UPDATED! 23rd Jan - Call of Cthulhu MMORPG: A Design Proposal

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Keyser_Soze

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[HEADING=1] Work In Progress - Will Update first two posts as and when I can [/HEADING]

[HEADING=2]First part of Mock up here:[/HEADING]http://www.escapistmagazine.com/forums/jump/9.162130.4162439
[HEADING=2] Second Part - Combat Mockup here:[/HEADING] http://www.escapistmagazine.com/forums/read/9.162130?page=3#4171817

[HEADING=2]UI WIP Mockup here[/HEADING]: http://www.escapistmagazine.com/forums/read/9.162130?page=3#4193588

[HEADING=2] Third part of the Mock up - Inventory / Some game mechanics / Investigation skills:[/HEADING]http://www.escapistmagazine.com/forums/jump/9.162130.4210097

[HEADING=2] Researching and Crafting items, plus some Minor points[/HEADING]
http://www.escapistmagazine.com/forums/read/9.162130-UPDATED-23rd-Jan-Call-of-Cthulhu-MMORPG-A-Design-Proposal?page=4#5080095

[HEADING=2] Introduction [/HEADING]
How does one incite terror? Panic? Dread? And given the nature of the medium, how does one ensure that the player keeps coming back for more?

Certainly it would not be a game for everyone. Like niche MMOs like EVE where the possibility of huge financial loss actually breaks you out in a sweat from time to time may not appeal to everyone.

And given the PnP RPG of CoC basically takes it as a given that sooner or later your investigator is either going to get killed in the most gruesome manner possible or go completely bonkers, this does not exactly provide for a basis for MMOs with their emphasis on character progression, munchkin game dynamics and monty-haul inventories.

So how does one make a revenue model that would actually allow for people to continue playing the game without having to feel frustrated to the point of abandoning the MMO while maintaining a given level of terror and dread?

I hope that the following will provide some ideas:

[HEADING=2] The Investigation and the Gameworld [/HEADING]

All interaction within the world is centered around Investigations - which in turn are grouped at Player Hubs - Miskatonic University, Arkham, New England, and the player's Agency offices (See below) The world in effect is a series of instanced Hubs that in turn connect to investigation portals - instanced areas which compromise a full, discrete quest or campaign that can be accessed via devices like Maps, Subway Stations, Sewers etc.

[HEADING=2] Players as Investigative Agencies [/HEADING]

Players do not draw up merely one discrete investigator. Rather, they have to roll up an entire agency, the system will provide for a template of cookie cutter investigators which the player can customize to whatever degree they prefer. Since the MMO will essentially be factored around group play, should a player wish to commit to a solo encounter, he can have two more of his investigators along as Bots, but in Group play (i.e more than one player) there is capped limit on how many investigators can enter an instance.

More importantly, and Agency "levels up" . Allowing it to further gain in benefits for it's individual players such as legacies. (See below)


[HEADING=2]Permanent Death[/HEADING]

Your investigator just got eaten by a Shoggoth. Game over. Yup, sorry, no running back to your corpse, no resurrection spells, no money penalty. Zip . Nada. Your dead. Get over it.

The possibility that you actually loose your investigator is I think essential to creating an atmosphere of dread and terror. However, the mechanics of coming to the fatal point is somewhat more forgiving.

[HEADING=3]Healing and Cooperation[/HEADING]
When an investigator suffers enough damage to reduce him to 0 HP, he enters critical state where other players may attempt to stabilize him within a time frame. If stabilized he remains at 0 HP until additional medical treatment is provided. Increasing HP is only possible through medical kits, which essentially are finite and cannot heal an investigator beyond 25% of his total HP.

in the middle of a fight in case they have to run, or if comatose investigators cannot be revived, other investigators can carry him, ( which will cause fatigue, taking into account strength, endurance etc so the burden will be shifted from one player to the next), any comatose investigator which is brought out of investigation portal can be replaced by another investigator from the player's agency. The comatose investigator is in turn brought to the Agency's infirmary where he remains out of action depending on severity of injuries, endurance, quality of care etc.

[HEADING=2]Death, Phobias and Retirement[/HEADING]
In the case of Death, all investigators keep a Journal which is automatically updated whenever they complete an investigation. This journal can be passed on to a new investigator, or a current investigator from the agency.

An investigator can interact with the Journal and gain lore, which is basically insights into the Mythos that in terms of mechanics increases select skills and abilities but also has the unfortunate effect of increasing the insanity of the investigator. Hardened Investigators suffer fewer effects, but also do not gain as much in terms of lore as new investigators.

Any items that belong to the investigator are returned to the agency PROVIDED someone actually picked them up and returned it to the player's agency. Bodies fall where they die, and unless looted, items are considered to be lost at the end of the investigation.

In such a situation player trust and co-operation is crucial.

[HEADING=3]Phobias[/HEADING]

Increasing levels of Insanity will lead to various levels of Phobias, the worse the Insanity level, the worse the phobia and the more likely it will have a detrimental effect on the investigator. Phobias can be treated, but never reduced beyond a base line. Investigators with high Will will have better chance of resisting phobia effects. Investigators who fail thier phobia checks may panic, freeze up, get delusional or otherwise become dangerous in a group encounter.

[HEADING=3]Retirement[/HEADING]

A player may choose to retire his investigator at any time - generally when the Insanity level - which all investigators are fighting a loosing game with - becomes too high. The benefit of retirement however has substantial benefits to his designated heir, who is always a new character. The retired investigator essentially teaches the new investigator, much like reading the journal, but with the added benefit that Insanity costs are much lower, and there is more skill points available to non-mythos skills.

[HEADING=3]Committed[/HEADING]
An investigator who has gone insane is essentially committed. The journal can still be passed on with the usual pros and cons, however there is the additional opportunity to learn something new ONCE from the committed investigator. New or hardened investigators may attempt to gain some additional lore from the committed, but also at the risk that they increase their own insanity level at a much higher rate than merely reading the journal.
Committed Investigators are not permanent however. The player is given one opportunity to interview them, after which the committed is too far gone to be lucid and is effectively out of the game.

[HEADING=2]Legacies, Artifacts and Heirlooms[/HEADING]

Legacies are essentially major story based boosts to an agency. Legacies require at least one retired investigator to exist for the agency, and should also meet some other pre-requisites. Legacies can be of various kinds - A new library wing containing Mythos lore. A large financial boost. New areas to explore perhaps. In effect they are rewards for specific achievements that are beneficial to the agency.

Artifacts are essentially the magic items of the game. However unlike most games artifacts are in the main latent and hidden potentially powerful pieces of equipment with their own rewards and perils.
Using an Artifact frequently will slowly unlock its abilities as it "levels up" but also unlock potential dangers, as frequent use may bring the unwanted attentions of malevolent beings. Also Artifacts may actually be combined, since it is possible that one artifact is only a component of a larger whole.
Artifacts in themselves may prompt investigations, and lead to longer chains of investigations to discover and unlock all its secrets.
Heirlooms are items that are passed down by retired investigators to new investigators. They are not artifacts per se, but will provide an important boost to new investigators - an example would be a for example a revolver which gains a small bonus when passed down.

/to be continued
 

Keyser_Soze

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[HEADING=2] Anatomy of an Investigation [/HEADING]

[HEADING=3] Obtaining Investigations [/HEADING]

Players can obtain investigations through various means, the primary sources would be:

1. Newspapers.
2. Mail / Telegrams
3. Miskatonic University Staff

In each case, everyday there would be a random set of 20 possible investigations, each taking approximately 1 hour to complete. So effectively a grand total of 3x20 = 60 investigations.

[HEADING=3] Types of Investigations [/HEADING]

At the basic level there are three types of investigations:

1. Combat: Self explanatory in the main, however like all investigations research on the creature(s) in question is needed. Mobs will comprise of various randomized sub-species that will have different strengths and weaknesses in order to keep things interesting.

For example: An investigation may have you breaking into a coven of Hastur Cultists, who specialize in a specific form or magic which would also mean specific vulnerabilities.

2. Forensic: A true investigation, generally beginning with analyzing and collecting clues in order to discover the entity in question. This type of investigation will rely on specific skills that each have a certain theme specific mini-game involved.

3. Research: Not necessarily involving group play or combat. This may essentially involve collecting samples, researching tomes etc.

[HEADING=3] Grouping Up [/HEADING]

All investigations can be shared, upto the max investigator cap limit. When grouping each player selects one investigator, and if the cap limit not is reached the group leader can select one more investigators from his agency to max the cap.

[HEADING=3]Safe Zones[/HEADING]
Depending on each investigation area, players can dismiss or replace investigators in specific non-hostile zones - for example Hotels, Hospitals, coves. Each Safe zone would have its own associated benefits - investigators can be inter-changed at hotels, healed at hospitals, conduct research in labs etc etc.

[HEADING=3] Mythos Zones[/HEADING]
Mythos zones are essentially places where encounters occur. Specifically dungeon-like zones that do not allow for any of the possible safe zone benefits other than brief rest periods. Players would have to manually move relocate thier investigators to safe zones in order to do any of the above.

[HEADING=3]Encounters[/HEADING]
All investigations will have some thematic linking - Cultist Hideouts, Deep One caverns, Dark Young Forests etc. Depending on lore and abilities, each will involve challenges combined with a set of variables in order to keep things interesting.
For example: Take the Dark Young. Possible variations could include:
1. Fighting them in thick fog.
2. Fighting them only at night.
3. Spell affected: Random buffs such as invisibility, resistance to specific affects etc.

[HEADING=3]Items and Lore[/HEADING]
Beside artifacts, encounters generate lore, which boosts the investigators' abilities against specific future encounters as well as research drops - dark young ichor for example - that needs to be researched. Researched items can generate new lore or new items that may provide bonuses or act as new weapons etc etc.

[HEADING=3]Rewards[/HEADING]
Completetion of an investigation leads to the following:
1. Journal update: increasing lore
2. Investigator skill point and ability allocation
3. Agency legacy Rating and legacy allocation
4. Misc rewards from new artifacts to abilities.

[HEADING=2]A few words on Combat and Special Abilities:[/HEADING]

SUPA FRANKY said:
Keyser_Soze said:
SUPA FRANKY said:
So what would the battle system be like? Turn based? Silent Hill/resident Evil-sy or something?
Well it wont be twitch click in that respect, I expect players to be more strategic in thier thinking and actually use the enviroment, for example - baricading doors, boobytrapping areas, sneaking past monsters that they know they cant take down, etc

When it comes to actual firefights, I envision a more or less standard [SELECT TARGET] > [AUTO-FIRE] > [SPECIAL ABILITIES]

However, positioning and manuever will matter, since your investigators wont be facing massive numbers of mobs, so someone hidden behind cover and who pops up at the monster's flank and fires a barrage from his tommy-gun will actually do more damage.

Stealth will play a more important role - hidding behind cover, low light conditions etc. Unfortunately that would work both ways, as Mythos mobs are generally better at hiding than the average human =]

the long and short of it is, that encounters will take on the nature of a puzzle - fire fights are always to be expected, but only in the context that other pre-conditions are met in order for firearms to be effective.
By Special Abilities, do you mean magic spells? The Investigators are supposed to be regular people,right?
Special Abilities doesnt necessarily mean magic spells. Rather they are talent that an investigator can select and hot key providing them meet level and skill requirements.

For example: Imagine you have an investigator that is a Gum Shoe / Hard Case. Lets say he is level five and he meets the skill requirement - Conditioning (Increasing his fatigue level).

He can then select an ability called "adrenaline rush" which boosts his HP, fatigue and attack bonuses for a short amount of time. All special abilities have cooldowns, so he cant keep spamming it.

Mythos Powers - Spells if you will - do exist and players can use them - but it is VERY VERY dangerous to do so. Everything in CoC comes with a price, and the greater the power the GREATER the price.

In the PnP COC, all Investigators have "Magic Points" i.e Mana, from which they can cast any spells they have. Unfortunately, casting a spell is not as easy as spamming a key in WoW.

For one thing a whole host of things can go wrong:
1. Spell fizzles out
2. Spell backfires
3. Summons malevonent beings (My personal favourite)
4. Effect is misdirected to wrong target
5. Increases Insanity
6. Anything you can think that can make the situation worse.

Now, the point here is that an expereinced investigator who has spent his points on Mythos skills will be a more effective caster than an amateur, and therefore can minimize the possibility of the above. UNFORTUNATELY The ability to be an effective caster correlates strongly with the degree of insanity.

This is why most cultists in the Mythos are bat-shit crazy. They may be able to cast horrific spells but they are no longer playing with a full deck (Or even a deck to begin with)

[HEADING=1]Comments / Suggestions / Constructive Criticisms Welcomed [/HEADING]

UPDATE: I plan on writing a full "Mock up" of an investigation from start to finish, so you can take a look see at how it should pan out.

Look for it in the next 24hours.
 

Keyser_Soze

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Gormourn said:
It actually sounds fun enough. Although I cannot quite see it as an MMO... Especially given the premise of any situation involving C'Thulu being a lose-lose situation for any factions that are not, obviously, C'Thulu. But he loses too, probably.
Well technically the investigators are fighting a losing battle yes, but thats the point of the agency concept, namely that despite investigator turnover, the agency itself develops and grows, so it is not always a back to square one expereince - more like 2 steps forward and one step back.

Will continue to update the above 2 posts as I flesh things out more.
 

Keyser_Soze

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saintchristopher said:
Am i the only one amused by the use of the phrase "HP" in this context?
Would you prefer if I used "OOPS" points?

1. oops my character tripped into a pit and lost half his oops points
2. Oops the deep one brained me
3. Oops I spilled soda all over the map and character sheets and the GM looks pissed.

Dare you to name the RPG where this came from =]
 

Hiphophippo

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Tennou486 said:
Just license the Metallica song and its all good.
Actually, I'd argue that Call of Ktulu would be crazy out of place in an era setting Lovecraftian world.

Regardless, Lovecraft's work and ideas remain my favorite and I hope to one day see something like this. Until then, I'll stick to pen and paper.
 

saintchristopher

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Keyser_Soze said:
saintchristopher said:
Am i the only one amused by the use of the phrase "HP" in this context?
Would you prefer if I used "OOPS" points?

1. oops my character tripped into a pit and lost half his oops points
2. Oops the deep one brained me
3. Oops I spilled soda all over the map and character sheets and the GM looks pissed.

Dare you to name the RPG where this came from =]
Actually i was pointing out the humor in that what is a banal, normal phrase in the RPG lexicon takes on a humorous extra connotation when used in the context of a game based on the works of H. P. Lovecraft.
 

saintchristopher

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But seriously, this is a crazy-well-thought-out proposal. And speaking as someone who has never had a desire to play an MMO, you've officially piqued my interest. I highly anticipate further development in this idea.
 

Keyser_Soze

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kanada514 said:
I would like it if you wrote a mock-up playthrough.
It would give everyone a here a better idea of what the game would play like.
Will do so. Writing it out as we speak =)
 

Keyser_Soze

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Gormourn said:
Keyser_Soze said:
Gormourn said:
It actually sounds fun enough. Although I cannot quite see it as an MMO... Especially given the premise of any situation involving C'Thulu being a lose-lose situation for any factions that are not, obviously, C'Thulu. But he loses too, probably.
Well technically the investigators are fighting a losing battle yes, but thats the point of the agency concept, namely that despite investigator turnover, the agency itself develops and grows, so it is not always a back to square one expereince - more like 2 steps forward and one step back.

Will continue to update the above 2 posts as I flesh things out more.
But one simply doesn't win against C'Thulu, no matter what one does. So what's the point?

I mean, sure, one also doesn't win against entropy sooner or later leading to heat death of the universe or something, but at least it takes a long time and it's not sapient...

C'Thulu, on the other hand, is sapient, and probably wouldn't take billions of years to destroy everything.

And just to make sure this is clear, I am not criticizing your idea for what it is - I think it's very well thought out, it's just the concept of fighting against something that's supposed to be unstoppable - and not in sense of hyperbole, literally, unstoppable by any means - what baffles me. It's like making a movie about apocalypse.. say, 2012 or some other bullshit date. Oh, wait, that's already been made.
Quite frankly I dont see players going head to head with a great old one atleast not for a long time until they reach a specific Agency legacy level, and in such an event there will be high costs to such a challenge.

And even if they "win" an encounter with Cthulhu - or any other old one for that matter - that does not mean that they have actually managed to destroy or kill - merely stop the old one for now.
 

Keyser_Soze

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saintchristopher said:
But seriously, this is a crazy-well-thought-out proposal. And speaking as someone who has never had a desire to play an MMO, you've officially piqued my interest. I highly anticipate further development in this idea.
Thanks, watch this space for updates.
 

Dark Knifer

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I'm not a fan of MMOs, but this sounds alright. I'd much prefer just a regular RPG. With good combat system, maybe something like devil may cry, I'd buy that game in an instant.
 

SUPA FRANKY

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So what would the battle system be like? Turn based? Silent Hill/resident Evil-sy or something?
 

Keyser_Soze

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SUPA FRANKY said:
So what would the battle system be like? Turn based? Silent Hill/resident Evil-sy or something?
Well it wont be twitch click in that respect, I expect players to be more strategic in thier thinking and actually use the enviroment, for example - baricading doors, boobytrapping areas, sneaking past monsters that they know they cant take down, etc

When it comes to actual firefights, I envision a more or less standard [SELECT TARGET] > [AUTO-FIRE] > [SPECIAL ABILITIES]

However, positioning and manuever will matter, since your investigators wont be facing massive numbers of mobs, so someone hidden behind cover and who pops up at the monster's flank and fires a barrage from his tommy-gun will actually do more damage.

Stealth will play a more important role - hidding behind cover, low light conditions etc. Unfortunately that would work both ways, as Mythos mobs are generally better at hiding than the average human =]

the long and short of it is, that encounters will take on the nature of a puzzle - fire fights are always to be expected, but only in the context that other pre-conditions are met in order for firearms to be effective.
 

SUPA FRANKY

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Keyser_Soze said:
SUPA FRANKY said:
So what would the battle system be like? Turn based? Silent Hill/resident Evil-sy or something?
Well it wont be twitch click in that respect, I expect players to be more strategic in thier thinking and actually use the enviroment, for example - baricading doors, boobytrapping areas, sneaking past monsters that they know they cant take down, etc

When it comes to actual firefights, I envision a more or less standard [SELECT TARGET] > [AUTO-FIRE] > [SPECIAL ABILITIES]

However, positioning and manuever will matter, since your investigators wont be facing massive numbers of mobs, so someone hidden behind cover and who pops up at the monster's flank and fires a barrage from his tommy-gun will actually do more damage.

Stealth will play a more important role - hidding behind cover, low light conditions etc. Unfortunately that would work both ways, as Mythos mobs are generally better at hiding than the average human =]

the long and short of it is, that encounters will take on the nature of a puzzle - fire fights are always to be expected, but only in the context that other pre-conditions are met in order for firearms to be effective.
By Special Abilities, do you mean magic spells? The Investigators are supposed to be regular people,right?