Return To Arkham
Return To Arkham
Return To Arkham
Return to Arkham
Lovecraft Country
Return to Arkham
Lovecraft Country
Return to Arkham
Lovecraft Country
Return to Arkham
Lovecraft Country
10
Return to Arkham
Lovecraft Country
11
12
Return to Arkham
Lovecraft Country
13
14
Return to Arkham
Lovecraft Country
15
16
Return to Arkham
Lovecraft Country
17
18
Return to Arkham
Lovecraft Country
19
20
Return to Arkham
Lovecraft Country
21
Return to Arkham
Throughout its history, Arkham has been home to many strange occurrences, including witch burnings, Fortean phenomena, and bizarre rituals. Though all is not well in Arkham, life goes on there with at least a veneer of normalcy.
22
Return to Arkham
The Characters
Seth Fletcher New Student. Seth came to Miskatonic University seeking his lost elder brother, Carlton, who had attended years before and who disappeared on an expedition to Morocco. He is a lanky and delicate-looking young man with dirty blonde hair, a fine example of vigorous New England breeding, both polite and intellectual. After arriving in the summer of 1933, Seth began to unravel the tangle of bureaucracy and obfuscation surrounding his missing brother. He decides to stay at Miskatonic University to get at the truth, a decision he may live to regret. Carlton Fletcher Former Student. The second eldest son in the Fletcher family, Carlton bore himself with grace and made friends easily. He was particularly skilled at art and was pursuing his study of archaeology when he was tapped by Professor Richard
Lovecraft Country
23
Welcome to Arkham
The year is 1935, the height of the Great Depression in the United States. As the world wrestles with the rising horrors of Nazism and Fascism, the United States reels from a savagely devastated economy. Jobs and food and a roof over your head are valuable commodities that not everyone is lucky enough to have. You start the game as one of the privileged, a freshman student at Miskatonic University. It is a lovely night for a walk to Dantes Pub to meet your friends or a quick trip to the library to study for tomorrows chemistry test. The wide world seems full of promise and beckons you with its secrets and opportunities.
Gaming Style
Playing in Lovecraft Country requires a certain mindset. Like most of Lovecrafts settings, the world in which players will find their characters is essentially rational, or one which at least expects rational behavior in the context of early twentieth-century United States of America. The game world follows certain styles of gameplay that are important to understand before playing:
24 Horror Lovecraft Country is a game of personal horror, more akin to a supernatural thriller or gothic novel than a slasher film. It emphasizes mood and atmosphere over blood and gore. Arkham is a town of crumbling buildings and armigerous New England families with tenuous bloodlines. Fear-shrouded secrets--not rampaging monsters that terrorize, and cut a violent swath through the town in plain sight-are the center of the game. Cooperation Players who create characters in Lovecraft Country will need to cooperate to survive in difficult circumstances. While you may at times need to pit your character against others, that will be the exception and not the norm. Arkham itself is relatively safe for those who do not look too closely, but expeditions outside of the town can be extremely perilous and carry a high risk of madness, death, or worse. Socialization The game emphasizes social interaction and role playing. You learn and advance by interacting with professors, joining student (and other) groups, and trying to earn a place on expeditions. Unlimited Hours Lovecraft Country: Arkham By Night is a Grand Theatre--a large-scale setting that is open 24 hours a day, 7 days a week. However, in the Arkham By Night game setting, it is always nighttime. It is assumed that your character has spent the day attending to classes and study. At night, you are free to make your own appointments, attend special lectures, join clubs, go to sporting events, or simply socialize with close friends. Expeditions (excursions outside of
Return to Arkham Arkham) are an exception and may only be open for play during limited hours. Game play for expeditions may be set at day or night and will usually be limited to select groups of players whose characters have qualified for a special event.
Gaming Theme
The most merciful thing in the world, I think, is the inability of the human mind to correlate its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far. The sciences, each straining in its own direction, have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality, and of our frightful position therein, that we shall either go mad from the revelation or flee from the deadly light into the peace and safety of a new dark age. The Call of Cthulhu, H. P. Lovecraft Arkham By Night was designed with one dominant theme, that sometimes it is safer and saner to remain ignorant of truth than to seek, analyze, and understand even a fraction of the enormity of a mad, uncaring cosmos.
Lovecraft Country Whether as a player you choose to have your character pursue the life of a relentless and intrepid Seeker of Truth or a retiring academic living a quiet life in Arkham, the world you experience will be one where, for most, ignorance is bliss and knowledge is hellish torture. Learning the secrets that underlie the founding of Arkham, the history of the earth, or the true nature of the universe may lead to paths of power, but knowledge has its price. Madness might claim your characters perceptions, separating him or her inextricably from the rest of humanity. Death from unexpected, primal, cosmic forces might swiftly visit to mete out an inglorious end. Or, in some cases, a horrific transformation may irrevocably change and utterly destroy both body and soul. Tantalizing, enticing mysteries may beg you to solve them. But do you dare to answer the call, despite the potentially dire consequences of that knowledge? There is a simple power, safety, and comfort if one will simply Act as if Nothing is Wrong.
25 At present, every player of Arkham By Night must start the game as a freshman student at Miskatonic University. As the game progresses beyond its beta test release, however, other, more complex and varied roles will be available, both mundane and occult.
Telling Stories
Arkham By Night is not a game where you will be running around with a shotgun, killing endless hordes of monsters and powering up. It is a more realistic sort of game about telling storiespersonal stories. The town of Arkham is a stage and you are an actor upon it. But rather than having a set script, the action is up to you. Sometimes, major events may occur to which your character may respond; but, more often, the drama and action that you create is your own, inspired by your characters interactions with other players characters. There are no clear-cut goals that players need to achieve in order to win. A story might have any number of outcomes, depending upon the actions of the players who become involved. The challenge arises from creating compelling, dramatic situations that bring your character to life. In essence, if you experience fulfilling role play, you have already won.
Playing Roles
A central concept of playing Arkham By Night is your adoption of a persona, a Role within the town of Arkham. Before you can play, you will be asked to create a character with a name, personality, skills, and physical descripArkham by Night Sources tion. Many people enjoy role playing for the opportunity to Adventures in Arkham Country (Chaosium) pretend to be someone H. P. Lovecrafts Arkham (Chaosium) completely unlike themH. P. Lovecrafts Dunwich (Chaosium) selvessomeone stronger or Miskatonic University (Chaosium) wiser; more truthful or decepMiskatonic U. Graduate Kit (Chaosium) tive. Others choose to adopt Encyclopedia Cthulhiana (Chaosium) Roles very close to their own personality and disposition, in At the Mountains of Madness (Arkham House) order to play out how they Dagon and Other Macabre Tales (Arkham House) might act under different The Dunwich Horror and Others (Arkham House) circumstances.
26 As you play, you may choose to set certain goals for your character. These goals may bring success or failure, and those successes or failures will affect the growth and complexity of your character. For example, in choosing a major field of study for your character, in studying the Ponape Scriptures for a magic spell, in investigating the disappearance of infants on every Walpurgisnacht, you may meet with success or abject failure after, sometimes, months of real-time game play. But the success or failure of these endeavors is less important than the ways in which the adversity affects your character. As you begin to play, you will have the opportunity to become involved in many of the stories already taking place in Arkham. Sometimes, if these are particularly large stories, they may be advertised ahead of time on the Lovecraft Country web site (http:// www.lovecraftcountry.com). However, you will probably be most affected by and more fully enjoy telling your own stories in Arkham, either on your own or with the cooperation of other players. Have you had a disagreement with a bully in your dormitory? Is the professor whose lectures you are attending impossible to please? Has your family been cursed with an evil spell that has brought you to Arkham to try and find its cure? Will you choose to join a club that your friends clearly disapprove of? What will happen? You are the hero of the piece. Or the villain, perhaps. The choice is yours. A staff of volunteer story plotters are frequently present to help provide ideas and support for running your stories. Occasionally, they will run broader, overarching tales that will involve large numbers of players, including adventures in Arkham and expeditions across the world and beyond.
Return to Arkham be-all and end-all of playing. Theres plenty of room for advancing your character in the town of Arkham. As you play, your characters skills and knowledge will increase over time. He or she may learn about Arkhams secrets or become deeply involved in university clubs, civic groups, or other interesting, less publicised societies. He or she may advance in class standing, graduate, and proceed to graduate school or even a professorship. As the game develops, you will have the opportunity to play characters who live and work in Arkham or nearby towns such as Innsmouth, Dunwich, or Kingsport. Of course, the loftiest achievements come only to those willing to take risks. In Arkham By Night, great power or success may also separate a character from the rest of humanity. Madness, disease, corruption, and mutation are possible outcomes whenever a character pursues forbidden knowledge. Your character may choose a safer path instead, defining success by more earthly, less inherently perilous sorts of power.
Meeting Friends
Like other game offerings from Skotos, Arkham By Night is designed for multiple players over the Internet, and so it is composed of a global community of players. When you play, youll be doing more than just telling stories, playing roles and seeking out success. Youll also be meeting real people who are interested in interactive fiction, role playing, and gothic horror stories.
Seeking Success
Though important to Arkham By Night, role playing and cooperative story-telling arent the
Lovecraft Country not on the power of your video card. Arkham By Night is about role playing in a creepy setting, and the textual description helps your imagination to play a large part in ways that graphics could never manage. Parsers and Imperatives The parser is the part of the Arkham By Night game that figures out what you mean when you type in a command. It expects commands to be delivered to it as imperatives (in real life, words like Stop! or Wait!). Youre telling your character what to do. Theres no need to include a pronoun like you or I because the system automatically adds it:
> stop You stop.
Hundreds of commands can be used to say things in Arkham By Night. For instance, you can state, question, mumble, or shout. Use the command that best conveys your characters emotions. After the verb, put what you want to say in quotation marks:
> say I think youll like it here You say, I think youll like it here. > whisper to pin Give me a tattoo? You whisper to Pin Liou, Give me a tattoo?
When you type something like this, all of the other players in the game who are nearby will see a short sentence naming your character and the action he or she performs:
Seth Fletcher stops.
Finally, you can attach spoken evocations to many gestures, like frown, smile, or wink. This allows you to speak while engaged in another activity:
> smile broadly, Hello, my friend! You smile broadly, Hello, my friend!
Commands should be simple, singular thoughts. A complex command might involve a verb, an adverb, a preposition, an adjective, and a noun (wave tiredly to a tall student), but not much more. Arkham By Nights parser system can understand simple comWELCOME TO ARKHAM BY NIGHT You are in ancient, mouldering, witch-cursed, legend-haunted Arkham, whose huddled, sagging gambrel roofs and crumbling Georgian balustrades brood out the centuries beside the darkly muttering Miskatonic River. The year is 1935, at the height of the Great Depression that has devastated the economy and ravaged the spirit of the United States. Act as if nothing is wrong. You inhabit Seth Hansom Fletcher. Seth Hansom Fletcher enters the world. It is Tuesday, the 12nd of July, 1935, sometime at night. [OOC - 4:54pm ET] A dark section of lawn near the center of campus.
You can find more complete online tutorials for getting acclimated to Arkham By Night and its game systems at http:// www.lovecraftcountry.com/home/help/. You can also find more detail about the game setting, including in-game happenings, history, and background, by registering for the site and visiting its Community and Games channels.
Lovecraft Country: Arkham by Night uses a prose-oriented browser. A map of the nearby area eases navigation, while drop-down menus can be used to instantly access common commands.
28
Return to Arkham
In this Comic: Seth enters Arkham at the Train Station (across the river). He visits with Professor Newland at Atwood Hall (the Science building) and then checks in at the Hotel Miskatonic, on the edge of campus. The Arkham Sanitarium, where Professor Harding is staying, is on the far side of town, past the River (explaining why Seth decides to take a room first). Seths visit to a graveyard takes him to the Hill Street Burying Ground. Blake Street, named after author Robert Blake, is also off this map.
Lovecraft Country
29
30
Return to Arkham
Lovecraft Country
31
32
Return to Arkham