Call of Cthulhu (role-playing game)
Call of Cthulhu arrived in 1981 with a premise that broke every rule tabletop gaming had established. The characters were doomed. Survival was unlikely. Sanity was a resource you spent until it ran out. In a hobby built on power fantasies, Sandy Petersen had designed a game about powerlessness.
Chaosium published it first as a boxed set, alongside a 16-page Basic Role-Playing booklet. Within a year it had won the Origins Award for Best Role Playing Game. Within fifteen years, readers of the British magazine Arcane had voted it the single most popular roleplaying game of all time. By 2021, it ranked as the second-most-played game on the virtual tabletop platform Roll20, behind only Dungeons and Dragons. In Japan, it reportedly overtook D&D entirely.
How did a game built around inevitable failure become one of the most enduring games ever made? And what does it say about us that millions of players keep returning to a world where, as Petersen and H. P. Lovecraft both insisted, humanity is irrelevant to the forces that actually run the cosmos?
H. P. Lovecraft gave Call of Cthulhu its spine in a single sentence from his essay "Supernatural Horror in Literature": "The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown." Petersen built the game's entire emotional architecture around that claim.
The default setting is the 1920s, the era of most of Lovecraft's own fiction. Players take on ordinary people: detectives, scholars, artists, war veterans, criminals. They begin investigations that appear manageable, until layer after layer of hidden reality peels back to reveal something worse beneath. The gamemaster is not called a dungeon master or a referee. In Call of Cthulhu, the role is the Keeper of Arcane Lore. The players are Investigators of the Unknown.
The game extends Lovecraft's geography and cosmology far beyond the default 1920s frame. Settings range from 1000 AD in Cthulhu: Dark Ages to the 23rd century in Cthulhu Rising. Players can also enter the Dreamlands, accessible through sleep or through physical connections to earth, as well as other planets and the voids of space. The Cthulhu by Gaslight supplement transplants the horror into 1890s England, mixing the occult with the atmosphere of Holmesian mystery.
The Lovecraftian setting is not mandatory. The rules explicitly support folk horror, the settings of other authors, horror films, or entirely custom worlds designed by the gamemaster and players.
Call of Cthulhu does not use levels. A character does not become harder to kill as the campaign progresses. Skills improve only through use, and only while the character remains functionally healthy and sane. The game's central innovation is the Sanity system, abbreviated SAN, which tracks how damaged a character's grip on reality has become.
Encountering the game's monsters typically triggers a loss of Sanity Points. To acquire the mystic knowledge sometimes needed to confront those monsters, characters must also sacrifice sanity. The result is a slow grinding attrition. Gaining power costs the very resource you need to remain functional. The game has a well-established reputation for characters dying in gruesome circumstances or ending up in mental institutions. Triumph is not guaranteed.
The underlying mathematics use percentile dice, with results from 1 to 100. An artist with a 75 in the Art skill succeeds by rolling under 75. Rolling within the bottom portion of that range, specifically 1-15 in the example, produces a special success for combat skills known as an "impale," yielding an extra bonus determined by the Keeper. Every statistic is designed to represent a genuine probability of success for a specific type of action.
In his 1990 book The Complete Guide to Role-Playing Games, critic Rick Swan gave the game a top rating of 4 out of 4, calling it "a masterpiece, easily the best horror RPG ever published and possibly the best RPG, period."
Sandy Petersen did not originally set out to write Call of Cthulhu. He contacted Chaosium about writing a supplement for RuneQuest, their existing fantasy game, set within Lovecraft's Dreamlands. Chaosium redirected him to take over a shelved project called Dark Worlds, a game they had commissioned but never published. The result became something entirely new.
Petersen introduced a design philosophy he called the Onion Skin: interlocking layers of information and nested clues that carry investigators from a seemingly minor missing person case into a mind-numbing global conspiracy. Unlike Dungeons and Dragons, which rewarded combat and dungeon crawling, Petersen's game rewarded research, real-life settings, and thinking around trouble rather than through it. Running away was frequently the correct strategic choice.
The first adventure book released for the game was Shadows of Yog-Sothoth. In it, player characters uncover a secret society's plot to destroy humanity, beginning close to home before expanding into a series of exotic locations. That template, clues leading to linked scenarios that investigators must assemble like detectives, became the standard format for every campaign-length Call of Cthulhu publication that followed.
Petersen oversaw the first four editions of the game, from 1981 through 1989, with only minor changes to the system each time.
Masks of Nyarlathotep and Horror on the Orient Express became the most celebrated campaigns Chaosium produced, and for a specific reason: the physical objects packed inside the boxes. Players could find matchbooks and business cards that appeared to have been scrawled on by non-player characters, newspaper cuttings, and, in the case of Orient Express, period passports to which players could attach their own photographs.
Those props set a standard that third-party publishers spent years trying to match. Some offered separately-priced deluxe clue packages for their own campaigns, attempting to replicate the sense of immersion the original boxed sets generated.
The Asylum and Other Tales, a collection of standalone scenarios released in 1983, rated an overall 9 out of 10 in Issue 47 of White Dwarf magazine. In Issue 138 of Dragon, published in October 1988, reviewer Ken Rolston placed Call of Cthulhu ahead of its competitors specifically because of the authentic-looking player handouts. Rolston called Shadows of Yog-Sothoth and Masks of Nyarlathotep "among the greatest pinnacles of the fantasy role-playing game design."
The Lovecraft Country line of supplements, overseen by Keith Herber and launched in 1990, gave investigators a recurring home base in Lovecraft's fictional towns of Arkham, Kingsport, Innsmouth, and Dunwich, each with clearly drawn characters and distinct local histories.
The failure of Mythos, Chaosium's collectible card game based on the Cthulhu setting, ended the game's production in 1997 and pushed the company toward near bankruptcy. For years afterward, the release of Call of Cthulhu books became sporadic, with gaps of up to a year between new products.
The turnaround began with 2005 as Chaosium's busiest year in a long time, with ten releases for the game. The company introduced "monographs," short books by individual writers with editing and layout handled externally, sold directly to consumers. The approach let Chaosium test market interest before committing to larger print runs. New milieux followed: Cthulhu Dark Ages by Stephane Gesbert for 11th century Europe, Secrets of Japan by Michael Dziesinski, and Secrets of Kenya by David Conyers for the interwar period in Africa.
On the 28th of May 2013, a Kickstarter campaign for the 7th edition launched with a goal of $40,000. By the 29th of June 2013 it had collected $561,836. The 7th edition, developed by Mike Mason and Paul Fricker, represented the most significant rules revisions in the game's history, splitting the core rules into a Player's Guide and a Keeper's Guide for the first time.
Fulfillment problems led Greg Stafford and Sandy Petersen, both of whom had left Chaosium in 1998, to return to active roles at the company in June 2015. The print edition of the 7th edition became available in September 2016.
Call of Cthulhu licensed its setting and brand to a wide range of other publishers, and several of those licensed projects grew into independent institutions. Delta Green, originally published by Pagan Publishing as a 1990s-era conspiracy setting, was released as a fully standalone game by Arc Dream Publishing in 2016. Arkham Horror, produced by Fantasy Flight Games, moved so far from the original game that it essentially became its own line.
In February 2008, Pelgrane Press published Trail of Cthulhu, a standalone game by Kenneth Hite using the GUMSHOE system developed by Robin Laws, specifically designed for investigative play. Wizards of the Coast released a d20 adaptation in 2001 to bring Lovecraftian gaming to the Dungeons and Dragons player base, though that version is no longer supported.
Video games extended the property further. Infogrames released Shadow of the Comet in 1993 and Prisoner of Ice in 1995, the latter ported to the Sega Saturn and PlayStation in Japan in 1997. Headfirst Productions released Dark Corners of the Earth through Bethesda Softworks in 2005-2006. In 2018, Metarcade produced Cthulhu Chronicles for iOS, a campaign of nine interactive fiction stories set in 1920s England, with the first five stories releasing on the 10th of July 2018.
Harlem Unbound, a supplement set in the Harlem Renaissance, received three Gold ENNIE Awards after Chaosium published its second edition in 2020, demonstrating the range of historical and cultural territory the game's framework could support.
In his 2023 book Monsters, Aliens, and Holes in the Ground, RPG historian Stu Horvath identified what separates Call of Cthulhu from everything that came before it: "Horror, as a genre, is generally concerned with powerlessness... In a complete inversion of other RPGs, characters in Call of Cthulhu are doomed." Every other game in the hobby's history, Horvath argued, was in some form a power fantasy. Call of Cthulhu was the first to bet against that assumption and win.
The game has collected awards across four decades. It won Best Role Playing Game at the Origins Awards in 1982, entered the Origins Hall of Fame in 1995, and took the UK Games Expo Award for Best Roleplaying Game in 2016. In 2018, Tabletop Gaming Magazine readers ranked it third in their poll of the 150 greatest games of all time. As recently as 2024, the ENNIE Awards gave Call of Cthulhu: Alone Against the Static the Gold for Best Writing.
Horvath's verdict in 2023 was direct: "I find Call of Cthulhu unabashedly fun, despite the scares and the despair." He noted that the appetite for all things Cthulhu showed no sign of exhausting itself. The 7th edition's Kickstarter collected more than fourteen times its original funding target. The game that told players they would probably lose has not yet lost.
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Common questions
When was Call of Cthulhu the role-playing game first published?
Call of Cthulhu was first published in 1981 by Chaosium as a boxed set. The original edition included a 16-page Basic Role-Playing booklet alongside the main rulebook.
Who created Call of Cthulhu and what inspired the game?
Sandy Petersen wrote Call of Cthulhu after taking over a shelved Chaosium project called Dark Worlds. The game is based on H. P. Lovecraft's fiction and the Cthulhu Mythos, with its setting grounded in Lovecraft's observation that the oldest and strongest kind of fear is fear of the unknown.
How does the Sanity system work in Call of Cthulhu?
Sanity is tracked as Sanity Points, abbreviated SAN. Encountering monsters and horrific events causes characters to lose SAN points. Acquiring the mystic knowledge needed to fight back also costs sanity, creating a steady attrition that often ends with characters in mental institutions rather than victorious.
How many editions of Call of Cthulhu have been published?
Call of Cthulhu reached its 7th edition, released in 2014, with the print version available in September 2016. The 7th edition, developed by Mike Mason and Paul Fricker, introduced the most significant rules revisions in the game's history and split the core rules into a Player's Guide and a Keeper's Guide.
How successful was the Call of Cthulhu 7th edition Kickstarter campaign?
The Kickstarter launched on the 28th of May 2013 with a goal of $40,000 and closed on the 29th of June 2013 having raised $561,836, more than fourteen times the original target.
What awards has Call of Cthulhu won over the years?
Call of Cthulhu won the Origins Award for Best Role Playing Game in 1982, entered the Origins Hall of Fame in 1995, and was voted the most popular roleplaying game of all time in a 1996 reader poll by the British magazine Arcane. More recently it won the UK Games Expo Award for Best Roleplaying Game in 2016 and the ENNIE Award Gold for Best Writing in 2024 for Call of Cthulhu: Alone Against the Static.
All sources
67 references cited across the entry
- 1BookHobby Games: The 100 BestMonte Cook — Green Ronin Publishing — 2007
- 2Game Info: Call of CthulhuSandy Petersen et al. — Skotos Tech, Inc.
- 3The Prehistory of Call of CthulhuJames Maliszewski — August 16, 2010
- 4JournalOpen Box: Call of CthulhuDon Turnbull — Games Workshop — August 1982
- 5Inside Call of Cthulhu 7th EditionShane Ivey — The Unspeakable Oath — July 24, 2012
- 6Call of Cthulhu 20th Anniversary EditionPaul Maclean
- 16JournalOpen Box: Dungeon ModulesPhil Frances — Games Workshop — November 1985
- 17JournalOpen Box: Dungeon ModulesJon Sutherland — Games Workshop — November 1983
- 18BookTerror Australis: Cthulhu down under: background and adventuresPenelope Love et al. — Chaosium — 1987
- 21BookTerror Australis: Call of Cthulhu in the land down underChaosium — 2018
- 22BookTerror Australis: Call of Cthulhu in the Land Down UnderChaosium — March 2019
- 23BookTerror Australis: Call of Cthulhu in the land down underPenelope Love et al. — Chaosium — March 2019
- 24Tabletop RPG Harlem Unbound 2E includes a crash course on addressing race in gamesSara Elsam — 2020-03-25
- 25'All our RPGs start with the people': Chris Spivey on Harlem Unbound, Haunted West and what comes nextMatt Jarvis — 2022-08-16
- 28Call of Cthulhu 7th Edition KickstarterChaosium — July 13, 2018
- 32MagazineIn-Depth RPG Review: Trail of CthulhuMJ Harnish
- 33Shadows of Cthulhu is now on sale!david jarvis — September 15, 2008
- 35Wizards' d20 Cthulhu Forum to CloseYog-Sothoth.com — November 18, 2003
- 36Play Call of Cthulhu and RuneQuest with Ardent Roleplay Augmented RealityMichael O'Brien — May 8, 2020
- 37Call of Cthulhu: Dark Corners of the Earth InterviewFebruary 8, 2000
- 39NewsCall of Cthulhu The Wasted LandMay 2011
- 40Call of Cthulhu The Wasted Land LaunchesJanuary 30, 2012
- 43MetaArcade launches Cthulhu Chronicles horror game on iOSJuly 10, 2018
- 44MagazineReviewsSteve Peterson — February 1982
- 45MagazineBreakfast in R'lyehDave Nalle — June 1982
- 46MagazineFeatured Review: Call of CthulhuWilliam A. Barton — March 1982
- 47MagazineCall of CthulhuLisa Cohen — October–November 1987
- 48MagazineOpen BoxIan Bailey — August 1982
- 49MagazineOpen BoxAshley Shepherd — August 1986
- 50MagazineThe Dragon's AuguryDavid Cook — May 1982
- 51MagazineRoleplaying ReviewKen Rolston — August 1987
- 52MagazineRoleplaying ReviewsKen Rolston — October 1988
- 53MagazineRoleplaying ReviewsJim Bambra — June 1990
- 54MagazineRoleplaying Reviews IIRick Swan — October 1992
- 55BookThe Complete Guide to Role-Playing GamesRick Swan — St. Martin's Press — 1990
- 56MagazineChallenge ReviewsCraig Sheeley — 1993
- 57MagazineArcane Presents the Top 50 Roleplaying Games 1996Paul Pettengale — Christmas 1996
- 59The Orr Report Q3 2021November 11, 2021
- 60The Orr Group Industry Report Q1 2021Roll20 — April 15, 2021
- 61The many-tentacled reach of Call of Cthulhu, among Korea and Japan's most popular RPGsTim Ford — polygon.com — February 8, 2023
- 62Horror RPG Call of Cthulhu is bigger than D&D in JapanMatt Jarvis — dicebreaker.com — February 9, 2021
- 63BookMonsters, Aliens, and Holes in the GroundStu Horvath — MIT Press — 2023
- 64Chaosium AwardsChaosium
- 65Origins Award Winners (1995)Academy of Adventure Gaming Arts & Design