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Trail of Cthulhu - my first experiences
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<blockquote data-quote="Chris_Nightwing" data-source="post: 6032787" data-attributes="member: 882"><p>I've run Trail of Cthulhu with a couple of groups, with mixed reactions. Mechanics like stability/sanity, pillars, drives and the simplified weapon combat I could get behind. However, one of the main difficulties I had as a GM was trying to maintain a sense of mystery with the skill system. The players rarely had to make a decision in the investigative section of the game that led to anything more than gaining more clues. Yes, sometimes I could offer spends for more/better clues, but there was never any risk in taking a decision to go to one location or another. Perhaps there are better structured adventures for this.</p><p></p><p>An example that I ended up twisting the rules a little to support was when the party interrogated a suspect. Since one character plainly had enough points in the relevant social skills, any interesting lies that might lead them in the wrong direction were instantly spotted, and any interesting reluctance on the part of the NPC was overcome just as swiftly. I ended up deciding that a point *had* to be spent in order to see through a lie, or get another clue, as then it entailed a risk (you might need those points later). I understand that the system is designed to ensure that you get the critical clues and keep the story running, but I much prefer the style of adventure where there are multiple routes to the plot revelation and you might fail to follow some threads (but then later you'll get that Aha! moment when you put two and two together).</p><p></p><p>I love Call of Cthulhu, but in all honesty I play such a heavily modified version of the rules these days that it's not the same game (and Chaosium will never attempt to update the mechanics to something more friendly, yet still game-focused rather than story-focused). Trail of Cthulhu is fun, but I wouldn't want to run a long campaign with it. Masks of Nyarlathotep, for instance, is awesome because you can fail at several of the adventures and still win, and almost no clues are given to you for being laid back and just letting things happen.</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 6032787, member: 882"] I've run Trail of Cthulhu with a couple of groups, with mixed reactions. Mechanics like stability/sanity, pillars, drives and the simplified weapon combat I could get behind. However, one of the main difficulties I had as a GM was trying to maintain a sense of mystery with the skill system. The players rarely had to make a decision in the investigative section of the game that led to anything more than gaining more clues. Yes, sometimes I could offer spends for more/better clues, but there was never any risk in taking a decision to go to one location or another. Perhaps there are better structured adventures for this. An example that I ended up twisting the rules a little to support was when the party interrogated a suspect. Since one character plainly had enough points in the relevant social skills, any interesting lies that might lead them in the wrong direction were instantly spotted, and any interesting reluctance on the part of the NPC was overcome just as swiftly. I ended up deciding that a point *had* to be spent in order to see through a lie, or get another clue, as then it entailed a risk (you might need those points later). I understand that the system is designed to ensure that you get the critical clues and keep the story running, but I much prefer the style of adventure where there are multiple routes to the plot revelation and you might fail to follow some threads (but then later you'll get that Aha! moment when you put two and two together). I love Call of Cthulhu, but in all honesty I play such a heavily modified version of the rules these days that it's not the same game (and Chaosium will never attempt to update the mechanics to something more friendly, yet still game-focused rather than story-focused). Trail of Cthulhu is fun, but I wouldn't want to run a long campaign with it. Masks of Nyarlathotep, for instance, is awesome because you can fail at several of the adventures and still win, and almost no clues are given to you for being laid back and just letting things happen. [/QUOTE]
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