Turanil
First Post
Well, as I am writing (slow work on the long run) a sci-fi campaign that will include some Cthulhu ambiance and elements, I have been thinking about running a short campaign (10 gaming sessions or so) of CoC for my players in 2005. But I would like your opinions:
This will be a d20 Call of Cthulhu campaign. However, for characters (PCs and NPCs) I will use Grim Tales as I envision something more "pulpy" rather than weak PCs in a hopeless horror world. Then, I will include the Dreamland (supplement that I ordered a few days ago) to the campaign.
As for houserules I want to add this: no psychic feats as described in d20 CoC. However, I want to adapt them to create dreaming feats. Such feats will enable a character to enter the Dreamland without appropriate drugs (which will have some bad side effects of course), and then enable to exert some kind of control over situations in the Dreamland. Also, I could have these dreaming feats enable some precognitive, clairsentience, and also maybe telepathy like powers, but all of them require the character to go asleep then travel into the Dreamland, often getting info in symbolical ways.
As you see, I want the Dreamland be an integral part of the campaign but I don't want it to be a campaign occuring entirely in the Dreamland. In fact I see it as something the PCs would have to cope with regularly to advance their investigations.
Now my problem is: I want a stark contrast between the Dreamland and the normal world. (Note that I see the Dreamland more like an exotic orientalist place rather than heroic fantasy.) How to do that? I have been thinking:
Thanks.
This will be a d20 Call of Cthulhu campaign. However, for characters (PCs and NPCs) I will use Grim Tales as I envision something more "pulpy" rather than weak PCs in a hopeless horror world. Then, I will include the Dreamland (supplement that I ordered a few days ago) to the campaign.
As for houserules I want to add this: no psychic feats as described in d20 CoC. However, I want to adapt them to create dreaming feats. Such feats will enable a character to enter the Dreamland without appropriate drugs (which will have some bad side effects of course), and then enable to exert some kind of control over situations in the Dreamland. Also, I could have these dreaming feats enable some precognitive, clairsentience, and also maybe telepathy like powers, but all of them require the character to go asleep then travel into the Dreamland, often getting info in symbolical ways.
As you see, I want the Dreamland be an integral part of the campaign but I don't want it to be a campaign occuring entirely in the Dreamland. In fact I see it as something the PCs would have to cope with regularly to advance their investigations.
Now my problem is: I want a stark contrast between the Dreamland and the normal world. (Note that I see the Dreamland more like an exotic orientalist place rather than heroic fantasy.) How to do that? I have been thinking:
- New York 1930 (so during the crisis) and the Dreamland.
- Europe World War II (during occupation) and the dreamland.
- An antediluvian city of the Great Old Ones (that the PCs cannot escape for some reason) and the Dreamland.
- Some place in Orient (for example Iraq as the place of ancient Sumer renown for demonology), and the Dreamland matches it yet has many features that aren't found in the normal world of course. So back and forth between the two helps advance investigation in normal world.
Thanks.
