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[CoC] Running Retun to Dunwich | Help Needed.
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<blockquote data-quote="TheAuldGrump" data-source="post: 818232" data-attributes="member: 6957"><p>Hmmm, actually getting/letting the players read 'The Dunwhich Horror' is also a good idea. Come to think of it try <a href="http://www.gizmology.net/lovecraft/works/" target="_blank">http://www.gizmology.net/lovecraft/works/</a></p><p></p><p>which has the complete collection online and in particular <a href="http://www.gizmology.net/realaudio/dunwich.ram" target="_blank">http://www.gizmology.net/realaudio/dunwich.ram</a> which is an old radio play of the story. Of HPLs work Dunwich Horror is in my estimation the best. If needed describe the story as the tale Armitage relates to them before sending them off.</p><p></p><p>Another possibility is <em>before</em> the adventure let them get lost near Dunwich, creep them out, let them leave and if they mention the place to Armitage he can <em>then</em> relate the story. Then a couple of adventures down the line he can send them back there 'because you are familiar with the place and its ways...'. Thats how I set it up when I ran it. It actually runs quite well if you take it slow, let the area scare them, yet get them to care about some of the townsfolk. (Who are then put on the 'Doomed' list.) If you can get some 'night in the forest' type recordings to play in the background it can really help. Oil lights to run the game by, remember - no electricity in Dunwich. A second recording, of Whippoorwills, to be keyed in at the right moments can also really add to the fun....</p><p></p><p>The Auld Grump</p></blockquote><p></p>
[QUOTE="TheAuldGrump, post: 818232, member: 6957"] Hmmm, actually getting/letting the players read 'The Dunwhich Horror' is also a good idea. Come to think of it try [url]http://www.gizmology.net/lovecraft/works/[/url] which has the complete collection online and in particular [url]http://www.gizmology.net/realaudio/dunwich.ram[/url] which is an old radio play of the story. Of HPLs work Dunwich Horror is in my estimation the best. If needed describe the story as the tale Armitage relates to them before sending them off. Another possibility is [i]before[/i] the adventure let them get lost near Dunwich, creep them out, let them leave and if they mention the place to Armitage he can [i]then[/i] relate the story. Then a couple of adventures down the line he can send them back there 'because you are familiar with the place and its ways...'. Thats how I set it up when I ran it. It actually runs quite well if you take it slow, let the area scare them, yet get them to care about some of the townsfolk. (Who are then put on the 'Doomed' list.) If you can get some 'night in the forest' type recordings to play in the background it can really help. Oil lights to run the game by, remember - no electricity in Dunwich. A second recording, of Whippoorwills, to be keyed in at the right moments can also really add to the fun.... The Auld Grump [/QUOTE]
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