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		<title>Lisa: Created page with &quot;Friday, I got a quick seminar from Steve Dempsey in running Trail of Cthulhu. I&#039;m not sure I can do it yet, but it makes a little more sense. Here is what I can decipher from my ...&quot;</title>
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		<updated>2013-01-31T05:47:28Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;Friday, I got a quick seminar from Steve Dempsey in running Trail of Cthulhu. I&amp;#039;m not sure I can do it yet, but it makes a little more sense. Here is what I can decipher from my ...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Friday, I got a quick seminar from Steve Dempsey in running Trail of Cthulhu. I&amp;#039;m not sure I can do it yet, but it makes a little more sense. Here is what I can decipher from my notes:&lt;br /&gt;
&lt;br /&gt;
There&amp;#039;s a difference between General and Investigative skills. General skills are used for action. Calibration varies, but figure about 65 points for General skills and 12 for Investigative skills.&lt;br /&gt;
&lt;br /&gt;
_Always_ spend a point if you are offered the opportunity to spend on investigative skills. The GM is offering you a chance to have the limelight.&lt;br /&gt;
&lt;br /&gt;
For GMs: If you&amp;#039;re offering a chance to spend, then there must be something cool to find with the spend.&lt;br /&gt;
&lt;br /&gt;
1 point in Bio means a degree in Bio. This means that you are competent even without a Spend.&lt;br /&gt;
&lt;br /&gt;
So, having one point means your PC is good in that skill. Having more than one point is a signal to the GM, saying, &amp;quot;I want my PC to do a lot of this.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Use the chart on page 234 of Trail of Cthulhu (Keeper&amp;#039;s Investigator Matrix) to keep track of what players want, what skills are covered by the players. This also helps to spot Schtick Dilution.&lt;br /&gt;
&lt;br /&gt;
Investigative points = SPOTLIGHT TIME. What, How Often. Make it interesting! If it is not interesting, then say there is nothing interesting. In that case, a player can&amp;#039;t spend a point here.&lt;br /&gt;
&lt;br /&gt;
A card with &amp;quot;SCENE&amp;quot; written on it: Hold it up to indicate it is the end of the scene. Some players need this.&lt;br /&gt;
&lt;br /&gt;
For General skills, you should have at least 8 points in each of Health, Sanity, and Stability to start with.&lt;br /&gt;
&lt;br /&gt;
Stability varies a lot. It, rather than Sanity, is often under threat. Stress -- give a speech, et cetera -- you _need_ to make people lose their Stability. It&amp;#039;s about going mad, and they won&amp;#039;t if you don&amp;#039;t push it.&lt;br /&gt;
&lt;br /&gt;
* Good investigation&lt;br /&gt;
* But the fun of insanity&lt;br /&gt;
&lt;br /&gt;
* Psychoanalysis = Mental First Aid, but must make roll first&lt;br /&gt;
* (*)&amp;#039;d (i) = General skills that can be used as investigative skills&lt;br /&gt;
&lt;br /&gt;
For example, one could use Riding and ask, &amp;quot;Who owns these horses?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Drive = _Why_ your PC doesn&amp;#039;t run away.&lt;br /&gt;
&lt;br /&gt;
* Hard vs Soft Drive:&lt;br /&gt;
* Hard: Tell player if you don&amp;#039;t do X, you lose 4 points of Stability.&lt;br /&gt;
* Soft: If they _do_ follow the Drive, 2 points back. Can go over any total.&lt;br /&gt;
&lt;br /&gt;
Pacing: Lets things slow a bit. Time to rest, time for PCs to do other things. Some players would keep investigating if the GM doesn&amp;#039;t specify it&amp;#039;s time to go to bed!&lt;br /&gt;
&lt;br /&gt;
Sources of Stability:&lt;br /&gt;
&lt;br /&gt;
* These are not essential to the game&lt;br /&gt;
* If a person, the PC can talk with him or her to calm down.&lt;br /&gt;
* GM can target the person who is the source of stability.&lt;br /&gt;
* Ranging over many countries makes it harder to use a person as a source of Stability. But, one still can do this. E.g., PCs can send telegraphs home in a globe-spanning campaign, such as Masks of Nyarlathotep. One can set things up for replacement PCs in this way.&lt;br /&gt;
&lt;br /&gt;
* Pillars of Sanity can also be Ideas.&lt;br /&gt;
* For example, one could use the Hippocratic Oath. This is a message to the GM, saying &amp;quot;Challenge me here.&amp;quot;&lt;br /&gt;
* Are there Shades of Gray?&lt;br /&gt;
* These pillars can be destroyed, causing a loss of Sanity.&lt;br /&gt;
&lt;br /&gt;
An idea like &amp;quot;I hate everybody&amp;quot; is not particularly appropriate, but one could still work with it.&lt;br /&gt;
&lt;br /&gt;
* One can say a pillar is destroyed if a PC loses 3 SAN.&lt;br /&gt;
* Purist: Sanity never goes up.&lt;br /&gt;
* Pulp: It can go up.&lt;br /&gt;
&lt;br /&gt;
General Abilities: a die roll provides excitement because there&amp;#039;s some level of uncertainty.&lt;br /&gt;
If a skill is 4 or more, players rarely spend to make it a certainty&lt;br /&gt;
&lt;br /&gt;
* Refreshes:&lt;br /&gt;
* For Investigative skills, this happens at the end of the Adventure, for three pools &lt;br /&gt;
** NOT Health, Stability, or Sanity.&lt;br /&gt;
* For General skills, it varies:&lt;br /&gt;
** pays 24 hours after last use&lt;br /&gt;
** after rest or time with source of stability&lt;br /&gt;
&lt;br /&gt;
* What if the pools get too low too soon? Get the PCs to rest, change pace a bit, get them to do something else.&lt;br /&gt;
* E.g. watch the pacing. Curb the enthusiasm.&lt;br /&gt;
&lt;br /&gt;
GMs should not kill the PCs via not allowing a rest without unfortunate consequences. Use your knowledge of what is coming to pace. 24 hours for a Refresh? Be as strict -- or as lenient -- as necessary. It&amp;#039;s okay if it isn&amp;#039;t exactly 24 hours.&lt;br /&gt;
&lt;br /&gt;
General Abilities -- piggyback cooperation&lt;br /&gt;
Stealth Roll -&amp;gt; Piggy back 1 point per. If 0, then the roller pays extra point.&lt;br /&gt;
Maybe do rolls less often than in CoC, E.g., 1 stealth roll per _long_ sequence.&lt;br /&gt;
&lt;br /&gt;
[This is essential, as the sort of thing one might as well try in a CoC game, like, say, a Bargain roll, costs a Spend in Trail of Cthulhu, changing one&amp;#039;s strategy.]&lt;br /&gt;
&lt;br /&gt;
What is the conflict _really_ about? For example, if a PC decides to shoot himself, it may really be about whether the other PCs stop him. In that case, one wants to use Athletics, not shooting.&lt;br /&gt;
&lt;br /&gt;
Trail is all about player pacing. Make the _players_ do the die rolls. This is why monsters don&amp;#039;t have much in the way of stats.&lt;br /&gt;
&lt;br /&gt;
A contest of skills is different, but _players_ roll to Sneak / Detection, which is why NPCs don&amp;#039;t have much in these skills.&lt;br /&gt;
&lt;br /&gt;
An Interesting Core Clue is not necessarily what is going on, but a _lead_ -- a pointer. This is not a reveal, often supplementing clue is the extra info. What to spend on?&lt;br /&gt;
&lt;br /&gt;
Core Clue is what will get you to the End of the Adventure. But this could be: &amp;quot;They are going to summon Dagon! Now, what?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Newer players hold onto points. Experienced players spend when given opportunity and are more inventive. For example, a PC finds an Arabic book, but spent everything in the language, so now spends Credit Rating to hire a translator.&lt;br /&gt;
* E.g., Graham Walmsley gives several different ways X clue can be revealed.&lt;br /&gt;
&lt;br /&gt;
Remember, it is okay to give guidance for Core Clues. E.g., &amp;quot;You know a translator from your last trip to Egypt.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Tell players: Don&amp;#039;t be afraid to spend points.&lt;br /&gt;
* No dud results. They paid the point, so there must be something worth it.&lt;br /&gt;
&lt;br /&gt;
* Benefits - player driven to spend points&lt;br /&gt;
* E.g., Book X gives 2 points occult, just for protections spells only&lt;br /&gt;
&lt;br /&gt;
* Supplemental clues - partial info for 1 point. A lot for 2.&lt;br /&gt;
* What if one only puts one point into it?&lt;br /&gt;
* It&amp;#039;s Supplemental, sure, but one wants it to come out? Alternate means, use contacts.&lt;br /&gt;
* When a contact is used, the player must give a name to the contact.&lt;br /&gt;
* This way, the GM can say, &amp;quot;X, your contact, comes to _you_ for information,  because she helped you get away with Y.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Madness: his players have a copy of table of Stability losses. Let _them_ choose when to lose Stability. But sometimes players get wrapped up and forget, though they are honest.&lt;br /&gt;
&lt;br /&gt;
If you have a long scenario, break it into chunks, and do a refresh before each chunk. E.g., after the London section in Masks. There won&amp;#039;t be enough points otherwise.&lt;br /&gt;
&lt;br /&gt;
A reveal costs. There is no way out of the cost, but one is getting the information, so the reveal should be good.&lt;br /&gt;
&lt;br /&gt;
* Cthulhu Mythos generally shouldn&amp;#039;t be used as core clue. Not everyone has it.&lt;br /&gt;
* Seeing a deity, p. 86 -- Mythos Entity Table.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
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