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100 Call of Cthulhu Cults
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<blockquote data-quote="Cavnar" data-source="post: 8816131" data-attributes="member: 6691162"><p>I'm short on material for this weekend's game. We're going to play The Madman, but it's very short. Everything I've found says it really needs to be fleshed out, but I haven't had time to really search for some way to flesh it out. I was planning on maybe getting a campaign and using this as an intro into its story, but I haven't found a mi-go campaign yet (A Time for Harvest has pictures of Mi-go in the free handouts, but the blurbs about the campaign say diddly squat about what the campaign actually is. It sounds more like just a vermont resource book or something?)</p><p></p><p>Anyway, I'm going to try something this weekend that I haven't done before, which is to nearly completely ad-lib the entire session. I'm going to try a "just say yes, sorta" gaming style and see where the players take it, and try to simply guide them via my responses toward where "The Madman" is supposed to go. The alternative being my normal style of gameplay, where they ask to research something that they pulled out of thin air, probably because they misunderstood something I said, I just say, "Nope, you can't find anything like that" and then they stumble around until I beat them with the pre-written plot clues.</p><p></p><p>Toward that end, I'm trying to put together some general motivations and rituals and clues and some cult that I can modify on the fly to fit random research themes they may go down. And then I thought that this might be something that could come in handy for a lot of people, and for a lot of my game sessions if this play style works at all.</p><p></p><p>So, I'm asking for submissions for 100 Call of Cthulhu Cults.</p><p>Totally random made up cults are great. They need motivation of some sort, a ritual, something. Basically, they need some reason to be noticed and investigated/encountered as a cult.</p><p>I'll take published cults, since I haven't read many of the adventures and modules, but I'd rather have variants on those than direct copies. I'd like a list that can be modified on the fly, as I said, to be used in custom campaigns and such. If it's a direct copy and a keeper modifies it to suit some campaign, I don't know what that will do to the story line of whatever campaign it came from if they play it (I want to say, "Nothing, just change the name and now it's a different cult", but I don't know.)</p><p>If it is a published cult, list the publication and how the encounter can serve as entrance into that adventure or campaign, etc.</p><p></p><p>I'll start off with 2 of my vague ideas....</p></blockquote><p></p>
[QUOTE="Cavnar, post: 8816131, member: 6691162"] I'm short on material for this weekend's game. We're going to play The Madman, but it's very short. Everything I've found says it really needs to be fleshed out, but I haven't had time to really search for some way to flesh it out. I was planning on maybe getting a campaign and using this as an intro into its story, but I haven't found a mi-go campaign yet (A Time for Harvest has pictures of Mi-go in the free handouts, but the blurbs about the campaign say diddly squat about what the campaign actually is. It sounds more like just a vermont resource book or something?) Anyway, I'm going to try something this weekend that I haven't done before, which is to nearly completely ad-lib the entire session. I'm going to try a "just say yes, sorta" gaming style and see where the players take it, and try to simply guide them via my responses toward where "The Madman" is supposed to go. The alternative being my normal style of gameplay, where they ask to research something that they pulled out of thin air, probably because they misunderstood something I said, I just say, "Nope, you can't find anything like that" and then they stumble around until I beat them with the pre-written plot clues. Toward that end, I'm trying to put together some general motivations and rituals and clues and some cult that I can modify on the fly to fit random research themes they may go down. And then I thought that this might be something that could come in handy for a lot of people, and for a lot of my game sessions if this play style works at all. So, I'm asking for submissions for 100 Call of Cthulhu Cults. Totally random made up cults are great. They need motivation of some sort, a ritual, something. Basically, they need some reason to be noticed and investigated/encountered as a cult. I'll take published cults, since I haven't read many of the adventures and modules, but I'd rather have variants on those than direct copies. I'd like a list that can be modified on the fly, as I said, to be used in custom campaigns and such. If it's a direct copy and a keeper modifies it to suit some campaign, I don't know what that will do to the story line of whatever campaign it came from if they play it (I want to say, "Nothing, just change the name and now it's a different cult", but I don't know.) If it is a published cult, list the publication and how the encounter can serve as entrance into that adventure or campaign, etc. I'll start off with 2 of my vague ideas.... [/QUOTE]
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