Kaptain_Kantrip said:d20 CofC had an excellent GameMastering chapter, but the sample adventures weren't so hot. The first one in the movie theatre was awful and silly. The sleep disorder clinic one was decent but ultimately forgettable (the FROM BEYOND movie was much better). There were no haunted houses, inbred mutant families with dark secrets, or any appearance (not even a cameo or dream sequence) from any of the more familiar deities or creatures of the Mythos.
Originally posted by Kaptain_Kantrip
Also, it sucked that they left out stats for Y'Golonac and Star Spawn of Cthulhu, yet they make sure and include the ridiculous gnoph'keh.![]()
Delta Green is a great excuse for "why would my character do this?" It even talks about that as one of the inspirations for DG in the main sourcebook, a reason why a group of people would go out investigating these things time after time, risking their lives.
What a game like CoC needs is either an excuse for proactive characters (Delta Green) or a good explanation of how and why the unholy terrors are coming to our heroes. That second option can be difficult to pull off without the beloved cliche, "You're on a camping trip in the woods when..."
mmadsen said:
Does anyone have any advice on running horror adventures? How do you get the heroes to volunteer for near-certain death?
1. Curiosity (it kills more than cats you know)
2. A false sense of ability (make them believe they can make a difference)
mmadsen said:
Another complication: why don't they call in the police? It's odd enough when four adventurers crawl into the Goblin King's realm without getting men-at-arms to bolster their strength. It really strains credibility in a modern setting to not dial "911".