Five or So Questions on Fate of Cthulhu

Old ones encroaching on a city, all tinged in green, passing a billboard that's been vandalized with anarchy symbols, and someone riding past on a motorcycle with a helmet and rifle. The title FATE OF CTHULHU is on the image with the subtitle "The stars are right for Great Cthulhu's Return. It's up to you to make them wrong again."

Hi all! Today I have an interview with Sophie Lagace, PK Sullivan, and Ed Turner about Fate of Cthulhu, which is currently on Kickstarter. I am impressed with some of the changes they’ve made to the Mythos and to Fate for the project, and I hope you do too! Check it out!

Purple and blue monstrous entities writhing in the background behind the FATE OF CTHULHU title card.

Tell me a little about Fate of Cthulhu. What excites you about it?

Sophie Lagace:  It’s a take on Cthulhu I have not really seen before, where the heroes are seriously out-gunned and out-tentacled, but not hopeless. Maybe you can’t save humanity from an apocalypse, but you can save it from complete extinction, for example. It’s a game about fighting back even when you’re a tiny person against a monstrous evil, giving it all you got and having a chance to make a difference. I can seriously relate, these days.

Also, we acknowledge the glaring flaws in the source material and in H.P. Lovecraft himself, take the good, and reject the bad. I love critical examination of our faves rather than pretending everything is fine

PK Sullivan:  This is the first genuinely hopeful take on the Cthulhu mythos that I’ve seen. That’s something really important to me. Sean Nittner reached out to me in July 2015 asking if I would be the lead designer for this Fate Cthulhu game that Evil Hat wanted to make. My first response was, “Me? Are you sure? I’m not a Cthulhu fan.” Ultimately I think that worked in my favor. Stephen took point on the mythos story while my job was to design a system that reinforced the themes of the mythos. But I need hope in my stories — I made that very clear early on — so Fate of Cthulhu started to lean more toward the good you can do in the timeline

It can still be a pyrrhic victory, or you can still completely screw things up and make the future worse but there’s always the chance, the possibility, the hope that things can be better. And ultimately that’s what you’re trying to achieve as a character: a better future.

Which is surprisingly easy to achieve when the timeline starts as dark as possible.

Ed Turner: Sophie and PK already adequately covered the joys of cosmic horror with a side of hope, so I’m going to be a bit more mechanics-focused: it’s corruption that excites me. As characters deal with phenomena related to the Great Old One, they’ll slowly be corrupted by the sheer wrongness of eldritch forces. Left unchecked, corruption takes the form of horrible mutations. You want claws and tentacles and dripping ichor and other body horror shenanigans? Eat your heart out. Maybe literally… corruption can do weird things.

I love corruption for so many reasons. It’s a way to convey the danger of these alien entities without falling back on tired and problematic notions of “madness.” It’s a way to give players actual hard consequences when things go awry—having a character die is almost never as interesting as having a character’s very humanity get twisted. But more than anything else, it’s a way to empower characters… as bad as corruption is, your new tentacles are also tools in your arsenal, a way you can use the Great Old One’s own malevolence against itself. It ties back to that all-important sense of hope: the worse things get for a character, the better they are able to fight back. As bad as the threat you’re facing is, it contains the seeds of its own destruction.

And of course it means your character can have tentacles. Nothing wrong with more tentacles. The heroes need to even out the tentacle playing-field.

A woman in a wide brimmed hat with long, dark hair in a black and white image.
Sophie Lagace

What is your role in the project, and what did you especially enjoy working on over the course of the project?

SL: I have had three roles. The project stretched on for nearly four years (with almost a year out of that devoted to the playtest rounds), so many things changed along the way. I started on quality control, a sort of sounding board for “Does this thing fit as a Fate game?” Eventually the project management work was rearranged across all Evil Hat products and Sean Nittner asked me to take over project management for this one. And as of almost a year ago, when Lenny Balsera didn’t have time to be Fate Line Developer, I have taken that on as well.

I tremendously enjoyed working (once again!) with top talent, and this will continue with our stretch goal collaborators. On a personal level, I had a flash of elation when, after compiling the mass of data from our beta playtest round, I suddenly realized that we had objective confirmation that we had addressed the problems revealed by the alpha round. We all had a vague, hopeful sense from the comments received that maybe we were on the right track, but it was great to get hard data

PK: I’m the lead designer and I love weird challenges in game design. The first four or five months of design was very collaborative. Sean, Sophie, Stephen, and I (wow, am I the only not-S on the original team?) had a bunch of Skype calls where we hashed out the parameters of the game, both fiction and mechanics. The thing we hit on was that the meat of this game would be in an ever-changing, non-deterministic timeline. Which is hella tricky because we have characters coming from the literal future who know the timeline as a matter of fact.

The first iteration of our timeline mechanisms pretty detached from any role play the characters made. At the conclusion of an event (more or less what we call an adventure) one of the players would get slapped with paradox and suffer terrible visions of the new future they’ve created. This involved a skill check against an epic difficulty that was almost sure to cost resources (Fate points, etc.), followed by rolling four Fate dice with modifiers based on how well that skill check went. If the player had been able to shake off time’s assault just fine, then they got to improve dice. If they blew that defense roll, then one of the dice was guaranteed to be a negative. The dice result became the new rating of the event the players had just completed (more or less how badly it screws humanity) and those dice rippled out to the other events in the timeline. This did two things: it gave the characters valuable information about the new state of the timeline and made sure no one could game the system for the best result.

Playtesters hated it

So I had to go back to the drawing board. I redesigned the timeline mechanisms so that the heroes and the squamous horrors of the void are competing on a track for changes to the timeline. As those rack up, ripples get made across the other events. But! Now it’s up to the GM to interpret what those ripples mean. This was a really clever solution to a problem I didn’t know we had. I was leaning too hard into the action element of the action-horror stories we set out to tell. By making the timeline changes a GM element, while giving them tools and guidance to convey those changes to the players in thematically appropriate ways, the uncertainty that players faced dramatically increased. Uncertainty is key to horror stories. We need to keep the players in a state of imperfect information, even if other Fate games rely on perfect information.

That was the biggest challenge in the game and one I hope goes over well. Fred and some of the early readers have really responded to the condensed, concise Fate Core rules set I’ve put together for the game. The first stretch goal was to put that into the Fate Core SRD so people can build their own Fate games using those 50 pages of rules. That’s very flattering. I really hope people build tons of great games off this chassis I put together. It would be the greatest reward so far in my game design career.

ET: I got pulled into the project relatively late, to help get it ready for the second round of playtests, and after that I was part of the writing team. In practice, most of my energy went into the detail work: example text, spells and rituals, corruption stunts, things of that nature. Whenever you see a list of things, I probably had a hand in it. It’s not easy to pick a favorite part—by the time I started working on the project, the core of it had already come more-or-less together. It meant that I was given a wonderfully ghastly playground to explore.

Perhaps my favorite part was helping to finalize the timelines themselves. Stephen wrote some wonderful apocalypses, which are just an absolute delight to read; my job involved statting up the NPCs and horrible monsters that populate his world. In short, getting them ready for a GM to pick up and throw at their players, while still being as weird and scary as Stephen envisions. It’s a fun challenge.

A dark haired man in a collared shirt on a brown background.
Ed Turner

What are the unique challenges of a timey wimey affected game? You’ve talked about the timelines – what do those mean to the players?

SL: For one thing, it means being able to play some pretty unusual characters, whether by having corruption aspects and stunts, or by confronting temporal paradox. We had playtester groups who reported that some of their members played different versions of the same character, and that seemed to generate a lot of fun moments for them.

For another, it means that the heroes will be dealing with high stakes; for example, if you can’t change the timeline, you have not the possibility but the certitude that everyone you ever cared about will suffer a horrible, ah, fate.

Finally, the fact that a group can tackle any of the four key events in a timeline in any order in turn makes each story truly unique to that group. It’s likely that two gaming group taking on the same timeline and Great Old One will have a very different narrative, so replay value should be good.

ET: It means that players and GMs alike will be contending with an interesting juxtaposition of knowledge and uncertainty. The timeline gives players many, though not all, of the essential details about what they’ll encounter during an event, but their actions ripple forward, changing subsequent events. The knowledge they were so sure of at the outset grows less and less helpful as time goes on. And it gives the GM room to really mess with players’ expectations.
Of course, that does also suggest part of the challenge: rationing out that change. PK pointed out earlier that uncertainty is key to horror stories, but uncertainty requires a solid baseline, otherwise things change so rapidly that they stop being unsettlingly wrong and start being pure static. In other words, the GM can’t mess with players’ expectations if things get so chaotic that the players don’t have any expectations anymore. Timelines, and the timeline track, help contain that chaos, so players will always know more-or-less what’s going to happen, but can be shocked by the details.

PK: The biggest challenge was finding a way to have timeline actually matter. We decided early on that a timeline would play a significant role in the game. That’s why the whole structure of Fate of Cthulhu is built around the timeline. When I started mucking about with possible timeline systems, I realized that for it to work it needed to do two contradictory things: the players have to know the timeline and the timeline has to change and shift. From there it was a tightrope to walk of having the changes be unpredictable and Lovecrafting while letting the players feel like they earned the changes to it.

How did you approach making an inclusive game in something that most marginalized consider volatile, the Lovecraftian mythos, both mechanically and in the fiction and in presentation of the game rules?

SL: It was clear from the first moment that to make this a game which Evil Hat could publish, we would have to face the true monsters in the Lovecraft story. It just would not have been compatible with our mission to gloss over racism, ableism, and other -isms.

It may be tacky but I’m going to toot my own horn here regarding the concept of sanity: I was the first to suggest a corruption mechanic and the high cost of facing the horrors being the slow transformation into a monster yourself. I’m very fond of RPGs that ask the question “What are you willing to sacrifice in order to succeed?” instead of just “Will you succeed?” I think it’s central to Fate, a game where PCs have lots of resources to draw on in order to achieve goals.

That said, I’m certain someone else would rapidly have come up with the corruption idea, but I felt good about being the one to pull it out of an evil hat.

ET: I think Sophie really hits the nail on the head: getting rid of the tired and thoughtless treatment of “sanity” pulls a lot of weight. I think it also helps to be absolutely explicit when we call out Lovecraft’s bigotry. It’s so commonly elided over, or dismissed as being a product of its time. And that’s no good… his writings often, and with varying levels of subtlety, other real-world groups, and that’s something we don’t want to lazily perpetuate.

And of course, we can’t forget the contributions of our sensitivity reader, Misha Bushyager. Sensitivity consultation is great idea in general, but on something like this, it’s invaluable.

A bearded man in a cap and black jacket, looking to the side and smiling.
PK Sullivan

How is Fate of Cthulhu different from other experiences in Fate, from your perspective? What do you hope people enjoy in the variation?

SL: I think it puts in doubt whether you will achieve success like no other Fate game we’ve released before. Also, there are not that many role-playing games that provide mechanical support to allow time travel and changing the future, and I don’t know of any other based on the Fate engine. In fact, most time-travel RPGs I know of have a lighter tone: TimeWatch (Pelgrane Press), Doctor Who (FASA, Cubicle 7), Time & Temp (Dig a Thousand Holes Publishing), etc.. On the other hand, Fate of Cthulhu can have funny moments, but it’s not meant to be played for laughs

ET: The timelines give the game a very strong narrative superstructure; there is a very clearly defined end point that you are building to: eventually the moment of the Great Old One’s rise will arrive, and it’s on you to be ready for it. It means there’s a grand finale always on the horizon, which gives the campaign an ongoing sense of pace… the characters might not know what the best next step is, but it’s impossible for them to lose sight of their greater goal. It’s not the very first Fate game to do something like this; Uprising has a built-in narrative arc leading to an end point. But Fate of Cthulhu pushes the concept even further, diving really deep into the short, focused campaign concept. I also hope that people take advantage of the focused, relatively brief campaign by going through multiple apocalypses. Not only by re-trying a timeline, hoping to get a better result with the next iteration, but by trying out the variety of timelines in the book and coming out as stretch goals from the Kickstarter.

PK: Most Fate games have characters change laterally, sometimes gaining in power but only in small doses. Because a given campaign is really just four adventures — four events on the timeline — and a denouement in the form of the final event Rise of the Great Old One, we actually put advancement on the fast track. PCs get a new skill every milestone. But… that’s tempered by the corruption mechanisms. This is the only Fate game I know of where you can end up in a mechanically reinforced spiral of self-destruction. Corruption stunts offer you great power but at the cost of further corruption. Not to mention many of the horrors you’ll face can push you down that path, as well. It’s another interesting dichotomy where characters can get very powerful very fast but also just wind up taking themselves right out of play by getting too dark.

One last question! If you could be in the Fate of Cthulhu world, what would you most want to do and see? What would be the wildest adventure you could want?

PK: Is it a cop out to say I don’t want to go there? We made the worst future! Futures! There are five of them! They’re all completely terrible. War, plague, famine, pestilence, and unending subjugation await anyone who lives long enough to see the future. If I had to be someone in Fate of Cthulhu, I think I’d want to be a modern day mystic. Maybe someone who has visions of the future. Being haunted by nightmarish visions of things yet to be is about the most chill thing you can be in this world.

SL: I’m with PK! But I would want to see success in avoiding a cataclysm, righting things to the point where humanity can build a better future. So, ++++ on the timeline!

ET: Yeah, there’s definitely no great place in the Fate of Cthulhu world. But I dunno, I think the Dagon timeline might be pretty okay? I mean, assuming you survive the horrible transformation into a Deep One. Sure, you’d suffer eternal subservience to a giant paranoid fish-monster at the bottom of the ocean, but you’d get to breathe underwater, and that’s pretty cool. That’s about as good a trade-off as a Great Old One is going to offer.

Old ones encroaching on a city, all tinged in green, passing a billboard that's been vandalized with anarchy symbols, and someone riding past on a motorcycle with a helmet and rifle. The title FATE OF CTHULHU is on the image with the subtitle "The stars are right for Great Cthulhu's Return. It's up to you to make them wrong again."

Awesome! Thank you so much to Sophie, PK, and Ed for the interview! I hope you all enjoyed it and that you’ll check out Fate of Cthulhu on Kickstarter today!