Welcome to Measureless Eons. This blog is a warehouse for our Call of Cthulhu game using the current DnD Next Playtest rules. Our campaign setting is “DUBOIS: CITY OF THE DAMNED.” Please use the menu above to navigate the blog, and scroll to the bottom to view the Tags which will allow you to search the blog by topics. Any post marked with the tag “DuBois City of the Damned” is directly related to our role-playing sessions. Everything else is simply …. madness.
Call of Cthulhu is a horror fiction role-playing game based on H. P. Lovecraft’s story of the same name and the associated Cthulhu Mythos.The game, often abbreviated as CoC, is published by Chaosium. In 2001, a stand-alone version of Call of Cthulhu was released by Wizards of the Coast, for the d20 system. Intended to preserve the feeling of the original game, the d20 conversion of the game rules were supposed to make the game more accessible to the large D&D player base.
The setting of Call of Cthulhu is a darker version of our world, based on H. P. Lovecraft’s observation (from his essay, Supernatural Horror in Literature) that “The oldest and strongest emotion of mankind is fear, and the strongest kind of fear is fear of the unknown.” The original game, first published in 1981, uses mechanics from Basic Role-Playing, is set in the 1920s, the setting of many of Lovecraft’s stories. Additional settings were developed in the 1890s Cthulhu by Gaslight supplement, a blend of occult and Holmesian mystery and mostly set in England, and modern/1980s conspiracy with Cthulhu Now. More recent additions include 1000 AD (Cthulhu: Dark Ages), 23rd century (Cthulhu Rising) and Ancient Roman times (Cthulhu Invictus). The protagonists may also travel to places that are not of this earth, represented in the Dreamlands (which can be accessed through dreams as well as being physically connected to the earth), to other planets, or into the voids of space.
Each player takes on one or more investigator personas. During the game, the player attempts to speak and act in terms of those personalities. The game is meant to be social. Therefore, roleplaying brings together a number of people in order to form a communal fantasy often more verdant and imaginative than one person alone could ever create. The purpose of horror roleplaying is to have a good time. Right down to pounding hearts and sweating brows, it’s part of human nature to find pleasure in being scared, as long as being scared is not for real. The game is an evolving interaction between players (in the guise of characters unraveling a mystery) and the Keeper (or Storyteller) who presents the world in which the mystery occurs. The Keeper becomes the game moderator. Perhaps using a published scenario, or creating one of his or her own, the keeper knows the entire plot of the story and presents it during play. The parts of the Cthulhu Mythos originated by Lovecraft himself define the game.