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<blockquote data-quote="Barastrondo" data-source="post: 5295964" data-attributes="member: 3820"><p>Well, it <em>could</em> be done, but I daresay that either <em>Call of Cthulhu</em> or the "romantic comedy" aspect would come in sufficient conflict that one of them would have to win. </p><p></p><p>That said, I would run a not-nearly-serious-enough-to-be-canon game of <em>Call of Cthulhu</em> based on the Drones Club in an <strong>instant</strong>.</p><p></p><p></p><p></p><p>This is true, but — somewhat to my interested surprise — the peripheral activities can make an impression on the player's perception of their character's growth quite out of proportion of the amount of energy and resources the party invests. </p><p></p><p>Long-winded example time! One party of adventurers had sailed across the sea to visit an Arabian fantasy region, in pursuit of a hated foe. When one PC was told by a prudish hotel-keeper that said hostess would not permit men and women to share the same rooms ("I am not running a house of assignation!"), the party invested no energy or resources into the problem. It affected the actual hunt for their enemy, and the dealings with a new local ally, not at all. But it put the PC in a terrible mood, distanced her slightly from her NPC lover, made her think the worst of another female NPC who wound up striking a friendly conversation with him, and finally — when he fell in heroic combat with said foe — the fact that she'd been spending the last week or so in sulky, resentful distance from him made her loss hurt all the more keenly.</p><p></p><p>It being a D&D game, of course, they had the opportunity to resurrect him — it took fighting off valkyries in Limbo and pulling a heist in the City of Brass for components, because I'm of the "just because you can doesn't mean it should be easy or, god forbid, boring" school — but just that little bit of invested attention made for a damned impressive twist to the story. </p><p></p><p>(And fear not, no rails were roaded in the course of this story. Said NPC's death was entirely dice-related, right down to the natural 1 on the Heal check a PC made to save him at the last possible minute.)</p><p></p><p></p><p></p><p>DO EEEEET.</p><p></p><p></p><p></p><p>Granted, but I consider that a strength of the game — and of roleplaying in general — that it's not only possible, but not really contradicted. WotC ran an April Fool's joke recently that talked about how "You might want to wear a funny hat. But there's never been rules before for that before now. Because you've never needed them." And I confess, it's true. I believe many of us have been wearing funny hats without rule support for quite some time.</p><p></p><p>(Except the <em>hat of stupidity</em>. That had rules. And was a mean, mean trick to play on a poor vain tiefling.)</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 5295964, member: 3820"] Well, it [I]could[/I] be done, but I daresay that either [I]Call of Cthulhu[/I] or the "romantic comedy" aspect would come in sufficient conflict that one of them would have to win. That said, I would run a not-nearly-serious-enough-to-be-canon game of [I]Call of Cthulhu[/I] based on the Drones Club in an [B]instant[/B]. This is true, but — somewhat to my interested surprise — the peripheral activities can make an impression on the player's perception of their character's growth quite out of proportion of the amount of energy and resources the party invests. Long-winded example time! One party of adventurers had sailed across the sea to visit an Arabian fantasy region, in pursuit of a hated foe. When one PC was told by a prudish hotel-keeper that said hostess would not permit men and women to share the same rooms ("I am not running a house of assignation!"), the party invested no energy or resources into the problem. It affected the actual hunt for their enemy, and the dealings with a new local ally, not at all. But it put the PC in a terrible mood, distanced her slightly from her NPC lover, made her think the worst of another female NPC who wound up striking a friendly conversation with him, and finally — when he fell in heroic combat with said foe — the fact that she'd been spending the last week or so in sulky, resentful distance from him made her loss hurt all the more keenly. It being a D&D game, of course, they had the opportunity to resurrect him — it took fighting off valkyries in Limbo and pulling a heist in the City of Brass for components, because I'm of the "just because you can doesn't mean it should be easy or, god forbid, boring" school — but just that little bit of invested attention made for a damned impressive twist to the story. (And fear not, no rails were roaded in the course of this story. Said NPC's death was entirely dice-related, right down to the natural 1 on the Heal check a PC made to save him at the last possible minute.) DO EEEEET. Granted, but I consider that a strength of the game — and of roleplaying in general — that it's not only possible, but not really contradicted. WotC ran an April Fool's joke recently that talked about how "You might want to wear a funny hat. But there's never been rules before for that before now. Because you've never needed them." And I confess, it's true. I believe many of us have been wearing funny hats without rule support for quite some time. (Except the [I]hat of stupidity[/I]. That had rules. And was a mean, mean trick to play on a poor vain tiefling.) [/QUOTE]
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