Call of Cthulhu


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As a quick aside, last Saturday my group and I played a Halloween game. (Early I know, but Saturdays is our regular meet, and they didn't feel right doing it on All-Saints') :)

Playing the BRP system, in the end, one character out of 6 survived, and he was half-insane and lost an arm. What killed the characters, you may ask? A horrible otherworldly demon? A crazed Cultist.

Nope: Themselves. And it is through this exercise that a truism, an axiom if you will, came shining through:

Investigators should stay away from Grenades as much as possible. I have NEVER seen that many botched grenade tosses in a single session in my LIFE.

The death of EACH party member was directly or indirectly responsible to a bad grenade toss in cramped quarters. It's hard to build a strong horror story when you are too busy laughing at the party ripping one another apart, with bemused cultists and old ones watching on the sidelines. :D
 

Henry said:
The death of EACH party member was directly or indirectly responsible to a bad grenade toss in cramped quarters. It's hard to build a strong horror story when you are too busy laughing at the party ripping one another apart, with bemused cultists and old ones watching on the sidelines. :D

HAHAHA! God I love this game :D

-W.
 

I tend to have a hard time with horror atmosphere in my games anyway, because I play with good friends, and we joke around a lot.

I can make creepy stuff happen, but the atmosphere at the table is always a bit party-like regardless.
 

Joshua Dyal said:
I tend to have a hard time with horror atmosphere in my games anyway, because I play with good friends, and we joke around a lot.

I can make creepy stuff happen, but the atmosphere at the table is always a bit party-like regardless.

I know the feeling. It is inevitable with old friends since they have been to R'lyeh and back and have tales to tell and old stories to bring up. Your post made me think of a time back when I was in Canada and gaming with the Canadian Cthulhu Cartel. We used to have a 'Karma' house rule that if you managed to survive an adventure you gained 1d4 Karma points. These points could be used to add a 5% bonus per Karma point to any roll. You would have to declare their use before the roll itself. If the situation was one where by all counts you should be instantly dead, you could use your Karma for a 1% per Karma point chance of somehow miraculously surviving. One night playing in our usual location of my friend's basement appartment and one of the players and myself meeting an avatar of Nyarlathotep he managed to roll a 001. Needless to say, we erupted in cheers and more than a few body tackles of joy (waking his parents upstairs up in the process). When something like that happens it tends to overcome any sense of horror or fear the DM is trying to convey. :D

-W.
 

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