“It’s a Cold and Wet Sunday” – Calendar and Weather in Investigative Horror

Closed on Sundays

Recently, in both 1920s Call of Cthulhu games I’m running, the players laid forth plans to get out on the town and get some shit done – knock on doors, talk to folks, figure out what was happening. But as they went about their business, they soon found that all the shops were closed and people were unavailable. It was Sunday, and most places are closed on Sunday.

This forced the players to retune their expectations and come at the problem in different ways. In one game, where they wanted to interview a shop owner, they asked if there was an apartment upstairs that might be the residence of the owner. There was indeed a residence, and a successful Luck roll later, they found the shop owner home on a Sunday morning, surprised in her morning robes, but willing to bring them in for tea and a brief visit.

In the other case, the group wanted to find a professor of archaeology at Miskatonic University and ask them some questions. Since there’s no school on Sunday, chances are the whole department is closed and no one available. “We’ll try anyway – see if anyone is working the weekend.”

Another Luck roll and this was a Critical Success – as it happened, they found the department head redoing his bookshelves on a Sunday, and were able to capture his imagination with their recent artifact finds. They engaged with the NPC and got the clues that sent the story off on a whole new direction…

In both cases, what might have originally been seen as a blocker – it’s Sunday so no clues for you! – was actually an opportunity for both the players and me to reframe the scene and solve the problem in a new way. It was less about preventing clues or encounters and more about verisimilitude and presenting the world in a way that feels real.

I love the word “verisimilitude.” First off, six syllables is a lot, and 50% more than my last name, so it’s just a big, neat word. Also, it packs a lot of punch for investigative horror games where the disparity and dichotomy between our “normal” reality and the cosmic horrors we encounter are what gives these stories a lot of punch.

The word means “the appearance of being true or real” and while that seems pretty straightforward, it’s definitely a tool that can easily be misused or mishandled in these sorts of games. It’s an amazing tool that definitely needs careful use.

I’m not even going to talk about people who use it to justify prejudice (racism, sexism, etc) in their games, saying “XXX people had no rights in that time period, so we’re going to lean into that part of the game.” Blech, no, shut up and go away.

I’m talking more about people who get lost in the details of the period and roleplay the least important part of the games  – like buying bus tickets or presenting a dinner menu. These are neat, yes, and certainly taking a brief moment to set the scene and ground the story in historical appropriate details helps build the atmosphere.

But often writers and GMs get lost in these details and use them as excuses to avoid real stakes or interesting traction in the story. Just in my above example, I could have just said, no the place is closed on Sunday and moved on. But the players pushed back and asked for a way to work around in a manner that felt real. So they themselves leaned into the details and countered the real situation with appropriate details of their own.

This is good, and we want to encourage and reward this behavior. Good players, here is a clue.

But also good GM – I didn’t let the verisimilitude get in the way of the story and instead used the details to create something different than what was expected.

Cold and Tired

The next thing I’m trying to do with this verisimilitude is with the weather, which everyone is discussing but no one is doing anything about. Seriously, I describe the weather all the time, especially when it becomes inclement – rainy or even snowy and cold. One of my groups is currently in London during the month of February, and before that were in NYC in January, so I was constantly describing the cold weather in an effort to bring the scenes alive.

And that’s great, but… then what? So it’s raining and cold and overcast and damp, and we need to carry umbrellas and wear coats and hats… And then? How do these details make acting during these scenes more interesting and real? What tools can we as GMs bring to bear that make the weather more impactful?

I don’t actually know at this moment, but what I am wrestling with is being realistic with PC exhaustion, or “you haven’t slept in 36 hours because you’ve been running and gunning from the police, so you’re too tired to do anything.”  Again, this came up in both of my games, and I wrestled with how to bring realism to the game and still keep it fun.

No one wants to be left out when the group gets together to discuss clues and the mystery and what to do next. I don’t. Those scenes are one of the best parts of the game, and it’s no fun to be told by the GM “you failed your CON roll so you’re asleep in the other room.”

I know that it’s not fun, because I did that in both games and watched the players itch to get back in the scenes. As a follow up then, I had the PCs check their CON, and that potential success could end in a reward of MP or HP, resulting from a good night’s sleep. And then I just picked up the whole scene and brought everyone together for breakfast together. It worked great.

Paying Attention

Verisimilitude is not just a great word – it’s a tool to use to ground players in the realness of our game, and is particularly useful in period games. But it can be overused or misused to put up roadblocks or churn for players who just want to engage with the story.

Paying attention to the day of the week often feels like too much bookkeeping for my tastes, but it allowed me to bring some realism and shift the tones of scenes without much effort. It worked very well and I will definitely use it again.

However, if my investigators spend too much time out in the cold rain and happen to get colds or the flu, I’m not sure needing to spend the weekend in bed will be as fun for them as it is for my storytelling. I need to find a better way to use weather to impact the game.

What are your tips for using verisimilitude to build details and realness in your game?

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