Friday, 4 December 2020

The Lightless Beacon

As part of my plan to run other people’s RPG adventures, I thought I’d give Call of Cthulhu’s The Lightless Beacon a spin. It’s free on Roll20, which also means I get to practice my Roll20 GMing skills. And because I don’t have a copy of the Call of Cthulhu rules, I used Cthulhu Dark.

Spoilers ahoy!

The Lightless Beacon

The Lightless Beacon is an introductory adventure written by Leigh Carr with Lynne Hardy: the ship the investigators are travelling on is wrecked and the investigators must make their way to the nearest island (and lighthouse), which has its own difficulties (mainly deep ones).

The game is likely to end up with a furious battle at the top of the lighthouse, which isn’t necessarily a bad thing in most games, but less than ideal for Cthulhu Dark.

Timings for The Lightless Beacon suggest that it will be over in an hour, with four players. While it’s extremely short, I suspect my players will drag it out longer than that. But we’ll see.

Cthulhu Dark

Cthulhu Dark is Graham Walmsley’s excellent rules-light Cthulhu system. The rules cover two sides of A4, and I have the gorgeous hardback that Graham produced. I’ve written about it previously, and I find it simpler to use than traditional Call of Cthulhu. There are some complications in using Cthulhu Dark, though, that means I can’t quite run The Lightless Beacon exactly as written.

Doomed: In Cthulhu Dark, the investigators are doomed. They’re not expected to triumph. So this will not end well for my investigators—so I can ignore any temptation to have the investigators win.

No combat: Cthulhu Dark has no combat rules. If the investigators fight a supernatural menace, they lose. They can flee, or hide. But they can’t fight. So that rules out a climactic battle at the top of the lighthouse.

Final horror: In the scenario construction section, Cthulhu Dark talks about the final horror, that moment at the end of the adventure when the investigators finally understand the full ghastliness of what’s going on.

However, The Lightless Beacon doesn’t have a final horror—it’s just some monsters trying to recover their gold. So I changed the scenario slightly, and corrupted the deep one gold, making the gold itself evil. The deep ones turn their gold into jewellery and sell it to hapless victims who, upon buying it, become corrupted themselves (and maybe even prompting ‘the change’). I’m writing this before we play, and with luck the adventure will end with the investigators barricaded at the top of the lighthouse, monsters pounding at the door, and with one of them looking at her wedding ring, not knowing if it is tainted or not. Fade to black.

You can download the basic Cthulhu Dark rules for free here.

My thoughts on reading The Lightless Beacon

Roll20 doesn’t make it easy to use pre-written adventures. The text is contained in Roll20’s handouts, which I copied into Word for easy reading. I didn’t copy everything, and I still ended up with 6000 words of text…

So my first sense of The Lightless Beacon, a one-hour adventure is that it’s overwritten. By a long way. I appreciate that it’s aimed at newcomers to Call of Cthulhu, but I’m sure even newcomers would appreciate clear, concise writing.

Hard to use in play: This makes The Lightless Beacon hard to run in play—unless you’ve internalised everything (and why would you for a one-hour game?). Worse, the text doesn’t include the map cross-referencing, making it harder to use.

(I am sure you could present The Lightless Beacon as little more than annotated maps. It’s just a one-page dungeon, it doesn’t need all that extraneous material.)

Everything is hidden behind a dice roll: I was surprised at how much was hidden by a dice roll, including the handouts. Luckily, with Cthulhu Dark, investigators always find the clues so I don’t have to worry about that. But it does seem very old-fashioned and I had thought that 7th edition Call of Cthulhu, given GUMSHOE’s presence, had moved beyond that. (And maybe it does, maybe there’s something in the rules about that.)

Younglings: The monsters in The Lightless Beacon are embarrassing. They’re called ‘younglings’ a word that I’ve only ever heard in association with Revenge of the Sith. I’m not sure why they don’t have a more sinister name—sea horrors, or larvae. Anything but younglings.

Sea horrors (I’m not calling them younglings) have poisonous dorsal spines they can fire at prey. That means they have to turn their backs to attack anything! I’m trying not to laugh at how ridiculous that sounds, so I will give them breakable poisonous teeth instead.

Firearms: Games are scarier when the characters are powerless, and removing guns helps to remove that power. As far as I can see, The Lightless Beacon has three guns: two on the island, and one that starts with the characters. I removed (or broke) two, leaving the one gun for the investigators to find in the innards of a dead NPC. (Guns aren’t any help in Cthulhu Dark anyway.)

Dynamic lighting - bah
Roll20 integration: The Lightless Beacon is the first Roll20-sourced adventure I’ve run, and while it integrates with Roll20, I’m not sure it makes the best of Roll20. Some thoughts:

  • Dynamic lighting: The plan of the lighthouse has dynamic lighting enabled, which is nice but I found it irritating in play. Once the players had visited a room I wanted that room to remain visible, but with dynamic lighting once we moved the token away the room went dark. (So I prefer the old-fashioned “fog of war” approach.) My lack of familiarity with Roll20 probably didn’t help here—I’m sure there’s a simple way to sort this.
  • GM layer: The maps all have a GM layer with a few notes, but not enough. There’s a bloody stain on the GM layer in the kitchen—I’m not sure why that isn’t on the background as the investigators see it. And I would have liked more notes on the GM layer to make it easy to run.
  • Scenario text: As a I said before, the scenario text is all in handouts. A quick reference guide would have been very helpful (or just better annotated maps).
  • Roll 20’s Jukebox: I thought I’d try out Roll20’s jukebox feature. I used the Dark and Stormy track for outside scenes, and Existential Dread for inside scenes. (Both are by Tabletop Audio and I found them by exploring the jukebox.)

Actual play

Rotate the map?
So I ran the adventure with my regular players, Jon and Terry. They took the antiques dealer and marine biologist. Once they were on the island, they immediately sought shelter from the rain and went into the lighthouse cottage, ignoring my suggestion to explore outside. (In hindsight, I wonder if rotating the map so the investigators encounter the outbuildings first would have been better.)

They made a perfunctory scout of the cottage (ignoring everything interesting), before climbing the lighthouse itself to see if they could fix the light and prevent more ships from foundering on the rocks. 

So of course they encountered the grisly scene long before I had hoped they would.

They replaced the lighthouse lamp, but then I had the power go out. So they went out into the dark where they found the dead body there, and a generator that had shorted out. By this point they were aware of strange fish-horrors and shapes in the night, and didn’t want to hang around trying to fix the generator. So they holed themselves up in the windowless pantry, barring the door against Things Outside banging and scratching to get in.

By daylight the things had gone, and we ended the game with post-credit scenes for each character. The antiques dealer took the gold coins and was later murdered for them, while the marine biologist took the fish-thing specimen back but was discredited and became a laughing stock. So happy endings all around!

Both Jon and Terry enjoyed the simplicity and bleakness of Cthulhu Dark. They ended up with 3 and 4 Insight respectively, and I think the rule that a fight always ends in the Investigator’s death worked in the games favour. They were hiding from the creatures not trying to fight them.

We took about an hour and 45 minutes to play—so a good time (and as I suspected, longer than the hour advertised).

So what have I learned?

Roll20’s Jukebox: There’s not that much about Roll20 that I can’t get elsewhere, but I did like the jukebox. I’m not sure if the players enjoyed it as much as I did, but it worked for me.

Roll20’s GM layer: The Lightless Beacon introduced me to the GM layer, it’s not something I used before (I’m a Roll20 newbie). I can see me using that in future. (And as I said, I think The Lightless Beacon could be run from a good annotated map.)

Cthulhu Dark: Cthulhu Dark was just right. While I didn’t get the final horror I had hoped for, we had no stumbling over clues or missing anything because of a failed roll. And when they rolled 6, I enjoyed the challenge of finding a supernatural insight for them.

Other people’s adventures: I’m enjoying running other people’s adventures more than I thought I would. I still have yet to find one that really works—a compelling adventure properly laid out and concisely written so I don’t have to do so much homework to run it.

So all in all, a success.


No comments:

Post a Comment