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King Lear is just English words put in order: Expertise, Knowledge, and RPGs
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<blockquote data-quote="Celebrim" data-source="post: 7932640" data-attributes="member: 4937"><p>Not as many as you think. To turn CoC into D&D you really only have to think about as as a GM as D&D.</p><p></p><p>So if you are a preparing a D&D adventure, what do you do:</p><p></p><p>a) You ensure that the encounters are fair and somewhat balanced.</p><p>b) You ensure that there is a reward in defeating the monster in the form of useful treasure - such as magic items they can actually use, and readable spell books containing spells that they can cast without going immediately insane.</p><p>c) You tend to create a dungeon filled with traps and monsters.</p><p>d) You tend to encourage explicitly or implicitly your players to optimize for combat to and carry heavy military grade weaponry like a team of commandos. In particular, you let the players build their own characters and allow them to buy weaponry out of a book using just a price list.</p><p>e) You tend to have 4-8 'investigators' forming a party.</p><p></p><p>If you do that with CoC, you'll end up with something that looks a lot like D&D. </p><p></p><p>Meanwhile, to turn D&D into CoC, you just:</p><p></p><p>a) Ensure the encounters are with overwhelming foes.</p><p>b) Ensure all the treasure is cursed and not only useless to the adventures, but down right dangerous to them.</p><p>c) Focus on the dungeon as build up to a the solitary dire challenge to be faced, feeding clues to the adventurers about the foe and building a sense of foreboding if possible.</p><p>d) Discourage your players from optimizing for combat by either forbidding combat tweaks, or giving them pre-made characters, and allowing them to arm themselves only with light civilian weaponry.</p><p>e) Have only 3-4 adventurers in the party.</p><p></p><p>Although I've never fully gone either way, the fact that there is a strong overlap between say 5e BRP Call of Cthulhu and 3e D20 D&D is something I've observed first hand. And, based on some of the scenarios I've read, the "Pulp" style CoC is at least half-way to D&D, and I've heard of system optimized combat tweaks exploiting generous (but entirely reasonable per RAW) rulings by CoC GMs to play recognizably "D&D" games. In essence, CoC as D&D is just Monty Haul CoC, and D&D as CoC is just Killer DM D&D with a particular aesthetic. Monty Haul and Killer DM games within the same system are surely the same games with the same rules, just with different processes of play based really only on differences between how much of a "break" the GM feels he ought to give the players.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7932640, member: 4937"] Not as many as you think. To turn CoC into D&D you really only have to think about as as a GM as D&D. So if you are a preparing a D&D adventure, what do you do: a) You ensure that the encounters are fair and somewhat balanced. b) You ensure that there is a reward in defeating the monster in the form of useful treasure - such as magic items they can actually use, and readable spell books containing spells that they can cast without going immediately insane. c) You tend to create a dungeon filled with traps and monsters. d) You tend to encourage explicitly or implicitly your players to optimize for combat to and carry heavy military grade weaponry like a team of commandos. In particular, you let the players build their own characters and allow them to buy weaponry out of a book using just a price list. e) You tend to have 4-8 'investigators' forming a party. If you do that with CoC, you'll end up with something that looks a lot like D&D. Meanwhile, to turn D&D into CoC, you just: a) Ensure the encounters are with overwhelming foes. b) Ensure all the treasure is cursed and not only useless to the adventures, but down right dangerous to them. c) Focus on the dungeon as build up to a the solitary dire challenge to be faced, feeding clues to the adventurers about the foe and building a sense of foreboding if possible. d) Discourage your players from optimizing for combat by either forbidding combat tweaks, or giving them pre-made characters, and allowing them to arm themselves only with light civilian weaponry. e) Have only 3-4 adventurers in the party. Although I've never fully gone either way, the fact that there is a strong overlap between say 5e BRP Call of Cthulhu and 3e D20 D&D is something I've observed first hand. And, based on some of the scenarios I've read, the "Pulp" style CoC is at least half-way to D&D, and I've heard of system optimized combat tweaks exploiting generous (but entirely reasonable per RAW) rulings by CoC GMs to play recognizably "D&D" games. In essence, CoC as D&D is just Monty Haul CoC, and D&D as CoC is just Killer DM D&D with a particular aesthetic. Monty Haul and Killer DM games within the same system are surely the same games with the same rules, just with different processes of play based really only on differences between how much of a "break" the GM feels he ought to give the players. [/QUOTE]
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