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CoC Clueless

Skywalker said:

Also check out the Dark Ages Cthulhu fee web supplement floating aorund. Its quite good.

I'll second that... Cthulhu Dark Ages is extremely well done, especially for a free, online fan project.

It can be found at http://home.wanadoo.nl/s.gesbert/

*Note that it does use Chaosium's Call of Cthulhu system, which is different from d20 Call of Cthulhu.*
 

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Skywalker said:


CoC comes in two flavors.

One is a long term campaign, though durability is an issue. The fact that CoC has probably some of the best written campaigns shows this. I recommend Mask of Nyarlathotep, Horror on the Orient Express, Beyond the Mountains of Madness and Escape from Innsmouth. All have over 6 months and probably over 1 year worth of playing in them.

The other flavor often seen at conventions is a one shot where everyone dies.

As for how the game plays - there are many styles. Delta Green is a modern setting that melds X Files with CoC. Traditional Cthulhu set in 1920s is normally about a group of investigators banding together to get to the bottom of a mystery, add cults, monsters and horror. The other traditional setting is 1890s which has a Jack the Ripper meets Orson Welles feel :)

I recommend readin a few stories by H P Lovecraft (some are free on the net).

Also check out the Dark Ages Cthulhu fee web supplement floating aorund. Its quite good.

I always thought an interesting setting would be the pre- through post-world war 2 era: Indiana Jones and the Mask of Nyarlathotep! Instead of the Nazis trying to find the Arc of the Covenant, Indy must try to prevent them from summoning Great Cthulhu.

Indiana Jones: "Nazis. I hate those guys. Almost as much as I hate Old Ones." :D
 

I'm not so sure about the whole "Don't get too attached" scenario. Actually, I think that, if DM'd properly, it could prove an interesting setting for a rather lengthy campaign. And, depending on the DM and if played right, one may feel more rewarded with their characters, having to defy the odds and face the impossible, whereas in D&D, where you are basically "the hero of the day". In CoC, players will have a more *realistic* feel, and may feel more attached to their characters. Despite the fact that your character is more likely to die (and inevitable, on the basis theme of the game), you can't deny that you will be somewhat rewarded and pleased by what your character accomplishes.
 

I'll second that. I've always gotten attached to my Call characters. Especially after the first few sessions when they've all gone a tad wierd :)
 

Shameless Plug

You can always check out issue #24 of Game Trade Magazine. It has a 4 page excerpt of the CoC book, which will give you a good indication of what the game is about. Also check out the new issue, #26, it has a 4 page introductory adventure by Monte Cook (the books co-author). The adventure is an easy start to get characters and players involved in your campaign.
 

As an option, if you want more firepower in your CoC, look at Delta Green at: www.delta-green.com

For those who like to play secret governmet agents who slowly wear down into madness as they fight against Things Man Was Not Meant to Know with a gun in one hand, a cigarette in the other, and an extra bullet for yourself when you start to forget why you are fighting.

[edit: jeez Akunin, where did you find that place? That's awesome.]
 
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Campaign?

Hmmm... I've always had issues with the campaign notion of Call of Cthulhu. The only way to spin things out without driving the characters insane is to either:

(1) put lots of things in their way to prevent them actually dealing with the Mythos; or

(2) interact with the Mythos entirely through mortal minions and underlings.

The first amounts just to a spoiler. Players get quickly tired with the tricky encounters with the law, or problems with guides, and stuff like that. The second loses the CoC element and turns the game into at best a conspiracy investigation type game.

I have run a longer term CoC game, but I had to let the Sanity rules slip, else they'd have all been basket cases after the first few sessions, as they uncovered the threat to mankind.

Basically, CoC the game does a good job of replicating CoC the stories, and they are all one-shots! I just don't see how this is satisfying in the long run.
 

Mmmm, Cthulhu.

I love this game and need to pick up the D20 so I can slowly mix it in to my D&D campaign. :D

To answer questions on typical campaigns:
Your basic Killer DM will have you meet the most horrifying things in existance and your character will die/go insane in short order. Most others will realize that all the big nasties are trapped or just don't care about humans that much. You'll run into alot of cultists and creatures that induce less sanity loss; your characters will survive, grow, and you'll most likely get very attached to them as their sanity fades away oh so slowly.

CoC is the only game where I got so attached to characters that I voluntarily retired them so they wouldn't bite the big one.
 

Okay so what the crap is with the blurb on the back of the book that says something to the effect of "...rewards that will exceed your wildest aspirations." In Cthulu? What rewards? Surviving to session two?
 

Kai Lord said:
Okay so what the crap is with the blurb on the back of the book that says something to the effect of "...rewards that will exceed your wildest aspirations." In Cthulu? What rewards? Surviving to session two?

You will know...THINGS MAN WAS NOT MEANT TO KNOW!!!!

What could be more rewarding than that? :D

Edit: Plus since you'll probably be one of those catatonic, non-violent mental patients...you just might get a cute nurse to wipe the drool off your chin. :p
 
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Into the Woods

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