So, what's your new character going to be like?

Dieter

First Post
I have a problem with disposable heroes...it's not fun to be one nor is it fun to run a campaign based on that premise.

Here's the deal.

While I do have a many, many years of GM-ing coupled with a good working knowledge of the d20 system, I'm thinking there's a few finer points to running a d20 Cthulhu game.

Namely, I'm not looking to run an "every dies or goes insane" (AKA: Disposable Heroes) type game. Therein lies the conflict with the nature of Cthulhu.

I'm all for "survival horror", but looking at the way WotC has designed the game, character/party survival is downplayed by going completely insane and/or character death.

What's the best course of action to prevent that age-old phrase spoken by most GM's...or should I just pick a new game to run before the dice start rolling? :)

Near-death and insanity = fun
Death and futility= negative fun
 

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Salutations,

The foundation of the CoC is that the lives of mortals is insignifigant- thus the growing level of insanity.

However- CoC need not be pc meat grinder. It all depends on the standard variables:

1) GM- Are you throwing Great Old Ones at the party every adventure? An insanity check every encounter? You are over doing it.

2) Players- Are they morons? Do they ignore taking time to research and go in guns blazing? Well, yeah, they are going to die.. a lot.

A player can keep a character alive for along time in CoC- they just need to be cautious and make sure they get mental help between adventures. (I am not kidding on the latter.)

But- if you plan to run an ongoing campeign, then no character will last for a very long period of time. Nor should they.

Respectfully submitted
FD
 

I've never been one to pit characters against insurmountable obstacles. There's always at least one alternative that won't get the PC's turned into chop-suey. Granted, that route usually is the expeditious retreat, but the party (or at least some of the party) lives to fight another day.

My players are good bunch of fellows with strategy and good plans being sound and usually beneficial.

I've seen enough players die to know that integrating a new character into a game is a pain for both GM and player. I suppose in Cthulhu there is that very subtle line between meat grinder and munchkin. I'm also guessing there will be the proverbial (yet always necessary) post-intro-game tweaking.

I am going to be using the Spycraft Wound/Vitality point system to see if that has an pro/con effect on game mechanics. It has worked brilliantly in the espionage genre where not being hit is more important that being able to soak gratuitous amounts of damage.
 

Salutations,

Heh, I am using CoC stuff for my Spycraft game. The one thing I have drilled into my group is cover, cover, and cover. There is not much in the way of armor in modern games, so cover is a character's best friend.

One other thought- introducing new characters is always a pain, I agree. The best idea is to get the pc's grounded in some organization, fraternity, or business in the beginning or soon after- this gives a more plausible reason why people are coming and going. (Ok, more the former- the latter takes care of itself.)

Good luck!
FD
 

How have the two systems meshed together?

Cover is the mother of all saving-graces in Spycraft, and I doubt there are many differences between dodging bullets and Cthulhu-spawn death rays.

I'm more inclined to start the game off as more of a Spycraft-inspired game than I am with a "so, you're in this cult" type of beginning.
 

Dieter said:
How have the two systems meshed together?

They work pretty well together (hmm, have I thanked WOTC for d20 today?).

I pretty much dropped the sanity system into spycraft, and I was ready to go.

You don't have to worry about the massive damage threshold- since the VP system pretty much does the same thing.

The action dice worked well- since I like my scenes more climatic. Though my players were nervous about spending any before what they thought was the final battle.

I also gave all the classes the research skill, but will probably limit it in the future.

My biggest problem was I set it in the 1920's- and attempted to use the budget point system with it. This meant a bunch of work on my part assigning budget points to old weapons, and even making some other changes (adding critical failure ranges).

BTW- if you are going to set it up in the 1920's, then I have a computer game to suggest: Nocturne

The game is too hard, be sure to cheat- but the mission/adventures are ripe for ripping off for a horror spy game. And the spy agency rules- it was set up by Teddy Roosevelt to deal with supernatural threats to america. He created it after he ran into a werewolf on a hunting trip.

It has no name, but is referred to by its members as the Spookhouse.

Good luck!

FD
 

Furn_Darkside said:


I also gave all the classes the research skill, but will probably limit it in the future.

My biggest problem was I set it in the 1920's- and attempted to use the budget point system with it. This meant a bunch of work on my part assigning budget points to old weapons, and even making some other changes (adding critical failure ranges).

That was my next question. Would you happen to have a file or spreadsheet with the BP's for your 1920's stuff? I would be most appreciative. :)
 

Salutations,

haha- if you had asked me that question yesterday, then I could have it typed it right up.. but one of my players got a lot of my notes to work on his character.

I should have the scraps of my initial notes at home- I will see what I can do if my memory works this evening.

FD
 

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