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Turning Down the Heat (Unwanted Attention for Unpleasant Actions)
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<blockquote data-quote="MGibster" data-source="post: 8478424" data-attributes="member: 4534"><p>I've had a lot of time to come up with campaign ideas since COVID hit, and I've got another one. I'd like to run a <em>Call of Cthulhu </em>campaign set in Providence, Rhode Island during the 1920s. Each of the Investigators (PCs are Investigators in CoC), would either be members of the mob or somehow connected to the mob. At the start of the campaign, we'll focus more on mundane gangster type problems such as engaging in criminal activities including bootlegging, numbers, prostitution, racketeering, etc., etc. and slowly introduce aspects of the Cthulhu mythos as we progress.</p><p></p><p>In <em>Night's Black Agents </em>(NBA), a completely different game, there's a mechanic called Heat which measures how much attention the player characters are attracting from law enforcement for their actions. The consequences of having a high Heat is that it increases the risk of law enforcement interfering with their actions. And I'd like to adopt a similar system for my CoC game. At first, I thought this would be a great way to force the players to be a little more reasonable in their criminal endeavors. i.e. I didn't want to see anyone walking through Federal Hill in broad daylight with their Thompson mowing down rival criminal gangs. But now I'm less interested in using this as a stick to moderate their behavior and more interested in using this as an interesting challenge for them to overcome. </p><p></p><p>As in NBA, the characters generate a low level of Heat just by existing as criminals. i.e. Law enforcement is aware of them, likely has files on them, and at least makes some effort to keep tabs on them though they're not necessarily the priority. Additional Heat can originate from the actions of the Investigators themselves or from other people/monsters. If a new representative from the Anti-Saloon League breezes into town and speaks about the shameful and illegal drinking going on, this may inspire the city council to direct the police department to busting some speakeasies thus increasing the Heat. Likewise, the Investigators may pull off a big robbery which will also increase the Heat. And heck, a Mythos creature might butcher someone bringing up the Heat for everyone in the area. </p><p></p><p>But how to lower Heat? If enough time passes with no arrests or new developments Heat will go down, if something else draws the attention of the police, or the blame is pinned on someone else. I guess what I'm really looking for are two things: What are some of the different ways Heat can manifest? It doesn't always have to be the police battering down the door. It could be city inspectors making a nuisance of themselves, the local WCTU protesting outside someone's establishment, etc., etc. And what are some options for lowering Heat? Bribing the right officials might do the trick. How about open a soup kitchen or donating to civic projects? Any ideas?</p></blockquote><p></p>
[QUOTE="MGibster, post: 8478424, member: 4534"] I've had a lot of time to come up with campaign ideas since COVID hit, and I've got another one. I'd like to run a [I]Call of Cthulhu [/I]campaign set in Providence, Rhode Island during the 1920s. Each of the Investigators (PCs are Investigators in CoC), would either be members of the mob or somehow connected to the mob. At the start of the campaign, we'll focus more on mundane gangster type problems such as engaging in criminal activities including bootlegging, numbers, prostitution, racketeering, etc., etc. and slowly introduce aspects of the Cthulhu mythos as we progress. In [I]Night's Black Agents [/I](NBA), a completely different game, there's a mechanic called Heat which measures how much attention the player characters are attracting from law enforcement for their actions. The consequences of having a high Heat is that it increases the risk of law enforcement interfering with their actions. And I'd like to adopt a similar system for my CoC game. At first, I thought this would be a great way to force the players to be a little more reasonable in their criminal endeavors. i.e. I didn't want to see anyone walking through Federal Hill in broad daylight with their Thompson mowing down rival criminal gangs. But now I'm less interested in using this as a stick to moderate their behavior and more interested in using this as an interesting challenge for them to overcome. As in NBA, the characters generate a low level of Heat just by existing as criminals. i.e. Law enforcement is aware of them, likely has files on them, and at least makes some effort to keep tabs on them though they're not necessarily the priority. Additional Heat can originate from the actions of the Investigators themselves or from other people/monsters. If a new representative from the Anti-Saloon League breezes into town and speaks about the shameful and illegal drinking going on, this may inspire the city council to direct the police department to busting some speakeasies thus increasing the Heat. Likewise, the Investigators may pull off a big robbery which will also increase the Heat. And heck, a Mythos creature might butcher someone bringing up the Heat for everyone in the area. But how to lower Heat? If enough time passes with no arrests or new developments Heat will go down, if something else draws the attention of the police, or the blame is pinned on someone else. I guess what I'm really looking for are two things: What are some of the different ways Heat can manifest? It doesn't always have to be the police battering down the door. It could be city inspectors making a nuisance of themselves, the local WCTU protesting outside someone's establishment, etc., etc. And what are some options for lowering Heat? Bribing the right officials might do the trick. How about open a soup kitchen or donating to civic projects? Any ideas? [/QUOTE]
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