It
is a sad truth of gaming as an adult that you simply don't have the
time to invest in the hobby that you may have had as a teenager or a
university student. In the halcyon days of yore, it was a delight to
spend a summer whiling away the days playing a whole, lengthy campaign
from start to finale in a matter of weeks. Nothing gives you the same
feeling of dense narrative as a big, meaty adventure campaign like the
sort that were common in the days of first edition D&D and which
endure, after a fashion, for the Call of Cthulhu RPG.
Playing a campaign game like that has weight,
like tackling a big novel. Players that share an experience playing
through it often remember it fondly, trading war stories like old
soldiers.
For me, one of my formative experiences as a gamer
was the epic D&D campaign which would later be christened QUEEN OF
THE SPIDERS. My early D&D group fought through a series of
adventures, first the trilogy AGAINST THE GIANTS, then the long pursuit
for those pulling the strings of the giant invasion -- culminating in
the journey to the VAULT OF THE DROW and the extraplanar finale, QUEEN
OF THE DEMONWEB PITS. What can you say about an adventure series that
ends with a head-on battle with a demon-goddess?
It was unforgettable. The sort of thing that sells you on the hobby for life.
I
would later try to resurrect this campaign as part of my long-running
FORGOTTEN REALMS campaign in Kingston (you'll have to forgive me the
heresy of moving the adventures from good old Greyhawk). As I have
lamented elsewhere, the lightning could not be captured twice. Although
that game ran long and had many pleasures, the players never fought
Giant One. The rumours of the giant invasion and its masters went
unexplored, as the players pursued their own interests in the City of
Ravens Bluff.
Ah well.
The other purveyor
of epic campaigns is Chaosium, whose Call of Cthulhu game remains a
tried and true favourite of myself and many others. I've run a shorter
CoC game called HORROR'S HEART, set in 1920's Montreal, which was fun
but not quite of the same scope as some of the real "doorstops" in the
Chaosium catalogue. I played through a campaign of AGAINST THE
BROTHERHOOD one summer, providing a lifelong bond between me and the two
other players who survived that time-bending epic, but I have never had
the opportunity to follow that up by running the pulpy masterpiece
MASKS OF NYARLATHOTEP.
Who could resist a romp around the globe punching
sinister cultists and visiting exotic ports, culminating in --- well, I
wouldn't dream of spoiling it, except to say that it's the sort of thing
that makes me smile from ear to ear just thinking about it.
I actually went so far as to write a trailer for
this game last year, but alas, my beloved wife has no truck with the
Elder Gods or their nihilistic ilk. It was and will be a non-starter.
The cultists will remain unpunched and the murder of Jackson Elias will
go unavenged.
Pity.
No comments:
Post a Comment