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Looking for Campaign Inspiration (Call of Cthulhu)
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<blockquote data-quote="Dannyalcatraz" data-source="post: 4910916" data-attributes="member: 19675"><p>As a general aid, see if you can pick up a copy of CoC D20 if you haven't already. Its not the best incarnation of the game, but it will save you time for statting certain things out.</p><p></p><p>Another handy D20 resource for you would be anything related to the Far Realms in D&D.</p><p></p><p>And, while not actually related to the Mythos, certain elements of the Hellblazer films are similar, and Clive Barker's book, <em>Imagica</em>, could also help you out.</p><p></p><p>As for thematic elements for a good CoC game:</p><p></p><p>1) People doing things they think they can control and/or don't realize are evil. Dabblers and non-believers can cause even more trouble than knowledgeable arcanists...because the brakes an experienced Warlock would use would simply be absent.</p><p></p><p>2) Eroding barriers or prisons. Many Mythos beings got sealed away or sent home...but both time and the occasional <em>rubbing</em> against the fabric of our reality means they can occasionally get free to roam the world again. Or perhaps the modern world accidentally breaks open the seals that hold them at bay. All it takes is an accidental bombing or a little urban renewal.</p><p></p><p>3) I'd suggest the use of the hoary old Character Tree from DarkSun so you can take the kid gloves off. Its somewhat liberating to know that if you kill off a PC, your Player can be back in the game in just a few minutes. In addition, that resultant level of lethality will reinforce the dark, uncaring nature of the campaign world.</p><p></p><p>4) Van Leyden's suggestion about the Occult Nazis is gold. Having just lost the war, the remaining occultists would be in desperation mode, and may be more reckless than usual. In addition, they probably have fewer of their (presumably) more experienced magicians around, most of whom would have been captured or killed at war's end. Of course, that isn't to say that some very talented Nazi warlocks aren't still around...</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 4910916, member: 19675"] As a general aid, see if you can pick up a copy of CoC D20 if you haven't already. Its not the best incarnation of the game, but it will save you time for statting certain things out. Another handy D20 resource for you would be anything related to the Far Realms in D&D. And, while not actually related to the Mythos, certain elements of the Hellblazer films are similar, and Clive Barker's book, [I]Imagica[/I], could also help you out. As for thematic elements for a good CoC game: 1) People doing things they think they can control and/or don't realize are evil. Dabblers and non-believers can cause even more trouble than knowledgeable arcanists...because the brakes an experienced Warlock would use would simply be absent. 2) Eroding barriers or prisons. Many Mythos beings got sealed away or sent home...but both time and the occasional [I]rubbing[/I] against the fabric of our reality means they can occasionally get free to roam the world again. Or perhaps the modern world accidentally breaks open the seals that hold them at bay. All it takes is an accidental bombing or a little urban renewal. 3) I'd suggest the use of the hoary old Character Tree from DarkSun so you can take the kid gloves off. Its somewhat liberating to know that if you kill off a PC, your Player can be back in the game in just a few minutes. In addition, that resultant level of lethality will reinforce the dark, uncaring nature of the campaign world. 4) Van Leyden's suggestion about the Occult Nazis is gold. Having just lost the war, the remaining occultists would be in desperation mode, and may be more reckless than usual. In addition, they probably have fewer of their (presumably) more experienced magicians around, most of whom would have been captured or killed at war's end. Of course, that isn't to say that some very talented Nazi warlocks aren't still around... [/QUOTE]
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