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Genres and Lore are good and usefull?

Started by GeekyBugle, September 22, 2023, 02:34:15 PM

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ForgottenF

Quote from: GeekyBugle on September 23, 2023, 05:05:17 PM
Space Opera + Horror? Dang, I wouldn't even try it, for the exact same reasons you mention.

But, as a player, if I signed up to your "Flash Gordon vs. the Cthulhu Mythos" game I have no right to be mad when Chtulhu decimates the party. It's part of the expectations that this is a game where no one comes out alive/unchanged (which includes but it's not limited to going batshit crazy or becoming a monster yourself).

Interesting that that's the interpretation you came away with. I'd probably run it the other way, basically saying to the players: "This not a horror game. Your characters, if they live long enough to earn it, will be Space Heroes of Space. The universe is full of deadly threats, and they absolutely can kill you, but your task is to find a way to overcome them." I wouldn't even try for cosmic horror, so much as I'd just be using the Mythos as villains for a darker-than-average space fantasy adventure campaign.

Realistically, if my players actually came up against Cthulhu head on, it'd be because they screwed up monumentally. And he would be beatable, they'd just have to recruit a half-dozen Arcturan Heavy Battle Cruisers to help them do it.

Shoot, now I really want to run this campaign. Might have to get back to work on it...
Playing: Mongoose Traveller 2e
Running: Dolmenwood
Planning: Warlock!, Savage Worlds (Lankhmar and Flash Gordon), Kogarashi

David Johansen

Just add within reason.  Settings with too much locked in lore are great for novels and terrible for rpgs.
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

GeekyBugle

Quote from: ForgottenF on September 23, 2023, 09:21:10 PM
Quote from: GeekyBugle on September 23, 2023, 05:05:17 PM
Space Opera + Horror? Dang, I wouldn't even try it, for the exact same reasons you mention.

But, as a player, if I signed up to your "Flash Gordon vs. the Cthulhu Mythos" game I have no right to be mad when Chtulhu decimates the party. It's part of the expectations that this is a game where no one comes out alive/unchanged (which includes but it's not limited to going batshit crazy or becoming a monster yourself).

Interesting that that's the interpretation you came away with. I'd probably run it the other way, basically saying to the players: "This not a horror game. Your characters, if they live long enough to earn it, will be Space Heroes of Space. The universe is full of deadly threats, and they absolutely can kill you, but your task is to find a way to overcome them." I wouldn't even try for cosmic horror, so much as I'd just be using the Mythos as villains for a darker-than-average space fantasy adventure campaign.

Realistically, if my players actually came up against Cthulhu head on, it'd be because they screwed up monumentally. And he would be beatable, they'd just have to recruit a half-dozen Arcturan Heavy Battle Cruisers to help them do it.

Shoot, now I really want to run this campaign. Might have to get back to work on it...

Now that sounds both interesting and fun.
Quote from: Rhedyn

Here is why this forum tends to be so stupid. Many people here think Joe Biden is "The Left", when he is actually Far Right and every US republican is just an idiot.

"During times of universal deceit, telling the truth becomes a revolutionary act."

― George Orwell

GeekyBugle

Quote from: David Johansen on September 23, 2023, 09:53:37 PM
Just add within reason.  Settings with too much locked in lore are great for novels and terrible for rpgs.

I'm not talking about settings, I'm talking about the lore in your homebrew world, where some stuff is true because you said it was so and then there's the lore that develops through play.

Meaning the small/big changes you made to monsters, spells, etc have to stay consistent also stuff you ruled has to be always the same.

Pre-made settings are shit when they are overwritten or settings from known IPs are lore locked by definition (which is why I don't like to play/run those).
Quote from: Rhedyn

Here is why this forum tends to be so stupid. Many people here think Joe Biden is "The Left", when he is actually Far Right and every US republican is just an idiot.

"During times of universal deceit, telling the truth becomes a revolutionary act."

― George Orwell

jhkim

Quote from: GeekyBugle on September 23, 2023, 05:05:17 PM
I wholly agree, horror is really hard to run, you must sell it really well to have the players buy in.

Space Opera + Horror? Dang, I wouldn't even try it, for the exact same reasons you mention.

But, as a player, if I signed up to your "Flash Gordon vs. the Cthulhu Mythos" game I have no right to be mad when Chtulhu decimates the party. It's part of the expectations that this is a game where no one comes out alive/unchanged (which includes but it's not limited to going batshit crazy or becoming a monster yourself).

I played in a specifically Space/Cthulhu short campaign way back in 1999. Here's my pages on it:

https://www.darkshire.net/jhkim/rpg/spacecthulhu/

As a player, I found it quite fun - but then, Call of Cthulhu is one of my favorite games, so I don't shy away from horror. That said, players still have a "right to be mad" in a horror game if the GM is making it un-fun horror rather than fun horror.

Personally, I wouldn't describe this as a "right". As I see it, players enjoy what they enjoy - and the same with the GM. It sounds very legalistic or combative. If players aren't enjoying themselves, in general, we talk about it and try to work out what the problem is.