Anatomy of Failed Design: Cthulhutech
Posted: Tue Nov 06, 2012 6:30 am
Recently, we have had a couple of threads on Sci-Fi RPGs. It seems relatively noncontroversial that there are few good Sci-Fi games, both because of the increase in scope and complexity that comes with a scientifically advanced setting where you have to explain how things work and because of the wide variety of stories that can exist and still be classified as simply "Science Fiction". But Cthulhutech goes beyond "not good".
Cthulhutech is a big disappointment. The basic premise is that you take the Earth of the Cthulhu Mythos, have society actually start to figure stuff out and leverage Mythos lore into supertech and organized magic use, and then have a bunch of eldritch monsters show up to threaten the established order. Seems solid enough. But a number of poor decisions end up fouling the end result.
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1. Opaque Mechanics
Cthulhutech uses the FrameWerk system, sometimes referred to as "poker dice". You roll a number of d10s and look for poker hands. Then you add a fixed number to the one you get out of your dice rolls. It is complicated and makes determining the probability of an action's success more difficult. This makes both playing characters and designing challenges more difficult for little real gain.
There are many areas where the theme of unnecessary complexity for little clear payoff rears its head, especially when combat or piloting is involved. Conversely, many special qualities that can be purchased with points during character creation have a potentially huge impact on the game, but get very little space devoted to explaining how they get used (you could be really good at fighting, or merely average and spend extra points on being rich enough to pay a whole mercenary company to fight your battles for you).
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2. Underwhelming Magic
Cthulhutech divides PC-usable supernatural powers into Magic and Psychic. You are not allowed to have both. Magic lets you perform rituals that take tens of minutes at best, weeks at worst, which yield specific results. Psychic powers give you a themed powerset usable in combat time, which can be improvised to do some different things.
Unfortunately, magic doesn't do much impressive stuff at the level PCs can access it. An evil sorceror or daring investigator in Call of Cthulhu can produce more interesting and useful effects in a much shorter timeframe. There is no arbitrary distinction that keeps magic users from both cursing enemies with blindness in battle AND divining the will of Yig in some sheep guts out of it. If Cthulhutech is supposed to have ramped things up, it is unfortunate that its magic is so limited in comparison. There are some powerful effects available, but sorcery is generally a powerful NPC's game.
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3. Grimderp
When people talk about Cthulhutech's failings, the adventure where the PCs get railroaded into being raped by magical furries is generally front and center, followed shortly by all the factions that run rape camps for slightly different reasons. And indeed, this is a thing. Cthulhutech's fixation with showing that bad guys are bad because they run rape camps is high-profile enough to have drawn comparisons to FATAL.
The authors want to create an atmosphere of horror and dread, with humanity struggling against inscrutable and/or monstrously inhuman foes. They generally falter when it they try to execute this through any but the most hamhanded methods. Cthulhutech comes off as puerile, throwing repugnant stuff at the viewer haphazardly in an attempt to seem more mature. This is only furthered when you get to the sections on the super-duper secret police who go around with katanas and trenchcoats using dark majicks for the greater good.
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4. Overstretched conceptual space
Cthulhutech tries to be dozens of different games at once. Multiple flavors of robosuit pilot, multiple flavors of secret agent and police, scientists, "good" and "evil" cultists with various powersets, and civilians. The mecha are front and center, but the designers encourage people to try campaigns of all kinds. This means rules and setting focus that clumsily try to cover all these bases at once. GURPS, this isn't. There is no modularity, everything in ruleset is supposed to be active all the time. This means that people are forced to get creative if they want to do very complicated stuff with characters, and that all sorts of basic combinations can lead to unexpectedly broken results.
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5. "You're having fun wrong"
Cthulhutech's authors have repeatedly indicated that people shouldn't diverge from their vision for how the game should be played, and that they are bad people to do so. You are a horrible munchkin powergamer if you want your pilot to get precognitive flashes, your shapeshifter to make healing potions in downtime, or your arcanoscientist to put magical theory into use casting actual spells. The designers are so down on character-type miscegenation that they throw a bunch of half-explained bans into the rules to keep characters from getting too diverse. There may be over a dozen character types available, but you might get the fish eye for playing a type B pilot in a type A pilot campaign. Diverse parties are heavily discouraged.
Further, Cthulhutech approaches games from the perspective that there is a story, and it has a script. PCs can choose their lines and pick which scene to advance toward next, and they might even have multiple choices, but they cannot change the actual direction things go. Pretty much every important NPC the designers don't want to get killed by PCs carries a magic charm that gives them 5 minutes of contingent invincibility. When the designers want a scene of enemy success to happen, the antagonists are given arbitrary powers to bypass countermeasures and/or described as being "impossible to beat". Cthulhutech gives very little narrative control to players.
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That seems to be a decent overview of the five biggest areas where Cthulhutech falls on its face. They are pretty general, and they overlap a bit, but those are the highlights.
Cthulhutech is a big disappointment. The basic premise is that you take the Earth of the Cthulhu Mythos, have society actually start to figure stuff out and leverage Mythos lore into supertech and organized magic use, and then have a bunch of eldritch monsters show up to threaten the established order. Seems solid enough. But a number of poor decisions end up fouling the end result.
------------------------------------------
1. Opaque Mechanics
Cthulhutech uses the FrameWerk system, sometimes referred to as "poker dice". You roll a number of d10s and look for poker hands. Then you add a fixed number to the one you get out of your dice rolls. It is complicated and makes determining the probability of an action's success more difficult. This makes both playing characters and designing challenges more difficult for little real gain.
There are many areas where the theme of unnecessary complexity for little clear payoff rears its head, especially when combat or piloting is involved. Conversely, many special qualities that can be purchased with points during character creation have a potentially huge impact on the game, but get very little space devoted to explaining how they get used (you could be really good at fighting, or merely average and spend extra points on being rich enough to pay a whole mercenary company to fight your battles for you).
------------------------------------------
2. Underwhelming Magic
Cthulhutech divides PC-usable supernatural powers into Magic and Psychic. You are not allowed to have both. Magic lets you perform rituals that take tens of minutes at best, weeks at worst, which yield specific results. Psychic powers give you a themed powerset usable in combat time, which can be improvised to do some different things.
Unfortunately, magic doesn't do much impressive stuff at the level PCs can access it. An evil sorceror or daring investigator in Call of Cthulhu can produce more interesting and useful effects in a much shorter timeframe. There is no arbitrary distinction that keeps magic users from both cursing enemies with blindness in battle AND divining the will of Yig in some sheep guts out of it. If Cthulhutech is supposed to have ramped things up, it is unfortunate that its magic is so limited in comparison. There are some powerful effects available, but sorcery is generally a powerful NPC's game.
------------------------------------------
3. Grimderp
When people talk about Cthulhutech's failings, the adventure where the PCs get railroaded into being raped by magical furries is generally front and center, followed shortly by all the factions that run rape camps for slightly different reasons. And indeed, this is a thing. Cthulhutech's fixation with showing that bad guys are bad because they run rape camps is high-profile enough to have drawn comparisons to FATAL.
The authors want to create an atmosphere of horror and dread, with humanity struggling against inscrutable and/or monstrously inhuman foes. They generally falter when it they try to execute this through any but the most hamhanded methods. Cthulhutech comes off as puerile, throwing repugnant stuff at the viewer haphazardly in an attempt to seem more mature. This is only furthered when you get to the sections on the super-duper secret police who go around with katanas and trenchcoats using dark majicks for the greater good.
-----------------------------------------
4. Overstretched conceptual space
Cthulhutech tries to be dozens of different games at once. Multiple flavors of robosuit pilot, multiple flavors of secret agent and police, scientists, "good" and "evil" cultists with various powersets, and civilians. The mecha are front and center, but the designers encourage people to try campaigns of all kinds. This means rules and setting focus that clumsily try to cover all these bases at once. GURPS, this isn't. There is no modularity, everything in ruleset is supposed to be active all the time. This means that people are forced to get creative if they want to do very complicated stuff with characters, and that all sorts of basic combinations can lead to unexpectedly broken results.
-----------------------------------------
5. "You're having fun wrong"
Cthulhutech's authors have repeatedly indicated that people shouldn't diverge from their vision for how the game should be played, and that they are bad people to do so. You are a horrible munchkin powergamer if you want your pilot to get precognitive flashes, your shapeshifter to make healing potions in downtime, or your arcanoscientist to put magical theory into use casting actual spells. The designers are so down on character-type miscegenation that they throw a bunch of half-explained bans into the rules to keep characters from getting too diverse. There may be over a dozen character types available, but you might get the fish eye for playing a type B pilot in a type A pilot campaign. Diverse parties are heavily discouraged.
Further, Cthulhutech approaches games from the perspective that there is a story, and it has a script. PCs can choose their lines and pick which scene to advance toward next, and they might even have multiple choices, but they cannot change the actual direction things go. Pretty much every important NPC the designers don't want to get killed by PCs carries a magic charm that gives them 5 minutes of contingent invincibility. When the designers want a scene of enemy success to happen, the antagonists are given arbitrary powers to bypass countermeasures and/or described as being "impossible to beat". Cthulhutech gives very little narrative control to players.
------------------------------------------
That seems to be a decent overview of the five biggest areas where Cthulhutech falls on its face. They are pretty general, and they overlap a bit, but those are the highlights.