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Anyone played Masks of Nyarlathotep?
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<blockquote data-quote="Celebrim" data-source="post: 9312052" data-attributes="member: 4937"><p>I was pretty shocked as well. I'm actually making a very moderate criticism of the campaign. It's worse that I'm describing it.</p><p></p><p></p><p></p><p>It's not the power of the foes per se that's the problem, but how the foes are presented. For example, there is one encounter where if the players are simultaneously exposed to a half-dozen lesser other gods. There are so many encounters where you walk around the corner, and there is Nyarlathotep or something take 1d100 SAN loss. None of it is particularly creative of interesting. </p><p></p><p>There is a lot of work that went into setting this up and it's a really good early example of rigorous use of the "three clue rule", but there is just nothing that made me want to run this.</p><p></p><p></p><p></p><p>There is literally an encounter where the best course of action is to get the Japanese Imperial Navy to solve the problem with an artillery bombardment. Every single encounter has its best solution just absolutely be gunned up. The only investigation really is finding the breadcrumbs that lead to the next overwhelmingly powerful sorcerer that is best dealt with via sniper rifles. And I'm not like overlaying this interpretation on the text, but it's literally in the text itself: "is cunning, ruthless, and as powerful as a minor god. The investigators should try to</p><p>avoid him, or else to kill him without warning." As a practical matter, the PC's only chance in this game is to be expert snipers or expert demolitionists or both, but to tell you the truth, some Vickers machine guns seemed to be really warranted.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9312052, member: 4937"] I was pretty shocked as well. I'm actually making a very moderate criticism of the campaign. It's worse that I'm describing it. It's not the power of the foes per se that's the problem, but how the foes are presented. For example, there is one encounter where if the players are simultaneously exposed to a half-dozen lesser other gods. There are so many encounters where you walk around the corner, and there is Nyarlathotep or something take 1d100 SAN loss. None of it is particularly creative of interesting. There is a lot of work that went into setting this up and it's a really good early example of rigorous use of the "three clue rule", but there is just nothing that made me want to run this. There is literally an encounter where the best course of action is to get the Japanese Imperial Navy to solve the problem with an artillery bombardment. Every single encounter has its best solution just absolutely be gunned up. The only investigation really is finding the breadcrumbs that lead to the next overwhelmingly powerful sorcerer that is best dealt with via sniper rifles. And I'm not like overlaying this interpretation on the text, but it's literally in the text itself: "is cunning, ruthless, and as powerful as a minor god. The investigators should try to avoid him, or else to kill him without warning." As a practical matter, the PC's only chance in this game is to be expert snipers or expert demolitionists or both, but to tell you the truth, some Vickers machine guns seemed to be really warranted. [/QUOTE]
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Anyone played Masks of Nyarlathotep?
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