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<blockquote data-quote="Desdichado" data-source="post: 5968993" data-attributes="member: 2205"><p>My experiences with the CoC game fall into one of three types:</p><p></p><p>1) One-shots, which are largely played for laughs and novelty value. These also often seem to be convention games. The death and insanity quotient is often overplayed, which makes it more silly and amusing when someone crashes and burns, rather than horrible. And if it turns out to be underplayed instead, then often the GM will compensate by making things happen arbitrarily near the end, because characters dying and going insane is what's expected. These types of games can be (and often are) quite fun, but very rarely are they even attempting to be horrifying, and even less rarely do they succeed.</p><p></p><p>2) One-shots or campaigns, either one, in which it's more like a guided tour of Lovecraftiana than anything horrifying. The Disneyfication of Lovecraft, if you will. You might go on a tour of Arkham, or other Lovecraftian locations, and you hit your quota of Deep Ones, Mi-Go, Elder Things, and other eldritch horrors, but because you're expected to, and that's the point of playing the game. More serious fans of the source material literature are probably more prone to this than others, where seeing stuff that's familiar from the source material is the whole point. It becomes comforting rather than horrifying when you see a Deep One or a Mi-Go. It's more like an esoteric in-joke or wink and nudge: fan service, if you will, rather than something that's actually terrifying.</p><p></p><p>3) The long term campaign where the Gamemaster and the players, mostly, come to the table with their expectations of horror, and willingness to play along engaged. Ironically, these kinds of game rarely have a high death or insanity count. They tend to become more about creeping, lurking dread with infrequent spikes of more immediate terror. And this is where Cthulhu can be its most fun.</p><p></p><p>If you are going to be a kick in the door type player, you may make game type <a href="http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=3" target="_blank">#3</a> difficult to pull off. It all depends on what your GM is like and what he's going to pull on you, though.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 5968993, member: 2205"] My experiences with the CoC game fall into one of three types: 1) One-shots, which are largely played for laughs and novelty value. These also often seem to be convention games. The death and insanity quotient is often overplayed, which makes it more silly and amusing when someone crashes and burns, rather than horrible. And if it turns out to be underplayed instead, then often the GM will compensate by making things happen arbitrarily near the end, because characters dying and going insane is what's expected. These types of games can be (and often are) quite fun, but very rarely are they even attempting to be horrifying, and even less rarely do they succeed. 2) One-shots or campaigns, either one, in which it's more like a guided tour of Lovecraftiana than anything horrifying. The Disneyfication of Lovecraft, if you will. You might go on a tour of Arkham, or other Lovecraftian locations, and you hit your quota of Deep Ones, Mi-Go, Elder Things, and other eldritch horrors, but because you're expected to, and that's the point of playing the game. More serious fans of the source material literature are probably more prone to this than others, where seeing stuff that's familiar from the source material is the whole point. It becomes comforting rather than horrifying when you see a Deep One or a Mi-Go. It's more like an esoteric in-joke or wink and nudge: fan service, if you will, rather than something that's actually terrifying. 3) The long term campaign where the Gamemaster and the players, mostly, come to the table with their expectations of horror, and willingness to play along engaged. Ironically, these kinds of game rarely have a high death or insanity count. They tend to become more about creeping, lurking dread with infrequent spikes of more immediate terror. And this is where Cthulhu can be its most fun. If you are going to be a kick in the door type player, you may make game type [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=3]#3[/URL] difficult to pull off. It all depends on what your GM is like and what he's going to pull on you, though. [/QUOTE]
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