Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Adventures where you've already lost
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Obryn" data-source="post: 5212853" data-attributes="member: 11821"><p>On the off-chance that any of my players read this, please don't!</p><p></p><p></p><p>Anyway, I run a sporadic Call of Cthulhu d20 game in-between my 4e games, and I think I've finally found some inspiration for a new session. I'm becoming bored with the game's status-quo, so I'm going to un-status the hell out of the quo.</p><p></p><p>I've given a lot of thought to creating a feeling of hopeless dread in an RPG, and I've found that it's rather difficult. It's easy to get to an "Oh, crap, how are we getting out of this?" moment, but much harder to get to the slow build and revelation that a situation that seemed in-hand or at least manageable is, in fact, utterly hopeless. What's more, when it's possible, it's not always <em>fun.</em> So, I would like your advice on whether or not you think this idea is workable from a DMing standpoint, and what you'd think as a player.</p><p></p><p>The basic idea is that the PCs, through their organization and a series of dreams from their party's psychically sensitive character, get hints of a Deep One ritual to sink Chicago - the party's home base - into Lake Michigan. They're familiar with the Deep Ones; the first adventure of this "series" had them as a major nemesis, but they've been in the background since then. There will be a lot of investigation, some good shooty-bits, and quite possibly a few good senses of accomplishment as various cultists are rooted out and "foiled." But over time, they'll get more and more hints that the ritual is, in fact, already complete - and that there's no way to reverse it. They might be able to take out some of the ones responsible, but they've been too late since before they even started the investigation.</p><p></p><p>Also, this flips the whole "Investigators stop a cult from completing an evil ritual" boilerplate CoC adventure on its head. That kinda appeals to me, too.</p><p></p><p>I have some pretty good experience with running Call of Cthulhu - I've run it on and off for years - and this fits right in with what I'd expect out of a good adventure hook. However, I've never run an adventure where the ending is basically pre-ordained.</p><p></p><p>As a GM, do you think this is workable without it feeling like a huge railroad? It's quite literally already over before the adventure starts - but within the context, the players will still have a ton of freedom and choice. And they'll have a lot of decisions to make once the big reveal is settled.</p><p></p><p>As a player - keeping in mind that this is Call of Cthulhu - how would you react to a revelation like this?</p><p></p><p>-O</p></blockquote><p></p>
[QUOTE="Obryn, post: 5212853, member: 11821"] On the off-chance that any of my players read this, please don't! Anyway, I run a sporadic Call of Cthulhu d20 game in-between my 4e games, and I think I've finally found some inspiration for a new session. I'm becoming bored with the game's status-quo, so I'm going to un-status the hell out of the quo. I've given a lot of thought to creating a feeling of hopeless dread in an RPG, and I've found that it's rather difficult. It's easy to get to an "Oh, crap, how are we getting out of this?" moment, but much harder to get to the slow build and revelation that a situation that seemed in-hand or at least manageable is, in fact, utterly hopeless. What's more, when it's possible, it's not always [I]fun.[/I] So, I would like your advice on whether or not you think this idea is workable from a DMing standpoint, and what you'd think as a player. The basic idea is that the PCs, through their organization and a series of dreams from their party's psychically sensitive character, get hints of a Deep One ritual to sink Chicago - the party's home base - into Lake Michigan. They're familiar with the Deep Ones; the first adventure of this "series" had them as a major nemesis, but they've been in the background since then. There will be a lot of investigation, some good shooty-bits, and quite possibly a few good senses of accomplishment as various cultists are rooted out and "foiled." But over time, they'll get more and more hints that the ritual is, in fact, already complete - and that there's no way to reverse it. They might be able to take out some of the ones responsible, but they've been too late since before they even started the investigation. Also, this flips the whole "Investigators stop a cult from completing an evil ritual" boilerplate CoC adventure on its head. That kinda appeals to me, too. I have some pretty good experience with running Call of Cthulhu - I've run it on and off for years - and this fits right in with what I'd expect out of a good adventure hook. However, I've never run an adventure where the ending is basically pre-ordained. As a GM, do you think this is workable without it feeling like a huge railroad? It's quite literally already over before the adventure starts - but within the context, the players will still have a ton of freedom and choice. And they'll have a lot of decisions to make once the big reveal is settled. As a player - keeping in mind that this is Call of Cthulhu - how would you react to a revelation like this? -O [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Adventures where you've already lost
Top