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<blockquote data-quote="maddman75" data-source="post: 5045319" data-attributes="member: 2673"><p>Call of Cthulhu can play out like this. I think it is the polar opposite of D&D. Rather than start out pathetic, then grow to compentent, then powerful, then godlike, the PCs start out basically competent and don't really advance much. Skills go up some, but generally you start out skilled at what you're good at. You never reach superpower - using spells and magic will generally only spell your doom. And between the constant drain of sanity and the lethality of combat, its only a matter of time before a character either gets eaten by something or has Seen Too Much and ends up in a straightjacket in Arkham Asylum. The characters feel like ticking time bombs. It isn't about getting big and tough, its about doing something to stave off darkness. If you can.</p><p></p><p>I generally dislike the hero's journey style of game. I want characters to be fully realized when the game starts, and don't want them to change much. Evolve maybe, but not change in scope. Our group switches games frequently, and I'd prefer to play a gritty low fantasy game, then play a high fantasy game, then play a supers game rather than have one character go through all those phases. I want the game system to focus on what we're doing, not try to do everything.</p></blockquote><p></p>
[QUOTE="maddman75, post: 5045319, member: 2673"] Call of Cthulhu can play out like this. I think it is the polar opposite of D&D. Rather than start out pathetic, then grow to compentent, then powerful, then godlike, the PCs start out basically competent and don't really advance much. Skills go up some, but generally you start out skilled at what you're good at. You never reach superpower - using spells and magic will generally only spell your doom. And between the constant drain of sanity and the lethality of combat, its only a matter of time before a character either gets eaten by something or has Seen Too Much and ends up in a straightjacket in Arkham Asylum. The characters feel like ticking time bombs. It isn't about getting big and tough, its about doing something to stave off darkness. If you can. I generally dislike the hero's journey style of game. I want characters to be fully realized when the game starts, and don't want them to change much. Evolve maybe, but not change in scope. Our group switches games frequently, and I'd prefer to play a gritty low fantasy game, then play a high fantasy game, then play a supers game rather than have one character go through all those phases. I want the game system to focus on what we're doing, not try to do everything. [/QUOTE]
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