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<blockquote data-quote="Wednesday Boy" data-source="post: 5681919" data-attributes="member: 53678"><p>Ooo, Call of Cthulhu. I love Call of Cthulhu!! What version are you playing? I've only played the Chaosium version and my gaming group was introduced to it by one of our friends, so our experience with it and what makes a CoC game is based entirely on how that one friend presented it.</p><p> </p><p>Since Chaosium's CoC is a particularly deadly system and we played it primarily as one-shots, our group would spend little time on developing plot hooks for each character. We'd figure out the personal relationships between the characters, the GM would create a plot hook for one player, and the others would be brought in as that character's support network. This meant the hooks for the characters who were brought in as backup weren't strong but it let us begin the game quickly and I never felt that the stories or roleplaying suffered.</p><p> </p><p>One suggestion I have for increasing the horror, suspense, and mystery aspects of a CoC game is to require that the player characters are everyday people, not adventurers. One game I played had a puppeteer but who was also a crack shot with a shotgun. Another had a Southern gentleman who also had max Spot, Occult, Dodge, Pistols, and who carried a hidden sword cane. These characters didn't fare any better than character who weren't created "to the test" but it let the players and character be comfortable in their situation and this detracted from the horror aspect that the sessions should have.</p></blockquote><p></p>
[QUOTE="Wednesday Boy, post: 5681919, member: 53678"] Ooo, Call of Cthulhu. I love Call of Cthulhu!! What version are you playing? I've only played the Chaosium version and my gaming group was introduced to it by one of our friends, so our experience with it and what makes a CoC game is based entirely on how that one friend presented it. Since Chaosium's CoC is a particularly deadly system and we played it primarily as one-shots, our group would spend little time on developing plot hooks for each character. We'd figure out the personal relationships between the characters, the GM would create a plot hook for one player, and the others would be brought in as that character's support network. This meant the hooks for the characters who were brought in as backup weren't strong but it let us begin the game quickly and I never felt that the stories or roleplaying suffered. One suggestion I have for increasing the horror, suspense, and mystery aspects of a CoC game is to require that the player characters are everyday people, not adventurers. One game I played had a puppeteer but who was also a crack shot with a shotgun. Another had a Southern gentleman who also had max Spot, Occult, Dodge, Pistols, and who carried a hidden sword cane. These characters didn't fare any better than character who weren't created "to the test" but it let the players and character be comfortable in their situation and this detracted from the horror aspect that the sessions should have. [/QUOTE]
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