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<blockquote data-quote="Byrons_Ghost" data-source="post: 1393369" data-attributes="member: 7396"><p>I think it's differing campaign styles, really. One thing that I've noticed about CoC, even moreso than things like D&D, is that it can be run as several different types of games. There's investigative mysteries, slow psychological madness, deadly splatterfests, cosmic explorations, etc. Of course, ideally a good game would mix all the elements together, but naturally people are going to focus on certain things. For a game that's based largely on the fictional work of a single author, people seem to have radically different ideas on how it should be run. Ironic, really.</p><p></p><p>I think a lot of the lethality reputation comes from the old days, when the game was still strongly supported and people tended to run published scenarios. Some of those early adventures are just ridiculously deadly. I remember an exploration scenario from <em>Fragments of Fear</em>, for example, which was really little more than a dungeon crawl through some different temples in a valley in Africa. Oh, and there were major Mythos beasts in every temple. And, if that wasn't bad enough, the entire valley was filled with zombies. Did I mention that the module describes the amount of zombies as "effectively infinite"?</p><p></p><p>Anyhow, you see what I mean. Compared to games like D&D or other more "heroic" games, CoC is definately going to come off as more deadly. In the beginning, this is what attracted me to it- I was sick of AD&D type adventures where people could just bounce back from death. I died a particularly gruesome death in the first CoC game I played in (tip for newbies: never play a cop in this game, you always get sent in first!), and absolutely loved it.</p><p></p><p>These days, I'd be far more likely to go for long-running characters and psychological horror themes. But, originally, there was definately something fun about the sheer mayhem and carnage that we used to inflict on each other. So really, like I said, it's all a matter of play style.</p></blockquote><p></p>
[QUOTE="Byrons_Ghost, post: 1393369, member: 7396"] I think it's differing campaign styles, really. One thing that I've noticed about CoC, even moreso than things like D&D, is that it can be run as several different types of games. There's investigative mysteries, slow psychological madness, deadly splatterfests, cosmic explorations, etc. Of course, ideally a good game would mix all the elements together, but naturally people are going to focus on certain things. For a game that's based largely on the fictional work of a single author, people seem to have radically different ideas on how it should be run. Ironic, really. I think a lot of the lethality reputation comes from the old days, when the game was still strongly supported and people tended to run published scenarios. Some of those early adventures are just ridiculously deadly. I remember an exploration scenario from [i]Fragments of Fear[/i], for example, which was really little more than a dungeon crawl through some different temples in a valley in Africa. Oh, and there were major Mythos beasts in every temple. And, if that wasn't bad enough, the entire valley was filled with zombies. Did I mention that the module describes the amount of zombies as "effectively infinite"? Anyhow, you see what I mean. Compared to games like D&D or other more "heroic" games, CoC is definately going to come off as more deadly. In the beginning, this is what attracted me to it- I was sick of AD&D type adventures where people could just bounce back from death. I died a particularly gruesome death in the first CoC game I played in (tip for newbies: never play a cop in this game, you always get sent in first!), and absolutely loved it. These days, I'd be far more likely to go for long-running characters and psychological horror themes. But, originally, there was definately something fun about the sheer mayhem and carnage that we used to inflict on each other. So really, like I said, it's all a matter of play style. [/QUOTE]
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