Looking for an investigative/horror system

Nagol

Unimportant
G'day Folks,

I'm thinking about building a modern day (or something close say 1970 - 2050) detective/supernatural/quasi-horror campaign and am looking for a suitable game system. I'd prefer to avoid the more cliche monster types (vampires and werewolves, I'm looking at you).

What I'd like:

  • A system where the PCs are not expected to lose in the long run (a BIG strike against Call of Cthulu where if you don't die you eventually succumb to insanity).
  • A system with mechanical investigative abilities as opposed to collaborative storytelling resolution.
  • A system with some PC access to magic, but not one where the magic overshadows more traditional tactics.

The group is used to the Hero System (2nd through 5th) and has exposure to a lot of older systems. A perfect system would be reasonably available and somewhat inexpensive (the financial health of the group members varies widely and I'd hate to suggest an expensive game if we don't already have copies in the group). Any recommendations?
 

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  • A system where the PCs are not expected to lose in the long run (a BIG strike against Call of Cthulu where if you don't die you eventually succumb to insanity).
  • A system with mechanical investigative abilities as opposed to collaborative storytelling resolution.
  • A system with some PC access to magic, but not one where the magic overshadows more traditional tactics.
Pick your favourite system, and go with that, is my advice. :) Something with a skill system, a magic system, and not too harsh a combat-/health-type aspect.

If you need advice for running investigative interludes, sessions or campaigns, you could do much, much worse than to read Justin Alexander's essay on it, in particular the Three Clue Rule. But really, all of it.

In my opinion, anyway. ;)
 

Like Aus_Snow, I'd recommend a favored system and going nuts.

That said, I'm really coming to like the Savage Worlds Explorer's Edition ($10 for the physical book), and think that it would work fairly well for this campaign.

Best of luck.
 

Like Aus_Snow, I'd recommend a favored system and going nuts.

That said, I'm really coming to like the Savage Worlds Explorer's Edition ($10 for the physical book), and think that it would work fairly well for this campaign.

Best of luck.

i would suggest Spycraft + Fragile Minds, my personal favorite, mmm..Spycraft Delta Green :devil: or Savage Worlds + the cthulhu supplement for it (I forget the name), or Trail of Cthulhu.
 

Another option is the Classic Deadlands system. You investigate, you fight, you (probably) win.
Bonus, all monsters can easily be unique creatures with abilities unmatched by anything else in the game. There's nothing like using werewolves that are immune to silver (make their weakness nerf bats and you'll really confuse the party).

The truth is that almost any game system would work. You, the GM, just have to be creative about what you do, and the players have to be invested in making it work. That's mostly a matter of prep-work.

Best of luck.
 

Never played it but from what I have read, then Ahzad's suggestion of Trail of Cthulhu is an excellent one. Based off the Gumshoe system (which was actually written specifically to handle investigative games), here's the homepage:

The Trail of Cthulhu RPG by Kenneth Hite for the GUMSHOE system

I think it is 'tweakable' as to the level of death/insanity as it talks about coping with pulp style right through to 'standard' CoC type games.

As an alternative, *Realms* of Cthulhu is a Savage Worlds setting book which also features adjustable sanity/lethality levels.

Realms of Cthulhu - Reality Blurs

Savage Worlds Explorer's Edition adds $10 to the cost, and while it's not the rules lite system some people claim, it is very quick to get PCs up and running. The skill system I would imagine (not having seen RoC but having a little experience with SW) is not as detailed, but may still be good enough for your purposes.
 

Both HERO (which I love) and GURPS (which I don't, but DO respect) have skill systems that would fit the bill for you: the only trick would be setting the campaign's power level.

But having said that, I concur with many others in that this kind of game is less about system and more about how it's used, so using a system you & your players are comfy with is probably the best bet.
 

While our game is Low Level Superhero game I have had really nice experiences with Fate system doing investigation expecially in Strands of Fate, but also in Dresden Files. Both have the positive side of Players being somewhat sterns stuff, but also mental stress being easy and flavorful to include. And in both magic rocks, but also keeps the other options viable. Fate system is not everyone, mind you, but if you want to try something a bit different read some threads about these in rpg.net.

Cheers
 

The Mayfair RPG called Chill is along the lines of what you are asking for. It is now out of print but I am sure entire lots of gamebooks could be had on Ebay for really cheap.

DS
 


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