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<blockquote data-quote="teitan" data-source="post: 1397791" data-attributes="member: 3457"><p>Oh man, I ran a couple of sessions of Cthulhu D20 for my players and all but one thought it was fun. He didn't like Sanity and the fact that he died... LOL. SOme people just can't take it. I ran one scenario in the Dark Ages that sucked canal water, which he played in and I will readily admit that it sucked. Now the second adventure I ran was a very Resident Evil kind of adventure with a secret research facility in Canada and the players were camping and got attacked by insects (can't recall the name), knocking them loopy until a helicopter came and captured the swarm and took the players as well to this secret facility. WHen the players came to they interacted with some NPCs and then all hell broke loose in the night. All but one died because of their own stupidity...</p><p></p><p>Things I noticed: HP don't matter. You take ten or more points, sayanora senor. Sanity is fun, but don't over do it because the players get real sick of it.</p><p></p><p>I ran the game all wrong in the first one, the second scenario was exactly what me and my players wanted but for an extended campaign, a different approach is necessary because you don't want players building a new character EVERY session sometimes more than once. At higher levels the game is definitely more pulp than BRP, which is probably more suitable for extended gaming. I have a love/hate relationship with the psychic feats, I love the way they work, I hate that they cost sanity, which really prevents players from taking those feats. With magick it works, but not psychic powers.</p><p></p><p>Were I to run another game I would change the emphasis of enemies to humans with the occasional encounter with the Things That Should Not Be.</p><p></p><p>Jason</p></blockquote><p></p>
[QUOTE="teitan, post: 1397791, member: 3457"] Oh man, I ran a couple of sessions of Cthulhu D20 for my players and all but one thought it was fun. He didn't like Sanity and the fact that he died... LOL. SOme people just can't take it. I ran one scenario in the Dark Ages that sucked canal water, which he played in and I will readily admit that it sucked. Now the second adventure I ran was a very Resident Evil kind of adventure with a secret research facility in Canada and the players were camping and got attacked by insects (can't recall the name), knocking them loopy until a helicopter came and captured the swarm and took the players as well to this secret facility. WHen the players came to they interacted with some NPCs and then all hell broke loose in the night. All but one died because of their own stupidity... Things I noticed: HP don't matter. You take ten or more points, sayanora senor. Sanity is fun, but don't over do it because the players get real sick of it. I ran the game all wrong in the first one, the second scenario was exactly what me and my players wanted but for an extended campaign, a different approach is necessary because you don't want players building a new character EVERY session sometimes more than once. At higher levels the game is definitely more pulp than BRP, which is probably more suitable for extended gaming. I have a love/hate relationship with the psychic feats, I love the way they work, I hate that they cost sanity, which really prevents players from taking those feats. With magick it works, but not psychic powers. Were I to run another game I would change the emphasis of enemies to humans with the occasional encounter with the Things That Should Not Be. Jason [/QUOTE]
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