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Running Call of Cthulhu For The First Time
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<blockquote data-quote="WayneLigon" data-source="post: 6310681" data-attributes="member: 3649"><p>Look at some of the introductory scenarios, or the adventures for bare beginners - use those to teach the game rules and to set up a different set of expectations. Death can come very quickly even from human sources, and there is little or no way of healing yourself quickly even with magic. Monsters are there to run from, not fight. Most of them are not harmed by terrestrial weaposn, anyway. Maybe even make the adventures you try the first time around the 'prequel' to the real thing. These investigators all meet horrible ends, and the next set of characters come looking for them. Kill them, kill them dead, bring them back only to kill them again. Have them make horrible discoveries, like when they open the car trunk and find it filled to the brim with their entire liquified family. </p><p></p><p>After that shock-show, however.... Now, having done that, ease off and show them there are ways to win, small ways that nevertheless mean a lot. I've had quite a few people tell me they never want to bother with CoC because people die quicker than henchmen in the Tomb of Horrors, but that does not have to be the case. Have the main fight be against the various cults, those conspiracy-laden networks of madmen who invest our society like parasites. The game becomes one of deep cat-and-mouse strikes because the one thing you can never let these people do it learn who you are. That happens, and you're all dead. They can summon monsters or use spells to rip you to pieces and you'll never see it coming. Yet, cultists are mostly mortal and vulnerable. They can be opposed, killed, and triumphed over. It provides some of that visceral joy you get from cleaning out a goblin lair when you finally, finally take down a large chunk of the network for good, then fade back into the night like you were never there in the first place.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 6310681, member: 3649"] Look at some of the introductory scenarios, or the adventures for bare beginners - use those to teach the game rules and to set up a different set of expectations. Death can come very quickly even from human sources, and there is little or no way of healing yourself quickly even with magic. Monsters are there to run from, not fight. Most of them are not harmed by terrestrial weaposn, anyway. Maybe even make the adventures you try the first time around the 'prequel' to the real thing. These investigators all meet horrible ends, and the next set of characters come looking for them. Kill them, kill them dead, bring them back only to kill them again. Have them make horrible discoveries, like when they open the car trunk and find it filled to the brim with their entire liquified family. After that shock-show, however.... Now, having done that, ease off and show them there are ways to win, small ways that nevertheless mean a lot. I've had quite a few people tell me they never want to bother with CoC because people die quicker than henchmen in the Tomb of Horrors, but that does not have to be the case. Have the main fight be against the various cults, those conspiracy-laden networks of madmen who invest our society like parasites. The game becomes one of deep cat-and-mouse strikes because the one thing you can never let these people do it learn who you are. That happens, and you're all dead. They can summon monsters or use spells to rip you to pieces and you'll never see it coming. Yet, cultists are mostly mortal and vulnerable. They can be opposed, killed, and triumphed over. It provides some of that visceral joy you get from cleaning out a goblin lair when you finally, finally take down a large chunk of the network for good, then fade back into the night like you were never there in the first place. [/QUOTE]
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