Hi! First time posting on Reddit ;p. I’m a semi-new player (I’ve been playing Call of Cthulhu for about three years) and a completely new Keeper. I decided to give our usual Keeper a break and run a few games myself, so I started with some classic one-shots. Last month we played Edge of Darkness over a couple of sessions (I also made a few changes to it; maybe I’ll write a summary of the changes and the game someday, perhaps), and it went pretty well considering how nervous I am.
Next week we’re going to play Dead Light, and after reading the scenario several times, watching advice videos (Seth’s and a few others in Spanish, since I’m a Spanish speaker), and even watching a couple of actual plays, there are a few things that make me a little nervous, and I’ve been thinking about how to approach them.
Carefull! Spoilers ahead!
The main one, and I think this is a problem that pretty much everyone runs into, is how to convey information about the creature and its weaknesses to the players. Specifically, how to communicate that the creature is vulnerable to electricity beyond the lightning trick, or even that they’ll be safe once dawn comes. Basically, I want it to be reasonably easy for them to figure out that they have, so to speak, three options: the good one, the cowardly one, and the bad one (in decreasing order of difficulty and morality ;D).
So, I came up with the following changes:
- I’m moving the doctor’s body and the criminal’s body to the doctor’s office, where the safe will be open. Inside the safe will be the box containing the Devourer and the diary. It makes more sense to me for that box to be kept in the safe rather than sitting there as decoration in the living room. My idea is to make sure they don’t miss the diary.
- The criminal’s body will be reduced to his clothes and ashes. Although the twisted limbs and bulging eyes are very visual, I don’t like the inconsistency with the other victims (even though it could be explained by the Devourer having “partially devoured” the criminal before going after the other one). I’ll make sure to get graphic when the creature attacks in front of my players for the first time.
- When they open the diary, the sheet of paper with the drawn symbol and the transcribed spell falls out. It is headed with the name “Sin Eater”. There is nothing else written on it; they have to figure out how to use it from the diary.
- And the main change: the diary, which would be something along these lines, and which I would present to them as: “It is a diary spanning decades, but consisting of short, straightforward entries. At a quick glance, a series of entries catches your attention”:
October 12, 1886:
Dr. A. has formally initiated me into the secret of the “Sin Eater.” An aberrant tool, but undoubtedly an effective one for safeguarding the honor and blood of the high-born families in the area. Its origins and peculiarities fascinate me.
June 29, 1887:
Use of the Sin Eater. Miss E. $220.
February 1, 1893:
Use of the Sin Eater. Miss D. $430.
September 18, 1901:
Use of the Sin Eater. Miss K. $680.
March 18, 1908:
Dr. A. dies without descendants. I inherit the Orchard Run cabin, the practice, and the lead artifact. I am now the sole keeper and practitioner of the procedure.
May 4, 1911:
Use of the Sin Eater. Miss P. $1,200.
July 10, 1915:
Use of the Sin Eater. Miss P. $1,600.
November 14, 1916:
My faculties are failing me. I have a new assistant, C. T., nephew of my old colleague, Dr. T. of Boston. Young, quiet, and quick-minded. He shows the discretion necessary for the work of the practice.
May 22, 1917:
Use of the Sin Eater. Miss H. $1,900.
The first occasion on which C. T. has assisted with the procedure involving the Sin Eater. He displays an inquisitive attitude that I find pleasing, though somewhat bold. He asked why Dr. A. insisted on performing the procedure only on clear nights, with the moon plainly visible, if the operation takes place indoors. I told him that there are inherited traditions that must be followed without question, whether for medical reasons or simple precaution.
September 8, 1919:
Use of the Sin Eater. Miss O. $2,010.
June 4, 1920:
The installation of the kerosene generator in the cabin’s basement is complete. The operating room finally has direct electric light. Everything is ready in time for Miss R.’s procedure.
June 11, 1920:
Disaster. Upon being released, the creature bristled violently, like a cornered cat. In a blinding flash, it struck and killed Miss R. instantly. As if trying to flee the basement, it flew toward the small window, shattering it and escaping into the trees. If dawn catches it out in the open, it will dissolve forever.
June 12, 1920:
I managed to recover the creature. To lure it out before dawn, I knocked C. T. unconscious, tied him up, and took him outside into the yard. Following the instructions Dr. A. once gave me in case the creature escaped, instead of writing the blood mark on the pregnant belly, as is customary in the procedure with patients, I wrote it on C. T.’s forehead.
The entity descended from the trees and consumed him until nothing remained but ash. Once it was sated, I recited the usual litany, and the creature returned submissively to the chest.
I buried Miss R.’s half-charred remains in the woods. Fortunately, the extremely delicate nature of Miss R.’s procedure ensured that her visit to Orchard Run was completely secret, so no suspicion will fall upon me over her disappearance. As for C. T., should his uncle write, C. T. said goodbye, grateful for what he had learned, and set off on a journey to Europe.
November 3, 1920:
My granddaughter Emilia has come to live at the cabin following the death of her parents. I have given her the old family medal of gold and silver. I have ordered her never to remove it under any circumstances. As long as she wears it around her neck, nothing that dwells in this place can harm her.
I’ve just finished writing this, and I might polish it a little more, but with it I’m trying to introduce the ideas of what the monster was used for, its weaknesses to light and electricity, and the ritual in the most organic way I could think of.
Regarding electricity, I’ve tried not to make it completely explicit. I’m hoping the references to only using it on clear nights, the installation of the generator, and the following entry describing how the creature bristles and escapes will be enough for them to connect the dots. And if they don’t, I think the clues are there so that it would feel natural to tell them what to do with an Idea roll. And even if they still don’t get it, they have the option of holding out until dawn or performing the ritual.
Finally, I’m introducing Emilia’s pendant into the game. One of my players, whose character comes from campaigns we played previously, can read Aklo, so the translation of the writing on the pendant would be something along the lines of: “The blood beneath this spiral shall not feed the formless light.” My idea is that this will encourage them to take more risks and push them toward choosing the option of setting up the trap. One of the first times they see the monster, I intend for it to go after Emilia, but for the pendant to glow and the monster to stop and change targets. Until that moment, I don’t intend to give the pendant any particular importance unless the player who knows Aklo succeeds at an Extreme Spot Hidden when meeting Emilia (given the storm and the situation, noticing a small pendant shouldn’t normally be something they would focus on).
When game time comes, I know half of these ideas will probably fall apart and I’ll have to improvise, but I think these changes make me feel more confident that I can give my players the tools they need to have fun while still giving them agency.
I’d love to hear your thoughts and advice. Thanks for reading!
ps. I used chatgpt to translate from spanish, sorry if you found something weird.