Showing posts with label crawl-thulhu. Show all posts
Showing posts with label crawl-thulhu. Show all posts

Tuesday, February 22, 2022

American Power Elite Factions in CRAWL-thulhu

My vision for the world of CRAWL-thulhu, is that it resembles our world in the 1920s and 30s, though obviously with some more menacing elements.

I imagine a world that never had a Great War, but is still roiled by factionalism and the looming threat of mass violence. There are sensitive people, I think, who can detect psychic vibrations or spiritual echoes or astral resonances, who know that their world is overdue for catastrophe and rebirth. This is a world of dreamers, and everyone's dream is to remake the world with their philosophy, their ideology ascendant, and all their competitors ground to dust. A thousand dystopian futures wait just beyond the horizon. Too few people want peace, too few appreciate the benefits of stability. Everyone wants the apocalypse to happen so that their preferred post-apocalyptic scenario can be the one to become reality.

Factions in CRAWL-thulhu serve two purposes, one pragmatic, the other thematic. At a practical level, I want adventures in CRAWL-thulhu to revolve around solving mysteries, and factions provide a gameable way to supply suspects. Each suspect represents a group, a faction, and it is their membership in the faction that makes them suspicious. I'm not interested - in this game at least - in mysteries that revolve around family relationships or inheritance or romantic infidelity. I don't want mysteries that are solved by blood or love or money. I want mysteries that revolve around a conflict between irreconcilable ideas and incompatible goals, and factions provide a way to make those conflicts larger than just the individual combatants. If everyone is a representative, everyone is an agent, then the personal becomes political, and solving the mystery, resolving the conflict, becomes a way to influence the future of the setting.

That is the thematic purpose of factions, as I see it. They provide a bridge that links the grandiose ideas, the apocalyptic plans, the dystopian ambitions that define the setting, on the one hand, and the player characters as individuals who are mostly interacting with a handful of NPCs in a relatively constrained space, on the other. Factions mean that the suspects are suspicious because of what they think, what they want to do, what they would do if they could, and catching the culprit means pushing doomsday a few minutes further off into the future.

The guilty faction in CRAWL-thulhu mysteries should, I think, be chosen randomly. A lot of people are both players and referees, and I want them to be able to have fun too. If I picked a single guilty party and wrote that down, then it would be possible to spoil the mystery. Either someone played this one before, or someone saw it when they were leafing through their copy of the zine, or some reviewer gave the solution away on the blog, or whatever. If I picked the answer, it would be possible for the players to know it without actually solving the mystery. But if the answer is selected at random from a list of possibilities, then it must be a surprise, and something that has to be solved.

One mystery I'm working on involves a series of lavish, luxurious house parties that span America. I know I want one in Gotham (my stand-in for Chicago) and another in Metropolis (my replacement for New York). I'm still deciding on some of the others. The house parties are mostly full of the rich, the famous, the people who control America's military and political and cultural power.

There should be obvious factions among them. Hollywood, Wall Street, the Ivory Tower. I also want there to be secret societies. These aren't announced. To recognize them, you have to talk to people, hear about the terrible, beautiful things they would do to the world if their faction were ascendant over all the others, and recognize an eerie sense of deja vu that tells you that in addition to whoever they say they're working for, they also serve another master. That seems more difficult for me to accomplish as a writer, and more difficult for the players to determine as part of their investigation, but hopefully more rewarding as well.

As an example, imagine a spy organization, mirroring the real world CIA, who has successfully bought the loyalties of Abstract Expressionist painters and Literary Fiction writers, who have a plan remake the ideology of the middle and upper classes by smuggling it to them via their most vaunted and elite artists and authors. That would be quite a thing to uncover, if you could recognize what you were seeing, if you could remember where you heard that turn of phrase before, if you could sus out the true loyalty of the people who say they belong to one group, but really owe their allegiance to another.
 

Monday, January 27, 2020

Appendix N - Unreal Literature

I've noticed a trend recently in literary fiction. I'm not sure that it can be used for gaming, but I don't want to let it pass unremarked. It's easy to suspect that the authors creating this trend are responding to a particular element of the zeitgeist, the vertiginous dizziness of unreality, the loss of balance as the ground falls away beneath one's feet.
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image by Jing Wei
It is the feeling of watching the unthinkable become fait accompli, of hearing voices deny the obvious truth before one's own eyes. It's the feeling of watching one's neighbors accept the previously unprecedented as the new normal, and realizing that one has come to expect it oneself. It is waking up to discover that while you were sleeping, ten impossible things happened before breakfast, and the unconscionable has become the routine. It is the abolition of time, as every yesterday becomes a lifetime ago, as every today you cross another red line, as every time you look behind you, you see the past has calved off and fallen away, so that what was within yesterday' arm's length has today become unreachable. It is the feeling of watching the world come unbalanced, so that with every revolution, it tips a little further off-center, wobbles a little further off its base, spins a little closer to total catastrophe and collapse.

It is the feeling of learning each day of new disasters, disrupting and destroying lives - fires, floods, shootings, assassinations, invasions, massacres, family separations, downed airplanes, territorial incursions, children in cages - of knowing that these disasters are caused by people, that people could prevent them, but that instead they are being allowed to continue, that aid is being withheld, that these disasters will continue indefinitely because people have chosen to cause them to do so. It is the feeling of watching the future one once thought inevitable come unraveled, of watching the threads tangle and fray, leaving only a horrible suppurating void in their place.

It's the feeling Hannah Arendt described when she said "The ideal subject of totalitarian rule is not the convinced Nazi or the convinced Communist, but people for whom the distinction between fact and fiction and the distinction between true and false no longer exist," when she wrote "In an ever-changing, incomprehensible world the masses had reached the point where they would, at the same time, believe everything and nothing, think that everything was possible and that nothing was true. The audience was ready at all times to believe the worst, no matter how absurd, and did not particularly object to being deceived because it held every statement to be a lie anyhow. One could make people believe the most fantastic statements one day, and trust that if the next day they were given irrefutable proof of their falsehood, they would take refuge in cynicism; instead of deserting the leaders who had lied to them, they would protest that they had known all along that the statement was a lie and would admire the leaders for their superior tactical cleverness."

This is the zeitgeist I think lit-fic and lifi authors are responding to. And their response has been to imagine scenarios where facts are not facts, truth is not truth, the past is rewritten to serve the needs of the present, and leaders who hold worldly power also hold a certain dominion of the fabric of reality itself.
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The Book of M by Peng Shepherd, published June 2018
In Peng Shepherd's The Book of M, there's a plague sweeping the world. The plague's victims first lose their shadows, then start losing their memories. In addition to amnesia about their own lives and pasts, they start mis-remembering the world, and the world itself starts changing to match their mistakes. Someone forgot what deer look like, for example and now deer have bird-wings growing from their heads instead of antlers.

For the infected, reality is as maleable as in Nick Harkaway's The Gone Away World, but for people who still have their memories and their shadows, the world becomes a terrifying place that responds to everyone else's desires but not their own, a world both unchangeable and constantly changing. Because they remember the truth, they struggle to adapt to a world made of lies. (I'm indebted to Electric Lit's review for bringing this one to my attention by pointing out information that wasn't in the publisher's description.)
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The Heavens by Sandra Newman, published February 2019
In Sandra Newman's The Heavens, only one woman has the power to change reality, or to notice the changes. Every night while she's asleep in the present, she lives a second life 400 years earlier. When her actions in the past change history, she awakes to a present that's different than the one she remembers. Her boyfriend thinks she's crazy. At the start of the book, the world of the year 2000 is almost utopian. Every change she makes in 1600 makes the present world worse, though, so that it becomes more and more like our own almost dystopian reality. Like Star Trek's Mirror Universe, the "darkest timeline" is our own timeline; the only way we can imagine a better future is by imagining the present is already better than the one we currently inhabit.
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Famous Men Who Never Lived by K Chess, published March 2019
In K Chess's Famous Men who Never Lived, thousands of refugees have fled a parallel dimension where the world ended in nuclear apocalypse. The refugees try to understand a world much like ours, with its alternate history, and its citizens and nations so unwelcoming to outsiders. One refugee tries to create a museum to preserve the memory of the other world, including a science fiction novel that was famous over there but was never written here, The Pyronauts.
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All My Colors by David Quantick, published April 2019
David Quantick's All My Colors is also about an unwritten book, also called All My Colors. An aspiring but talentless writer has perfectly memorized poems and novels by other authors. One book exists only in his memory but nowhere in the world. So he decides to transcribe it and sell it as his own creation. But doing so seems to unleash a kind of un-reality, and as the book he plagiarized becomes more popular, he experiences increasingly unsettling incidents.
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This is How You Lose the Time War by Amal el-Mohtar and Max Gladstone, published July 2019
Amal El-Mohtar and Max Gladstone have written This is How You Lose the Time War as an epistolary novel, an exchange of letters between two time-travelers from two different alternate futures. Each has arrived in their past, each is trying to ensure that their own future will come into existence, and not the other's. Like The Book of M, this too is a story about two people with fundamental, existential disagreements nonetheless learning to live alongside one another, without either giving up their truth or their morality, but also without either one ending up dead.

Another quote about M from Electric Lit: "We recognize 'the habit of testing everything by reason' is at best an incomplete goal - sometimes impossible. Bloody wars and public discriminations were carried out over the doctrine of transubstantiation; Catholics and Protestants didn't 'test it by reason' until one side convinced the other, we just learned it wasn't a question to kill each other over." 

That metaphor feels imperfect, because the questions at the heart of today's epistemic and are about our ability to live meaningful lives in democratic societies, or whether we will be immiserated and slain by poverty, autocracy, and carbon pollution. The war at the heart of Time War is truly a matter of life and death. If one side wins, the other will cease to exist. Their solution is compromise, mutual surrender. They have the advantage of symmetry and reciprocity, however. In the real world, we suffer from a lopsided polarization, where one side requests equality, and the other demands fealty.
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The Memory Police by Yoko Ogaway, published August 2019
Yoko Ogaway's The Memory Police is like a more realistic version of The Book of M. The stage is one small island, not the entire world. Objects do not undergo surrealist transformations, they simply disappear. And the disappearances aren't caused by memory loss - rather memory loss is caused by the disappearances, as the majority of the population forgets that such things as hats, or ribbons, or roses, or birds ever existed in the first place.

The terror in Memory Police is more realistic too, it isn't the fear of hallucinogenic transfigurations, it is fear of the police, a terror that is all too real. Anyone who remembers an object that no longer exists, no longer ever existed, is subject to the brutality of the titular Memory Police, who will make them forget, or punish them for remembering. (I should note, Memory Police was published in Japan in 1994, but its reissue in America now is in perfect synchronicity with a developing theme.)
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The Future of Another Timeline by Annalee Newitz, published September 2019
Annalee Newitz's The Future of Another Timeline is also about a time war, but one where feminists fight misogynists, and both factions have access to time machines. The feminists mostly come from the same timelines as the misogynists; they're trying to create a better future than the one they escaped from. The misogynists occasionally tamper with history, but their leaders come from a future of maximal male supremacy. Their goal isn't to make changes, but to destroy the remaining time machines and prevent changes from being made.

Newitz imagines a world where change is possible, but violence is unavoidable, a tool that can be used to accomplish many different goals. The morality of using violence, in the world she's created, is determined moreso by the morality of the goal it's in service of than by considerations such as severity and proportionality. Whether this holds true in our world as it does in the world Newitz has written is a question left to the reader.
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The Memory Thief by Lauren Mansy, published October 2019
In Lauren Mansy's The Memory Thief, memory is again terrifyingly impermanent. Here memory does not simply vanish, here it is stolen. An elite minority are gifted with the ability to steal memories from others' minds, to keep them or sell them on to others. Here debtors have their minds stolen completely away as collateral, have their entire life's memories auctioned off in parcels to pay their creditors.

In Mansy's world, worldly power in government and business is built on the elite status that comes from the ability to steal memories from others. The thief from the title is not much of an elite though. She would prefer not to use her gift because she considers it immoral, and she is essentially blackmailed into using it to pay off her mother's debts to save her mother's life.
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They Will Drown in Their Mothers' Tears by Johannes Anyuru, published November 2019
In Johannes Anyuru's They Will Drown in Their Mother's Tears, a time traveler arrives from a possible future, a time when Muslims and other ethnic minorities in Sweden are confined to ghettos. She arrives in the present to prevent an Islamist terrorist attack against a blasphemous artist, and fails. She is imprisoned and spends the next several years as the conditions leading to the future she tried to prevent begin to be assembled into place.
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So how do we game with this?

In the CRAWL-thulhu game, when the players investigate Cthulhoid mysteries, the result of their investigations will help determine the fate of the world.

The player characters will be called in to investigate the cause of some sort of supernatural phenomenon. The cause will invariably turn out to be a Mythos entity making trouble. The characters can succeed or fail at their investigation. They succeed by figuring out what's going on and getting it to stop. They fail by not understanding the cause of the phenomena, or by allowing the entity to continue causing problems. In my ideal game, after the initial investigation, the players would follow up by taking the fight directly to the Cthulhoid entity in some way, putting the hurt on the Mythos monster to keep it from coming back to bother humanity again.

When the player characters fail at their investigation, things get worse. Natural disasters happen. Democratically-elected governments start getting replaced with dystopian regimes. The English government gets replaced by Big Brother, Russia becomes the One State from We, Canada turns into a brave new world. A successful investigation holds back the tide. Maybe bad things still happen, but not as bad. The consequences are less severe, or the progress of a given disaster are halted mid-way. Taking the fight directly to the Mythos can help claw back some or all of the bad changes. If the player characters fail badly or a lot, the world is going quickly to hell.

Where these recent books come in is by suggesting to me that I should employ a bit of dream logic in the unfolding of events. Disasters of this magnitude already feel unreal, so to game with them, it seems like the thing to do is to lean into that sensation and amplify it.

First of all, the cause-and-effect relationship between the monsters and the disasters should be intentionally ambiguous. It might be clear that failing to stop the monsters in some way contributed to the disasters. But were the monsters themselves directly responsible for the bad things that happened? Did their presence in the world simply make it easier for bad things to happen? Are the themselves monsters like the escaping inhabitants of Pandora's Box, something that only exists because of the evil that lurks in the hearts of humans?

There won't be a simple one-to-one correspondence between the events of the investigation and the state of the world. An investigation that goes badly carries a higher risk - you might get more or worse disasters. But things can still go wrong in the world even if the investigation goes relatively well. Probably just not as wrong. But ideally the players should be left wondering if there was more they could have done, or if that spell they cast or magic item they activated contributed to the deteriorating state of affairs, or if some of the things happening are just bad luck that no one is responsible for. Making that link too obvious and too direct would reduce the beyond-your-control feeling that disasters can evoke.

Secondly, the events should happen in multiples and in rapid succession. This shouldn't be a game where a single campaign event occurs between sessions. This should look like the "outbreak phase" of the Pandemic board game. It's not just that bad things happen. It's that lots and lots of bad things happen and keep happening. This is a flood that can't be combated or contained by trying to go after single events. They must be stopped at their supernatural source.It should feel like the world's a boat that's taking on water and sinking faster than you can bail it out.

Third, these books make me think that it's important to play with time. When a problem happens, maybe it doesn't just happen now, maybe what happens now reverberates backward through time so that instead of needing time to come to maturity, the problem arrives fully grown and fully fledged. If you defeat a monster and manage to undo some chaos, maybe it's not just fixed, maybe it never happened. It should all feel dreamlike and unreal, or what Daniel Sell calls "bumble logic". This has the advantage of letting complex geopolitical events occur and take effect on a timescale that corresponds to the rate of campaign advancement. It also creates some ambiguity around the question of which problems are fixable, and while must be endured.
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Across the titles I mentioned above, we see themes of reality itself being over-written and OVER-over-written. We see competition to write the final version. We see memories of previous realities become fragile, or malleable, or a vulnerability or liability to their owners. We see artifacts from other worlds, especially books, manifesting in our own. We see premonitions of worse futures arriving like bad dreams, and foreknowledge as little protection against the coming dark.

And if you're like me, you see the "new fiction" section of your local bookstore looking like a new genre in speculative fiction has been curated by the coincidence of so many authors writing such similar books so close together in time. These texts are coming out much too close together for the authors to be responding to one another, but as I said before, I think they're all responding to the same real-world events, and I think they're all drawing on, adding to, and responding to earlier trends in scifi and lifi.

Time Wars: Two of the recent books are overtly about time wars. Time war fiction is a physicalization of the metaphor of the winners rewriting history. I would argue that the first time war novel is George Orwell's 1984. Here the war is over, at least internally - there is no longer any serious opposition within Oceana. And here the metaphor is still basically metaphorical. But we do see the victors multiply re-writing their own history, altering historical documents with scissors and glue and typewriters, cutting out articles from old newspapers, removing the names of un-persons, inserting text to assert their preferred version of the past within the archival records.

Next comes Isaac Asimov with The End of Eternity, which provides the blueprint for all the time wars that follow. Asimov imagines his time bureau working primarily to secure its own existence by safeguarding the history that leads to its founding, primarily against saboteurs rather than an organized rival faction. All future time bureaus look more or less like Asimov's. Fritz Lieber's The Big Time has a full on "change war" between two factions trying to erase each other called the Spiders and the Snakes, which has always made me wonder if he was mashing up Asimov with West Side Story, which was making it big on Broadway around the time he must have been writing. John Crowley's Great Work of Time has a single time bureau again, although their efforts to secure their own existence are made both more morally dubious by tying them directly to British colonial imperialism, and more difficult by the problem that changes to history also ripple backward in time, so that trips extending only hundreds of years into the past end up altering human evolution millions of years earlier. Charles Stross's time bureau from Palimpsest wants to ensure the maximum longevity of the human species, but splinters into factions over questions of what it means to be human, and whether humans must be maintained on Earth or allowed to travel to other stars.

The Adjustment Bureau keeps all of Asimov's trappings, but turns the time agents into angels, and transforms their "plan" into something completely unknowable. More recently, Primer dispenses with the well-funded bureaucracies and pits two men with homemade time machines directly against each other in an attempt to rewrite the final version of events since the moment the first machine was switched on - which is the earliest either of them can travel. William Gibson's The Peripheral imagines that when people travel to the past they inevitably arrive in an alternate past that won't lead to their present, then makes time travel the province of bored rich people, who treat these alternate realities they've created as little more than video games, and the living humans within them as nothing but pawns. Tom Sweterlitsch's The Gone World inverts Gibson's premise, locating his virtual alternate realities in the future rather than the past, and having them collapse automatically when the time traveler leaves. (Gone World was also so disappointing that I feel tempted to write a review just so I can catalog its most glaring flaws. The theory of "how time travel works" in Avengers Endgame is precisely the same as in The Peripheral, although Gibson explains it much better, and no one in his world attempts to re-merge the "stub" realities back into the main timeline.)


Alternate Lives: These stories are also a way of literalizing a metaphor. All of us sometimes think back on decisions we made and wonder what would've happened if we'd chosen differently. All of sometimes imagine what it would be like to have a different life. And occasionally it feels like you made a mistake, or the world made a mistake, and that other life is the one you should have. Liana Moriarty's What Alice Forgot has a protagonist who experiences a 10 year time skip and finds her life almost unrecognizable, and the decisions she made over the past decade inexplicable. In J Robert Lennon's The Familiar, the past explicitly changes, and the lead character finds her dead son is alive and her marriage transformed. These stories often focus on the relatively mundane details of one individual's life. Carol Anshaw's Aquamarine has three timelines instead of two, and the turning point is an Olympic swim meet. Heather McElhatton's Pretty Little Mistakes goes even further, using a choose-your-own-adventure structure to multiply her lead character's alternate lives. An interesting feature of Aquamarine and Mistakes is the sexual fluidity of the lead character, whose most important romantic relationships might be with men or women depending on the path their lives take.

Another set of these stories turn on the JFK assassination as a key point where realities diverge, the same way the parallel reality stories I'll talk about next center on WWII, perhaps because for people of a certain age, that moment is the one that feels like the moment things went wrong the same way that 9/11 does for a later generation. Here the changes to the world are much more dramatic. In Jo Walton's My Real Children, the narrator is an old women remembering two incompatible lifetimes, neither identical to our own. In one Kennedy was killed by a bomb but the USSR is more peaceful and more scientific; in the other Kennedy escalates the Cuban Missile Crisis the point of exchanging nuclear strikes, although he lives and steps down after a single term. Children also focuses on intimate family details and allows sexual fluidity across the two pasts. In Kathleen Ann Goonan's This Shared Dream, it's young adults remembering two different childhoods rather than an adult remembering two lifetimes, but again, the success or failure of the Kennedy assassination is the turning point. Goonan's characters are the children of a time traveler. In 11/22/63, Stephen King makes the time traveler his protagonist. But his determination to prevent Kennedy's assassination keeps changing the future for the worse, like a more literary version of the Butterfly Effect movie. Time travel also features in Elan Mastai's All Our Wrong Todays, where a time traveler from a utopian future accidentally ruins the past and gets trapped there. Like in The Heavens, the horrible alternative is our own real world. The trapped time traveler in Mike Chen's Here and Now and Then doesn't ruin the world, but he does start a new life in our time, and lives here for two decades before getting the chance to go home to another family in his original time, our future.

A couple early versions of this sort of story appear in the films Sliding Doors, where we see possible versions of a woman's life depending on whether or not she catches a train on a particular day, and Run Lola Run, where we see several possible outcomes of a single bad day. Most later versions, however, allow the characters to meet their other selves. It's possible that the rise of these stories coincides the ability, using editing and digital effects, to show actors interacting with themselves. Another Earth uses the discovery of a counter-earth to supply its characters with alternate lives. Coherence offers up a multiplicity of alternatives, most of them mundane, accessible by walking around the identical streets and houses of a neighborhood subdivision. The show Sliders and the comic Black Science both star teams of dimension-travelers who frequently run into unsavory alternate versions of themselves. Both are arguable at least as much about those alternate selves as they are about alternate histories. Both Fringe and to a much greater extent Counterpart are about single alternate universes and multiple instances of communication across the barrier, in a way that's reminiscent of Famous Men Who Never Lived.

Another way to literalize the metaphor of alternate lives is with uncanny duplicates without dimensional travel. These are sometimes clones, sometimes inexplicable, but they always lead a life you could have been living. Also sometimes they want to kill you. For some reason that's a really common feature of the film version of these stories that pretty much never happens in the books. The Double and Enemy opened the same weekend, making them uncanny doubles of one another. The One I Love and Living with Yourself both have the doubles appear as the result of a spa visit promising to turn the visitor into their ideal self. The One and Gemini Man amplify the killer replacement angle until it becomes their entire plot. And in very different ways, Orphan Black and Us expand from single duplicate to virtual armies of them.


Parallel Realities: These stories are maybe the most overtly political, because they inevitably imagine a reversal of real-world geopolitics. It's not just incidental like the previous subgenre; here it's baked directly in to the definition. And they're not just alternate histories, especially the recent ones, because they tend to imagine a reversal whose parallels go beyond what might be historically plausible, or even possible, and because they tend to posit that at least some characters become aware of an eerie parallel world, that is, they become aware of our real world, with our actual history. They also tend to be set in the author's present day, rather than taking place in the historical past.

Philip K Dick's The Man in the High Castle is the origin of this particular subgenre, and it establishes all the tropes I mentioned above. Those tropes are pretty much what makes this a separate body of work from the larger world of alt-history. Dick imagines the Axis Powers winning WWII, with North America partitioned the way Germany and Berlin were in our world. Norman Spinard's The Iron Dream focuses much more on the book-within-the-book than the world surrounding it. The Grasshopper Lies Heavy is a recurring presents in High Castle, but Lord of the Swastika takes up most of the text of Dream. Spinard imagines Adolph Hitler immigrating to America in 1919 and become a pulp-scifi sword-and-sorcery author, whose overtly fascist fantasies are well-received by American science fiction readers.

Matt Ruff picks up much later with The Mirage, about a world where the rogue third-world states of North America launches a Christianist terror attack on the twin towers of the World Trade Center in Baghdad, in the United States of Arabia. Lavie Tidhar, meanwhile, has practically set up a cottage industry. Osama takes place in a world without terrorism, where Osama bin Laden exists as a fictional character in a series of popular thrillers. A Man Lies Dreaming takes place primarily in a world where the Nazis never rose to power, Germany became a Communist country, and Hitler moved to England where he became a typical noir-fiction detective, still virulently anti-semetic, but rendered harmless by his circumstances. But this world is literally the dream of a Jewish man dying in Auschwitz during the Holocaust, who escapes his misery by reimagining his tormentor as a bumbling and ineffectual character in a detective novel dreamworld. In Unholy Land, a Jewish author of pulp detective novels gets on a plane to Israel and instead lands in Palestina, a Jewish state established in Uganda in 1903 after a politician had an accurate future vision of the Holocaust. Palestina has a similar relationship to the Ugandan people that modern Israel has to the Palestinians. The author experiences his visit to Palestina as kind of a waking dream.


Magical Plagues: Fantastical or science fictional pandemics have been sweeping the world at least since John Wyndham's The Day of the Triffids, where everyone who looks at a particular meteor show all go blind and the world is overrun by carnivorous plants. Jose Saramago wrote Blindness and won a Nobel prize for it, which I have to think is part of what inspired the lit-fic authors who started writing plague novels after that. One trend I see in the plague novel, though, is that the diseases keep getting more magical.

Charlie Huston's Sleepless, Karen Russell's Sleep Donation, and Kenneth Calhoun's Black Moon all deal with plagues of insomia. Huston and Russell both allow the transfer of sleep from the healthy to the ill, like some sort of psychic blood transfusion. (Again, I wonder about inspiration. The movie Sleep Dealer came out the same year as the film adaptation of Blindess. Its plot has nothing to do with this concept, but its name is evocative, and someone paying attention to scifi film reviews that year might have noticed the title.) Karen Thompson Walker inverts the pattern in The Dreamers, where the plague causes sleep, rather than sleeplessness. The plague victims in Ling Ma's Severance aren't exactly asleep, but they are almost sleepwalking, repeating common mundane activities compulsively in something like a fugue state.

Ben Marcus's Flame Alphabet and Alena Gradon's The Word Exchange both cross the plague genre with the premise from Mark Dunn's Ella Minnow Pea. In Marcus's book adults develop allergic reactions to the sound of children's speech, those who don't abandon civilization for solitude end up like plague victims in Severance. Grandon imagines a flu that causes people to forget words, a problem compounded by the complete absence of printed text and the total reliance on a ubiquitous internet platform that appears to be deleting language as well. It's only a short leap further to the more recent texts, where forgetting doesn't just cause the loss of a shared language, but the disintegration of all observable reality.
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ᴉɯɐƃǝ qʎ ſᴉuƃ Mǝᴉ

Sunday, June 9, 2019

The Invaders - Invid, Inheritors, Dreamers, Ividia

The Invid were one of the first monsters I ever wanted to fight. The Invid are the villains of season 3 of Robotech.

The villains of season 2 of Robotech, the Robotech Masters, spend about half the season worrying that the Invid are coming. While the human heroes of the story are all going crazy wondering whether they can beat the Robotech Masters and their seemingly invincible army of clone pilots and bioroid mechas, the Masters themselves are going crazy because they're certain they CAN'T beat the Invid, and their only hope is to hurry up and finish things on Earth so they can run away before the Invid get here. In other words, the Invid are introduced by reputation as the REALLY BAD GUYS that even the regular bad guys are scared of. I have to tell you, as a suspense-building device, kid me found it pretty successful.
 
The evolution of the Invid from the Legends of Zor comic
 
Season 3 of Robotech opens with the Invid coming to Earth and completely wrecking up the place, so that the rest of the season is set in a ravaged, post-apocalyptic wasteland where humans are barely eking out subsistence. Which is to say, from the moment of their arrival, they absolutely lived up to their reputation.

The Invid we see appear to be crab-like crustaceans with partially mechanical/electronic components. On the show, it's ambiguous if what we're seeing are the Invid themselves, form-fitting suits of battle armor the Invid wear, oversized mecha with the same body-plan as their human-sized pilots, or mecha with entirely different looking aliens inside. (It's possible, for example, that the blue-green ooze that bleeds out when the armor is pierced IS the pilot, not the pilot's blood.)
 
Invid Scouts
This and subsequent images from the Robotech Picture Archive
 
Invid Armored Souts
 
Invid Trooper
 
Invid Shock Trooper
 
The Invid come to Earth seeking the Flower of Life. In season 1 of Robotech, a battle fortress crashes into the Earth, and the alien Zentradi come to seize it. Humans eventually repel the Zentradi  invasion. The battle fortress is so desirable in part because it's fueled by a large supply of a power source called Protoculture. In season 2, the Robotech Masters come to Earth to try to retrieve the Protoculture for themselves. Unfortunately, over the course of the season, the Flower of Life starts growing in the Protoculture, which makes it both useless to the Masters, and irresistible to the Invid, who can sense its presence from across the galaxy.

There are some interesting anti-colonial themes and themes of decadence at work in all this. The Robotech Masters enslaved the Zentradi, turned them into giants, and gave them their fleet of warships, but by the start of season 1, the Zentradi have escaped from the Masters' control, and are just a roaming army. They know how to pilot their warships, but not how to repair them or build more, and everything looks pretty heavily worn, even broken. They're hoping the battle fortress that crash-landed on Earth will include schematics that will let them make things and not just use them.

The Robotech Masters have also forgotten some of their technology. They can use Protoculture to grow clones, build bioroid mecha, and fuel their whole civilization, but they no longer remember how to make more Protoculture. They want the battle fortress basically just to buy time. The entire season, we see them fighting at far less than full strength because they're almost out of fuel. They want to seize the Protoculture in the fortress to replenish their supply, and it's pretty heavily implied that if they fail, they'll go extinct. They might be doomed even if they seize it though, since they have no particular plan to relearn how to synthesize the stuff for themselves, and the fortress might be the last great untapped supply anywhere in the galaxy. What they need is renewable energy, and instead, they're going absolutely all-in on using up the last bit of irreplaceable fuel.

Meanwhile, the Flower of Life itself is like a prion or a parasite, at least from the Robotech Masters' perspective. They describe it as both a pest that grows in Protoculture and as a mutation of Protoculture itself. Regardless, the Flower of Life contains all the energy of Protoculture, but in a form that's unusable to the Zentradi or the Masters. The Invid, we're told, were once either non-sentient, or at least a non-technological species from the same planet where Protoculture originated. The Masters' uplifted the Invid and enslaved them to either grow Protoculture, or to grow the Flower of Life and convert it into Protoculture. By the time of the show, the Invid have also escaped the Masters' control, and now outnumber and overpower them. All the old Protoculture farms are controlled by Invid who use them to grow the Flower of Life for themselves, and when they come to Earth, it's to enslave humans to farm and harvest the Flower of Life for them.
 
The Invid Flower of Life
 
The Invid use bio-technological Genesis Pits to experiment with ways to better adapt the Earth to their own purposes. They also use the Pits to transform a few of themselves into human-like bodies.

So to summarize, the Invid are simultaneously the sympathetic victims of a colonialist empire, and a terrifying unstoppable invasion force. They come to Earth to transform it into a slave-tended garden for growing their sole food-source, the Flower of Life. And they control their own biology to such an extent that we see them as both giant crab-robots and as humanoid spies.
 
Marlene was grown to be an Invid spy,
but her egg was damaged and she hatched with amnesia
 
Sera retained her memories,
but found that her human form gave her human emotions
 
Now these are absolutely some monsters I want to fight. BUT, they also remind me of some other monsters, and so rather than leave well enough alone, I want to put my own take on them for Gilded Age horror gaming. What shall we call these not-Invid? I think I would call them the Invidia, the Invaders.

In Joseph Conrad and Ford Maddox Ford's novel The Inheritors, the eponymous Inheritors are humanoid invaders from the Fourth Dimension who are endlessly fascinating to actual humans, and who are successfully able to exploit this fascination to ascend to fame, power, and prominence within British society. The book ends at about the point when they're about to move from acquiring power to using it to remake the world.

The Inheritors look basically human, but their presence is like a superstimulus that overwhelms most people's psychological defenses against being abused or manipulated. It's sort of not clear to me if Conrad and Ford intended these characters to be alien invaders, or just like a new "breed" of modern humans who are unbounded by tradition - but for the sake of gameability, let's go with aliens. Likewise, it's not clear if they intend the Fourth Dimension to be a literal place, or just a metaphor, and both interpretations of 4D were pretty popular at the time, but again, for the sake of gaming, let's assume it's a place. If the Inheritors are from another world, and take on human-like bodies when they come to ours, it's possible that they have another appearance entirely when they're at home.
 
The Inheritors: An Extravagant Story by Joseph Conrad and Ford Maddox Ford, 1901

In Samuel Delaney's short story "Aye, and Gomorrah", Spacers are essentially a third gender of humanity. Delany describes them as being agender and asexual. They live full-time in space stations that orbit the Earth, but can teleport down to the planet for recreation. When they come down, they're idolized, exoticized, and fetishized by "frelks" - people whose only sexual attraction is to Spacers. The story seems to imply that most people have a low opinion of both frelks and Spacers, and Spacers seem to see frelks' attraction to them as basically a joke. Throughout the story, frelks basically beg Spacers to exploit them, and Spacers are easily able to get cash, or a favor, or a laugh at a frelk's expense.

Although Delaney writes about a public that is distinctly un-sympathetic to his main characters, he seems to be pretty sympathetic to both the frelks and the Spacers, while showing that their relationships aren't healthy for either party. They kind of can't be, since they're fleeting, and so one-sided. But what if Spacers were more like Inheritors? What if almost everyone fell in one-sided love with them the way frelks do?
 
Dangerous Visions edited by Harlan Ellison, 1967
 
In James Tiptree's story "And I Awoke and Found Me Here on the Cold Hill's Side", humans have encountered aliens, and have joined galactic civilization. We're the newest members, so we have the least technology, least political power, and are economically the poorest species in galactic civ. And a significant portion of humanity becomes sexually obsessed with aliens from the moment we first meet them.

Tiptree describes this almost exactly like superstimulus - whatever qualities we find attractive in other humans, aliens simply have MORE of those qualities, more than any human ever could, so much MORE that we become unable to feel attraction for other humans again. The humans who love aliens love them desperately and one-sidedly, and never seem to get more than a pity-fuck out of their pursuit. Tiptree never says if the aliens who go along with this exploit their human lovers, economically or in any other way. But the relationships are clearly unhealthy, both emotionally and physically, as every human who loves aliens is shown to have permanent injuries they sustained during sex.

The Invid spies with human bodies do elicit deep feelings of affection and attraction in season 3 of Robotech, but throughout the series, love between humans and aliens occurs over and over because both sides sometimes find one another alluring and irresistible. The difference is, in Robotech, this love is shown to be reciprocal and valuable. The xeno-philia or xeno-sexuality of humans and aliens alike proves again and again to be the first step toward greater mutual understanding and diplomacy. Robotech is a war story - three war stories, really - but in each season, it's people who feel inter-species attraction who make the first overtures to peace. Tiptree's vision is different, like Delaney, she imagines a lopsided attraction that leaves one side willing to sacrifice everything, and the other side only willing to condescend to interact at all for the sake of receiving their sacrifices.

(Quick thought that serves no purpose: what if there were a setting were "homosexual" referred to ANY humans who loved humans - who loved the SAME species as themselves, who loved other HOMO sapiens? What if "heterosexual" referred to humans who loved aliens - who loved DIFFERENT species? That has no real relevance to what I'm talking about here, but I would find that to be a fascinating linguistic drift.)
 
Magazine of Fantasy and Science Fiction, March 1972
 
To take another tack, in D&D's Eberron setting, the Inspired are humanoid bodies inhabited by the minds of extra-dimensional aliens - the Quori from Dal Quor. The humanoids are explicitly described as being not quite human. Their species, when not combined with a Quori to become an Inspired, are simply called Empty Vessels. The art depicting the Inspired often shows a phantasmal Quori floating behind the Inspired body. Personally, I interpret this not just as a way of illustrating that we're looking at an Inspired rather than a human, but as an indication that the Inspired sometimes project psychic images of their Quori when they're being overt about their identities.
 
Inspired and Quori
 
Inspired and Quori surrounding adventurers
 
In Jack Shear's Umberwell setting, he describes a species he calls Dreamers. Just describes Dreamers like this: "Dreamers are a rebirthed race; they are the souls of an insectoid species originating from a lost age of the city’s history reincarnated in bodies indistinguishable from the human form. If the theory that the city’s islands are the remains of a dead god is true, it may be the case that the insectoid souls of the dreamers achieved their initial sentience and innate psionic powers by feeding on a divine body as parasites. When they sleep they dream only of Scarabae - the precursor city that stood on the islands currently occupied by Umberwell."

You could imagine Dreamers as being like the Inheritors - human bodies with alien minds. You could imagine them like the Khepri from Perdido Street Station, as humanoids who simply followed a different evolutionary path to arrive at much the same place humans did. You could imagine them like the Insect-kinden from Empire in Black and Gold, as humans whose psychic powers and tribal identities draw on actual insects as a source of imagery and fictive-kinship. Or you could imagine them like the Inspired - humanoid bodies with phantasmal insects hovering behind them, like the totem animals that appear DC comics' Vixen or Mera use their superpowers.
 
Umberwell: Blackened be Thy Name by Jack Shear, 2018
 
Lin the Khepri by Justin Oaksford, 2011

In Greek myth, Invidia is the goddess of jealousy. Invasion, I think, could be imagined to be like jealousy. You want what someone else has, and you try to take it away from them.
 
Circe Invidiosa by John Williams Waterhouse, 1892
 
From there, it's a simple misspelling to arrive at Ividia, a genus within the family of pyramid-shelled snails. Is there any animal more D&D than a snail? It's almost too perfect to learn that Ividia snails are hermaphroditic, and usually parasites.
 
Turbonilla acutissima, not a member of the Ividia genus,
but still part of the Pyramidellidae family

And that, I think, is enough to start building our Invaders, our Invidia.

The Invaders come to us from somewhere beyond. Some of them claim to hail from the Crab Nebula, situated in the night sky between Aldebaran and the Pleiades. Others claim a kingdom within the Fourth Dimension, a realm but a sidestep away from our own reality.

The Invidia appear to us in humanoid guises. They are intoxicatingly beautiful, with flawless androgynous features. Some dress in men's clothes, others in women's, others in some mix. They claim no human gender, and each addresses itself like royalty, as "we" and "our". Those humans who have seen the Invidia without their clothes claim that all their bodies are alike, no matter what they wear, and that the resemblance to humanity only goes so far before giving way to impossible alien anatomy, unattainable foreign beauty. Those humans who have been trusted to see the Invidia like this are inevitably too far gone to really return to humanity. The rest of their lives will be spent as the Invidia's evangels.

Humans are like thrall before the Invidia. We lack the strength to refuse them, lack the will to oppose their desires. The first encounter with an Ividia is an unsettling, uncanny experience. They seem too good to be human, too perfect. Their strength of personality is overwhelming, their very presence, overaweing. Many who meet the Invidia fall instantly in love with them. They become suitors, followers, hangers on who accompany their beloveds everywhere they go. Others fall so deep in thrall that they become almost insensate. These "sleepwalkers" are uncanny in their own right, nearly mindless servants despite their human form.

It is as easy as breathing for the Invaders to enter the highest echelons of human society. They collect socialites and celebrities as their most valued sycophants. The Invaders' power over humans with worldly power makes their domination almost instant, almost complete.

The earth, to these Invaders, is like a garden, where they seek to grow Golden Lotus. This flower is life to the Invaders, it is the source of their abilities and their only food. It is also a powerful narcotic that affects them as opium affects humans. The effects of Gold Lotus on humans is even stronger. It can turn lotus-eaters into "sleepwalkers" or put them into a near-permanent twilight sleep. It can also imbue seemingly magical properties on the eater. The Invaders have come to earth to grow their garden, and though their vanity seems insatiable for our adoration and our praise, what they really want humanity for is to labor as their gardeners.

Though they usually appear in their humanoid form, the Invaders have other bodies as well, kept just a sidestep away in fourspace. When roused to anger, or high on Lotus, these ghostly golden bodies appear just behind the Invidia, always behind, no matter which angle they're viewed from. The translucent gold bodies of the Invidia are not human. They appear as the ghosts of giant, monstrous snails. A lesser caste of Invidia exists, who dwell on earth in their snail-bodies, and are summoned to act as soldiers when their leaders' charisma and diplomacy fails them. Sightings of the soldier caste are rare, for few can refuse the Invidia any request.
 
Should the Invidia be snails? or crabs, like the Invid?
Should they just have golden eyes? or entirely golden bodies like the Sovereign from Guardians of the Galaxy?
Consider this idea a work in progress.
 

Thursday, June 6, 2019

Investigations in DCC

I mentioned before that I'm going to be taking over as the head writer for Discerning Dhole's CRAWL-thulhu zine. I haven't made many decisions about the future direction of the zine yet, but I know I want it to be set in a fictionalized Gilded Age (encompassing roughly the period from 1880-1945) and I know I want it to focus on mystery investigations.

Which has got me thinking more generally about the question, how do you conduct investigations in DCC? How do you handle skills? How do you handle clues?

Zine by John Potts, cover and interior art by Todd McGowan

CRAWL-thulhu issue 1 has a mystery investigation adventure, but basically everyone is willing to talk to you, and all the clues are laying out in the open. The core mysteries arise from the fact that a key witness is dead and a key source of danger is invisible. Essentially any character should be equally likely to solve the mystery - deciding where to go, what to look at, who to talk to are all tests of player skill instead.

But often in mystery investigation games, there's an element of character skill involved instead. The basic idea being that not every character should be able to find every clue. Even in Trail of Cthulhu (and related games) where any character with the right skill can find a clue automatically just by asking for it, they still have to have the skill, and they still have to ask if there's a clue. In the original Call of Cthulhu, you not only need to have the skill and ask to use it, you also have to roll the dice to see if you succeed at finding it. This introduces an element of ambiguity - was there really no clue there? or was there a clue but you failed to find it? (I'll talk about some possible solutions to the "what if they don't find ANY of the clues?" problem at the end. Dungeon Crawl Classics HAS a skill system that involves rolling dice already - so I'm NOT going to propose adopting Trail of Cthulhu's diceless skills.)

CRAWL-thulhu issue 2 introduces skills, and the list would look pretty familiar to players of both D&D and Call of Cthulhu.

There are a few other people who've written rules for conducting investigations in DCC, so I'm going to look at Brent Ault's Cyber Sprawl Classics, Stephen Bean's Bloody Hound character class for Julian Bernick's Nowhere City Nights, and Paul Wolfe's Dark Seas. Luckily for us, these are all freely available online, so they're very easy to look at.

In DCC, there are two types of skills - the named, formal skills practiced by Thieves, and the unnamed, informal skills that every character learns from their zero-level occupation. A Thief's formal skills can usually be substituted by an ability score check - although the Thief might roll against a lower DC, and always benefits from a bonus determined by her alignment and level. The informal occupational skills are considered either "trained" or "untrained" - and about a dozen occupations are likely to be considered "trained" for any particular task. Untrained characters roll a d10 to attempt the skill, while trained characters roll a d20. So using a trained skill in DCC is basically the same as making an ability score check.

CRAWL-thulhu's skills build on this framework. All skills start out untrained, and you can roll a d10 to attempt them. You get one trained skill from your occupation, and you can roll a d20 for that. As you gain levels, you earn "skill points" that you can either use to train in untrained skills, or to improve your training in a trained skill - becoming an expert who rolls a d24 or a master who rolls a d30.

There are two really basic ways to find clues in a mystery investigation - talking to people, and finding / analyzing objects.

There are also two really basic dangers to designing skills for a mystery investigation. The first is having too few skills - most people would agree that a single "Clue" skill is too few, and likewise that a "People" skill and an "Objects" skill is still not enough. The second danger is having too many skills. Consider the question of talking to people - if each PC occupation could only talk to NPCs in the same occupation, then surely having 100 different "Talk to Person of the Same Occupation" skills is too many. (A third basic danger is making the skill tests too difficult, which is related to the "what if they don't find ANY of the clues?" problem I'll discuss at the end.)

Zine by Brent Ault, Cover art by Korotitskiy Igor

In Cyber Sprawl Classics (CSC), player characters know Etiquettes that help them talk to NPCs. CSC treats Etiquettes a bit like foreign languages - everyone knows the common tongue, but you need a positive Intelligence modifier, a Lucky Sign, or a class feature in order to learn an Etiquette. If you are smart or lucky enough to know an Etiquette, you get to roll a d24 when speaking to the relevant NPCs, instead of the standard d20. So in this game, everyone is "trained" to talk to everyone else, but if you know the relevant "foreign language," then you become a bit of an expert.

There are seven Etiquettes - Academic (for talking to scientists and doctors), Corporate (for talking to CEOs and white-collar workers), Gang (for talking to criminals), Security (for talking to police and military), Runner (for talking to hackers), Socialite (for talking to "industrialists" and "the elite"), and Street (for talking to blue-collar workers and people who provide services to criminals.)

If that list sounds familiar to you, it's probably because it's so similar to the list of backgrounds available in 5e and the GLOG. Before looking at what other DCC writers were doing, I made a list of the way I would divide up Gilded Age society, and CSC's list is very similar to what I came up with. It's probably very similar to the list you would come up with, if you were thinking about how to divide virtually any Western society.

If I were to alter CSC's list, I think I would combine the Corporate and Socialite Etiquettes. In the Gilded Age, "society" was basically synonymous with the corporate elite and their families. That might be different in a cyberpunk game - indeed, in such a game, it might even make sense to have two skills for talking to the same person in two different environments, at work and at leisure. I might also do away with the Runner Etiquette, or combine it with Gang, since there isn't really any group analogous to hackers in a Gilded Age setting, and since the motives of any analogous individuals would be essentially criminal.

I like "etiquette" as the name for this kind of skill though. I'd thought of calling them "interaction skills," but I think "etiquette skills" might sound better.

There's also a question of how common these skills should be among characters. In 5e and the GLOG, essentially every character starts with one Etiquette due to their background. In CSC, only a fraction of characters know any Etiquettes. In the heroic fantasy of 5e, character backgrounds are mostly relevant for receiving material support from NPCs, and the support most NPCs provide is food and shelter, and perhaps friendship with a specific faction. In CSC, Etiquettes might have many uses, but they're optional, a bonus. You get along fine without them, you just get along better if you have them. But "etiquette skills" could be treated as a skill like any other, a skill that you could either be "untrained" or "trained" in - but doing that changes something else fundamental about how social skills work though.

If everyone has an "etiquette skill" (or, what amounts to the same thing, if not everyone has one, but nobody needs one) then it's possible to have other social skills as well - separate skills for persuading people, for tricking them, or for intimidating them. Those are the kinds of social skills we're pretty used to seeing. But, if not everyone starts the game with an "etiquette skill" and every NPC needs you to have one, then I don't think you can have separate "traditional" social skills as well. If the party wants to blackmail a robber baron, I think it's too much to ask for them to have both a "corporate etiquette" and a "blackmail skill."

So the question becomes, which is more interesting for a mystery investigation game? Is it more interesting if you have a skill to interact with corporate types in whatever way you please? Or is it more interesting if you have a skill to blackmail any NPC you come across? Which leads to more interesting dilemmas if you don't have the skill? Is it more interesting if you have "academic etiquette" and you have to try to find a scientist who can talk to the robber baron for you? Or is it more interesting if you have "intimidation skill" and you have to find someone you can bully into setting up the blackmail?

Roleplaying games, including D&D, including Call of Cthulhu, have traditionally answered the latter - that it's more interesting to use character skills to define a particular approach and then let the PC use that approach on any kind of NPC they want. But part of me wonders if it might not be interesting to try the former. Perhaps it's more interesting to use skills to define a kind of NPC and then let the players use whatever approach is situationally appropriate - but only on the correct kind of NPC. At least for a mystery investigation game, where (paradoxically) the whole point of skills is to not let every character find every clue. To misquote Maslow, if all you have is a Seduction skill, every NPC looks like a nail. But if the only kind of NPCs you can talk to are workers, then perhaps it forces you to get creative to figure out what happened inside that share-holders meeting.

Nowhere City Nights by Julian Bernick, Bloody Hound by Steven Bean
The "Bloody Hound" character class (BH) is an investigator character that Steven Bean wrote for Nowhere City Nights and published in the 2017 Gongfarmer's Almanac, volume 7. BH includes six skills for mystery investigations. The Bloody Hound character class gets all six, every other character gets a single skill based on their background.

BH's skills are Search Scene (for finding clues within a crime scene), Analyze Physical Evidence (for learning information from objects), Analyze Medical Evidence (for learning information from dead bodies, primarily), Interrogate - Charm (for making people want to talk to you), Interrogate - Intimidate (for making people talk to you even though they don't want to), and Conduct Surveillance (for staking out a person or location to see what happens.)

In terms of the effects of skills, BH distinguishes between finding a clue (with a "clue" here meaning an fact from an interrogation or an object discovered at a crime scene), making a deduction (which means analyzing the fact/object to learn what it tells you), and discovering an answer (which refers to piecing together several deductions to solve the mystery, or at least an important part of it.) So for example, finding a shell casing next to a murder victim would be "finding a clue," figuring out what kind of gun fired that bullet would be "making a deduction," and realizing who the shooter is would be "discovering an answer." Note that to discover the answer, you would need another strand of the investigation that tells you what type of gun a specific person has, so that you could later discover that that person is the shooter. BH also awards XP for each of these activities.

So BH makes a few key distinctions. First, it distinguishes between finding a clue and learning something from the clue. Those are two separate steps, and it's important for anyone adopting this approach to keep in mind that adding a step increases the chance of failure, especially if adding a step means adding a dice roll. Difficulty Classes that look intuitively too low individually can easily become too high collectively if you make ultimate success contingent on succeeding each roll in sequence.

Second, BH distinguishes between clues from objects and clues from talking to people. It does this in two ways. First the obvious - you use one set of skills to find and analyze objects, and a second set to learn information from NPCs. But second, and less obviously, you only have deductive skills related to objects. You make one roll to find an object at a crime scene, and a second roll to learn something from it. But when conducting an interrogation, you make one roll to learn a fact, and then ... It's possible that you make a second roll on the same interrogation skill to get the person to tell you what you deduce from the clue. It's also possible that making deductions from verbal clues is a player skill, and not a character skill.

I agree that "discovering an answer" - that is, finally solving the mystery - should be a player skill that doesn't rely on rolling the dice. I'm not sure if I agree that "making a deduction" should be a player skill, or at least, not always. Some information NPCs give you is going to be clearly useful. It will either already be a deduction, or it will clearly point to a deduction that the players can make. But if an NPC tells the players something, and they just have no idea what to do with that information, it seems like it might be nice to have some mechanism in place to let them ask the judge for help. The danger of that is players relying on that mechanism instead of their own thinking, or judges insisting on that mechanism even when the players are able to deduce on their own. If you don't create such a mechanism, then no one can abuse it. But also, no one can use it in a real emergency. I guess it's the same problem you run into with traps in D&D, where it's inherently ambiguous whether you should find them with player skill or character skill, and where any GM hoping to rely on player skill is at the mercy of the adventure writer to provide enough detail to make that possible(Although we're veering into "what happens if they don't find ANY of the clues?" territory here, so let's come back to this.)

What I find especially useful in the "Bloody Hound" class description is the idea that learning from clues in a mystery investigation is a two-step process, and that it might be profitable to separate those steps.

Dark Seas by Paul Wolfe

Dark Seas (DS) is a mini-setting with it's own fairly complete set of rules modifications that Paul Wolfe wrote and published in the 2017 Gongfarmer's Almanac, volume 4. 2017 was a good year for DCC mysteries! DS doesn't have any specialized skills for investigation, but what it does have is a really excellent interpretation of clues and how to use them.

Let me start with what I consider to be the key takeaway, and then back up. Every clue is an object. You might find some clues by talking to people and other clues by looking around the environment, but what you GET when you find a clue, what you KEEP once you have it, is a physical object. Like any other object, it goes in your character inventory.

But what that means for a mystery game, is that when you want to take stock of your investigation so far, you don't have to wrack your brain trying to remember every detail, you just look through your inventory and see which clue-objects are there. If you need help remembering what a particular clue told you, you just ask the GM to describe the object again. All this is probably easier than tracking ephemeral bits of information that are untethered from any specific reminder. I think this is brilliant, and I definitely plan to take Paul's advice.

So technically, in DS, Paul doesn't talk about "clues" but rather about Secrets. As mentioned, each secret takes the form of a physical object. Players collect Fragments like treasures as they explore - and 10 fragments combine to form one secret. In the example adventure, characters can collect fragments by doing things like searching a dead body, gathering rumors in a bar, inspecting magic items, questioning NPCs, they can be acquired like treasure from defeated monsters, and they're a reward for finding islands. The number of fragments acquired at one time is generally random, and is usually somewhere on the order of 1d10 fragments per investigative activity (although sometimes you get a full secret at one go).

I don't know if I would use this approach, but it encourages players to search as many places as possible, and it means that you don't need to know the meaning of every fragment, only the meaning of the final secret (clue) once it's assembled. And, you get to pick which secret you give them, which could maybe avoid the problem of finding a lot of clues hinting at one thing, while missing all the clues hinting at something else. Some examples of secrets in DS are port reports and charts of the sea, but also ghost stories and chess moves. Each character begins the game with a "starting secret" that grants them one boon, so for example you can have a political pamphlet that gives you an NPC contact, a last will and testament that gives you money, or a racy novel that gives you a bonus on certain saving throws.

I'm not completely convinced the experience system in DS would really work in practice the way Paul seems to want it to. When characters find fragments, they divvy them up, each character gets their own secret at 10 fragments. Characters earn XP for secrets - although not for finding them, but rather for divulging them to an NPC confessor. I think you're supposed to need a new NPC for each secret, although that could add up quickly. Raising 4 PCs from 0th level to 1st level would take 40 secrets and 40 NPCs ... which feels like kind of a lot. Starting secrets also need to be divulged in order to earn their benefit, which seems more appropriate. I'm quibbling over details at this point though - the big takeaway that every clue is an object is still absolutely brill.
 
Zine by John Potts, cover and interior art by Todd McGowan
 
Finally, as promised, let's address the question "what happens if they don't find ANY of the clues?" How are you supposed to run a mystery if there's a chance that the players won't find, or won't be able to interpret, ANY of the clues that are left for them?

1) First, and most obvious, give lots of of clues. The Alexandrian famously recommends including a minimum of 3 clues for any conclusion you want your players to draw.

The point is that in order for there to be ENOUGH clues for the players, there need to be what feels like TOO MANY clues from the perspective of the judge. The judge can see everything, the players will only ever experience a fraction of it. The judge also knows all the answers from the outset, and so can instantly see how each clue points to each conclusion. The players are assembling a mental image piece-by-piece, and it's not always immediately clear where each piece goes.

2) Second, provide multiple sites of investigation. Give the players several distinct places to go look for clues. Following the Alexandrian's advice again, at every site, leave clues pointing to the final solution AND clues pointing to the other investigative sites.

Realizing that there's another place to go look can feel like a discovery in itself, and leaving one site to go to another can feel like forward progress is being accomplished. Movement between sites also passes some time that gives the players a chance to think, and creates opportunities for new information to become available.

3) Third, use the random encounter table to provide breaks in the case. Mysteries don't necessarily need wandering monsters the way other D&D adventures do, but random encounters are still useful for pacing and for marking the passage of in-game time.

Each day that passes with no solution to the mystery, allow events to be in motion. Maybe the criminal keeps committing similar crimes. Maybe the criminal gets spooked and engages in some kind of cover-up. Maybe new witnesses come forward. Maybe new sites for investigation are revealed. Maybe an NPC investigator got killed but left a diary behind. These random events provide verisimilitude, they can be a way to just GIVE the players a clue they might need, and they should almost always open up some new avenue for investigation that wasn't available before.

4) Fourth, speaking of just giving the players clues, sometimes just GIVE the players clues. Sometimes don't require a skill check. Sometimes just let the clue be sitting right out in the open, so all the players have to do is say they want to look at it. Sometimes let the witness be perfectly willing to talk, so all the players have to do is say they want to talk to them. Sometimes, the barrier of the players having to notice that they want to look at something or talk to someone is going to be enough without getting the dice involved at all.

Alternatively, if you're going to require a skill check to find the clue, then consider just TELLING the players what it means. You want to be a little careful with this, because you don't want to rob your players of the chance to exercise their player skill at solving mysteries, BUT if you're going to require a skill check to FIND the clue in the first place, then maybe don't require a second check to discover the meaning of the clue.

Always be careful not to set your skill check DCs too high, and be DOUBLY careful not to make the checks too difficult by requiring multiple rolls to succeed. What sounds like "this is an appropriate test of skill" to a person just READING the adventure will often turn out to be too difficult to people actually playing through it. What sounds like "this is way too easy" to someone who's just reading will often turn out to be appropriately difficult for actual players. Set your DCs for players, not for readers. And wherever you set your DCs, make the reward proportionate to the difficulty. If you need one check to find the clue and another to research it, then the reward for those paired successes had better be a REALLY GOOD CLUE so that the players' efforts are worthwhile.

5) Fifth, give the players multiple opportunities to find and interpret each clue. If they fail once, give them a second try. If one approach comes up short, let them attempt another.

Use these multiple attempts to create the narrative of the adventure. Maybe the first time the PCs search a room, they try just looking around very carefully during a house party. If that fails, they can try searching a second time, but they have to try a different approach. Perhaps they try breaking in and tearing the room apart looking for secrets. Perhaps they hire a professional burglar to search the room for them. Make sure there are narrative consequences for whatever approach they choose. The first attempt requires getting invited to the house party and roleplaying interactions with the other guests. The second attempt is sure to tip off the house owner that somebody's on to them. Hiring a burglar is going to require using criminal etiquette to make contact with the local underworld.

If a character can't interpret the meaning of a clue, let them try again if they can get access to a library or a lab. Or let them find an NPC who can interpret it for them. NPCs don't need to make skill checks. Picking the right NPC to ask, and using your etiquette skill to ask them, is difficult enough. There's no reason to add another chance of failure by making the NPC roll the dice as well.

The point is, failing once shouldn't mean failing forever. Players should have multiple clues they could find, multiple ways to get information out of each clue, and multiple ways to "get help" if they find they can't do it alone.

6) And finally, what happens if they can't find any of the clues? Let them fail. Give the whole mystery some kind of time limit. Create consequences for failing to solve it. And if the players fail, let them fail. The killer keeps on killing. The burglar pulls of their heist. The sorcerer summons the monster. The monster destroys the city and slinks back into the ocean.

If you've provided lots of clues, made them easy to find and easy to interpret, allowed second chances for anything the players want to try again at? Then let them fail. Just make sure their failure is legible. At least let them understand the solution to the mystery when they see what happens as a result of them not stopping it. Nothing's going to be less satisfying than having the mystery end and STILL not understanding what happened. If the players don't stop the villain, then at least let them watch the villain take their mask off, or gloat in triumph, or commit one final crime right before their eyes.

At that point, you've created a recurring villain, and a chance for your players to shout "I'll get you next time, my pretty!" When the villain DOES recur, the players have a much better shot at stopping them the second time around. Or, if they're very proactive, they can start planning to bring the pain directly to the villain's doorstep. Either way, failure in one case can be made to simply raise the stakes and make another case more interesting.