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<blockquote data-quote="ced1106" data-source="post: 621312" data-attributes="member: 7551"><p>Remember that with d20, CoC becomes more heroic. You can now play Indiana Jones and Doc Savage-style games, not just fatalistic Lovecraftian ones. I'd actually recommend the original BRP (Basic Role Playing) CoC if you just want a scary deadly game. **Much** easier to die or go insane in the game, and players become more cautious.</p><p></p><p>That being said, here's my advice:</p><p></p><p>* Chaosium: Almost any CoC supplement by Chaosium is **good**. If you don't use a module directly in your game, at least use it as a model to run your adventure with.</p><p></p><p>* Scare them with information: Give them handouts of old newspaper clippings and old books that say: a) You're in even worse trouble than the last piece of information you were given; b) The only way to defeat the monster will cost you your soul sanity and lives; c) Hey, look what happened to the previous party! (;</p><p></p><p>* Descriptions: Don't mention the name of the monster. Ever. Towards the beginning of the game, describe the monster only in terms of the evidence it leaves behind. When they actually meet it, describe it with sight, sound, and smell. Any PCs who don't run away by the time you're done get eaten.</p><p></p><p>* Cultists: Use cultists a) to introduce elements of the mythos early in the game (when you want the PCs to survive) and b) for gratuitious slaughter. (Cultists are the orcs of Call of Cthulhu! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt="(:" title="Smile (:" data-smilie="1"data-shortname="(:" /> </p><p></p><p>* NPC allies: If the players come up with reckless ideas, beat 'em to it with NPC allies (enthusiastic rookie cop, concerned relative of the deceased). PCs talking about shooting up the monster? Have the NPC do it first and die a gruesome death. PCs going to the cops? Have a rookie cop ally make all sorts of stupid mistakes. NPCs are also useful for exceptionally cautious players. If the PCs go to the police for help and make their CHA skill checks, send a rookie cop ahead and dismember him. If the PCs avoid reading an inscription, have the concerned relative mumble it out loud. The sooner PCs learn that NPC allies can hinder as well as help, the better.</p><p></p><p>Have fun!</p><p></p><p></p><p>Cedric.</p><p>aka. Washu! ^O^</p></blockquote><p></p>
[QUOTE="ced1106, post: 621312, member: 7551"] Remember that with d20, CoC becomes more heroic. You can now play Indiana Jones and Doc Savage-style games, not just fatalistic Lovecraftian ones. I'd actually recommend the original BRP (Basic Role Playing) CoC if you just want a scary deadly game. **Much** easier to die or go insane in the game, and players become more cautious. That being said, here's my advice: * Chaosium: Almost any CoC supplement by Chaosium is **good**. If you don't use a module directly in your game, at least use it as a model to run your adventure with. * Scare them with information: Give them handouts of old newspaper clippings and old books that say: a) You're in even worse trouble than the last piece of information you were given; b) The only way to defeat the monster will cost you your soul sanity and lives; c) Hey, look what happened to the previous party! (; * Descriptions: Don't mention the name of the monster. Ever. Towards the beginning of the game, describe the monster only in terms of the evidence it leaves behind. When they actually meet it, describe it with sight, sound, and smell. Any PCs who don't run away by the time you're done get eaten. * Cultists: Use cultists a) to introduce elements of the mythos early in the game (when you want the PCs to survive) and b) for gratuitious slaughter. (Cultists are the orcs of Call of Cthulhu! (: * NPC allies: If the players come up with reckless ideas, beat 'em to it with NPC allies (enthusiastic rookie cop, concerned relative of the deceased). PCs talking about shooting up the monster? Have the NPC do it first and die a gruesome death. PCs going to the cops? Have a rookie cop ally make all sorts of stupid mistakes. NPCs are also useful for exceptionally cautious players. If the PCs go to the police for help and make their CHA skill checks, send a rookie cop ahead and dismember him. If the PCs avoid reading an inscription, have the concerned relative mumble it out loud. The sooner PCs learn that NPC allies can hinder as well as help, the better. Have fun! Cedric. aka. Washu! ^O^ [/QUOTE]
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