The Fox River Affair
How to play
I (Glen) will create an entry in the adventure log for each scene. Some description of events and surroundings will be in there, and at the end will be a link to a discussion page, which you can edit by clicking the “Edit this page” button at the bottom. On the discussion page, you can talk things over with other players, state your action, or ask questions which might factor into that action. (The first scene is already up, so you have an idea of what to expect.)
Player: “Are there any jars of acid on the laboratory shelves?”
Player: “My character will grab one and throw it, then run away.”
If things are ambiguous, I may ask questions back. (“Run away in which direction?”) Or I may make a guess about what you intended. Or I might just decide to screw you over. :) No matter what, when I’ve decided that everyone’s made a choice (or isn’t going to make one), I’ll do the appropriate rolls, evaluate results, and write up the next scene.
If you want to add in your dialogue or actions, you can edit log posts yourselves by clicking the edit button next to the post name. Whatever goes into one of those is regarded as permanent—no backsies. Hence the discussion pages. When you’re adding to a log post, just write it like it’s part of the story, using character names and so on. When you’re adding to a discussion page, indicate who said what by adding your name or initials or something in italics.
GM: Moby Dick sucks.
Dave: You suck.
Hugo Lend: Now I know why tigers eat their young.
There will probably be one new scene per week, just because of people’s schedules and so on. Lots of time to think things over. The wiki page is a nice central resource so we don’t have to keep sending e-mails back and forth. Of course, if you want to discuss something privately with another player via e-mail, that’s totally allowed too. But it’s fun to air your conspiracies and
ridiculous brilliant plans for all to see.
To save you actually having to break out your dice, when I ask you for a roll, it will go like this. You and I will each pick a number, and those used together will be combined to make the true number. For instance, if you need to roll a d6, you will pick a number from 1 to 6, and I will do the same. (Mine are pregenerated for randomness.) I’ll add those numbers together, and if they’re greater than 6, I’ll subtract 6 from the result to get the final score. (Ordinary modular arithmetic.) If I say 4d10, for example, that means you should pick 4 numbers between 1 and 10.
GM: Please roll 2d6 to see if you can run away.
Player: I will take 2 and 1.
[GM consults his random numbers, finding 1 and 6. He calculates 2+1 = 3, and 1+6 = 7 = 1. The total is 3 + 1 = 4.]
GM: That Shoggoth is going to mess you up big time….
Winning and losing
It’s Call of Cthulhu. There is a good chance someone’s character will die, and that’s just the way the game is. Hey, you get to make a new character! But as always I’ll try not to be unfair about it. There will be clues and chances to avoid any disaster, and your wits are the most important thing. Pick actions that play to your character’s strengths. Those skills you put 70 points into? Use those. Note that I won’t manage mention everything in a scene which might be relevant… ask questions in the discussion page!
Winning is accomplishing your character’s goals. You can die and still win. Losing is not accomplishing those goals. Everyone can live, but you might still lose. It’s up to you!
This game is going to go more slowly than an in-person RPG, so I’ll probably allow skills to be rolled at intervals during each adventure, and not just at the end. We’ll see. Don’t plan your character too far ahead.