Podchaser Logo
Home
Delusions in Call of Cthulhu

Delusions in Call of Cthulhu

Released Monday, 12th February 2024
Good episode? Give it some love!
Delusions in Call of Cthulhu

Delusions in Call of Cthulhu

Delusions in Call of Cthulhu

Delusions in Call of Cthulhu

Monday, 12th February 2024
Good episode? Give it some love!
Rate Episode

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.

Unlock more with Podchaser Pro

  • Audience Insights
  • Contact Information
  • Demographics
  • Charts
  • Sponsor History
  • and More!
Pro Features