
it's already a lot to juggle and it's just something I don't want
18:54
on my plate. Hmm. Oh,
18:57
that's interesting because I guess I kind of sit in the
18:59
middle. I use them
19:01
sometimes, but often, like
19:03
particularly then if I'm running a
19:05
convention game, I might use them.
19:08
I might not. It just depends on how things
19:10
go. I guess it depends how many balls
19:13
you've got to juggle in the air, really. I
19:15
feel sometimes they're a fun thing to throw
19:17
in, but they are, I guess, coming
19:19
back to the rules, they
19:22
are something that the keeper can choose to
19:24
add into the game. As
19:26
a keeper, you can choose to play it
19:28
as Matt described and not use
19:30
them. That's one extreme. Or
19:32
you can throw yourself into them as Scott's
19:35
described and use them a
19:37
lot. Yeah, because I think a
19:40
lot of what makes Lovecraftian
19:43
horror and cosmic horror work
19:46
is that sense
19:48
of unreality, that sense of weirdness
19:51
that, can I trust what I'm
19:53
seeing? This is beyond
19:55
human comprehension. What is this going
19:57
to do to my perception of reality? reality
20:00
even what I think it is anymore and
20:03
I think just
20:06
not using that in the game misses
20:09
a big part of what
20:11
makes Call of Cthulhu
20:13
different from other horror games or at
20:15
least Lovecraftian horror different from
20:17
other types of horror. I
20:20
think you still have players and all their characters
20:22
ask themselves those questions or you don't
20:24
think they should be then have the burden of the
20:26
GM having to invest all the amount of time and
20:29
effort to be able to tailor their perception for
20:31
just that single player with the affirmation
20:33
concerns have already arisen coming from that that you
20:35
could potentially could really split the player base with
20:37
them on one side of that split and everyone
20:39
else on the other. I
20:41
don't think it's necessarily a massive
20:44
rabbit hole to sort of go down
20:47
I think it can just be an
20:49
incidental thing that illustrates
20:52
what the person is going through that they
20:54
can't maybe trust what they're seeing. I've
20:57
got one or two examples I've kind of
20:59
recalled and some of those can open up
21:01
whole vistas of investigation and
21:03
so on in the game. I think
21:06
others perhaps less so they're just sort of
21:08
incidental little things that you might throw in
21:10
that the player might not
21:13
even really react to and people might not
21:15
even really realize it's this illusion. There
21:17
is a scale but as you know I think you're right
21:19
Matt it can open up a rabbit hole
21:21
if that's the right
21:23
phrase. But I feel
21:25
like Matt may be representing a
21:28
very extreme form of delusion. Delusions
21:31
don't have to be realities
21:34
you know it is entirely wrong
21:37
they can be just little things that you
21:39
throw in for atmosphere and
21:41
seasoning. It can just be was that
21:43
a shadow you saw on the doorway
21:45
or someone standing there watching you it
21:47
can be you over here
21:49
a conversation at the bus stop are
21:51
they really talking about human sacrifice or
21:53
is that just because it's what's on your mind
21:55
at the moment. Those are
21:58
still delusions. I was
22:00
talking to somebody a while back and I
22:02
was a little surprised when they said this
22:04
that they felt
22:06
like the use of delusions could
22:09
be a way of punishing
22:11
players, which is
22:13
not something that I do.
22:17
And I know anecdotally something that historically and
22:19
probably contemporary as well does occur in role
22:22
playing games. You know, the DM or the
22:24
keeper, you know, they've got it in for
22:26
their players and I'm really going to show
22:28
them tonight and you know, if they do
22:30
this thing, then they've got to be punished.
22:33
So they learn. I mean, it's
22:35
just that's just, I don't
22:37
know, wrong behavior. Yeah, pathological.
22:39
Yeah. But I mean, it is
22:41
definitely, as I say, I want
22:44
to say historically, but it is an aspect
22:46
of the way some people play games, which
22:48
is just strange to me. I
22:51
think it's something you tend to see
22:53
more in inexperienced GMs. I
22:55
think by the time you've been GMing for a while, I'd
22:58
like to think, learn that that stuff just
23:00
isn't a good idea. But the
23:02
people I'm talking about were younger players, so
23:05
I don't think they were kind of playing
23:07
with old hands, but I think their interpretation
23:09
was that this could be used to
23:11
punish players. So I just want to put it out there
23:13
that there's a few things
23:15
that I want to sort of stress. It's
23:18
not there to punish players. And
23:21
also it's not there to make fun
23:24
of mental illness in any way or
23:26
form. Sanity mechanics in
23:28
Kolukkutulu, people should treat mental
23:30
illness with the respect it deserves. And
23:33
whilst the sanity mechanics touch
23:36
on that, we
23:38
removed the diaphonic terms
23:40
that were in some previous editions. Because
23:43
it occurred to me, there's things like depression
23:45
and so on. We don't have that in
23:47
Kolukkutulu. You'll find it mentioned
23:49
in older editions perhaps, but it's not in
23:52
the most recent edition. Now that's twofold reasons
23:54
for that is, one, because
23:56
it's something that real
23:58
world people suffer with. you have to
24:00
deal with and it's not pleasant and we don't
24:02
want that in the game. But
24:05
also just from a purely game point of
24:07
view, having
24:09
an investigator suffering depression, I
24:13
don't really see any good
24:16
gaming aspects that would come out of that. I
24:18
can see how it can be explored in fiction
24:20
in novels and TV
24:23
and films and so on. They can explore
24:25
all manner of things. But in a game,
24:27
I think if you and your
24:29
group have a serious
24:32
discussion and you want to touch on those
24:34
kind of themes, well, great, fine. But
24:37
by default, the game doesn't touch on that. But
24:39
delusions, I think, are something very different. But
24:41
at the same time, I can see
24:43
why people might want to avoid them in
24:45
games because they've
24:48
perhaps had experience either firsthand
24:50
or from people they know
24:52
in their lives of psychotic
24:54
illness. Yeah. It
24:56
does stir up those feelings
24:59
of not being able
25:01
to trust your own senses or having
25:03
to help someone who has
25:06
lost touch with reality to some
25:08
degree. I've been in that position
25:10
myself and it's a scary thing to have
25:12
to deal with. But it's
25:16
always going to be down to the players. I
25:18
mean, sometimes, yeah, exploring these things
25:20
in a game or dealing with them can be fun.
25:23
Sometimes it can be cathartic and sometimes it can be
25:25
triggering. But if you stand to the
25:27
players to let you know what it is to them
25:29
and for you as the GM
25:31
to act appropriately, if someone says they don't
25:33
want delusions in their game because they've
25:36
spent their life dealing with a relative who
25:38
had a psychotic illness, then
25:40
that's entirely fine. Absolutely.
25:43
And we've just discussed how you can
25:45
play the game and as
25:47
Matt illustrated, not use them. Your
25:50
game's not going to suffer for that. That's
25:53
an interesting point you make, Scott, that you've
25:56
suffered that yourself, But
25:58
you seem to embrace the in the game
26:00
now. Not saying that you should or you
26:02
shouldn't. Talk. Talk to other
26:05
people as well who have suffered with mental
26:07
health. Problems. Or.
26:09
Mental illness and. To.
26:11
Them for some of those people in
26:14
paw. That's. Partly
26:16
the appeal of the game else us
26:18
a very personal. Thing. So
26:20
them. But it tends to be like. They
26:24
like exploring that with. A.
26:26
Group that they don't trust. And
26:29
that life? You know how those discussions with.
26:32
Also. Fundamentally from my
26:34
point of view and and I'm
26:36
not saying I speak for anyone
26:38
elses had mental health issues of
26:40
use. Bits Of From my point
26:42
of View is a fun release.
26:44
It's make believe food and is
26:46
a very different thing from the
26:48
reality of mental illness and I
26:51
can enjoy it for what it
26:53
is without having to worry about
26:55
whether it's realistic or whatever else
26:57
likes my office and expenses the
26:59
same way as I can enjoy
27:01
the. Sooner. The
27:03
deal with aspect says psychological
27:05
horror and mental illness without
27:08
thinking below as I said
27:10
yes and sap the is
27:12
it's have wrong. I
27:15
can enjoy a nice fight in a
27:17
game. Yes, This. Is a
27:19
facade selflessness? I realized. you know,
27:21
whether it's physical or mental peril
27:23
and the effects of that. Real.
27:26
Life and and fiction are two very different
27:29
things. Something.
27:31
Else father the reason having them in
27:33
their the if you want to use
27:35
them they give you something concrete you
27:37
can do when people are suffering the
27:40
effects of have some see last give
27:42
you something the keeper. Some. Because
27:44
do otherwise that indefinite. Period.
27:46
Of insanity. Well, Or.
27:49
What war Is that? What we do with that? The
27:51
player can take it upon themselves
27:53
to reflect the in the why
27:55
they role play as they see
27:57
fit. Otherwise, a H. If.
27:59
I. don't do that, it feels a bit like,
28:02
well, it's not really having
28:04
any game effect. Mmm. To me.
28:07
And also, I think it
28:09
can serve other purposes in the
28:11
game. You
28:13
can use delusions and
28:15
these hallucinations and so on
28:18
as ways of echoing other things that are
28:21
happening in the game. Maybe they're things from
28:23
the character's backstory, or maybe they're stuff that
28:25
the characters are encountering in the game. I
28:27
think you threw in the example earlier, Paul,
28:30
of, oh, yeah, does that guy really have
28:32
gills on his neck? And
28:35
let's just say you've got a
28:37
character who's gone to Innsmouth and they're
28:39
beginning to see some
28:41
of the things that are going on beneath
28:43
the surface and they're perhaps
28:45
losing sanity as a result. You
28:48
could use delusions
28:50
as almost ways of foreshadowing
28:53
some of the things that
28:55
they're going to encounter later.
28:58
You could use them as
29:02
ways of perhaps
29:04
incorporating elements of
29:06
the character's background into that.
29:10
So let's say that they've
29:12
got a fraught relationship with
29:14
their family, that they don't
29:17
trust their brother. And
29:19
they at times look
29:22
at people in Innsmouth and sort of think,
29:24
oh, hang on, that looks a bit like
29:27
my brother. Maybe he's
29:29
one of them as well. And that
29:31
could be completely delusory, but it's then
29:33
adding that element of intrigue into their
29:35
family relationship that may have repercussions down
29:37
the line. And
29:39
so I think you can really
29:41
enrich the narrative using these elements.
29:45
Yeah, and I think part of the appeal is
29:47
they tend to be improvised. And
29:50
I think as with most of those sanity-related
29:54
side effects, they
29:56
tend to be improvised. But I think just
29:58
relying on random tables, and we have
30:00
some of those in the core book. That's
30:03
kind of, for me, a last resort
30:05
using the random tables, because sometimes
30:08
if you just use a random table, it
30:11
can throw up results that clash
30:14
with what's going on, and
30:16
it doesn't fit. That can result
30:18
in uncomfortable laughter, or
30:20
it just doesn't perhaps
30:23
work. It's a sort of clash.
30:25
So I think it's better to think
30:27
about those side effects and delusions is one of
30:30
them, and for the
30:32
player to think about
30:34
how they role play their character as well, in
30:37
terms of what might come
30:39
out of the situation or
30:42
what might come out of the
30:44
investigator's backstory. And ultimately, if
30:47
you can pair those two together, then
30:49
I think that's the best outcome.
30:53
I can't remember the last time
30:55
I used the random tables for
30:57
a bat of madness or delusions
31:00
or anything like that, because, well,
31:04
it's partly that clash that you mentioned,
31:06
but even if it's not
31:08
a clash, even if it's just something that
31:11
is unrelated, as
31:13
opposed to directly oppositional to the
31:15
narrative, then it feels
31:17
flat and uninteresting. But if you
31:19
can work the general situation
31:22
and the character's background and their state of
31:24
mind isn't sold into it, that's
31:26
why these days, when I
31:28
have characters that go into bats of madness,
31:30
I do what we were talking about earlier
31:32
and just ask them questions about
31:35
the overall situations or about
31:37
what's really happened here. What
31:40
sounds as motivation? Can you trust what's happening
31:42
there? What are you
31:44
going to do about this
31:46
unreal situation that you
31:48
find yourself in, perhaps even
31:51
describing a delusion as part of
31:53
the reality that they're perceiving? I'm
31:56
just trying to think of a concrete example because
31:58
that doesn't explain it very well. very well. Yeah,
32:01
alright, you're in this musty
32:04
old house, you've encountered
32:06
this burnt corpse that has
32:10
triggered a bout of madness because
32:12
it's particularly hideous. And
32:15
you can smell smoke in here now, I mean
32:17
no one else is reacting to it, but you
32:19
can smell smoke and there must
32:21
be a fire around here, but everyone else
32:23
is ignoring it, what are you going to
32:25
do about that? And
32:28
I think those kinds of questions,
32:30
those kinds of invitations to roleplay
32:33
are much more effective than roleplay,
32:36
you've now got
32:39
pyrophobia. It puts
32:41
it back into the players hands, it
32:43
puts the agency in the players hands
32:45
and they can say, oh
32:47
there is smoke, yeah I'm sure, I'm going
32:49
to open the windows, I'm going to go
32:51
searching for it or whatever, or they can
32:53
kick back against it and say no, no,
32:56
that's just in my head, I'm just imagining
32:58
that because I saw this burnt figure, it's
33:00
not real, it's not real, and deny it,
33:02
you know? And then the sense
33:04
that the house really is on fire. Well,
33:09
you can't win. Yeah,
33:11
yeah, I mean
33:13
I've got one that I've kind of got in mind
33:16
that I think this is going back
33:18
to the same example, some of those
33:20
ones are fixed in my mind, Matt, from when
33:22
we played the game in the Arctic
33:24
many years ago, you know, they're a
33:26
remote base, it's very much like the
33:28
thing and things have gone badly and
33:30
they've smashed the radio and one
33:34
of the characters comes
33:36
back and I think they hear
33:39
a voice, they go
33:41
into a side room and
33:43
it's the radio room and all the
33:45
radio is trashed but oh, now there
33:47
is a voice faintly coming through it
33:49
and I'll go and pick up the
33:51
radio and listen, I don't know, it's
33:53
a woman's voice, Calling station,
33:56
you know, whatever it was called and
33:58
they start talking to them. Because
34:00
I looked at the carriage see the backstory
34:03
see and and one of the things I
34:05
don't was a locket with up the light
34:07
wife's. Picture. In it. So.
34:10
The voice coming over the radio is that
34:12
light wife because up something they haven't bought
34:14
into the game. it hasn't come into play
34:17
so I can. The guys in the opportunity
34:19
to bring nine supply or wealth getting the
34:21
opportunity kind of leave it in reading, but
34:23
I just felt like that was combining stuff
34:25
that have been established in the game. with
34:28
something from the backstory and
34:30
that was. A
34:32
thing for both of us, it was.
34:35
well, why poignant seen this kind of
34:37
caught Assad's. Moving.
34:40
Seen Really? I think. As
34:42
things can be and. There.
34:44
Are other instances which.
34:48
I don't know can be more like
34:50
I'd I guess that sir in a
34:52
play a planet. One
34:54
thing I think you've got
34:56
to be cast Love So
34:59
with ease ease you very
35:01
quickly hits and diminishing returns.
35:03
the so if you the
35:05
zen every time the character
35:07
passed by of radio off
35:09
to that had z voice
35:11
voice com outfits. Huseyin.
35:14
Since the play would be rolling their
35:16
eyes by the said time it happens.
35:19
It I want to go soul Shutter Island. Fucking
35:22
Cetera, user base notes
35:24
before this episode not
35:26
sticky about media they
35:29
could be used his
35:31
inspiration and surrounding just
35:33
My South. Of
35:35
before we go onto all that. Will be back in just
35:38
a moment. So
35:41
that it's it's. Can
35:43
say that. try. Anyway,
35:46
if you wanna hear the house ness
35:49
up. And waffle on even more.
35:51
Just sit. In a Dollar! So
35:53
as Page and.com/good friends that Jackson
35:55
allies were all back to gain
35:58
access to and versions of. show.
36:01
There is rampant disease in the Whoverville. Someone
36:07
get the fuck out of here. The
36:12
apocalypse players present Bleak
36:15
Prospect by Scott Dawood. Since
36:18
the dizziness comes over me again. Ah,
36:21
my hand, my hand. Is
36:24
there anyone you like to speak
36:26
to? His hand has crumbled in
36:28
yours. Every time
36:30
he moves another part of him sheds
36:32
away and crumbles. In your dream, Nancy,
36:34
they didn't have any faces. Part
36:39
of a season of nameless horrors from
36:41
the apocalypse players. Here we go. Allo
36:43
Z! What a wonderful evening. I
36:47
don't want to hear the song again. With
36:49
his buzz master, right? Come to Paris, they
36:51
said. It'll be romantic, they said. It wasn't
36:53
a great idea. I
36:56
am sweating. I'm bored. Flaking
36:58
skin. The payment is blunt. I love this
37:00
guy. Find us wherever you get your podcasts. And after
37:02
that short moment, we're back. Part
37:16
2. Delusions and
37:18
inspirations. When
37:20
I was working on 7th edition with
37:22
Mike, it was about making
37:25
the effects of Santy Lost more
37:27
interesting and looking at
37:30
what happens in films. Primarily
37:32
films, but you know, the media too. And
37:35
things like Fight Club and
37:37
examples like that where a
37:41
lot of the story comes
37:43
out of the misperceptions of
37:45
the protagonist. Because
37:47
of, well, for whatever reason. Yeah,
37:50
I don't know Matt, do you enjoy that kind of
37:53
thing? I can think of one or two that
37:55
you've recommended to me. I'm pretty sure. So
37:57
do you have any examples? Not
38:00
say something I like. I mean are like it
38:02
when it's done really well and when it comes
38:04
completely out of left field. The is gay system.
38:06
I didn't see that coming. To
38:09
one example of was bouncing around him I
38:11
had drawn think of what's done the in
38:13
more recent years now I can think of
38:15
I honestly didn't see coming until one particular
38:17
moment when I noticed the trail of breadcrumbs
38:19
a fine appointing in the direction say actually
38:22
this isn't what's going on on that joker.
38:25
Because you have that what Thought was a
38:27
wonderful for months on sequence where it goes
38:29
back over previous scenes in the film and
38:31
shows you how they really played out. That
38:34
that was something missing. I. Thought
38:36
that was brilliant. that was a collapse of i did
38:39
not see that being the way you're gonna go. Yeah.
38:42
Yeah. I once I
38:44
got on the far. As.
38:46
Think one of the best
38:48
examples I've seen in recent
38:50
years is the Tv program
38:52
Mister Robot. Which.
38:55
Really just a town with
38:58
sad Aids is a very
39:00
slow burn birch you gradually.
39:02
Realizes the program goes on
39:05
our deepest a serve to
39:07
illusion of see protagonist aliases
39:09
eaten as a lot of
39:11
see fundamental aspects of his
39:13
reality get questions and on
39:16
to mine since it has
39:18
one of the best payoffs
39:20
among those lines I've seen.
39:22
it's is a remarkable bit
39:24
of television. If you
39:26
are doing something my that into
39:29
games inspired by fight Club, all
39:31
joke or or whatever it is
39:33
where you have a character a
39:35
characters who are living a completely
39:37
unreal situation I'm in even the
39:39
Matrix is an example of fundamentally
39:42
is what the game has to
39:44
be about. Was he com pretty
39:46
be aside plot they can't from
39:48
ready be just a subset of
39:50
age you are playing with cease
39:52
and raffling of reality Him mommy
39:54
that's fantastic. Second work. Ready won
39:57
a game. But. you have to
39:59
have for something say a strong
40:01
premise that explains why you have
40:04
a group of people who
40:06
are either sharing a delusion
40:08
or perhaps going
40:11
along with one character's delusions.
40:15
Otherwise, just as a game
40:17
dynamic it's not going to work. It's something
40:19
that you can do in fiction, but doing
40:21
something like Joker in a game would be
40:23
very, very difficult because it is one person's
40:27
delusion. I
40:29
have run a convention scenario
40:32
where the entire reality of it is
40:34
a shared delusion on the part of
40:37
all of the player characters and the
40:39
whole thing is about just drip-feeding the
40:41
little things that are saying this isn't
40:43
real until you get the
40:46
unraveling of that false reality at the
40:48
end. That tends to work
40:50
very well in play, but it is,
40:52
as I said, the entire premise of
40:54
the game. I think when
40:56
I said inspiration, I think it's about looking
40:59
at those films and thinking what's
41:01
happening to the characters and taking that
41:03
in small doses
41:06
of that rather than as inspiration
41:08
for a full scenario. You
41:10
can do that, but as you say, I
41:12
think it would work well for one player.
41:14
It would work very easily for one player.
41:17
It has more potential for working
41:19
for one player. It can be done for a
41:21
group, but it's a lot
41:23
more complex. I think there are
41:25
ways you can bring it in in Call of Curse of
41:27
the Louvre for a group using
41:30
things like Carcosa or The Dreamlands
41:32
or stuff like that to create
41:35
these unrealities. But those
41:37
things aren't real, are they? They
41:40
are. It depends,
41:42
for example, on your definition of
41:45
Carcosa. Carcosa doesn't have to be
41:47
real. I've used Carcosa in
41:49
lots of different ways, including a
41:52
very unreal version of Carcosa and
41:54
Jester's A Story That
41:56
allows you to have degrees of
41:59
deliciousness. Lucian that is
42:01
shared by people caused by
42:03
the unreality. the situation. There
42:05
ain't many. Other thing
42:07
if the players. Are familiar
42:10
with. The. King in Yellow
42:12
and Caicos of then. They're probably
42:14
gonna buy into that quite easily
42:16
because. They're. Gonna think it is
42:18
actually real. Yes, Because.
42:20
It see a Pov the canon. But.
42:23
Then again, they may never have heard of it. But.
42:28
That doesn't stop playing with it. Know.
42:31
But it carries a white when you mention
42:33
those things. And. If
42:36
people familiar with. Another
42:41
discussion but I think you can
42:44
have a lot of fun playing
42:46
was people's preconception. Some misconceptions because
42:48
as we talked about not seeing
42:50
and yellow episodes caicos Her as
42:53
a concept has been through so
42:55
many fiction later raisins and read
42:57
definitions and so on that I
43:00
think it's is fair to say
43:02
it doesn't really be one thing
43:04
and it could mean something very
43:06
different to each player at the
43:09
tables. And I think you can. Have
43:11
a lot of fun at. The
43:14
suddenly intensive delusions and unreality.
43:19
Other any other things apart
43:21
from. Bats of
43:24
madness in San Dos
43:26
that. Would. Freak
43:28
a delusion so to loosen like
43:30
a saints in cook considered as
43:32
a up and the other things
43:34
you used to it's create that's
43:36
tenuous are undermined or conflicted sense
43:39
of reality. The get some solutions.
43:41
I mean the obvious thing
43:43
in just in the real
43:45
world is drugs. So drugs can
43:48
cause hallucinations. And.
43:50
Delusional states of mind, We.
43:53
Can't stop here. This is back country. is
43:56
has tried this been used in a lot
43:59
of situations and It's usually either
44:01
the person is suffering some sort of
44:04
mental illness or
44:06
they're on drugs or whatever. Either
44:08
one of those can bring about that
44:10
state of mind. In
44:12
the fiction, I think in Kolokusulu, as
44:15
you said, Scott, it can be location
44:17
based. That's not true in the real
44:19
world, but in fiction, it can be
44:21
places that touch upon the
44:23
dreamlands or the kalcosa
44:26
or whatever, weird places
44:28
could cause hallucinations. Equally,
44:31
it could
44:33
be the effect of magic and monsters.
44:37
There are certain spells that will have similar
44:40
effects, I think, Matt. You're the go-to
44:42
guy on spells. I can't
44:44
think of anything deliberately alters perception
44:46
like that in terms of magic.
44:50
Some of my scenarios does intrinsically revolve
44:52
around the manipulation of perception to get
44:54
the PCs to do various things, which
44:56
I won't say for obvious
44:58
reasons because it spoils the payoff in that. That's
45:02
very much an entity that's doing that because that's a
45:04
power that the thing has not a spell per se,
45:06
but that's just what this thing does. An
45:11
entity twisting people's perception as a sort
45:13
of a... Almost like
45:15
leading them as rats through a maze to achieve an
45:17
end that it can't do itself, it needs them to
45:19
do it for it. But
45:22
no, I can't think of any spells off the
45:24
top of my head that deliberately twist perception. I
45:27
created one for a scenario
45:30
I published several years
45:32
ago that is
45:35
tied in to a
45:37
cult of Daeloth, but
45:39
rather than creating
45:42
delusions, although I can create
45:44
delusory states of mind through
45:46
sand loss, it is much
45:49
more about changing the investigator's
45:51
perception of reality to one
45:54
that is more in line with the
45:56
rendering the veils, tearing away the veils
45:59
of unreality what really
46:01
lies beneath. The way
46:03
I handled that in the game was
46:05
a classic spell, it was
46:07
an opposed power roll to see if it worked,
46:09
and then that was basically
46:12
a table of effect that was
46:14
everything from engendering a
46:16
slight sense of paranoia about
46:19
people's motivations to far-on seeing reality
46:21
as it really is and having
46:24
your mind torn away from you.
46:28
That makes me think
46:32
in the game, the Cthulhu
46:34
mythos is the true reality, is
46:37
what we humans perceive as
46:40
normal everyday life, is that
46:42
the delusion? We
46:46
think humans are important and our lives are
46:48
important and all that. Clearly
46:50
a delusion, I mean yeah it
46:52
is clearly a delusion but in Call of
46:54
Clueless it's an even bigger delusion because we
46:57
can't perceive reality as it is and when we
47:00
do it breaks that sense
47:02
of sanity as we
47:04
call it. So the ultimate
47:07
way of dispelling delusion is putting
47:09
someone in the mythos equivalent of
47:11
the total perspective vortex. Exactly.
47:14
It all comes back to
47:16
a very hot cup of tea. So
47:20
what are some of the ways
47:22
that you've seen delusions perhaps or
47:24
can imagine delusions going
47:26
wrong in the game? I touched
47:28
on the diminishing returns aspect earlier
47:31
and I think Matt was hinting
47:33
at some of that
47:35
earlier as well with the
47:38
feeling of it being antagonistic
47:41
or distracting. But
47:44
are there any other ways you can think of that you might
47:46
want to be careful or
47:48
things you should watch out for
47:51
when bringing them into a game?
47:54
The key thing that comes to mind for me is subtlety.
47:57
If you're going to do it, be subtle, don't
47:59
be a subtlety. chamois to the face
48:01
kind of immediately obvious that this is
48:03
a delusion. Like one of the, I
48:06
can't remember where I read it, if it was one
48:08
of the examples in the keeper handbook that struck me
48:10
as being, wow I'd see through this immediately if this
48:12
was me in this position. So you're
48:15
wandering through a haunted house and all of a sudden you
48:17
find a friend of yours is there. Well
48:20
me as a player would be going, well I know
48:22
they aren't here because their car isn't outside, we didn't
48:24
make any plans to come with them here, we haven't
48:27
told them they're going to be here, they're in Boston,
48:29
why the hell are they here at this point? And
48:31
it would be me just steamrolling through it and going
48:33
you're an illusion, just walk on through it. And
48:36
it's, that adds nothing to the game.
48:38
If anything it's a, again
48:40
it's a distraction and it's an irrelevance. If
48:43
you're going to do something, do it subtly to
48:45
make them question it, not to be so blatant
48:47
as to go, hey I'm your friend from 10,000
48:50
miles away and I just so happen to be here right now. Do
48:53
it in such a way that it adds
48:55
that element of doubt in there. But
48:58
at the same time I think as
49:01
a player you can
49:03
take that as a role-playing opportunity and
49:05
I think a good player can very
49:08
often do that well in
49:10
that when
49:12
something improbable happens like that,
49:15
if you accept that your character
49:17
is in a delusory state you
49:20
start perhaps to come up with rationales for
49:22
why that could be real, you lean into
49:24
it and I think that comes down to
49:26
good role-playing. I mean
49:29
it's not for everyone but a lot of the people
49:31
I play with regularly will absolutely embrace stuff like that
49:33
and it can be a lot of fun at the
49:35
table. If you're just
49:38
seeing a role-playing game as a bunch
49:40
of problems to be solved and not really playing your
49:42
characters then yeah that's just an irritation
49:44
to be swept out of the way. But
49:46
if you're looking for ways of engaging with that weirdness then
49:48
it can be quite a lot of fun. I'd say
49:51
a good example of that from media in
49:53
terms of both
49:55
the potential problems with it and the
49:57
ways it can work Is... The
50:00
might slang to consume oculus.
50:03
Which. Is about a
50:06
coast mirror of asserts
50:08
ready undermines people census.
50:10
reality completely is great
50:13
in terms of his
50:15
shows you some fantastic
50:18
ideas about how delusions
50:20
could be presented, how
50:23
people's. Perceived.
50:25
Reality can be completely wrong. As.
50:27
The same time I think
50:29
it also highlights one of
50:31
the things that go completely
50:33
wrong with using delusions and
50:36
the game. I think it
50:38
sort of books in the
50:40
film Birch Eight would be
50:42
absolutely terrible and games in
50:44
that it's completely disempowers all
50:46
the characters, nothing they perceive
50:48
is really real. They have
50:50
no wait and see any
50:52
more fans and so as
50:54
a result everything that they
50:56
do in retrospect becomes. An
50:58
important because.of it was really real.
51:01
Yeah, which you can work in a film, but
51:04
we don't. As not a situation of
51:06
wanna cry in a game exciting but I
51:08
think I'm but say example of like the
51:10
the one that Mack gave us. Your
51:12
friend appears in a house. Hello! Yeah they
51:14
wrong approach so that from the player to
51:17
player can take the approach that Matt said
51:19
and yeah you're just an illusion you not
51:21
hear I deny it. And move on
51:23
or or you can. We.
51:25
Go with it and by until I'll
51:27
explore that elderly either of those a
51:30
a bottle. Rome is just a different
51:32
mode of plan. Nothing as a keeper.
51:34
As well you're gonna tell a hear a. Tone.
51:37
Of the why you run
51:39
games and some keepers a
51:41
the take very subtle approach.
51:43
Summer? Very yeah. Larger than
51:46
life and. Very. Odd
51:48
I popeil what it whatever you want
51:50
to call it bus and why you're
51:52
gonna bring. Delusions. Into
51:55
your game is gonna be part of the
51:57
why you run games. I think he eyesight.
51:59
If. hear music from a band, you probably recognize
52:01
it because it's a bit like there are the
52:04
music or a composer, you know, it's they have
52:06
things that they do that makes
52:08
their work recognisable. I think as a
52:10
keeper, it was a GM, once
52:13
you've run a few games, you probably start to
52:15
develop a style and a feel and
52:17
you're kind of settling into the way you do
52:19
it and that
52:22
will run all the way through everything you do.
52:25
And it's important to emphasise that
52:27
as long as the people you're
52:29
playing with are having fun, then
52:32
there's no wrong way of doing it. If
52:34
you're ignoring a
52:37
lot of what we consider to be key elements of
52:39
the game or playing at a very different style and
52:41
so on, if everyone at the table is having fun,
52:43
that's fine. We will still silently judge
52:45
you, but as long as you're having fun, it's
52:47
okay. Unless you're having wrong fun and
52:49
then the fun police will come round. I
52:53
just want to go back to something we were saying earlier.
52:55
I think I forgot to mention, like we were talking about
52:57
the random tables and how they don't sometimes
53:00
they don't fit. I think
53:03
something that some people who are
53:05
working on scenarios, the Miskatonic repository
53:07
and so on, something
53:09
that some people are doing
53:11
is creating customised tables for
53:13
their games. So, you
53:15
know, customised tables where
53:18
you can roll, but the outcomes
53:20
have been tailored to thematically fit
53:22
with the scenario. That
53:24
feels like a step forward to me. You
53:27
know, as a keeper, you can do what
53:29
we described and just work with the player
53:31
to come up with something appropriate or you've
53:34
got that table. If you prefer using the
53:36
table, then you've got one that is more
53:39
likely to give you a more pleasing
53:42
and appropriate outcome. Well,
53:44
one last question then to just wrap everything
53:46
up. As a
53:49
keeper, how much do you
53:53
engage with the
53:55
whole table and the players out of
53:57
character to make these delusions work? entirely
54:00
in-character thing, do you just present them as
54:02
part of the narrative? Or
54:05
do you ever sort of
54:07
hint that they're delusions or
54:09
blatantly get the other players
54:11
to play into these
54:13
delusions? This is hypothetical
54:15
for me because it's obviously like I said, I don't
54:18
use them. But I would just
54:20
layer them into the narrative. I wouldn't give
54:22
them necessarily a choice because then it again,
54:24
it diminishes the fact if the player knows
54:26
that it's a delusion from the outset. And
54:29
as you said, it's some players will lean
54:31
into that. I generally find a lot
54:33
of the players that play in the games I offer don't.
54:36
So I don't offer something that I know they're not
54:38
going to be catered towards. So
54:41
if I did do it, emphasis
54:44
on the big if, it would
54:46
be more laying out as a statement of
54:48
facts and saying this is happening. Rather
54:51
than layering in, oh, do you believe this? Do
54:53
you not believe this? And coaching around it, that's
54:55
a big red flag to all red flag. This
54:57
is a big flag that's been waved. They're saying,
54:59
hey, I'm giving you the hint that this ain't
55:01
real. I wouldn't present it like that.
55:04
I would try to present it to a dead pan.
55:06
No, this is something that's actually happening as far as
55:08
you're concerned because you should be reacting like to this,
55:10
like you would to anything else. So why should I
55:12
describe it any differently in the narrative? I'll
55:15
do that sometimes, but sometimes just for
55:18
effect. Well, I don't
55:20
know if it's for effect, but sometimes I will
55:23
say something to one player and describe it.
55:26
And then say to everybody else, you
55:28
don't see any of this. Yeah, yeah, exactly.
55:31
That doesn't necessarily say that it's not
55:34
something that's real. I remember one time
55:36
I had a, it
55:38
was towards the end of a scenario and one of the
55:40
players said, got the spell,
55:43
like to contact the arth step and they
55:45
cast it. And like nothing
55:47
happened. And then I just cut like
55:49
a couple of days later and I had a
55:51
doorbell ring and there was the delivery guy or
55:54
something like that. Yeah, just some
55:56
incidental person. And that
55:58
was an arth step for me. And what
56:00
he said to the one that had
56:02
done the spell, he explained a bunch
56:04
of stuff, mythos stuff. The rest of
56:07
them, what they were hearing was, can
56:09
you sign for this document, sir? And
56:11
all of that. Then the
56:13
person went there long. But
56:15
that wasn't really a delusion. But it could have been, right?
56:18
So it could have been. So I
56:20
think sometimes it's fun to put
56:22
it to the players that the rest
56:24
of you don't hear this, the rest of you don't see
56:26
this. A tentacle comes out
56:29
the guy's arm. The guy's sleeve. The
56:31
rest of you don't see that at all. So
56:33
it just poses the question, well, is that real
56:35
or isn't that real? And I think that's part
56:37
of the fun. Is it real or
56:40
isn't it real? Because it might be a delusion, but
56:42
it might not be. This
56:45
also suddenly explains to me a lot
56:47
about Every's business practice, the company Every
56:49
evening, R.I. If
56:51
they ask that it was my local courier, that suddenly
56:54
puts the whole lot of more stuff in perspective as
56:56
to how they operate. They are
56:58
delivering a lot of mythos books to you, Matt. So
57:01
as I was saying earlier, Matt and I must
57:04
be playing with very different kinds of people because
57:07
most of the people I play with
57:09
these days, I guess we
57:11
take a much more collaborative
57:14
approach to these things rather
57:16
than the classic, almost oppositional
57:18
GM player divide in
57:20
that when these
57:23
situations come up, it
57:26
just seems organic that
57:28
people embrace delusions
57:31
at the other players at the table,
57:33
just feed into these things and
57:35
that they are then used for dramatic
57:39
effect. If the player
57:42
knows their character is delusional,
57:45
rather than it being an immediate
57:47
call for them to say,
57:50
right, I roll to see what
57:52
reality really is, it then
57:54
becomes an opportunity for dramatic irony. It
57:56
then becomes an opportunity to set up
57:59
for them. things that they
58:01
as the player know aren't
58:04
real but their characters perhaps
58:06
are walking into because it's
58:08
going to create moments of
58:10
horror or weirdness. And
58:14
I just absolutely love playing like that. I'm
58:16
not a big fan of the whole approach of
58:19
you have a side conversation with the player and tell
58:21
them one thing and tell everyone else something else. I'd
58:24
much rather have all that play
58:27
out between the players. I
58:30
feel like listening to what you say when you start
58:32
saying it sounds a bit like you're saying you're
58:35
doing it right and Matt's doing it wrong. I'm
58:37
sure that's not what you mean. It's not what
58:40
I mean, but it's just a subtext here. No,
58:42
no. No, I mean I think it's a serious
58:44
point. I think people do it differently and I
58:47
think Matt and his players are having
58:50
a great time the same as you and your players.
58:52
Oh, absolutely. Yeah, yeah. And probably if those say, you
58:54
know, you've said a couple of times, oh Matt, you
58:56
must be playing with different people. I don't think that's
58:58
true. I can go and watch a
59:01
comedy show or I can go
59:03
and watch a horrific horror film and enjoy
59:05
them both. So I
59:07
don't think it's true that it's necessarily different
59:09
people. I think it's a different
59:11
mode of play and people latch into that
59:13
and they can enjoy both. I
59:16
guess the reason I was saying that was
59:18
that Matt seemed to be quite adamant that
59:20
people wouldn't enjoy what I'm presenting there. I
59:22
don't know. Is that your perception, Matt? Depending
59:26
on which there are certain groups I can think of where
59:28
I know it would definitely not go down well. But
59:31
then again, that's maybe partly you
59:34
wouldn't do it that way so it wouldn't go down well.
59:37
Potentially, but I'd say there are certain groups I play with
59:39
on a regular basis and I can think of they would
59:41
not lean into that kind of thing. Fair
59:43
enough. Well, people are
59:45
different. And some of them are just wrong. I
59:48
think in conclusion, you know, delusions are something that
59:51
you can add into your game. And
59:53
as we've discussed, I think it's been an
59:56
interesting discussion, there's a wide
59:58
range of ways of handling. this and
1:00:01
as keeper and to
1:00:04
some degree as player as well it's probably
1:00:06
mostly coming from the keeper it's up to
1:00:08
the player how they handle it but
1:00:11
it can vary a lot and it's a tool that
1:00:13
you can use in your game same as combats at
1:00:15
all chasers are a tool all those different things that
1:00:17
are tools that you can use in your game and
1:00:19
you can use them more or you can use them
1:00:21
less and you can use them differently and
1:00:23
have fun with them you
1:00:31
can find show notes for this episode
1:00:33
of blasivus tomes.com where you'll also find
1:00:35
all our social media links we
1:00:38
have t-shirts and other merchandising available
1:00:40
like a red bubble store if
1:00:42
you're enjoying this show please consider
1:00:44
backing us at patreon.com/good friends of
1:00:46
Jackson Elias thank you for listening
1:00:51
well it is that time once again
1:00:54
when we would like to say thank you to people
1:00:56
thank you first of all to you for listening
1:00:59
to this episode thank you to everyone who has
1:01:01
ever backed us at any stage and
1:01:03
we have a number of new
1:01:05
people to thank by name thanks
1:01:08
very much to Dave also thank you
1:01:11
much to don't forget cherry
1:01:14
I'm sure there's a story behind that and I'd love
1:01:16
to know what it is yeah it
1:01:19
does end with an exclamation mark and
1:01:22
thank you very much to beyond Tor
1:01:24
Oren I hope I'm pronouncing that right
1:01:26
if I'm not please do let us
1:01:29
know and I can have
1:01:31
another go yeah that goes for all of
1:01:33
these names and thanks
1:01:35
to till the songs and
1:01:38
thank you much to Ron done it and
1:01:40
thank you very much to the
1:01:42
wonderfully named a gloom rotted denizen
1:01:44
and thanks very much to man
1:01:46
a war I presume not the
1:01:49
band and also thank you
1:01:51
much to Marty Monaghan and thank
1:01:53
you finally to Liam spinach and
1:01:56
if you are enjoying the good friends of tax and the house
1:01:58
we would love it if If you let people know
1:02:01
whether this means leaving a
1:02:03
review somewhere where people write reviews
1:02:05
of podcasts, or just mention
1:02:07
it the next time it comes up on
1:02:09
social media, get the good
1:02:11
word of Jackson out there and we will
1:02:14
do the rest. OK, well,
1:02:16
you've been listening to the good friends of
1:02:18
Jackson Elias. Or have
1:02:20
you? I roll to disbelief,
1:02:22
Paul. I roll to disbelief. You
1:02:24
can roll all you like. It's
1:02:28
a goodbye from me, and cheerio from me,
1:02:31
and a farewell from me.
Podchaser is the ultimate destination for podcast data, search, and discovery. Learn More