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[CoC] Running Retun to Dunwich | Help Needed.
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<blockquote data-quote="omnimpotent" data-source="post: 814732" data-attributes="member: 9162"><p>I've only read the book, never run it, so a grain of salt may be in order.</p><p></p><p>My biggest problem with the book was that it was fairly rambling. The relatively unstructured nature of the suggested scenario had me envisioning the intrepid investigators on an Avon lady run. "Ding dong, investigators, can we speak to the witch or wizard of the house?" Granted, many of the houses are interesting enough that this could work for a while, but the seeming pointlessness and endlessness of it would put me off, as a player or a GM.</p><p></p><p>As a fix, some of the townsfolk should become guides or information sources. To begin with, one of the local scabby kids, or one of the most sociable, presentable witches should show players around. </p><p></p><p>The scabby kid would do it for fun and sweets, and would enjoy showing cityfolk the local haunted houses and scary ladies. As a bonus, there's something fun about 8-10 year olds who casually know way more than you about hideous goings-on. Plus, for later on, one of the many horrors about the township could do in the kid off screen. This adds an unsettling new mystery, (what happened to little Timmy?) gets rid of an NPC you might be sick of playing, and introduces and exciting new character, Timmys drunken angry shotgun toting Pa, who knows that a bunch of cityslickers have made off with his boy. Kindly GMs will allow Pa to forget his shotgun is loaded with subdual rocksalt, and let PC's talk their way out.</p><p></p><p>The presentable witch (I forget her name) will have an interest in keeping the PC's close and well fed with clues. If she can keep well informed of the investigation, she can direct it so that the PC's don't suss out the witches, or any town goings-on that will have a major outsider reaction. She will hope that if she can direct the PCs properly, they can find what they're looking for without causing too much trouble. Her steering and agenda should come to light slowly, leading to good trust issues. (a la Deep Throat from back when the X-Files were so good)</p><p></p><p>Hopefully these NPCs can keep the PCs at the amusing sites to build up Dunwich first, and the really scary stuff for later, to keep pacing interesting, and adventure length what you want it to be.</p><p></p><p>As for locals, every so often the PCs should pass a knot of them gossiping. They will mostly clam up in the PCs presence, but every so often, a Listen roll will catch a snippet the locals thought was out of earshot. Things like "them outsiders sure seem to like little Timmy..." or "I bet them city slickers carry a lot of cash...I hear they're staying at..." or "that (female investigator) shore is purdy..." I'm not sure you can overdo Deliverance accents or imagery for this town, either.</p><p></p><p>PS - where did you find players who don't already know the story? That is so awesome!</p></blockquote><p></p>
[QUOTE="omnimpotent, post: 814732, member: 9162"] I've only read the book, never run it, so a grain of salt may be in order. My biggest problem with the book was that it was fairly rambling. The relatively unstructured nature of the suggested scenario had me envisioning the intrepid investigators on an Avon lady run. "Ding dong, investigators, can we speak to the witch or wizard of the house?" Granted, many of the houses are interesting enough that this could work for a while, but the seeming pointlessness and endlessness of it would put me off, as a player or a GM. As a fix, some of the townsfolk should become guides or information sources. To begin with, one of the local scabby kids, or one of the most sociable, presentable witches should show players around. The scabby kid would do it for fun and sweets, and would enjoy showing cityfolk the local haunted houses and scary ladies. As a bonus, there's something fun about 8-10 year olds who casually know way more than you about hideous goings-on. Plus, for later on, one of the many horrors about the township could do in the kid off screen. This adds an unsettling new mystery, (what happened to little Timmy?) gets rid of an NPC you might be sick of playing, and introduces and exciting new character, Timmys drunken angry shotgun toting Pa, who knows that a bunch of cityslickers have made off with his boy. Kindly GMs will allow Pa to forget his shotgun is loaded with subdual rocksalt, and let PC's talk their way out. The presentable witch (I forget her name) will have an interest in keeping the PC's close and well fed with clues. If she can keep well informed of the investigation, she can direct it so that the PC's don't suss out the witches, or any town goings-on that will have a major outsider reaction. She will hope that if she can direct the PCs properly, they can find what they're looking for without causing too much trouble. Her steering and agenda should come to light slowly, leading to good trust issues. (a la Deep Throat from back when the X-Files were so good) Hopefully these NPCs can keep the PCs at the amusing sites to build up Dunwich first, and the really scary stuff for later, to keep pacing interesting, and adventure length what you want it to be. As for locals, every so often the PCs should pass a knot of them gossiping. They will mostly clam up in the PCs presence, but every so often, a Listen roll will catch a snippet the locals thought was out of earshot. Things like "them outsiders sure seem to like little Timmy..." or "I bet them city slickers carry a lot of cash...I hear they're staying at..." or "that (female investigator) shore is purdy..." I'm not sure you can overdo Deliverance accents or imagery for this town, either. PS - where did you find players who don't already know the story? That is so awesome! [/QUOTE]
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