This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Everything wrong with Call of Cthulhu

Started by Erik Boielle, August 21, 2007, 10:02:09 PM

Previous topic - Next topic

Aos

Quote from: DrewThere's definitely scope for action adventure in CoC, and the story examples you cite are all applicable examples of such. Saying that isn't so (as Erik is) is just another limited view of what the game can be about.

However, the system and setting are primarily geared toward investigative horror stories where the protagonists are in constant danger of being overwhelmed. Much like early-career WFRP, in that respect.

You are correct, of course, and I think that Sandy Peterson had that in mind when he put it together. But there is room to move, though,
You are posting in a troll thread.

Metal Earth

Cosmic Tales- Webcomic

Erik Boielle

Quote from: DrewI'm not trawling the net listening to podcasts for you Erik

I'm not expecting you to. Just sit down and tape one of your own. All mine were shit, like those. So were a bunch of the goddam vampire games where we just said SIR YES SIR to the uber npcs.
Hither came Conan, the Cimmerian, black-haired, sullen-eyed, sword in hand, a thief, a reaver, a slayer, with gigantic melancholies and gigantic mirth, to tread the jeweled thrones of the Earth under his sandalled feet.

Drew

Quote from: AosYou are correct, of course, and I think that Sandy Peterson had that in mind when he put it together. But there is room to move, though,

Indeed, but the game as written keeps characters capabilities very close to the normal human baseline. It takes considerable setting and system drift to play it Buffy style.
 

Drew

Quote from: Erik BoielleI'm not expecting you to. Just sit down and tape one of your own. All mine were shit, like those. So were a bunch of the goddam vampire games where we just said SIR YES SIR to the uber npcs.

Then I'd say you had a poor GM, although Vampire was notorious for encouraging that style of play. CoC is a different game, though.

And if I were currently in a CoC game I would tape a session for you. I'm not though, and there's no way I'm going to disrupt my groups schedule just to please some random bloke off the internet.

Read the book. Set up a game. Bring your imagination to the table and see what transpires. You may be surprised.
 

Erik Boielle

Quote from: DrewIndeed, but the game as written keeps characters capabilities very close to the normal human baseline.

Which means you either need to accept normal human plots that don't involve the foiling of plots by nameless cults (and certainly not a string of them in exotic locations around the globe, culminating in a climatic final battle in a rocket pit), or ditch it for something else.

(I'm thinking something like The Visit, a heartwarming comedy set during visiting hours in a mancunian prison. Although to be honest, even thats a little OTT being a story. Maybe something less intense, like the exciting adventure of buying a house - said to be the second most stressful event to happen to most people, after bereavement.)

Either is fine, but it is a choice that I think needs to be made.
Hither came Conan, the Cimmerian, black-haired, sullen-eyed, sword in hand, a thief, a reaver, a slayer, with gigantic melancholies and gigantic mirth, to tread the jeweled thrones of the Earth under his sandalled feet.

Drew

Quote from: Erik BoielleWhich means you either need to accept normal human plots that don't involve the foiling of plots by nameless cults (and certainly not a string of them in exotic locations around the globe, culminating in a climatic final battle in a rocket pit), or ditch it for something else.

(I'm thinking something like The Visit, a heartwarming comedy set during visiting hours in a mancunian prison. Although to be honest, even thats a little OTT being a story. Maybe something less intense, like the exciting adventure of buying a house - said to be the second most stressful event to happen to most people, after bereavement.)

Either is fine, but it is a choice that I think needs to be made.

Part of the attraction of the game (and the horror genre in general) is playing relatively normal people catapulted into extraordinary situations that fundamentally alter their worldview.

Managing these sorts of game involves the application of simple, common sense GM'ing techniques that most people I've met mastered during their teens. If you can't see how you could make it work at the table then I've nothing further to add.
 

Erik Boielle

Incidentally, theres a recording of a game run by Sandy Petersen here:-

http://www.yog-sothoth.com/modules.php?name=Downloads&d_op=getit&lid=511

1: The characters are SOLDIERS and have GUNS and a MISSION

2: He shamelessly uses horror movie techniques to isolate the characters (their radios don't work - and the keys to the Humvees mysteriously go missing when they want to make a run for it - and Army Humvees don't have keys!)

3: Theres actually nothing activly trying to kill the characters. Theres some weird shit happening, but its not as immediatly dangerous and a sorceror or a gang of raging cultists.
Hither came Conan, the Cimmerian, black-haired, sullen-eyed, sword in hand, a thief, a reaver, a slayer, with gigantic melancholies and gigantic mirth, to tread the jeweled thrones of the Earth under his sandalled feet.

Warthur

Quote from: Erik BoielleWell no, because every time they try something like that they either get killed or its patently transparent that the GM is only avoiding killing them because that would spoil the fun.

They could switch out the adventures so instead of nameless cults with hundreds of followers and vast, formless beasts there is one serial killer on a island, but in order to realistically have a chance of fighting these plots they would have to be Van Helsing.

To be fair, most published Cthulhu adventures - especially in recent years - have leaned towards the "lone serial killer on an island" or "small cult of deluded fools who might summon a monster by the end of the investigation, if the investigators drag their feet too much" model. Masks of Nyarlathotep and Horror on the Orient Express are very much atypical Cthulhu modules, mainly for the sort of reasons you cite.
I am no longer posting here or reading this forum because Pundit has regularly claimed credit for keeping this community active. I am sick of his bullshit for reasons I explain here and I don\'t want to contribute to anything he considers to be a personal success on his part.

I recommend The RPG Pub as a friendly place where RPGs can be discussed and where the guiding principles of moderation are "be kind to each other" and "no politics". It\'s pretty chill so far.

Dirk Remmecke

Quote from: DrewHowever, the system and setting are primarily geared toward investigative horror stories where the protagonists are in constant danger of being overwhelmed. Much like early-career WFRP, in that respect.
This made me giggle.

The WFRP magazine Warpstone had a series of "Making of" articles by the original designers of the game.
The direction they had been given for the general feel of the world and the first adventure series (The Enemy Within) was "make it like CoC".
Swords & Wizardry & Manga ... oh my.
(Beware. This is a Kickstarter link.)

Drew

Quote from: Dirk RemmeckeThis made me giggle.

The WFRP magazine Warpstone had a series of "Making of" articles by the original designers of the game.
The direction they had been given for the general feel of the world and the first adventure series (The Enemy Within) was "make it like CoC".

Exactly, although my sentence structure does make it look like WFRP inspired CoC, doesn't it?

My first contact with CoC was in TSR UK's Imagine back when I was a nipper. Issue #13, April 1984:

http://www.acaeum.com/ddindexes/periodicals/imaginescans/imagine13.html

Excellent stuff.
 

Weekly

For all it's worth, my own guidelines for successful C&C play
- opponents are humans not creatures. Play should focus on foiling/helpling/subverting/whatever their antics. Mythos creatures should stay in the background 90% of the time.
- said adversaries are actual human beings with fathomable motives. They're using the Mythos as a mean, not an end. Of course, they're misguided fools to do so and all this will end in blood and madness anyway, but it will take much longer.
- since they're actual human beings and not psychopaths, they will balk at such thing as killing (the PCs) in cold blood. They will be recpeptive to negociation attempts. Heck, the PCs may even end up sympathizing with them (but see above).
- Anything bigger or nastier than a goul must be used with utter parcimony. If it is inconvenient to warn the players about what's coming, obvious avenues of retreat should be provided. BTW : would you walk 10 miles to crush some bug ? No ? Well, why should a Great Old One do so ?
- If you need a bit of action/adventure, the Dreamlands are your friends.
- Not emulationg HPL's stories is a feature, not a bug. It doesn't make much sense except for one-shots with small groups.

It's all in Delta Green's intro. Really.

Weekly, running a succesful d20 CoC campaign since 2003. With the same goddamn PJs.
 

Drew

Quote from: WeeklyFor all it's worth, my own guidelines for successful C&C play
- opponents are humans not creatures. Play should focus on foiling/helpling/subverting/whatever their antics. Mythos creatures should stay in the background 90% of the time.
- said adversaries are actual human beings with fathomable motives. They're using the Mythos as a mean, not an end. Of course, they're misguided fools to do so and all this will end in blood and madness anyway, but it will take much longer.
- since they're actual human beings and not psychopaths, they will balk at such thing as killing (the PCs) in cold blood. They will be recpeptive to negociation attempts. Heck, the PCs may even end up sympathizing with them (but see above).
- Anything bigger or nastier than a goul must be used with utter parcimony. If it is inconvenient to warn the players about what's coming, obvious avenues of retreat should be provided. BTW : would you walk 10 miles to crush some bug ? No ? Well, why should a Great Old One do so ?
- If you need a bit of action/adventure, the Dreamlands are your friends.
- Not emulationg HPL's stories is a feature, not a bug. It doesn't make much sense except for one-shots with small groups.

Sound advice.
 

Warthur

Quote from: Weekly- Anything bigger or nastier than a goul must be used with utter parcimony. If it is inconvenient to warn the players about what's coming, obvious avenues of retreat should be provided. BTW : would you walk 10 miles to crush some bug ? No ? Well, why should a Great Old One do so ?

Hell yes to this (and all your other advice).

In the longest CoC campaign I participated in (I took part for some while in the legendary decades-long campaign that Mike Lay, one of the contributors to Beyond the Mountains of Madness, has been running), the arrival of one of the big monsters would be an indicator that we had seriously screwed up. Most of our adventures were against human adversaries, and the rest tended to be against adversaries on a human scale - ghouls, deep ones, vampires, anything that will succumb to gunfire just like anyone else and isn't powerful enough to kill multiple PCs in a single combat round.
I am no longer posting here or reading this forum because Pundit has regularly claimed credit for keeping this community active. I am sick of his bullshit for reasons I explain here and I don\'t want to contribute to anything he considers to be a personal success on his part.

I recommend The RPG Pub as a friendly place where RPGs can be discussed and where the guiding principles of moderation are "be kind to each other" and "no politics". It\'s pretty chill so far.

Blackleaf

This is excellent -- thanks for posting the link!

Quote from: Erik BoielleFascinating tool for analysis recordings.

I absolutely agree -- I've been listening to Hal and crew with their RPGMP3 podcasts and making notes of what does, and doesn't work with the game.  Infinitely more useful than reading an "actual play" report that's so highly editorialized by the person posting it.

If anyone has other links to recordings of actual game sessions, I'd be very interested in getting them. :)

Blackleaf

Quote from: Warthur"small cult of deluded fools who might summon a monster by the end of the investigation, if the investigators drag their feet too much" model.

This is a good way to get passive players to stop turtling and put their characters in danger.  Make sure they understand it's not that the cultists might summon a monster... they will summon a monster.  And monster's job #1 is eating the player's characters.  Make sure they understand that if they sit back and do nothing, something nasty will come and find them. :)