Halloween & CoC

kengar

First Post
Okay, keepers! Put on yer thinking caps. Here's the situation:

I have a group of five players, all familiar with the d20 system from 3e, but have never played or even really read CoC (d20 or otherwise). They are not big horror fans but love to game in general. I -however- have been a fan of HPL-genre fiction since jr. High (hint: Reagan was prez) and love the CoC game (BRP & d20).

Now, I managed to convince these yahoos to play a CoC one-off on Halloween!:cool: I am reeaallly stoked to run it, but need some advice and ideas to make this fun for everyone. Here's what I'm looking for:

  1. ways to help the group make the transition from "high fantasy" to horror
  2. ideas about pacing and complexity: I want it to be interesting, but it really should finish in one night (5-6 hrs. max)
  3. general GM advice: run D&D, played in occasional CoC PBM's, but never GM'd CoC
  4. plot/plot twist ideas are appreciated as well.
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    I want to get started now so I have plenty of time to get things ready. I'm thinking of preparing 5 characters and letting them choose which one they want to play. This group is 2 women, 3 guys, all 25-35 yrs old and have all played together for months.

    In a perfect world, this one-off would get them into the idea of playing additional one-offs, even if they never got into the idea of a CoC campaign. I'd be thrilled if they just had fun this one night. Thanks.
 

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First of all, do your players read this board? I can post some ideas from the one-shot d20 Call of Cthulhu I ran for my players about three months ago.
 

Henry said:
First of all, do your players read this board? I can post some ideas from the one-shot d20 Call of Cthulhu I ran for my players about three months ago.

Not that I know of. If they did, they probably would only read the D&D-specific forums.
 

My only suggestion is this:

Since it is a one-shot, jump right into an interesting situation.

Here's what I used for my one-shot last June. Characters were all volunteers looking for a missing child, except one character was a police detective in charge of this group of volunteers. They had a tip to look in a specific place. There, they found a group of men chanting some sort of ritual, with the lifeless body of a little girl on a large square stone in the middle of the group....

On the surface, it looked just like another bunch of evil cultists.

What it really was: learned "pillars of the community", casting the "Eye of Light and Dark" spell. It was just my way of putting the players in a bad spot. Don't stop the spell, and it's bad. Stop the spell, and it's worse. (Thankfully, my group of PCs stopped the spell and I got to go with my intended plot hook.)

I must say, I think the first part went really well. And the ending went really well (the PCs tracked some of the baddies to an island--where freshwater Deep Ones lived). The middle of the game didn't go so well, partly due to the party splitting up, but mainly due to my own lack of experience in running CoC.

It's very difficult to do "true" Cthulhu-type horror in one-shot game. Part of what makes Lovecraft fun to read is the gradual revealing of secret things. It's hard to reveal horrific things slowly in a one-shot game.

Also, don't be surprised if the players act more heroically (or stupidly!) than CoC heroes normally would. After all, it's a one-shot and they have nothing to lose (and no "investment" in the character).
 

This depends on your group, really, but is something I have been wanting to try.

Have each person play theirself instead of a CoC character.

This is a device used in several of the CoC story hours I have read on these boards. Supposedly, it helps the players bond to their characters a bit faster (something useful in a one-shot) and also makes them play more cautiously (who really wants to get their selves killed?)

It sounds like a fun idea, and works best if this is going to be a more modern CoC game, as opposed to the Pulp 20s era that seems to be popular.

Good luck and tell us how it goes!
 

posted by Caliber
Have each person play theirself instead of a CoC character.

I have to agree. This was how I managed to get my D&D group to play Cthulhu. You might try having them imagining themselves as they would be a few years from now, as this gives them the opportunity to play some different professions.

As for the type of adventure: keep it self contained. For the first one-shot game I ran the main focus was an abandoned factory (and actual location in town). Before the game I sent the players "in game" e-mails to whet their appetite and set the mood (these were various news items and clippings about the disappearances in the area, culminating in their friend disappearing - this was actually me, for giggles).

Keeping the action in one location allows for you to heighten the fear factor, especially when they find, say, a room full of dismembered corpses and then can't find a way out.

During the course of the game one of the characters was killed and another had a psychotic break - really highlighting the differences between CoC and your standard fantasy game. The players still talk about it. Not that I'm suggesting you kill off a character!

Good luck! I hope everyone enjoys the game. It's one of my favorites.
 

Notes from my Cthulhu one-shot game:

1) After downloading the floorplan of a 10,000 square foot mansion off of

http://www.dreamhomesource.com

I came up with the following story: A wealthy philanthropist has died recently, and all of the PC's are named in the will. Each of the PC's, as well as about 5 other NPC's, has been the beneficiary of charitable causes sponsored by the philanthropist. I made up various reasons why the NPC's were there, came up with dossier's on them, and I also came up with a few stock reasons of the PC's charity causes, in case the players needed a creative jump.

PC's were created at 2nd level. I made the PC's create their own because they wanted to get a feel for the system, ground up. You may want to pre-gen some PC's, if your players are not as willing.

At the reading of the will, the PC's get to meet and interact with each other. I gave about 10 minutes devoted to role-play of some of the first meetings, etc.

The will was read. I looked up several will and testaments online to get a template (I think I used Elvis Presley's will.) I read through it, giving the characters various heirlooms, trinkets, solid cash, etc. Including some stuff that could be construed as mythos related. At the VERY end, I included four words, which I deemed the lawyer would read like the dutiful puppy he was:

XXXX XXXX XXX XXXXX. (Can't remember them - they were arabic words I looked up online)

BAM! The house was then locked up in a dimensional spell which tore the house and all its contents outside of time. In fine print, the last of the will after the words was, "I hope to see you all shortly."

PLOT: The Wealthy guy decided one day that he had spent his life helping others, and all he had to show for it was advanced age, a lot of ungrateful charities, and no hope of living. He had an advanced disease that no hospital could cure, no matter the money. So he began delving into occult means of preserving life. He read of a God worshipped by various cults who promised elternal life. (I made up an appropriate-sounding cthulhoid god, named the Trickster in translation, and made him arabic. Lovecraft did this sort of thing all the time - after all, to him, the named gods were not the only ones running around in the universe).

Wealthy guy learns the secrets of the Cult after travelling to the wilds of Jordan and Saudi Arabia. He brings home the necessary ingredients, undertakes and completes the ritual. All that is needed are the completing words, and 7 sacrifices within the grounds of the ritual. He dies, and his lawyer unwittingly completes the ritual.

THen the fun begins.

The house comes alive in various means, and begins to kill off NPC's and PC's that are left alone, or in one's or two's. I tried to get creative with totally outlandish things:

  • A bathtub has running water to overflowing. Anyone who entes the bathroom to shut the water off gets pulled in. The water's surface tension is increased to the intensity of bulletproof, yet transparent rubber. Anyone trying to help the victim watches them drown.
  • Rec-Room equipment like dumbbells, nordic trac's, weight-lifting seats, etc. come chasing after the pc's.
  • In the kitchen, knives and forks form deadly missiles.
  • In the garage, cars attempt to bust out of the garage, leaving the purple vortex outside the house trying to suck out PC's into the void
  • Everyone's gotta go to the bathroom sometime. The bathroom door locks, then the bathroom gets smaller and smaller, until the person inside is crushed to a high-velocity stream of paste out of the keyhole on the other side.
  • The lights go out. Anyone who wishes to go try and fix it get electrocuted at the switch box, AT THE EXACT moment the lights come back on.
  • Any NPC left totally alone... just vanishes with a scream. No explanation.

This is not the complete list, but it is the highlights.

CLUES: The PC's will find small clues throughout the house - a letter on a computer hard drive, a matchbook of a foreign hotel, a book on middle eastern cults, etc. They should eventually piece together most of it - but leave the "why" a mystery.

FINALE: There is a hidden stairway behind a certain bookcase in the study (DC 25 to find.) Only by a concentrated search do they find it. In this hidden room, there is a magic circle, and several bookcases and workstations with occult books.

If the characters search, they easily find the ritual, and its unbinding chants. However, by this point, Wealthy guy has gathered enough soul-power to manifest, and do two things: (1) call two hounds of tindalos to finish the PC's off, and (2) give a villain soliloquy to stall them. He will laugh at their misfortune, thank them for helping him for a change, etc. If asked why, he tells the PC's in detail his disgust at always giving and never getting what he really wanted in return - until now. He cannot directly hurt them, but he tries to keep them from running the unbinding chants.

The hounds will arrive either the round of or the round after the chants begin. They chants take a number of rounds equal to one PLUS the number of remaining victims. :D I should mention that scattered about the rec-room were some items of use - powder of ibn-ghazi, a small elder sign, etc. - things that might forestall the inevitable for a round or two.

If the PC's can have someone complete the chants and tie up the hounds long enough (this will likely mean MANY PC's losing their lives), then victory can be had, because the ritual will not be complete while someone is trying to unbind it.

Feel free to use this in any fashion, steal ideas, salt to taste, and enjoy!

In my game, only 4 pc's made it - and the one PC who was a bus driver took them all home at the end on his bus. :)
 
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Everyone's gotta go to the bathroom sometime. The bathroom door locks, then the bathroom gets smaller and smaller, until the person inside is crushed to a high-velocity stream of paste out of the keyhole on the other side.

Like the high velocity stream of coffee that SHOT OUT MY NOSE when I read that! :D

Thanks for the ideas! I was noodling with a "reading of the will" idea, but I like yours better. I think I will end up making their PC's, though; b/c I'm the only one with a CoC book.
 

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