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Call of Cthulhu: Advice needed for a new GM
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<blockquote data-quote="Morpheus" data-source="post: 641384" data-attributes="member: 612"><p><strong>GMing CoC (BRP or d20)</strong></p><p></p><p>Call of Cthulhu is all about the <em>atmosphere</em> . It is the struggle against Things-Man-Was-Not-Meant-To-Know. It is also probably the most satisfying game for a GM when it is done correctly because it involves true roleplaying. Some things to keep in mind while GMing CoC:</p><p></p><p>1) Make your NPCs real people. Create them with their own voices, quirks, hopes and fears. You don't have to be a method actor and you don't have to do this for every single NPC, but the more you make them real, the better the experience.</p><p></p><p>2) Always have an alternate plan. CoC is an investigative endeavor and as a GM, you can't plan for every situation. For example, if the clue that leads to the mansion is located in the cemetary and the PCs don't go to the cemetary, place the clue somewhere where they <em>do</em> go. This way, you don't have to railroad them to the cemetary and they think that they are doing well when they find the clue.</p><p></p><p>3) Props, props, props...Old photographs and maps. A written letter. A stained diary page. Anything that makes the game seem more tangible and real.</p><p></p><p>4) Let the dice fall where they may. CoC is about the insignificance of Man in the greater scheme of things. What could relay that message more than rolling the dice in the open and showing the PCs that everything is arbitrary and their actions mean little?</p><p></p><p>Good luck and have fun. CoC is a great game...</p></blockquote><p></p>
[QUOTE="Morpheus, post: 641384, member: 612"] [b]GMing CoC (BRP or d20)[/b] Call of Cthulhu is all about the [I]atmosphere[/I] . It is the struggle against Things-Man-Was-Not-Meant-To-Know. It is also probably the most satisfying game for a GM when it is done correctly because it involves true roleplaying. Some things to keep in mind while GMing CoC: 1) Make your NPCs real people. Create them with their own voices, quirks, hopes and fears. You don't have to be a method actor and you don't have to do this for every single NPC, but the more you make them real, the better the experience. 2) Always have an alternate plan. CoC is an investigative endeavor and as a GM, you can't plan for every situation. For example, if the clue that leads to the mansion is located in the cemetary and the PCs don't go to the cemetary, place the clue somewhere where they [I]do[/I] go. This way, you don't have to railroad them to the cemetary and they think that they are doing well when they find the clue. 3) Props, props, props...Old photographs and maps. A written letter. A stained diary page. Anything that makes the game seem more tangible and real. 4) Let the dice fall where they may. CoC is about the insignificance of Man in the greater scheme of things. What could relay that message more than rolling the dice in the open and showing the PCs that everything is arbitrary and their actions mean little? Good luck and have fun. CoC is a great game... [/QUOTE]
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