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General Tabletop Discussion
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A Growing Appreciation of Modules
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<blockquote data-quote="Imaculata" data-source="post: 8169385" data-attributes="member: 6801286"><p>I have to admit I do love some of the Call of Cthulhu adventures that come with the core rule book. I've never ran any of them, but for the purpose of understanding the structure of a CoC adventure, they are a great help. They help the DM understand how to sprinkle clues around, and slowly escalate the horror.</p><p></p><p>Running a CoC adventure is very different from running a D&D adventure, even if you use similar rules. There are just a lot less locations, and more characters and details. And not to forget handouts! Plus a timeline of day to day events can be very important. Without an example adventure, I might not have known where to start.</p><p></p><p>One of the sample adventures in D20 Cthulhu took place at a movie theater. Just one theater. But the adventure was very detailed in all the goings on, and what every room looked like. It also had a nice list of whammies; little jumpscares that the DM could just drop in at any time to keep things exciting. That made me think different about writing adventures in general.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 8169385, member: 6801286"] I have to admit I do love some of the Call of Cthulhu adventures that come with the core rule book. I've never ran any of them, but for the purpose of understanding the structure of a CoC adventure, they are a great help. They help the DM understand how to sprinkle clues around, and slowly escalate the horror. Running a CoC adventure is very different from running a D&D adventure, even if you use similar rules. There are just a lot less locations, and more characters and details. And not to forget handouts! Plus a timeline of day to day events can be very important. Without an example adventure, I might not have known where to start. One of the sample adventures in D20 Cthulhu took place at a movie theater. Just one theater. But the adventure was very detailed in all the goings on, and what every room looked like. It also had a nice list of whammies; little jumpscares that the DM could just drop in at any time to keep things exciting. That made me think different about writing adventures in general. [/QUOTE]
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