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Ideas for Running FATE Core Cthulhu
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<blockquote data-quote="RobShanti" data-source="post: 6209037" data-attributes="member: 82745"><p>With respect to the suggestions about Corruption and Madness, in the first post, I asked the folks on the Yahoo!Group whether Provoke vs. Will to do Mental Stress Track damage was enough.</p><p></p><p>One poster answered, "Using Mental stress for Madness is one option, though it means that you can be taken out more easily if you were bullied at school that day. It all depends on what difficulty level you want it to be."</p><p></p><p>Another poster added:</p><p></p><p>"Just remember to afflict characters with it. I forgot that FATE has this system already. After all when you take too much mental stress you are out of action, take too much Sanity damage and you are out of action. I was never happy with the way mental illnesses are added to characters as a result of "madness" in Cthulhu gaming. Mental Stress may actually be a better model. </p><p></p><p>"It is even possible that after enough mental stress has been taken from Things ordinary causes of mental stress will no longer affect the character. After you have faced down a pack of Ghouls some guy talking smack in a bar just isn't going to get you riled."</p><p></p><p>Even developer Fred Hicks chimed in, "Don't be afraid to turn away from Sanity Damage as a meme in all of this, too. That's something that the original Call of Cthulhu trained us all to think of automatically for Mythos gaming, and as such folks don't think outside that particular box very much."</p><p></p><p>Some voices of dissent, noted, however:</p><p></p><p>"Trail of Cthulhu has both a Sanity rating and a [mental] Stability rating. Not all mental stress is going to affect your sanity, and you can be relatively stable even if you're suffering from a mental illness. If I was running a Lovecraftian Fate game, I'd definitely keep the Mental track and add a Sanity track."</p><p></p><p>and </p><p></p><p>"Madness really is just a use of the standard Mental Stress track and consequences, and would be cleared as in the Core rules. It's not so much a new set of rules as it is a set of suggestions for the kinds of things that would cause the stress, and what kinds of consequences would be appropriate.</p><p></p><p>"I like the Corruption stress track idea because it inflicts serious costs to willingly interacting with things man was not meant to interact with. You want to read that book? Sure, that will give you the ability to take a spell casting stunt at your next milestone -- and right now it will fill two Corruption boxes. I like that it lasts longer than Mental Stress would, and that you don't get any kind of roll to mediate it -- you take stress, period, and it stays with you until you take some real action to get rid of it."</p></blockquote><p></p>
[QUOTE="RobShanti, post: 6209037, member: 82745"] With respect to the suggestions about Corruption and Madness, in the first post, I asked the folks on the Yahoo!Group whether Provoke vs. Will to do Mental Stress Track damage was enough. One poster answered, "Using Mental stress for Madness is one option, though it means that you can be taken out more easily if you were bullied at school that day. It all depends on what difficulty level you want it to be." Another poster added: "Just remember to afflict characters with it. I forgot that FATE has this system already. After all when you take too much mental stress you are out of action, take too much Sanity damage and you are out of action. I was never happy with the way mental illnesses are added to characters as a result of "madness" in Cthulhu gaming. Mental Stress may actually be a better model. "It is even possible that after enough mental stress has been taken from Things ordinary causes of mental stress will no longer affect the character. After you have faced down a pack of Ghouls some guy talking smack in a bar just isn't going to get you riled." Even developer Fred Hicks chimed in, "Don't be afraid to turn away from Sanity Damage as a meme in all of this, too. That's something that the original Call of Cthulhu trained us all to think of automatically for Mythos gaming, and as such folks don't think outside that particular box very much." Some voices of dissent, noted, however: "Trail of Cthulhu has both a Sanity rating and a [mental] Stability rating. Not all mental stress is going to affect your sanity, and you can be relatively stable even if you're suffering from a mental illness. If I was running a Lovecraftian Fate game, I'd definitely keep the Mental track and add a Sanity track." and "Madness really is just a use of the standard Mental Stress track and consequences, and would be cleared as in the Core rules. It's not so much a new set of rules as it is a set of suggestions for the kinds of things that would cause the stress, and what kinds of consequences would be appropriate. "I like the Corruption stress track idea because it inflicts serious costs to willingly interacting with things man was not meant to interact with. You want to read that book? Sure, that will give you the ability to take a spell casting stunt at your next milestone -- and right now it will fill two Corruption boxes. I like that it lasts longer than Mental Stress would, and that you don't get any kind of roll to mediate it -- you take stress, period, and it stays with you until you take some real action to get rid of it." [/QUOTE]
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