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<blockquote data-quote="Janx" data-source="post: 5184957" data-attributes="member: 8835"><p>I've been following this thread for a bit. It's interesting.</p><p></p><p>one of the last few pages mentioned being interested in players starting out confident, and growing increasingly wary. To me, that sounds like Dread, the jenga-horror game mechanic. Though Hobo mentioned being interested in a d20 game platform....</p><p></p><p>For myself, one concept I'm not too confident is the Sanity mechanic. I never played CoC, though I've heard from friends who had. It struck me (and it could be the groups' fault), as being rather silly and debilitating.</p><p></p><p>In a way, the OP touched on this in the first post, when talking about the 2 modes of CoC, long lived and short lived.</p><p></p><p>I'm less keen on a mechanic that makes your PC unplayable long term (barring the occasional failure or stupid play).</p><p></p><p>It also struck me that the implementation was less than "realistic". I didn't get the general sense from reading Lovecraft that every character was going insane from being exposed to the horrors, so much as they WERE insane.</p><p></p><p>I guess I'd prefer to see a fear mechanic in the sense of a short term debilitation, seperate from long term side effects of seeing that which man was not meant to see.</p><p></p><p>I think part of the problem, is most of us haven't seen anything truly horrible, and are trying to model Lovecraftian insanity based on our real world understanding of it.</p><p></p><p>I would think something like PTSD would be more akin to what Investigators might suffer. What NPCs that mingle with Horrors have is the Crazies. That's not for PCs.</p><p></p><p>I like the idea on page 3, to have the player determine pre-game what his response to stress/horror will be. Basically outline some basic responses, so that he can role-play it realistically, rather than be strapped with some random insanity that is ridiculously role-played.</p><p></p><p>On a side topic, somebody mentioned that the fighers would probably use the mental stats as dump stats, and thus be more susceptible. </p><p></p><p>I would bet it would be the inverse. People who don't think too much, don't tend to be bothered as much by what goes on in life. The football jock is more likely to experience a Fight or Flight moment in the face of horror, than the whizkid, who is seriously going to have his mind blown by the possibilities being revealed to him. </p><p></p><p>The jock will get over it, and in the retelling, "won't know what it was he saw that night". The Buffy effect. Whereas, the whizkid will be haunted for life and question everything he knows, and probably start a secret conspiracy web site, and then get rather paranoid.</p></blockquote><p></p>
[QUOTE="Janx, post: 5184957, member: 8835"] I've been following this thread for a bit. It's interesting. one of the last few pages mentioned being interested in players starting out confident, and growing increasingly wary. To me, that sounds like Dread, the jenga-horror game mechanic. Though Hobo mentioned being interested in a d20 game platform.... For myself, one concept I'm not too confident is the Sanity mechanic. I never played CoC, though I've heard from friends who had. It struck me (and it could be the groups' fault), as being rather silly and debilitating. In a way, the OP touched on this in the first post, when talking about the 2 modes of CoC, long lived and short lived. I'm less keen on a mechanic that makes your PC unplayable long term (barring the occasional failure or stupid play). It also struck me that the implementation was less than "realistic". I didn't get the general sense from reading Lovecraft that every character was going insane from being exposed to the horrors, so much as they WERE insane. I guess I'd prefer to see a fear mechanic in the sense of a short term debilitation, seperate from long term side effects of seeing that which man was not meant to see. I think part of the problem, is most of us haven't seen anything truly horrible, and are trying to model Lovecraftian insanity based on our real world understanding of it. I would think something like PTSD would be more akin to what Investigators might suffer. What NPCs that mingle with Horrors have is the Crazies. That's not for PCs. I like the idea on page 3, to have the player determine pre-game what his response to stress/horror will be. Basically outline some basic responses, so that he can role-play it realistically, rather than be strapped with some random insanity that is ridiculously role-played. On a side topic, somebody mentioned that the fighers would probably use the mental stats as dump stats, and thus be more susceptible. I would bet it would be the inverse. People who don't think too much, don't tend to be bothered as much by what goes on in life. The football jock is more likely to experience a Fight or Flight moment in the face of horror, than the whizkid, who is seriously going to have his mind blown by the possibilities being revealed to him. The jock will get over it, and in the retelling, "won't know what it was he saw that night". The Buffy effect. Whereas, the whizkid will be haunted for life and question everything he knows, and probably start a secret conspiracy web site, and then get rather paranoid. [/QUOTE]
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