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<blockquote data-quote="5Shilling" data-source="post: 6889844" data-attributes="member: 6849897"><p>I played the original Chaosium Call of Chthulu and it was a lot of fun. One of the tenets of that game is that you will eventually, die, go mad or worse. The game is really about seeing how long you can survive. I think that danger is an important part of any horror game.</p><p></p><p>Another thing the strokes me about it was that PC stats were pretty awful, to begin with anyway. To get by you relied on player skill a lot more than character skill.</p><p></p><p><a href="http://www.drivethrurpg.com/product/145769/Silent-Legions?sorttest=true&filters=200_2140_0_0_0" target="_blank">Silent Legions</a> by Kevin Crawford is a nice modern take on CoC. The game mechanics look a little simple but I've not played them yet - even so the book was worth getting because most of it is a system for generating your own Lovecraftian mythos and suitable adventure structures - great if you are DMing for people who already know their Mi-Go from their Elder Things, and the results can be used with pretty much any game system you like.</p><p></p><p>This is important because horror games rely a lot more on good setting and adventure design. In order to maintain suspense, fighting should be a last resort and so more game time is spent on investigation and mystery solving. That mystery has to be interesting and satisfying to make for a fun game, so well written adventures are a must.</p><p></p><p>I've also heard good things about Don't Rest Your Head and Chill. Chronicles of Darkness (AKA New World of Darkness) seems to have made a good attempt at bringing horror back to front and centre of the game, especially if you play just the 'Core' (ie human protagonist) rules.</p></blockquote><p></p>
[QUOTE="5Shilling, post: 6889844, member: 6849897"] I played the original Chaosium Call of Chthulu and it was a lot of fun. One of the tenets of that game is that you will eventually, die, go mad or worse. The game is really about seeing how long you can survive. I think that danger is an important part of any horror game. Another thing the strokes me about it was that PC stats were pretty awful, to begin with anyway. To get by you relied on player skill a lot more than character skill. [URL="http://www.drivethrurpg.com/product/145769/Silent-Legions?sorttest=true&filters=200_2140_0_0_0"]Silent Legions[/URL] by Kevin Crawford is a nice modern take on CoC. The game mechanics look a little simple but I've not played them yet - even so the book was worth getting because most of it is a system for generating your own Lovecraftian mythos and suitable adventure structures - great if you are DMing for people who already know their Mi-Go from their Elder Things, and the results can be used with pretty much any game system you like. This is important because horror games rely a lot more on good setting and adventure design. In order to maintain suspense, fighting should be a last resort and so more game time is spent on investigation and mystery solving. That mystery has to be interesting and satisfying to make for a fun game, so well written adventures are a must. I've also heard good things about Don't Rest Your Head and Chill. Chronicles of Darkness (AKA New World of Darkness) seems to have made a good attempt at bringing horror back to front and centre of the game, especially if you play just the 'Core' (ie human protagonist) rules. [/QUOTE]
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