Sounds like something Hermes Conrad would say.
The Game: Cursed Captains of CthulhuThe Publisher: Black Cats GamingDegree of Familiarity: None
Books Required: Just the one
So this one was kind of a shitshow on Kickstarter. Rather, the campaign was fine, they raised about $31K on a $20K-ish goal (they're working pounds, not dollars), very communicative. And then the pledge manager went up in January 2022, about six months after the campaign closed, and like an idiot I kind of blindly clicked through because normally what happens is that companies don't charge you shipping until the book is done and ready to ship, so that they know, like, how much it actually costs (this, by the way, was not the norm when RPGs started hitting Kickstarter, meaning you had to fold shipping costs into the pledges and just make it your best guess, which really fucked me on my first couple of campaigns).
Anyway, Black Cats charged shipping right away, and they charged more than the price of the hardcover in shipping! And yes, this was right around the time that the initial tariff fuckery was happening, but that's still far too much. There was of course a bit of an outcry, I think they actually did lower the prices somewhat but I still paid $50 for shipping on a $40 book, and the book was delivered more than 2 years past the estimated delivery date anyway. So not a great start.
But...the cover is pretty cool. I hadn't cracked the book until last night (this is not uncommon, it often takes me a couple of years to get around to reading an RPG unless I have a reason to look into it sooner, like if I'd wanted to run a pirate-themed or Mythos-themed game), and...it looks tentatively pretty cool. The writing could be clearer in paces, but they do give examples (not a fully written example of chargen, but you can't have everything).
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| Could've used a proofreader, is my point |
System looks workable, I think? Add stats, roll 4d6, check against a difficulty. I don't understand why you'd use four dice instead of two; maybe they just wanted bigger numbers, but it feels like the probabilities would get weird.
Setting wise, yeah, it's what's in the box. They're very careful to say they've excised slavery from the setting (in fact, they repeat the text talking about it at least once), and, like, sure, it's not something I want to engage with when telling pulpy magic pirate stories, either. There's probably an interesting point to be made about ignoring (or removing) racism from a Lovecraft-inspired setting in the interest of making everything less uncomfortable, but I'm by no means the guy to make that point. Anyway,
Cursed Captains also points readers to
Harlem Unbound, which is just a smart move.
So let's make a cursed captain! Step One: Choose Your Starting Profession. There's a cool compass-wheel motif here; there are professions around the spokes and as you go south, f'rex, you're more magically capable, while north is more combat capable. Now, suppose you wish to make a combat-mage? I don't know if that's just discouraged or what.
The book says that there are eight starting professions, though, which is weird because there are actually fifteen listed. So are seven of them advanced or something? Hang on, let's figure this out.
OK, that's gotta be a misprint, because there is nothing in the book designating any profession as a "starting profession" as opposed to an "advanced profession" or something. Also, more than eight of them are referred to as "starting professions" elsewhere in the book. Guys.
So basically I can pick one of fifteen Professions to start. Um. I think I'd like to do magical shit today, thanks much - the setting is obvious very high-magic, though as presented magic is meant to have "at your own peril" sort of vibe, which is fine. Looking at the compass, it's interesting to me that Rigger (the one that works in the rigging, not like my dwarf in
Shadowrun) is as far south on the compass as it is, but I guess it had to be somewhere.
You know, I actually made a character for a setting like this for a setting-agnostic game called
Chimera, and it's been rattling around at the back of my head the whole time I was reading this game. I don't like to repeat myself, so I don't want to do a character like Cangrejo, so let's take a different tack and make an Exorcist, someone who's still magical but in a much more disciplined way.
Step Two: Characteristics. I get 8 points to throw around. The descriptions of how this step works are really muddled; there are a couple of ways to do it randomly but it's mostly "roll some dice, add some points, stop when you hit 8," so I don't much see the point. As an exorcist I get 2 points in Abjure (the characteristics and skills aren't capitalized, kind of the opposite problem a lot of RPGs have). I can take up to 3, but if I do that I can't take any points in Accuracy (the characteristic on the opposite side of the wheel).
Guess I should conceptualize a little, huh? I think the other pirates call my guy the Monk. He's not a monk, but he keeps himself to a very high moral and physical standard, and the result is he's a bit of a pill. You're gonna want his ass around when the monsters burble up from the depths, though.
I get 8 points to throw around, not counting my two free in Abjure. Let's see. I'll leave Savvy and Harness at 0...oh, wait, no, Harness helps determine Courage. Argh. OK, fine. 0s in Savvy and Studies, 2 in Harness, Seafaring, and Brawn, and 1 each in Accuracy and Melee.
My Health is 14, my Courage is 14, my Initiative is 12, and my Evasion is 10 (it's based on Savvy for some reason).
Step Three: Skills. Looks like these are binary (you've either got 'em or not) but I can't find how many you get. It says you can pick any you meet the requirements for, but surely that'll be too many, right? I know I get Courage of the Pure by dint of being an Exorcist. I get the Otherworldly Insight skill, too, and the write-up in the Exorcist Profession says that "doesn't count as an extra skill chosen during character creation," whatever the fuck that means.
Well, the example characters in the Quickstart each have three Skills, except the Exorcist has four, which makes sense. So I guess you get your Profession's Skill and then two more? It literally does not say that in the book anywhere that I can find. Glad this took two years of extra development, if they'd rush it there might have been mistakes.
All right, snark aside, let's see, what should Monk have? Well, I think Sea Hand makes sense, and then I'll take Deep Diver (gives me bonus to do sailing stuff and to dive into the deeps, respectively).
I can also take any Traits I want, which are basically flaws. It doesn't look like they do you much good, but I might well be missing something and I can be arsed to figure it out. Let's make Monk...Cannibalistic! (I'm kidding, but that's really in the book.) No, actually, I'm gonna take Cannot Lie.
Step Four: Personal Style. Basically the "everything else" stage. Oh, hang on, do I start with any spells? Yes I do, I start with four. Does...why isn't that in the chargen section? Jesus.
Well, anyway, let's take my four spells. Definitely taking Cleansing Hands (which lets me dispel magic on people). Desalinate is one of those spells that in real life would be hella useful (it makes salt water drinkable), so sure, let's do that. I'll take Inner Resolve (lets me give someone a buffer against losing Courage), and an offensive spell sounds like a good idea, so I'll take Slashing Light (exactly what it sounds).
Cool, now the details. I think Monk is balding (which contributed to the nickname), but has a ring of brown hair. He wears a simple wooden cross, and follows ship's rules scrupulously. He doesn't really get why people call him Monk - the hair thing, sure, but he drinks and whores with the rest of the crew, so what's the big deal?
That'll do it. Yet another example of a character I like in a game I find real iffy.