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Suggestions/criticisms on my Call of Cthulhu plot... (my players stay out)
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<blockquote data-quote="Wraith Form" data-source="post: 1117130" data-attributes="member: 10789"><p>This is...interesting...to be certain, I *like* the evil PC as red herring idea, and yes, it's fairly Lovecraftian/X-Files/Delta Green-ish, but can you stuff ALL THAT into a one-nighter? It seems really...er, ambitious...for a single evening's play. </p><p></p><p>I don't presume to know how many hours your group can hang together on Halloween night, or how skilled a DM you are, but I'd recommend focusing most of the action in a small area (unless you can play again the following week or whatever). That small area seems to logically be the mansion...trust me (from experience): a small town is still big enough to take many nights of solid game play to explore! You'll probably want a focused, tight, paranoia-inducing adventure for a one-nighter. (Think Aliens vs. Alien--the frantic action vs. the slow creeping terror--"slow, creeping' takes time to establish.)</p><p></p><p>Hopefully this helps, and if you want me to elaborate, I can, but it seems like a solid start!</p><p></p><p>(Oh, and P.S.--the adventure "The Haunting" [based in the '20's but easily adaptable to the '03's] from the CoC 5.5 rulebook is great for a quick--yet scary--adventure, and it's pre-written to save time! --Be seeing you)</p></blockquote><p></p>
[QUOTE="Wraith Form, post: 1117130, member: 10789"] This is...interesting...to be certain, I *like* the evil PC as red herring idea, and yes, it's fairly Lovecraftian/X-Files/Delta Green-ish, but can you stuff ALL THAT into a one-nighter? It seems really...er, ambitious...for a single evening's play. I don't presume to know how many hours your group can hang together on Halloween night, or how skilled a DM you are, but I'd recommend focusing most of the action in a small area (unless you can play again the following week or whatever). That small area seems to logically be the mansion...trust me (from experience): a small town is still big enough to take many nights of solid game play to explore! You'll probably want a focused, tight, paranoia-inducing adventure for a one-nighter. (Think Aliens vs. Alien--the frantic action vs. the slow creeping terror--"slow, creeping' takes time to establish.) Hopefully this helps, and if you want me to elaborate, I can, but it seems like a solid start! (Oh, and P.S.--the adventure "The Haunting" [based in the '20's but easily adaptable to the '03's] from the CoC 5.5 rulebook is great for a quick--yet scary--adventure, and it's pre-written to save time! --Be seeing you) [/QUOTE]
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Suggestions/criticisms on my Call of Cthulhu plot... (my players stay out)
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