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[CoC] What is it, exactly?
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<blockquote data-quote="Wombat" data-source="post: 1091471" data-attributes="member: 8447"><p>Okay, there is also this point --</p><p></p><p>How many of Lovecraft's heroes, after finding out about the eldritch blasphemous horrors <em>go back for a second helping</em>?</p><p></p><p>Yet again that is the common form for CoC.</p><p></p><p>This is a hard thing to reconcile. I like playing the game, as long as it is run by a competent GM, but I just don't think the game has a terribly Lovecraftian feel to it -- too much action, too much hope, too much going back for more, too big of groups, and the players usually feeling like they can actually <em>do</em> something against the Big Bads.</p><p></p><p>CoC, more than any other game I have run across in my 25+ years of gaming, requires a good GM and a solid group of players. I have run across far too many sessions of CoC being run by unprepared GMs or GMs who didn't know how to get the mood right, that slow creeping feeling that something is wrong, as opposed to "a dozen screaming cultists come after you with knives and tommyguns". Far too many games have devolved into monster-killing sessions or face downs with Nyarlathotep rather than questioning whether you are sane or not (or how to convince others of The Truth once you have convinced yourself that you <em>are</em> sane, no matter what others tell you).</p><p></p><p>In the end, I have run three very succesful CoC games. All there were me and a single player. None of the Old Ones ever materialized. It was claustrophobic and none of the players ever wanted to run their characters again, feeling the characters were to emotionally scarred to ever do anything normal again.</p><p></p><p>Hmm, maybe that would be the way to run the game after all...</p></blockquote><p></p>
[QUOTE="Wombat, post: 1091471, member: 8447"] Okay, there is also this point -- How many of Lovecraft's heroes, after finding out about the eldritch blasphemous horrors [I]go back for a second helping[/I]? Yet again that is the common form for CoC. This is a hard thing to reconcile. I like playing the game, as long as it is run by a competent GM, but I just don't think the game has a terribly Lovecraftian feel to it -- too much action, too much hope, too much going back for more, too big of groups, and the players usually feeling like they can actually [I]do[/I] something against the Big Bads. CoC, more than any other game I have run across in my 25+ years of gaming, requires a good GM and a solid group of players. I have run across far too many sessions of CoC being run by unprepared GMs or GMs who didn't know how to get the mood right, that slow creeping feeling that something is wrong, as opposed to "a dozen screaming cultists come after you with knives and tommyguns". Far too many games have devolved into monster-killing sessions or face downs with Nyarlathotep rather than questioning whether you are sane or not (or how to convince others of The Truth once you have convinced yourself that you [I]are[/I] sane, no matter what others tell you). In the end, I have run three very succesful CoC games. All there were me and a single player. None of the Old Ones ever materialized. It was claustrophobic and none of the players ever wanted to run their characters again, feeling the characters were to emotionally scarred to ever do anything normal again. Hmm, maybe that would be the way to run the game after all... [/QUOTE]
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