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Anyone played Masks of Nyarlathotep?
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<blockquote data-quote="Celebrim" data-source="post: 9312310" data-attributes="member: 4937"><p>I would definitely recommend Pulp rules for the campaign as it very much has more of a Pulp feel than anything else. Go ahead and embrace fighting the mythos through superior firepower. </p><p></p><p>But to me that only gets us like 30% of the way there. </p><p></p><p>1) I would strongly recommend an introductory adventure that sets up the characters connection to each other and the NPCs. This seems to widely have been realized to be a good thing, but I've not actually seen an adventure that I think is a worthy introduction. </p><p>2) I would strongly recommend the outcome of #1 is the PC's are introduced to some global anti-mythos organization similar to SAVE in Chill or perhaps a nascent Delta Green organization founded by the US government in the wake of the Innsmouth Incident (which I think technically occurs after Masks in the timeline but you can always move things around). The sole purpose of this organization is to allow the PCs to move around the world armed to the teeth while having mysteriously been granted permission to do so by the His Majesty's Government. I just hate when the focus of the campaign is on not getting in trouble with the local law enforcement rather than fighting the mythos cult.</p><p>3) I particularly detest the "Elder God in a Closet" set pieces and really think these encounters should involve more foreshadowing and set up, preferably with minor heralds of the elder god showing up first and hinting to the players that things are about to go to heck and they really need to bail before the SAN drain gets too much to reasonably endure and more clues about what the players might be getting into if they dig too deeply that don't require players to metagame knowledge of the mythos (and the game rules!) that their characters wouldn't have.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9312310, member: 4937"] I would definitely recommend Pulp rules for the campaign as it very much has more of a Pulp feel than anything else. Go ahead and embrace fighting the mythos through superior firepower. But to me that only gets us like 30% of the way there. 1) I would strongly recommend an introductory adventure that sets up the characters connection to each other and the NPCs. This seems to widely have been realized to be a good thing, but I've not actually seen an adventure that I think is a worthy introduction. 2) I would strongly recommend the outcome of #1 is the PC's are introduced to some global anti-mythos organization similar to SAVE in Chill or perhaps a nascent Delta Green organization founded by the US government in the wake of the Innsmouth Incident (which I think technically occurs after Masks in the timeline but you can always move things around). The sole purpose of this organization is to allow the PCs to move around the world armed to the teeth while having mysteriously been granted permission to do so by the His Majesty's Government. I just hate when the focus of the campaign is on not getting in trouble with the local law enforcement rather than fighting the mythos cult. 3) I particularly detest the "Elder God in a Closet" set pieces and really think these encounters should involve more foreshadowing and set up, preferably with minor heralds of the elder god showing up first and hinting to the players that things are about to go to heck and they really need to bail before the SAN drain gets too much to reasonably endure and more clues about what the players might be getting into if they dig too deeply that don't require players to metagame knowledge of the mythos (and the game rules!) that their characters wouldn't have. [/QUOTE]
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Anyone played Masks of Nyarlathotep?
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