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[CoC] Running Retun to Dunwich | Help Needed.
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<blockquote data-quote="Shapermc" data-source="post: 812427" data-attributes="member: 9007"><p>The book is great. Very detailed, good maps, good hand outs. Aside from a MASS of typo's and misdirection this is quite the solid book, till you get to the Return to Dunwich scenario/module.</p><p></p><p>Anyways the way to run the scenario leaves MUCH to be desired by, me, the Keeper. I mean it is more like they might as well have just put in a chapter that is a sentence long saying... After the Dunwich horror the Professor that survived hire's investigators to look into the strange happenings that have happen after everything. If they wanted to get more detailed they could have put ... GM's should let the Investigators wander around town (and with the occasional "rumor") they stumble upon the GIANT mystery of Dunwich, how is up to you.</p><p></p><p>I mean really what is the point of it? It should have been advertised as a campaign setting, and not a scenario/module. None the less I am going to run this because my group has no idea what the Dunwich horror was so this scenario will be fun as well as long and involving. </p><p></p><p>So what am I doing giving a review of the last section of a great book? Well I am looking for any help involving running this. Tips of how to start it, who are good NPC's, what are good "bumps" (strange events), or a decent timeline on how to run this? I am definitely using that second scenario (the one written by Tynes) that is excellent and I am thinking of throwing that at the PC's pretty early on in the game. But I am having problems figuring out how to entice the PC's into finding out more than just "the bare necessities" of what they are hired for. </p><p></p><p>I am also looking for tips on running NPC's and which ones work the best as points of contact / reoccurring /nemesis types. I mean it will mainly depend on if you are looking at the PC's leaning towards trusting the Believers or the Prodistants. But either way I could flip-flop the NPC's role. Also any tips for just "backwoods" actions (e.g. Chewing Tobacco, picking noses, playing banjos...) for role-playing/submersion situations.</p><p></p><p>None the less I will be organizing this over the next week or two. I have only read this through once, but I have a decent grasp of everything. The entire "underground" section is incredibly confusing. I hope that reading that over again will help me understand everything down there (and how to get around underground). </p><p></p><p>So any tips will be really appreciated.</p></blockquote><p></p>
[QUOTE="Shapermc, post: 812427, member: 9007"] The book is great. Very detailed, good maps, good hand outs. Aside from a MASS of typo's and misdirection this is quite the solid book, till you get to the Return to Dunwich scenario/module. Anyways the way to run the scenario leaves MUCH to be desired by, me, the Keeper. I mean it is more like they might as well have just put in a chapter that is a sentence long saying... After the Dunwich horror the Professor that survived hire's investigators to look into the strange happenings that have happen after everything. If they wanted to get more detailed they could have put ... GM's should let the Investigators wander around town (and with the occasional "rumor") they stumble upon the GIANT mystery of Dunwich, how is up to you. I mean really what is the point of it? It should have been advertised as a campaign setting, and not a scenario/module. None the less I am going to run this because my group has no idea what the Dunwich horror was so this scenario will be fun as well as long and involving. So what am I doing giving a review of the last section of a great book? Well I am looking for any help involving running this. Tips of how to start it, who are good NPC's, what are good "bumps" (strange events), or a decent timeline on how to run this? I am definitely using that second scenario (the one written by Tynes) that is excellent and I am thinking of throwing that at the PC's pretty early on in the game. But I am having problems figuring out how to entice the PC's into finding out more than just "the bare necessities" of what they are hired for. I am also looking for tips on running NPC's and which ones work the best as points of contact / reoccurring /nemesis types. I mean it will mainly depend on if you are looking at the PC's leaning towards trusting the Believers or the Prodistants. But either way I could flip-flop the NPC's role. Also any tips for just "backwoods" actions (e.g. Chewing Tobacco, picking noses, playing banjos...) for role-playing/submersion situations. None the less I will be organizing this over the next week or two. I have only read this through once, but I have a decent grasp of everything. The entire "underground" section is incredibly confusing. I hope that reading that over again will help me understand everything down there (and how to get around underground). So any tips will be really appreciated. [/QUOTE]
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