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I am in the process of planning a CoC game (or Trail of... I've not picked up a copy but it looks interesting) set a long time after the events of the Whisperer in the Darkness. To do so, I wanted to set the game in the 60s, but I'm not sure how the game will run with cars, social movement, widespread telephones, better weaponry and the like.

I want to keep the dark, mysterious feel from the Cthulhu mythos. What can I keep that will enhance the game, in this setting?

I want to make the era relevant. What can I use from the era to emphasis the Cthulhu mythos?

And finally, is setting the game this much later than the original era (~1920-1930) a good idea at all?

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I think it's a fine idea. Only decorum prevents me from contrasting the rise of the Civil Rights Movement with Lovecraft's fairly reprehensible views on race. – Jadasc Jan 10 '12 at 22:03
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Wait till Atomic Age Cthulhu ( boardgamegeek.com/wiki/page/thing:104680 ) gets published and slap an extra decade on it. :) (Or take ten off your planned game.) As for modern CoC, if you're not familiar with Delta Green, you should definitely take a look at it: It's an excellent example of how amazing CoC can be in a (relatively) contemporary setting. – OpaCitiZen Jan 10 '12 at 23:48
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Make sure to read Robert Anton Wilson's Illuminati fiction. Its not tied very closely to the Mythos; but, Lovecraft's creations do get honorable mention on a zany cast of characters. – Eric Wilde Jan 11 '12 at 1:11
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All I need now is an answer that allays my fears of the more advanced technology. – Pureferret Jan 29 '12 at 0:07
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@Pureferret: stop worrying and love the Bomb. – TimLymington Jan 18 at 11:14
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This question has an open bounty worth +200 reputation from Pureferret ending in 5 days.

The current answers do not contain enough detail.

There are great plot ideas here, but as in my comment, I'm still looking for this: "All I need now is an answer that allays my fears of the more advanced technology"

5 Answers

The 1960s were a time of spiritual exploration and social awakening. In the world of the Cthulhu mythos, these things could represent the sort of knowledge that leads to understanding things that should never be learned. Inside every commune lurks a dangerous cult (artists and sensitives were particularly susceptible to Cthulhu's dreams); "free love" is a mask for Shub-Niggurath and Y'Golonac; and Transcendental Meditation opens the mind to the Dreamlands and the mad piping of Azathoth.

(I have to, at this point, allude to Lovecraft's racially problematic points of view, and suggest that it might be fruitful to contrast them with the advances gained by the Civil Rights movement. That's a can of worms, though, and I'll leave the implementation of such things as an exercise for the reader.)

As for the advances in technology, they seem to come in two flavors: incremental (better guns, faster and more reliable cars) and innovative (space travel, advances in computing and materials technology). The first is unlikely to have a significant impact: Chaosium's Cthulhu Now! demonstrates that you can run a fairly traditional CoC game in a modern (or at least later-20th-century milieu) without too much change. The great innovations of the age are largely kept in the upper echelons of political and military power; for more on that, take a look at Pagan's Delta Green setting.

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Good answer! Can you expand it to touch on the mechanical elements (weapons, tech, etc)? – C. Ross Jan 11 '12 at 13:22
@C.Ross I can give it a shot. – Jadasc Jan 11 '12 at 13:31

I'm writing this from an American perspective, but I'm sure the experience of the 1960s varied wildly depending on where and how you lived.

As my father used to say, "If you remember the 60s, you weren't there." His point was that there was so much going on, so much exploration, so much tumult, that even keeping track of it all was difficult as it was happening, much less in the rear view mirror. It's important to note that he was in his early 20s as the decade hit full swing.

To him the decade was about exploration, about trying new things and pushing boundaries. To his parents (and to more conservative younger people), it was a time of unravelling, a time when the American status quo that held sway from the end of WWII was under direct assault. Those competing themes of discovery and unravelling could be tied to the mythos in a variety of ways.

Space Exploration: The Mercury program, the goal of which was to get a man into orbit, ran from '59 to '63. The Gemini program, which put men into space in '65 and '66, explored techniques that were later used in the Apollo program. Apollo manned flights were carried out from '68 through '72. Imagine what sort of weirdness American (or Soviet) astronauts could encounter in the cold dark of space, and how mysterious, horrible events broadcast live on TV would affect viewers down on earth.

Drug Use & Communal Living Exploration: The two didn't necessarily go hand in hand, but frequently you'd find the former if you found the latter. Hallucinogenic drugs as a vehicle for exposure to the mythos could be interesting, for example mythos-driven insanity manifesting as acid trip flashbacks. Communal living gave rise to all sorts of reinterpretations of social structure and family environments. The more isolated the commune, the more possibility that mythos elements could gain hold. Add a strong charismatic leader with a spiritual/religious bent and all kinds of nasty things could ensue.

The Vietnam War & the Unravelling of American Politics: I get the impression that from Gen X on, it has become increasingly difficult for Americans to understand what it was like to live through the Vietnam War era. The threat of being drafted was quite real to American men in their 20s, and it cut deeply into the social fabric. We're still saddled with the effects this war had on the Baby Boomers, as they re-fight the domestic battles of the 60s over and over again. What if the John Birch Society were really a front for cultists bent on promulgating war and carnage? What if Jane Fonda's trip to Hanoi was really the most visible effect of a cultist-driven effort to get popular entertainers to sow dissent? What if cultists in the highest levels of government, business, and cultural circles were playing both sides, with the goal of bringing the most powerful nation-state on earth to its knees?

The Unravelling of Race Barriers: To Jadasc's point, the fight in the 60s to make America truly a land for all people was seen by many who were involved as the high point of their lives. To others it was the beginning of the end, the end of an old order that kept some people in control and others in check. It doesn't take a stretch of imagination to conjure up images of the KKK being controlled by mythos forces, again with the goal of keeping humanity from moving forward, from gaining strength.

My interpretation has always been that mythos cultists feed on discord and strife, and this decade was chock full of both. I'll bet you could put together a great campaign set in the 1960s.


All I need now is an answer that allays my fears of the more advanced technology.

At the individual/small unit level, lethality didn't change much between the 1920s and 1960s. In fact, the antique .45 Thompson submachinegun was used in Vietnam, as was the M1911 pistol. Helicopters and warjets evolved considerably between the '20s and '60s, but they were still dependent on radios, radar and human eyeballs for targeting and navigation, all of which could easily be manipulated by the powers of Mythos creatures. Imagine what happens when a group of pilots starts chasing phantom bogies, for example.

When you move up the ladder to strategic assets like aircraft carriers, long-range bombers, and ICBMs, the control mechanisms are all still human. The Air Force crewman who is going insane won't turn the control key to arm the warhead. The engineer maintaining the engine of a nuclear-powered submarine might shut it down "accidentally". As @Sardathrion points out, man is still insignificant, particularly his mental powers. And in the 1960s, human minds still were required to control human-created technology.

It might only take one or two incidents of large-scale armed confrontation gone amok to convince the political leadership to take a more subtle approach. After all, we wouldn't want to frighten the populace, would we?

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Ah, the Cold War is in full swing: the communists are fighting revolutions killing thousands in South America, Africa and Asia while America gets dirty by helping dictators. Nuclear holocaust looms on the horizon in Cuba and Germany. Freedom is squashed in Eastern Europe by tanks while hippies trip on LSD. The space race leads to two men walking on the Moon...

Just from the above, I can come up with a dozen games. LSD is a tool of Nyarlathotep to stop Americans caring for their government while Nyarlathotep uses Che Guevara in Cuba to win the revolution, convince the Soviet to give him control of the Nuclear missiles and fire them at America thus summoning Azathoth to Earth. Can the PCs stop him?

The trick is to pick elements that made you run a game in that time period and overlay a "What horrible things could I do to make this more boogly?".

Have you read Declare by Tim Powers? If not, you should. It's all about the Cold War and ... Well, that would be spoiling it, but it fits. Ditto with The Laundry series by Charles Stross.

All I need now is an answer that allays my fears of the more advanced technology

Look at this as an opportunity, not a fear. The 60s saw some fantastic scientific breakthroughs which you can mix into your plot (for good, ill, or a mix of the two) or leave alone. Stross's Laundry series explores the ease with which computers can do summoning of Things That Should Not Be And Will Eat Your Face and Soul. There are quiet a few short stories available online for free and A Colder War is set right in your time frame.

The core concept behind the Mythos is how ignorant and insignificant mankind actually is. Nothing technological is going to change that.

Here is a last though: Why was Kennedy killed if not to stop the space exploration because of what they found on the Moon. Mi Go are now advising Nixon and we all know how well that turned out.

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I think it's a great idea; I kind of want to do it now.

The advent of drug use in popular culture/birth of a drug culture is a really obvious avenue to connect the period to the Cthulu mythos. The sudden importation and popularization of a somewhat mangled ‘eastern’ philosophy and mysticism into American pop culture also complements very well the idea that Cthonian influences are spreading out into wider society. The theme that runs through so much of Lovecraft’s work, of great civilizations falling into decadence and decay could quite nicely be tailored to fit the 1960s—say the US (where I’m assuming you’re setting this) is just another empire entering the downward part of that arc.

The Cold War paranoia and nuclear threat work well there too—it’s apocalyptic enough on its own, Oppenheimer’s ‘I am become death, destroyer of worlds’ comes to mind. Certainly the scientific advances of the time can be mysticised to provide the dark atmosphere you’re looking for. Nyarlathotep’s intro story has him gathering a cult of followers by demonstrating weird scientific advances related to electricity; that kind of eerie flavor could easily be transferred to atomic power and the space race (the existence of the space race is itself good fodder, given the things that lurk in the stars or live on the moon in Lovecraft-verse). If anything the better weaponry and technological advances you’re talking about can be cast as part of the horror, things that are inexplicable or unnatural, that spread corrupting influences or could only have occurred through eldritch influence. Lovecraft was pretty into magic!science himself. On a practical gameplay level, you could borrow ideas about how to hobble technology so that it doesn’t help the PCs much from modern horror movies pretty easily, and the technology can present a new set of threats.

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Do your own mixing of history and Cthulhu Mythos

Take a look to the historical facts of that decade and try to figure out which ones can have some Cthulhu Mythos cult behind.

There was some unknown Cthulhu Mythos knowledge behind the Cold war?, which of the important characters of the epoch were Mythos cultists or were influenced by some Mythos characters?, wich natural disasters were in fact Mythos events?.

During the Vietnam war, had the soldiers found any Mythos cult in the jungle?

Space Race

In the 60s the space race was one of the main topics, now a days there are still people that doesn't believe the man was on the moon (and this was in 1969), so in your campaign, was this true?, what happened behind the scenes?, what can we found in the hidden side of the Moon?

During the space race, some Mythos encounters or discoveries can happen, you can check the list of Extraterrestrial places in the Cthulhu Mythos for some ideas, maybe some telescope got some glimpse of a Mi-go on it's way to Yuggoth...

Dealing with better weaponry.

Well with better weaponry monsters are easier to kill... but they are still very scary. Also there are some monsters quite resistant to bullets... And well, in many places in the world having heavy weaponry with you is not legal, unless you have some special permissions.

If your players use this weaponry they may have to deal not only with the cultists but aslo with the police...

On the other hand, cultists are often law breakers, so they don't care that much that having an assault rifle is illegal, after all human sacrifices are illegal also...

And a cultist with an assault rifle it's very scary also, so if your players are about to go fully loaded of weapons, they can expect to fight with armored cultists also.

Dealing with improved communications and transport.

In the 60s cars were almost everywhere, and telephones also... but still there were some isolated places, perfect for cultist to gather without being noticed. Also by that time probably the cultists were more careful, even in the big cities the cults would be well hidden in secret societies.

Depending on your story, you can take your characters to some remote place where communications are not that good, like some little village not so close to the main roads, also the cultists can take advantage of the communications to be better organized... and then still challenging for your players.

Also all this communication makes people a bit more aware of the world and a bit more skeptical, so when they players go as for help to the authorities, most probably they are not going to believe them, ant treat them as crazy people.

References

In Yog-Sothoth.com there is an interesting Cthulhu Mythos Timeline where you can find also interesting Mythos related events from the 60s.

Also, there is a comic by Alan Moore called Neonomicon that can give some inspiration on how Cthulhu Mythos could be on modern times.

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This is a good answer. – Pureferret yesterday
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@Pureferret where are you planning to have the players? Check the local history also for that period. – pconcepcion yesterday

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