{"id":1150,"date":"2019-05-03T17:29:20","date_gmt":"2019-05-03T17:29:20","guid":{"rendered":"http:\/\/briebeau.com\/thoughty\/?p=1150"},"modified":"2021-11-16T00:39:02","modified_gmt":"2021-11-16T05:39:02","slug":"five-or-so-questions-on-fate-of-cthulhu","status":"publish","type":"post","link":"https:\/\/briebeau.com\/thoughty\/2019\/05\/five-or-so-questions-on-fate-of-cthulhu\/","title":{"rendered":"Five or So Questions on Fate of Cthulhu"},"content":{"rendered":"\n<p><strong>Hi all! Today I have an interview with Sophie Lagace, PK Sullivan, and Ed Turner about <a href=\"http:\/\/ [Search domain www.kickstarter.com\/projects\/evilhat\/fate-of-cthulhu] https:\/\/www.kickstarter.com\/projects\/evilhat\/fate-of-cthulhu\">Fate of Cthulhu, which is currently on Kickstarter<\/a>. I am impressed with some of the changes they&#8217;ve made to the Mythos and to Fate for the project, and I hope you do too! Check it out!<\/strong><\/p>\n\n\n\n<p>&#8212;<\/p>\n\n\n\n<figure class=\"wp-block-image\"><img data-recalc-dims=\"1\" decoding=\"async\" width=\"840\" height=\"169\" data-attachment-id=\"1151\" data-permalink=\"https:\/\/briebeau.com\/thoughty\/2019\/05\/five-or-so-questions-on-fate-of-cthulhu\/header-2\/\" data-orig-file=\"https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2019\/05\/Header.jpg?fit=922%2C186&amp;ssl=1\" data-orig-size=\"922,186\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"Header\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2019\/05\/Header.jpg?fit=922%2C186&amp;ssl=1\" data-src=\"https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2019\/05\/Header.jpg?resize=840%2C169&#038;ssl=1\" alt=\"Purple and blue monstrous entities writhing in the background behind the FATE OF CTHULHU title card.\" class=\"wp-image-1151 lazyload\" data-srcset=\"https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2019\/05\/Header.jpg?w=922&amp;ssl=1 922w, https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2019\/05\/Header.jpg?resize=300%2C61&amp;ssl=1 300w, https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2019\/05\/Header.jpg?resize=768%2C155&amp;ssl=1 768w\" data-sizes=\"(max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" style=\"--smush-placeholder-width: 840px; --smush-placeholder-aspect-ratio: 840\/169;\" \/><\/figure>\n\n\n\n<p><strong>Tell me a little about Fate of Cthulhu. What excites you about it?<\/strong><br><\/p>\n\n\n\n<p><strong>Sophie Lagace:\u00a0<\/strong> It\u2019s 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\u2019t save humanity from an apocalypse, but you can save it from complete extinction, for example. It\u2019s a game about fighting back even when you\u2019re 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.<\/p>\n\n\n\n<p>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<\/p>\n\n\n\n<p><strong>PK Sullivan:<\/strong>\u00a0 This is the first genuinely hopeful take on the Cthulhu mythos that I\u2019ve seen. That\u2019s 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, \u201cMe? Are you sure? I\u2019m not a Cthulhu fan.\u201d 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 &#8212; I made that very clear early on &#8212; so <em>Fate of Cthulhu<\/em> started to lean more toward the good you can do in the timeline<\/p>\n\n\n\n<p>It can still be a pyrrhic victory, or you can still completely screw things up and make the future <strong>worse<\/strong> but there\u2019s always the chance, the possibility, the hope that things can be better. And ultimately that\u2019s what you\u2019re trying to achieve as a character: a better future.<br><\/p>\n\n\n\n<p>Which is surprisingly easy to achieve when the timeline starts as dark as possible. <br><\/p>\n\n\n\n<p><strong>Ed Turner: <\/strong>Sophie and PK already adequately covered the joys of cosmic horror with a side of hope, so I\u2019m going to be a bit more mechanics-focused: it\u2019s corruption that excites me. As characters deal with phenomena related to the Great Old One, they\u2019ll 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\u2026 corruption can do weird things.<\/p>\n\n\n\n<p>I love corruption for so many reasons. It\u2019s a way to convey the danger of these alien entities without falling back on tired and problematic notions of \u201cmadness.\u201d It\u2019s a way to give players actual hard consequences when things go awry\u2014having a character die is almost never as interesting as having a character\u2019s very humanity get twisted. But more than anything else, it\u2019s a way to empower characters\u2026 as bad as corruption is, your new tentacles are also tools in your arsenal, a way you can use the Great Old One\u2019s 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\u2019re facing is, it contains the seeds of its own destruction. <\/p>\n\n\n\n<p>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. <\/p>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter\"><img data-recalc-dims=\"1\" decoding=\"async\" width=\"505\" height=\"633\" data-attachment-id=\"1152\" data-permalink=\"https:\/\/briebeau.com\/thoughty\/2019\/05\/five-or-so-questions-on-fate-of-cthulhu\/sophie-lagace\/\" data-orig-file=\"https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2019\/05\/Sophie-Lagace.png?fit=505%2C633&amp;ssl=1\" data-orig-size=\"505,633\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"Sophie Lagace\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2019\/05\/Sophie-Lagace.png?fit=505%2C633&amp;ssl=1\" data-src=\"https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2019\/05\/Sophie-Lagace.png?resize=505%2C633&#038;ssl=1\" alt=\"A woman in a wide brimmed hat with long, dark hair in a black and white image.\" class=\"wp-image-1152 lazyload\" data-srcset=\"https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2019\/05\/Sophie-Lagace.png?w=505&amp;ssl=1 505w, https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2019\/05\/Sophie-Lagace.png?resize=239%2C300&amp;ssl=1 239w\" data-sizes=\"(max-width: 505px) 85vw, 505px\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" style=\"--smush-placeholder-width: 505px; --smush-placeholder-aspect-ratio: 505\/633;\" \/><figcaption>Sophie Lagace<\/figcaption><\/figure><\/div>\n\n\n\n<p><strong>What is your role in the project, and what did you especially enjoy working on over the course of the project?<\/strong><br><\/p>\n\n\n\n<p><strong>SL: <\/strong>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 \u201cDoes this thing fit as a Fate game?\u201d 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\u2019t have time to be Fate Line Developer, I have taken that on as well. <br><br>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<\/p>\n\n\n\n<p><strong>PK:<\/strong> I\u2019m 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. <\/p>\n\n\n\n<p>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\u2019ve 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\u2019s 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.<\/p>\n\n\n\n<p>Playtesters <strong>hated <\/strong>it<\/p>\n\n\n\n<p>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\u2019s up to the GM to interpret what those ripples mean. This was a really clever solution to a problem I didn\u2019t 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 <em>uncertainty<\/em> 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.<\/p>\n\n\n\n<p>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\u2019ve 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\u2019s 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.<br><\/p>\n\n\n\n<p><strong>ET:<\/strong> 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\u2019s not easy to pick a favorite part\u2014by 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.<\/p>\n\n\n\n<p>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\u2019s a fun challenge.<strong> <\/strong><\/p>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter\"><img data-recalc-dims=\"1\" decoding=\"async\" width=\"840\" height=\"860\" data-attachment-id=\"1153\" data-permalink=\"https:\/\/briebeau.com\/thoughty\/2019\/05\/five-or-so-questions-on-fate-of-cthulhu\/ed-turner\/\" data-orig-file=\"https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2019\/05\/Ed-Turner.jpg?fit=981%2C1004&amp;ssl=1\" data-orig-size=\"981,1004\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;Copyright Lifetouch Inc. 2015&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"Ed Turner\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2019\/05\/Ed-Turner.jpg?fit=981%2C1004&amp;ssl=1\" data-src=\"https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2019\/05\/Ed-Turner.jpg?resize=840%2C860&#038;ssl=1\" alt=\"A dark haired man in a collared shirt on a brown background.\" class=\"wp-image-1153 lazyload\" data-srcset=\"https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2019\/05\/Ed-Turner.jpg?w=981&amp;ssl=1 981w, https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2019\/05\/Ed-Turner.jpg?resize=293%2C300&amp;ssl=1 293w, https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2019\/05\/Ed-Turner.jpg?resize=768%2C786&amp;ssl=1 768w\" data-sizes=\"(max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" style=\"--smush-placeholder-width: 840px; --smush-placeholder-aspect-ratio: 840\/860;\" \/><figcaption>Ed Turner<\/figcaption><\/figure><\/div>\n\n\n\n<p><strong>What are the unique challenges of a timey wimey affected game? You\u2019ve talked about the timelines &#8211; what do those mean to the players?<\/strong><br><\/p>\n\n\n\n<p><strong>SL:<\/strong> 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.<\/p>\n\n\n\n<p>For another, it means that the heroes will be dealing with high stakes; for example, if you can\u2019t change the timeline, you have not the possibility but the certitude that everyone you ever cared about <strong><em>will<\/em><\/strong> suffer a horrible, ah, fate. <\/p>\n\n\n\n<p>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\u2019s 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. <br><\/p>\n\n\n\n<p><strong>ET:<\/strong> 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\u2019ll 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\u2019 expectations. <br>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\u2019t mess with players\u2019 expectations if things get so chaotic that the players don\u2019t have any expectations anymore. Timelines, and the timeline track, help contain that chaos, so players will always know more-or-less what\u2019s going to happen, but can be shocked by the details.<\/p>\n\n\n\n<p><strong>PK:<\/strong> 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\u2019s 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.<\/p>\n\n\n\n<p><strong>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?<\/strong><br><\/p>\n\n\n\n<p><strong>SL: <\/strong>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.<\/p>\n\n\n\n<p>It may be tacky but I\u2019m 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\u2019m very fond of RPGs that ask the question \u201cWhat are you willing to sacrifice in order to succeed?\u201d instead of just \u201cWill you succeed?\u201d I think it\u2019s central to Fate, a game where PCs have lots of resources to draw on in order to achieve goals. <\/p>\n\n\n\n<p>That said, I\u2019m 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 <em>evil<\/em> hat.<br><\/p>\n\n\n\n<p><strong>ET: <\/strong>I think Sophie really hits the nail on the head: getting rid of the tired and thoughtless treatment of \u201csanity\u201d pulls a lot of weight. I think it also helps to be absolutely explicit when we call out Lovecraft\u2019s bigotry. It\u2019s so commonly elided over, or dismissed as being a product of its time. And that\u2019s no good\u2026 his writings often, and with varying levels of subtlety, other real-world groups, and that\u2019s something we don\u2019t want to lazily perpetuate. <\/p>\n\n\n\n<p>And of course, we can\u2019t forget the contributions of our sensitivity reader, Misha Bushyager. Sensitivity consultation is great idea in general, but on something like this, it\u2019s invaluable. <\/p>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter\"><img data-recalc-dims=\"1\" decoding=\"async\" width=\"840\" height=\"560\" data-attachment-id=\"1154\" data-permalink=\"https:\/\/briebeau.com\/thoughty\/2019\/05\/five-or-so-questions-on-fate-of-cthulhu\/pk-sullivan\/\" data-orig-file=\"https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2019\/05\/PK-Sullivan.jpg?fit=1200%2C800&amp;ssl=1\" data-orig-size=\"1200,800\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;4.5&quot;,&quot;credit&quot;:&quot;YOURPLANB&quot;,&quot;camera&quot;:&quot;Canon EOS M50&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;1555083597&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;26&quot;,&quot;iso&quot;:&quot;1600&quot;,&quot;shutter_speed&quot;:&quot;0.0166666666667&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;1&quot;}\" data-image-title=\"PK Sullivan\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2019\/05\/PK-Sullivan.jpg?fit=1024%2C683&amp;ssl=1\" data-src=\"https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2019\/05\/PK-Sullivan.jpg?resize=840%2C560&#038;ssl=1\" alt=\"A bearded man in a cap and black jacket, looking to the side and smiling.\" class=\"wp-image-1154 lazyload\" data-srcset=\"https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2019\/05\/PK-Sullivan.jpg?w=1200&amp;ssl=1 1200w, https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2019\/05\/PK-Sullivan.jpg?resize=300%2C200&amp;ssl=1 300w, https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2019\/05\/PK-Sullivan.jpg?resize=768%2C512&amp;ssl=1 768w, https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2019\/05\/PK-Sullivan.jpg?resize=1024%2C683&amp;ssl=1 1024w\" data-sizes=\"(max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" style=\"--smush-placeholder-width: 840px; --smush-placeholder-aspect-ratio: 840\/560;\" \/><figcaption>PK Sullivan<\/figcaption><\/figure><\/div>\n\n\n\n<p><strong>How is Fate of Cthulhu different from other experiences in Fate, from your perspective? What do you hope people enjoy in the variation?<\/strong><br><\/p>\n\n\n\n<p><strong>SL:<\/strong> I think it puts in doubt <em>whether you will achieve success<\/em> like no other Fate game we\u2019ve 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\u2019t know of any other based on the Fate engine. In fact, most time-travel RPGs I know of have a lighter tone: <em>TimeWatch<\/em> (Pelgrane Press), <em>Doctor Who<\/em> (FASA, Cubicle 7), <em>Time &amp; Temp<\/em> (Dig a Thousand Holes Publishing), etc.. On the other hand, <em>Fate of Cthulhu<\/em> can have funny moments, but it\u2019s not meant to be played for laughs<\/p>\n\n\n\n<p><strong>ET:<\/strong> 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\u2019s rise will arrive, and it\u2019s on you to be ready for it. It means there\u2019s a grand finale always on the horizon, which gives the campaign an ongoing sense of pace\u2026 the characters might not know what the best next step is, but it\u2019s impossible for them to lose sight of their greater goal. It\u2019s 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.<\/p>\n\n\n\n<p><strong>PK:<\/strong> 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 &#8212; four events on the timeline &#8212; and a denouement in the form of the final event <em>Rise of the Great Old One<\/em>, we actually put advancement on the fast track. PCs get a new skill every milestone. But\u2026 that\u2019s 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\u2019ll face can push you down that path, as well. It\u2019s 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.<\/p>\n\n\n\n<p><strong>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?<\/strong><br><\/p>\n\n\n\n<p><strong>PK:<\/strong> Is it a cop out to say I don\u2019t want to go there? We made the worst future! Futures! There are five of them! They\u2019re 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\u2019d 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.<\/p>\n\n\n\n<p><strong>SL:<\/strong> I\u2019m 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!<\/p>\n\n\n\n<p><strong>ET: <\/strong>Yeah, there\u2019s 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\u2019d suffer eternal subservience to a giant paranoid fish-monster at the bottom of the ocean, but you\u2019d get to breathe underwater, and that\u2019s pretty cool. That\u2019s about as good a trade-off as a Great Old One is going to offer. <\/p>\n\n\n\n<figure class=\"wp-block-image\"><img data-recalc-dims=\"1\" decoding=\"async\" width=\"840\" height=\"265\" data-attachment-id=\"1155\" data-permalink=\"https:\/\/briebeau.com\/thoughty\/2019\/05\/five-or-so-questions-on-fate-of-cthulhu\/marquee\/\" data-orig-file=\"https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2019\/05\/Marquee.jpg?fit=950%2C300&amp;ssl=1\" data-orig-size=\"950,300\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"Marquee\" data-image-description=\"&lt;p&gt;Old ones encroaching on a city, all tinged in green, passing a billboard that&amp;#8217;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 &amp;#8220;The stars are right for Great Cthulhu&amp;#8217;s Return. It&amp;#8217;s up to you to make them wrong again.&amp;#8221;&lt;\/p&gt;\n\" data-image-caption=\"\" data-large-file=\"https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2019\/05\/Marquee.jpg?fit=950%2C300&amp;ssl=1\" data-src=\"https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2019\/05\/Marquee.jpg?resize=840%2C265&#038;ssl=1\" alt=\"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 &quot;The stars are right for Great Cthulhu's Return. It's up to you to make them wrong again.&quot;\" class=\"wp-image-1155 lazyload\" data-srcset=\"https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2019\/05\/Marquee.jpg?w=950&amp;ssl=1 950w, https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2019\/05\/Marquee.jpg?resize=300%2C95&amp;ssl=1 300w, https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2019\/05\/Marquee.jpg?resize=768%2C243&amp;ssl=1 768w\" data-sizes=\"(max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" style=\"--smush-placeholder-width: 840px; --smush-placeholder-aspect-ratio: 840\/265;\" \/><\/figure>\n\n\n\n<p>&#8212;<\/p>\n\n\n\n<p><strong>Awesome! Thank you so much to Sophie, PK, and Ed for the interview! I hope you all enjoyed it and that you&#8217;ll <a href=\"http:\/\/ [Search domain www.kickstarter.com\/projects\/evilhat\/fate-of-cthulhu] https:\/\/www.kickstarter.com\/projects\/evilhat\/fate-of-cthulhu\">check out Fate of Cthulhu on Kickstarter today<\/a>!<\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>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&#8217;ve made to the Mythos and to Fate for the project, and I hope you do too! Check it out! &#8212; Tell me &hellip; <a href=\"https:\/\/briebeau.com\/thoughty\/2019\/05\/five-or-so-questions-on-fate-of-cthulhu\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Five or So Questions on Fate of Cthulhu&#8221;<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":1155,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"nf_dc_page":"","om_disable_all_campaigns":false,"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[390],"tags":[152,20,10,4,17,25,8,15,12,26,41,23,18,56],"class_list":["post-1150","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-archive","tag-evil-hat","tag-five-or-so","tag-game-design","tag-games","tag-gaming","tag-interviews","tag-roleplaying-games","tag-rpg","tag-rpgs","tag-story-games","tag-storytelling","tag-tabletop-games","tag-tabletop-rpgs","tag-worldbuilding"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2019\/05\/Marquee.jpg?fit=950%2C300&ssl=1","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/paHOcG-iy","jetpack-related-posts":[{"id":172,"url":"https:\/\/briebeau.com\/thoughty\/2017\/05\/five-or-so-questions-with-graham-walmsley-on-cthulhu-dark\/","url_meta":{"origin":1150,"position":0},"title":"Five or So Questions with Graham Walmsley on Cthulhu Dark","author":"Beau J\u00e1gr Sheldon","date":"May 31, 2017","format":false,"excerpt":"Today I have an interview with Graham Walmsley on the new Kickstarter project, Cthulhu Dark. In spite of all of my misgivings about Lovecraftian themed games, I do still love the aesthetic and a lot of the elements - and Graham is pretty considerate about topics that matter most to\u2026","rel":"","context":"In &quot;Archive&quot;","block_context":{"text":"Archive","link":"https:\/\/briebeau.com\/thoughty\/category\/archive\/"},"img":{"alt_text":"","src":"https:\/\/i0.wp.com\/1.bp.blogspot.com\/-AJhCT6rp59w\/WSr0XPAAFpI\/AAAAAAABNbo\/1Vm_4bCylDI0m5BAWuxs8LrlEAwNbFmJACLcB\/s320\/title%2Bcard.JPG?resize=350%2C200&ssl=1","width":350,"height":200},"classes":[]},{"id":219,"url":"https:\/\/briebeau.com\/thoughty\/2016\/12\/five-or-so-questions-with-chris-spivey-on-harlem-unbound\/","url_meta":{"origin":1150,"position":1},"title":"Five or So Questions with Chris Spivey on Harlem Unbound","author":"Beau J\u00e1gr Sheldon","date":"December 27, 2016","format":false,"excerpt":"Hi all! Today I have an interview with Chris Spivey on his new Cthulhu RPG Sourcebook, Harlem Unbound. It's currently on Kickstarter and sounds really amazing, so I wanted to share his thoughts about the game with you. Make sure to check out the Kickstarter and see his answers to\u2026","rel":"","context":"In &quot;Archive&quot;","block_context":{"text":"Archive","link":"https:\/\/briebeau.com\/thoughty\/category\/archive\/"},"img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]},{"id":244,"url":"https:\/\/briebeau.com\/thoughty\/2016\/10\/five-or-so-questions-with-alessandro-piroddi-on-touched-by-evil\/","url_meta":{"origin":1150,"position":2},"title":"Five or So Questions with Alessandro Piroddi on Touched by Evil","author":"Beau J\u00e1gr Sheldon","date":"October 28, 2016","format":false,"excerpt":"Today I have an interview with Alessandro Piroddi on the new game Touched by Evil! It sounds really interesting and seems like just the right kind of game for Halloween weekend. Check it out on DriveThruRPG here and give the interview below a read!--Tell me a little about Touched by\u2026","rel":"","context":"In &quot;Archive&quot;","block_context":{"text":"Archive","link":"https:\/\/briebeau.com\/thoughty\/category\/archive\/"},"img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]},{"id":349,"url":"https:\/\/briebeau.com\/thoughty\/2015\/09\/five-or-so-questions-with-becky-annison-and-josh-fox-on-lovecraftesque\/","url_meta":{"origin":1150,"position":3},"title":"Five or So Questions with Becky Annison and Josh Fox on Lovecraftesque","author":"Beau J\u00e1gr Sheldon","date":"September 23, 2015","format":false,"excerpt":"I interviewed Becky Annison and Josh Fox about their new game, Lovecraftesque! It's currently on Kickstarter and looks awesome!Tell me a little about Lovecraftesque. What excites you about it?J: Lovecraftesque is a storygame of brooding, cosmic horror. It recreates the rhythm and style of Lovecraft's stories, and gives you the\u2026","rel":"","context":"In &quot;Archive&quot;","block_context":{"text":"Archive","link":"https:\/\/briebeau.com\/thoughty\/category\/archive\/"},"img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]},{"id":65,"url":"https:\/\/briebeau.com\/thoughty\/2018\/07\/five-or-so-questions-on-delta-green-the-labyrinth\/","url_meta":{"origin":1150,"position":4},"title":"Five or So Questions on Delta Green: The Labyrinth","author":"Beau J\u00e1gr Sheldon","date":"July 21, 2018","format":false,"excerpt":"Hi all! Today I have an interview with John Scott Tynes on Delta Green: The Labyrinth, which is currently on Kickstarter! I pushed John on a few things I'm curious about with the game so I'm excited to share the answers below!\u00a0Notes: Mental illness and its handling in horror and\u2026","rel":"","context":"In &quot;Archive&quot;","block_context":{"text":"Archive","link":"https:\/\/briebeau.com\/thoughty\/category\/archive\/"},"img":{"alt_text":"The cover of Delta Green: The Labyrinth with a large, colorful mass in the background, and in the foreground, various people and esoteric figures like a baby head with glowing eyes and an arcane symbol.","src":"https:\/\/i0.wp.com\/2.bp.blogspot.com\/-xublpWoqOsg\/W1OU2vcs5aI\/AAAAAAAB_AM\/mKe_8UKMGogFliYjjIZoKy-W73jABLJbACLcBGAs\/s640\/unnamed.jpg?resize=350%2C200&ssl=1","width":350,"height":200},"classes":[]},{"id":147,"url":"https:\/\/briebeau.com\/thoughty\/2017\/08\/designer-devourer-episode-6-im-really-far-behind-unsolicited-game-design-zucchini-bread\/","url_meta":{"origin":1150,"position":5},"title":"Designer &#038; Devourer Episode 6 &#8211; I&#8217;m Really Far Behind, Unsolicited Game Design, &#038; Zucchini Bread","author":"Beau J\u00e1gr Sheldon","date":"August 16, 2017","format":false,"excerpt":"Yoooo!Check out Episode 6 of Designer & Devourer (click the title of the blog post!)! I\u2019ll be talking recent posts, upcoming stuff, and then unsolicited game design. The recipe this week will be zucchini bread.\u00a0JDesigner & Devourer Episode 6 on Patreon!I'm gonna try to catch all of the recent posts\u2026","rel":"","context":"In &quot;Archive&quot;","block_context":{"text":"Archive","link":"https:\/\/briebeau.com\/thoughty\/category\/archive\/"},"img":{"alt_text":"","src":"https:\/\/i0.wp.com\/2.bp.blogspot.com\/-4iVeRAA0rag\/WZS2ct7H1xI\/AAAAAAABV3U\/kFZz7QtYPWoKnSXbHV-5GQAgMAycC9nGACLcBGAs\/s320\/Ep6.jpg?resize=350%2C200&ssl=1","width":350,"height":200},"classes":[]}],"jetpack_likes_enabled":true,"_links":{"self":[{"href":"https:\/\/briebeau.com\/thoughty\/wp-json\/wp\/v2\/posts\/1150","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/briebeau.com\/thoughty\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/briebeau.com\/thoughty\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/briebeau.com\/thoughty\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/briebeau.com\/thoughty\/wp-json\/wp\/v2\/comments?post=1150"}],"version-history":[{"count":0,"href":"https:\/\/briebeau.com\/thoughty\/wp-json\/wp\/v2\/posts\/1150\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/briebeau.com\/thoughty\/wp-json\/wp\/v2\/media\/1155"}],"wp:attachment":[{"href":"https:\/\/briebeau.com\/thoughty\/wp-json\/wp\/v2\/media?parent=1150"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/briebeau.com\/thoughty\/wp-json\/wp\/v2\/categories?post=1150"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/briebeau.com\/thoughty\/wp-json\/wp\/v2\/tags?post=1150"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}