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<blockquote data-quote="Celebrim" data-source="post: 9384664" data-attributes="member: 4937"><p>I have always considered CoC a great one-shot game because a TPK is a great ending to a one-shot game. It's just, normally when I play CoC a failed SAN check causes SAN loss leading to perhaps temporary insanity. A failed SAN check from watching your friend die doesn't normally conjure a spider creature that attacks with 100% accuracy by surprise without a dodge roll just because the GM thinks that would be fun. </p><p></p><p>You can still run a linear game where players have agency. It's fun when your choices lead to a gruesome death. What I think is maybe going too far is when the GMs choices lead to your gruesome death because the GM lacks the creativity to craft a scenario that leads to the intended result and so just uses lots and lots of handwaving, GM PCs, people running up and saying "No, no, no you are going the wrong way." and so forth to take away player choices. It's not hard to give investigators motivation to get themselves trapped. I'm happy to go along with the innocent non-genre savvy academic investigating things man was not meant to know until they are in over their head. I just would like to make that choice instead of having the party guide make all those choices for me, make all the spot hidden checks for me, make all the idea rolls for me, and then not even at the end of this railroad have one meaningful thing to do in the cloud cuckoo land.</p><p></p><p>I've been in worse written games where the writer was just trying to do way too much in four hours, but at least had some fun in them. This was just bad. This would have been a decent CoC short story that I might have enjoyed to have the author read to me and just let them play all the characters out to the conclusion they wanted, but it wasn't an RPG session.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9384664, member: 4937"] I have always considered CoC a great one-shot game because a TPK is a great ending to a one-shot game. It's just, normally when I play CoC a failed SAN check causes SAN loss leading to perhaps temporary insanity. A failed SAN check from watching your friend die doesn't normally conjure a spider creature that attacks with 100% accuracy by surprise without a dodge roll just because the GM thinks that would be fun. You can still run a linear game where players have agency. It's fun when your choices lead to a gruesome death. What I think is maybe going too far is when the GMs choices lead to your gruesome death because the GM lacks the creativity to craft a scenario that leads to the intended result and so just uses lots and lots of handwaving, GM PCs, people running up and saying "No, no, no you are going the wrong way." and so forth to take away player choices. It's not hard to give investigators motivation to get themselves trapped. I'm happy to go along with the innocent non-genre savvy academic investigating things man was not meant to know until they are in over their head. I just would like to make that choice instead of having the party guide make all those choices for me, make all the spot hidden checks for me, make all the idea rolls for me, and then not even at the end of this railroad have one meaningful thing to do in the cloud cuckoo land. I've been in worse written games where the writer was just trying to do way too much in four hours, but at least had some fun in them. This was just bad. This would have been a decent CoC short story that I might have enjoyed to have the author read to me and just let them play all the characters out to the conclusion they wanted, but it wasn't an RPG session. [/QUOTE]
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