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Anyone played Masks of Nyarlathotep?
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<blockquote data-quote="Celebrim" data-source="post: 9311977" data-attributes="member: 4937"><p>So, I had also heard that it was one of the best published campaigns of all time so I bought it... and read it...</p><p></p><p>And it was terrible. It wasn't just terrible by modern standards, although there was a lot of that going on as well. I mean it was just terrible even by the standards of back in the day.</p><p></p><p>It's challenging in all the wrong ways. To many times you just have "Yog-sothoth in closet" syndrome where "whoops, you opened an unmarked door and saw an elder god and now you are insane". Interacting with the scenario is almost always the wrong strategy for the players. If the players play fair, they'll just end up insane or dead. </p><p></p><p>The overwhelmingly correct solution to almost everything is overwhelming firepower. If you could tote around a Vickers machine gun and some long-range big bore rifles with scopes, you'd do pretty well. Howitzers if you can get them. As a backup plan, trench shotguns with bayonets and grenades, and dynamite and gasoline isn't a bad idea for those rare occasions like in New York where you can't just kill everyone with a machine gun from 800 yards away. Preferably kill everything before you can make a positive identification. When in doubt, don't look, just kill it with fire. If you actually get within 400 yards of a cultist, or if you actually watch an occult ritual set piece, or if the wizards that are the main antagonists of the campaign figure out who you are and that you are after them, you'll probably die in a totally unfair manner. The problem is that with the players not belonging to any sort of organization and not by default having their own transport or legal permission to tote around heavy weaponry across multiple jurisdictions of New York and the British Empire means that your real foe, the real problem you have to deal with, is the authorities. It's the police and not the cultists that represent the biggest threat to successfully saving the world. And that feels really lame.</p><p></p><p>So I had set out with the intention of running the campaign, but I ended up spending about a year delaying the decision to do so and running prequel stories and foreshadowing by modifying actually decently written and interesting CoC scenarios, and I never did get around to starting the actual "Masks" campaign.</p><p></p><p>Save yourself some frustration and buy "Two Headed Serpent" instead, which is everything the "Masks" campaign should be but isn't.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9311977, member: 4937"] So, I had also heard that it was one of the best published campaigns of all time so I bought it... and read it... And it was terrible. It wasn't just terrible by modern standards, although there was a lot of that going on as well. I mean it was just terrible even by the standards of back in the day. It's challenging in all the wrong ways. To many times you just have "Yog-sothoth in closet" syndrome where "whoops, you opened an unmarked door and saw an elder god and now you are insane". Interacting with the scenario is almost always the wrong strategy for the players. If the players play fair, they'll just end up insane or dead. The overwhelmingly correct solution to almost everything is overwhelming firepower. If you could tote around a Vickers machine gun and some long-range big bore rifles with scopes, you'd do pretty well. Howitzers if you can get them. As a backup plan, trench shotguns with bayonets and grenades, and dynamite and gasoline isn't a bad idea for those rare occasions like in New York where you can't just kill everyone with a machine gun from 800 yards away. Preferably kill everything before you can make a positive identification. When in doubt, don't look, just kill it with fire. If you actually get within 400 yards of a cultist, or if you actually watch an occult ritual set piece, or if the wizards that are the main antagonists of the campaign figure out who you are and that you are after them, you'll probably die in a totally unfair manner. The problem is that with the players not belonging to any sort of organization and not by default having their own transport or legal permission to tote around heavy weaponry across multiple jurisdictions of New York and the British Empire means that your real foe, the real problem you have to deal with, is the authorities. It's the police and not the cultists that represent the biggest threat to successfully saving the world. And that feels really lame. So I had set out with the intention of running the campaign, but I ended up spending about a year delaying the decision to do so and running prequel stories and foreshadowing by modifying actually decently written and interesting CoC scenarios, and I never did get around to starting the actual "Masks" campaign. Save yourself some frustration and buy "Two Headed Serpent" instead, which is everything the "Masks" campaign should be but isn't. [/QUOTE]
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Anyone played Masks of Nyarlathotep?
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