One of the suggested campaign frames in Cthulhu City casts the investigators as journalists on Newspaper Row, working for one of Great Arkham’s competing newspapers. Let’s borrow a page (yellowed, and a little stained) from Bookhounds of London and look at the mechanics of playing a journalist.
Newspaper Credit Rating
Each newspaper has a Credit Rating of its own, reflecting both its financial status and its reputation in the city. Investigators working for a newspaper can draw on that Credit Rating by showing the proper credentials – but if they abuse this power by staining the newspaper’s reputation, they’ll face the editor’s wrath. Saying you’re from the Advertiser might get you past the police cordon into the murder scene, but that doesn’t mean you can start poking at the corpse without permission or stealing evidence.
Arkham Advertiser – 10
Arkham Gazette – 8
Arkham Cryer -5
Worker’s Voice – 3
Dunwich Chronicle – 3
Kingsport Messenger – 4
This Credit Rating is a shared pool among all the investigators. It refreshes at the start of a new investigation, minus the cost of any ongoing investigations (see below).
A newspaper’s Credit Rating pool can also be spent as any of the following investigative abilities, or on Preparedness, reflecting access to the newspaper morgue, regular sources, on-staff experts and expense accounts.
Accounting, Art History, History, Law, Library Use, Cop Talk, Art, Forensics, Photography.
I’m Working On A Story
At the start of the game, and at the start of any investigation, the players can roll a number of d6. Each die represents a story that the newspaper’s working on. These stories aren’t necessarily related to the Mythos – the vast majority are going to be the usual political scandals, news reports, human-interest stories and so on. The players can leave these stories as abstract bundles of points, or describe them as they wish (“I’m working on a piece about survivors of the city orphanage”).
Each die costs 1 point of Newspaper Credit Rating, and this point doesn’t refresh until the story’s published or killed.
The roll of the die determines the size of the story – that’s how many investigative ability points need to be spent to finish the story. So, if a player rolls a 5, then the players as a group need to spend five Investigative points from their pools to finish that story.
These points are spent during downtime between investigations, but before investigative pools refresh. Therefore, the players only get to spent the points that are left over after the adventurous, Mythos-fighting part of the game. (The one exception, of course, is where a Mythos investigation crosses over with a newspaper story. In this case, any points spent in the course of the Mythos investigation count towards completing the story, but the story is now Tainted).
The standard journalistic abilities are: Cop Talk, Evidence Collection, Languages, Oral History, Photography, Assess Honesty, Reassurance and any one District Knowledge related to the story.
Other investigative abilities might work, as long as the player can justify the more obscure choices with a plausible story. (“This is a story about politics in the University District, but of course that’ll spill over into City Hall, so I’ll spend some points of Sentinel Hill Knowledge.)
At any point during the game, a player may convert two points from an ongoing story into a pool of any Investigative Ability (including District Knowledges), representing a contact or fact discovered in the course of a journalistic investigation becoming suddenly relevant to a different Mythos mystery (“I’ve been writing an expose about tenements in Westheath, so I’ll trade two points of that story into a point of Streetwise so we can track down the thief who stole that grimoire.”).
Publish or Be Damned
During downtime between adventures, the players may look to publish any story they’ve completed (i.e. they’ve allocated as many leftover Investigative Ability points to that story as the story’s size).
For each unfinished story, roll a d6. On a 1, it’s Scooped and the story’s lost.
For each possibly-ready story, roll a d6.
1: Scooped! Some rival newspaper got there first! The story’s lost!
2-5: More investigation is needed. Add the value of the roll to the story’s size.
6: Print it!
Players may spend investigative abilities to boost the roll (Art to improve the prose of the piece; Flattery to convince a suspicious editor etc). However, a natural roll of a 1 is always a Scoop by a rival, regardless of point spends.
If a story is Tainted by the Mythos, apply a penalty of the Keeper’s choice to the roll. (-1 or -2 for a vague hint of the supernatural, -3 or -4 if there’s no rational explanation, -5 or -6 if publishing the story as is would anger the city authorities. If this penalty drops the result to 0 or less, the publisher kills the story.
The players may also choose to drop a story – remember, each active story costs a point of Newspaper Credit Rating to maintain. Players may also hold a story back, but if they do so, the chance of being Scooped rises by 2 per downtime (so, Scooped on a 1-3, then Scooped on a 1-5, then automatically Scooped after three downtimes.)
Feed The Beast
A newspaper needs to publish stories of a total size equal to at least half its Credit Rating to maintain that rating. So, if a newspaper has a Credit Rating of 10, it needs to publish at least 5 points worth of news each downtime. If it fails to do so, drop its Credit Rating by 1.
If a newspaper published a single story with a size greater than its Credit Rating, its Credit Rating increases by 1. A newspaper’s Credit Rating can only rise or fall by 1 point per downtime. So, the investigators need to have a mix of stories: short, easily-publishable pieces that pay the bills and feed the beast, and maybe one or two big, prestigious stories to build the paper’s reputation.
Just pray they don’t get Scooped before you’re ready to go to print…
The players are all working for the Arkham Herald (Credit Rating 5). At the start of the game, they agree they’ll have 3 ongoing stories, leaving them with 2 points of Newspaper Credit Rating to spend during the game on research resources or as actual Credit Rating.
They roll a d6 for each story, and get a 6, a 4 and a 2.
After their Mythos investigation, they can work on these stories with left-over investigative points. Between them, they’ve got 10 points of suitable points to spend, so they fill up the Size-6 and Size-2 stories, and put the remaining 2 points into the Size-5 piece.
Now, they roll to publish. For the Size 2, the Keeper rolls a 1 – it’s been Scooped! The points are lost.
For the Size 6, they roll a 5 – to get that story over the line, they’ll need to double-check everything and make it a huge Size 11 piece. That level of journalistic diligence might fly over at the more prestigious Advertiser, but this is the Cryer, and they’ve got bills to pay! The players spend a point of Flattery on their editor, turning the 5 into a 6 – they convince him that even if they can’t back everything up, there’s still enough there for a front page piece. The harried editor relents, and the Size-6 story gets published. As its Size is bigger than the Cryer’s Credit Rating, it enhances the newspaper’s reputation, bringing its Credit Rating to a respectable 6.
The Keeper also rolls for the unfinished story. He doesn’t get a 1, so it’s not Scooped.
At the start of the next investigation, they’ve still got that size-5 story with 2 points allocated to it. They can keep following this story, or maybe spend those 2 points in the course of their next Mythos investigation.