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<blockquote data-quote="Celebrim" data-source="post: 8938757" data-attributes="member: 4937"><p>Multiple attempts at the <strong>"Goblin Campaign"</strong> for 1e AD&D - a reverse campaign where you play the bad guys.</p><p><strong>"War Against the Chtorr"</strong> campaign for GURPS. Failed because of a combination of GURPS, less than ideal players, and me wanting a high thespian/melodrama campaign while the players wanted something very different. </p><p><strong>"Masks of Nyarthalhotep" </strong>for CoC 5e. Actually went about a year, so was on the borderline of being failed/successful. Ended with a disappointing near TPK which wasn't so much disappointing because it was a near TPK as it was just effectively getting shot up by the police. Marks the beginning of me getting really dissatisfied with the dynamics of classic CoC adventures as opposed to having a framework like Delta Green. Ironically, campaign went about a year without actually starting the actual campaign I planned to run, as the more I read "Masks" the more dissatisfied I became with it as a basis of play and kept delaying starting the campaign on the excuse of doing preparatory adventures that would set the stage better. I started the campaign as a way to deal with a bad case of GM burnout, wanting a campaign that I could play more "out of the box" without 10-20 hours of labor every week. Instead, I found CoC adventures needed a lot of rewriting and prep and so it was just as much work as running my own D&D campaign in my own setting.</p><p><strong>"Two Headed Serpent"</strong> for Pulp Cthulhu 7e. Solved almost all my problems with CoC. Well written campaign that required little prep and provided a framework so that the monsters were the main villains and not law enforcement officers. Unfortunately, didn't solve the problems for my players, who by this time were tired of CoC and very much wanted to get back to their main Fantasy aesthetic of play.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 8938757, member: 4937"] Multiple attempts at the [B]"Goblin Campaign"[/B] for 1e AD&D - a reverse campaign where you play the bad guys. [B]"War Against the Chtorr"[/B] campaign for GURPS. Failed because of a combination of GURPS, less than ideal players, and me wanting a high thespian/melodrama campaign while the players wanted something very different. [B]"Masks of Nyarthalhotep" [/B]for CoC 5e. Actually went about a year, so was on the borderline of being failed/successful. Ended with a disappointing near TPK which wasn't so much disappointing because it was a near TPK as it was just effectively getting shot up by the police. Marks the beginning of me getting really dissatisfied with the dynamics of classic CoC adventures as opposed to having a framework like Delta Green. Ironically, campaign went about a year without actually starting the actual campaign I planned to run, as the more I read "Masks" the more dissatisfied I became with it as a basis of play and kept delaying starting the campaign on the excuse of doing preparatory adventures that would set the stage better. I started the campaign as a way to deal with a bad case of GM burnout, wanting a campaign that I could play more "out of the box" without 10-20 hours of labor every week. Instead, I found CoC adventures needed a lot of rewriting and prep and so it was just as much work as running my own D&D campaign in my own setting. [B]"Two Headed Serpent"[/B] for Pulp Cthulhu 7e. Solved almost all my problems with CoC. Well written campaign that required little prep and provided a framework so that the monsters were the main villains and not law enforcement officers. Unfortunately, didn't solve the problems for my players, who by this time were tired of CoC and very much wanted to get back to their main Fantasy aesthetic of play. [/QUOTE]
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