Old Fezziwig
this is a low-flying panic attack
Hi, all. I'll be running a one-shot CoC adventure (d20 rules) for my D&D group over the next month & a half as a change of pace (and also as a last hurrah/something fun before I move back to MA in July). I've been reading the CoC d20 book and the tips in there are great, but I was wondering if anyone else had any advice/tips/whatnot they could give me for running a CoC scenario. Any advice folks could give would be great and really helpful as I've never run this before.
My basic scenario is set during King Philip's War in 1676 Massachusetts. Spoiler for the scenario (just in case my group's reading -- and if you are, then shoo!):
Anyhow, I'm looking for general tips, although if folks have thoughts about the basic plot, that's cool, too.
thanks,
Nick
My basic scenario is set during King Philip's War in 1676 Massachusetts. Spoiler for the scenario (just in case my group's reading -- and if you are, then shoo!):
The group will end up investigating an abandoned village in central/western MA, which had been home to some sort of cult (haven't decided who/what, although Hastur's a favorite and very possible) that has awakened some sort of unspeakable thing (which has, in turn, killed/eaten/eliminated most if not all of the villagers). I've left the composition of the group (colonists/Indians/mixed) up to the players at this point, although the tension possible in a mixed group makes it very appealing to me. The players will not know about the cult at the beginning of the game. I picture the whole thing as a two act adventure -- part one dealing with discovering the cult, part two, with what's been unleashed.
Anyhow, I'm looking for general tips, although if folks have thoughts about the basic plot, that's cool, too.
thanks,
Nick