The Call of Chtulhu tabletop RPG

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awesomeClaw

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I've been interested in CoC for quite a while now, and this christmas I finally decided I'm going to invest in not only the Core rule book, but an additional three supplements (Malleoum Monstrorum, Investigators companion 1920 and the Keepers Companion, in case you wanted to know).

Now, my quesiton to you is, what is your experience with CoC? Have you never heard of it, or are you an experienced player? Do you have any favorite moments from the game you would like to share?

If you've played the game, it'd be mighty kind of you to offer a newbie some advice/thoughts!
 

small

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it's definitely a fun system with lots of potential and time periods to choose from, not to mention a hell of a lot of back ground material the campaign books are outstanding as well.

if you want to see the potential. id recommend tracking down blood brothers 1 & 2. books with individual adventures based on movie genres, from hammer horror, zombie movies, killer clowns, mexican wrestling, slasher and even 1920's silent pictures, well worth it
 

Furbyz

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I haven't actually played Call of Cthulhu or really any other table top game because I have no friends that are already into it, so if I try to start a game it just feels like the blind leading the blind with how little we all know about the systems. But one of the stories that helped get me interested in trying tabletop games came from CoC, Old Man Henderson [http://1d4chan.org/wiki/Old_Man_Henderson], is worth a read I'd say.

The concept of sanity damage is a lot of fun.
 

Summerstorm

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Ah, great game IF you get the right people and all are in the right mood.

Man i loved to play it (Not too much, our group was more into Shadowrun and Black Eye (Sometimes experiments with other games)) But every few month a few sessions of Call of Cthulhu were amazing.

I remember having one of my characters losing all his teeth (by having them EXPLODE in my mouth) as punishment for playing an otherworldly song on a pan-flute to banish an indian(native american)-themed unseen presence. Totally awesome.

Also the cruel but fun thing we did:

Got into a cult's cellar... and down there was a well. Something moved down there. My and another character both with willpower out the wazoo and LOADS of sanity look down and see "SOMETHING.. not of this world. - But it seems it can't climb up" Sanity drain 1D10 on save)

Both of our characters pretty much in unison: "Whoa, Jack, you HAVE TO SEE this, come and look" (Jack was a mentally unstable war-veteran with PTSD, and bordering on breaking down) : 2D10 Sanity loss at failed save: Catatonic - and to the asylum he went ingame 3 month mental rehabilitation - and he was never the same) So mean...

Well, i prefered the 1920 setting to the 1990 (But that one made for a cool Twin-peaks/X-Files setting). Well as i said: If the players and the GM like the setting and are in the right mood it's really atmospheric. Also: The main rules are total crap. (But playable)
 

GabeZhul

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Honestly, CoC is a game that depends more on the players and the DM than the actual module.

First off, you need a good DM who understands the lore and knows how to weave a horror mystery without resulting to slasher-antics and jump-scares. Yes, I have actually seen DMs trying to do jump-scares by doing a level description of a room and then suddenly began incoherently yelling about a cultist with a chainsaw bursting through the door from the top of their lungs. It was mildly amusing but ultimately very dumb.

Your DM also has to understand how sanity rolls work in the game and has to understand that, while throwing people into the meat-grinder is a legitimate way of running a CoC campaign, it's much better to slowly whittle their SAN down, and more importantly, to give back some SAN after certain victories so that it wouldn't feel unfair.

As for players, well, if anyone in your group starts off by trying to create a veteran soldier who just happened to have a flame-thrower, a rocket launcher and a box full of grenades on him on character creation, smack him over the head and make him reroll, otherwise he will be the one idiot almost every CoC party has (and you are lucky if there is only one of them) whose first reaction to any mythos creature is to try and somehow kill them and then gets promptly eaten by a shoggot, throwing the entire campaign off-track.

In short, what you really need for a truly successful and atmospheric CoC game is that everyone appreciates the mythos and can play subtly, which is kind of hard to come by.

Alternatively, if you already have a group and you want to acclimate them to the mythos, do a "sneaky CoC" campaign. It can be incorporated into most settings where the players are not demi-gods (Exalted comes to mind), though you probably have to do a lot of home-brewing to make it work properly. What you want to do is slowly introduce mythos elements into a campaign, very subtly, then slowly ramp up the horror aspects with time. It actually works really well, since it gets rid of the ultimate weakness of all horror games: You know what you are getting into from the beginning. However, if the players don't know what they are getting into, it just makes it all the more fun both for them and the DM as they try to figure things out, and the moment when they realize they are in a sneaky CoC campaign is usually a memory for a lifetime (partially since you can only pull it once).
 

awesomeClaw

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GabeZhul said:
Honestly, CoC is a game that depends more on the players and the DM than the actual module.

First off, you need a good DM who understands the lore and knows how to weave a horror mystery without resulting to slasher-antics and jump-scares. Yes, I have actually seen DMs trying to do jump-scares by doing a level description of a room and then suddenly began incoherently yelling about a cultist with a chainsaw bursting through the door from the top of their lungs. It was mildly amusing but ultimately very dumb.

Your DM also has to understand how sanity rolls work in the game and has to understand that, while throwing people into the meat-grinder is a legitimate way of running a CoC campaign, it's much better to slowly whittle their SAN down, and more importantly, to give back some SAN after certain victories so that it wouldn't feel unfair.

As for players, well, if anyone in your group starts off by trying to create a veteran soldier who just happened to have a flame-thrower, a rocket launcher and a box full of grenades on him on character creation, smack him over the head and make him reroll, otherwise he will be the one idiot almost every CoC party has (and you are lucky if there is only one of them) whose first reaction to any mythos creature is to try and somehow kill them and then gets promptly eaten by a shoggot, throwing the entire campaign off-track.

In short, what you really need for a truly successful and atmospheric CoC game is that everyone appreciates the mythos and can play subtly, which is kind of hard to come by.

Alternatively, if you already have a group and you want to acclimate them to the mythos, do a "sneaky CoC" campaign. It can be incorporated into most settings where the players are not demi-gods (Exalted comes to mind), though you probably have to do a lot of home-brewing to make it work properly. What you want to do is slowly introduce mythos elements into a campaign, very subtly, then slowly ramp up the horror aspects with time. It actually works really well, since it gets rid of the ultimate weakness of all horror games: You know what you are getting into from the beginning. However, if the players don't know what they are getting into, it just makes it all the more fun both for them and the DM as they try to figure things out, and the moment when they realize they are in a sneaky CoC campaign is usually a memory for a lifetime (partially since you can only pull it once).
Thank you for your response!

Have you got any tips for creating a good horror-campaign? I know the basics(build tension under a long time, don't throw jumpscares and monsters at them like candy, use SAN in a fair and interesting way) but are there any other things to think about?

Also, how much firepower is too much? Rocket launchers are obviously a big no-no, flamethrowers and grenades alike. But what about a rifle? Should I go so far as to ban handguns, or even knives?
 

Here Comes Tomorrow

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Assuming you're playing in the 1920s, hand guns and knives are fine. Anything above that I'd say the player would need a reason to own it.

It's set in the real world, so your PCs should reflect that. When they choose their skill stats, cap them at about 60%. When they're getting to 90% ish, that is basically "best in the world" level. Otherwise you might end up with someone who's a world class martial artist, racing driver and marksman (true story).

Also, for setting the mood, keep the lights dim and look into genre of music called Dark Ambient. Its basically spooky music. Its been a while since I played but if you can find some Lustmord albums, they suit the tone.
 

Kyrian007

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CoC... loved that game. It was pretty rough on my players though. They used to each bring 2 SPARE characters whenever I would say it was a Cthulhu game night. Our group's other frequent GM used to call the strategy to success in my CoC campaign involved "choking your rivers with our dead."

It wasn't really that bad. In most of my other games (DnD 2e ravenloft, Deadlands, and Palladium Universe Rifts, Heroes and Beyond the Supernatural) characters don't usually die. So the contrast with CoC made it seem a lot like a meat grinder.

As you can see, I have a tendency to run games where the game world itself is extremely hostile, and CoC fits the bill but you have to be much more subtle about it. My rule within that world is "remember, the world is normal... except when it isn't." For an example, you really should restrict firepower. But it's actually really easy to do without making your players mad about just saying "no grenade launchers." Are they licensed to carry a firearm, what are the laws in the state you are in, did you pay for that gun (deduct starting cash,) did they pay for the classes for the firearm carry license. Even though this is 'murica and everyone can own a gun, availability can be cut down on "in session" as well. Have them tromping through forests and in canyons or on mesas. The few houses and such around probably WON'T have unlocked firearms to steal. Don't forget ammo. Did they go to Walmart and stock up beforehand? If a player says "my character has lots of guns, and carrys without a license so there... don't just randomly have a cop show up and give them crap about it. I would usually add a ticking timeclock element to some storyline point, and have them pulled over for speeding (the only way they could have saved something important in time.) The cop didn't find their gun, but they failed their mission because the "pull over" took more time than they had. Proving that guns weren't a help in SOME situations.

(edit, actually that gun thing happened in a BtS game. Think CoC but with the ultra anal Palladium world rules and in the present day.)

A lot of times I'll say, remember back to when you were a kid. What did your parents have lying around the house gunwise? That's what you can have starting out. Realistically that amounts to about a 22 long rifle, maybe a revolver, and a 12 guage shotgun.

Besides, lovecraft style storytelling is all about surviving in a world where you eventually KNOW that no amount of guns or bombs can defeat what's out there. The real way to "win" is to keep the earth away from the notice of cosmic horrors.
 

GabeZhul

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awesomeClaw said:
Thank you for your response!

Have you got any tips for creating a good horror-campaign? I know the basics(build tension under a long time, don't throw jumpscares and monsters at them like candy, use SAN in a fair and interesting way) but are there any other things to think about?

Also, how much firepower is too much? Rocket launchers are obviously a big no-no, flamethrowers and grenades alike. But what about a rifle? Should I go so far as to ban handguns, or even knives?
A few pointers:
-Describe, don't state: The oldest trick in the book and one of the basic aspects of storytelling that made "Lovecraftian" a common term. The idea is that you don't actually say out loud what the players see like in a D&D campaign. So, for example, when they enter a room, you don't say "You see a shoggoth!" but instead something like "Your raise your eyes upon the giant pustular form of a shapeless creature of indescribable shapes and forms, its myriad misshapen green eyes eerily fluorescing in the darkness enveloping it."

-"You don't see anything": There are few sentences that can make a roleplayer more uncomfortable than that, and you can use it regardless how well they rolled their spot-check. If they did it well, it still puts the idea that "something" might still be there, and if they failed, they will "know" that there is something there that they have no idea about. Either way, it builds tension without any flair, which is one of the best things you can do when you try to run a horror campaign.

-Nobody looks up: Another classic and one of the only kinds of jump-scares that can be legitimately used (and it is also a good way to tell the veteran players apart from the newbies, especially the ones who played Temple of Elemental Evil). The thing is, most players don't check the ceilings for traps or other hazards when they enter a room, which means that, as the DM, it is your duty to fill it up with some nasties whenever the opportunity is presented, and they can't even complain. :p

-Try to enforce roleplaying: This one is tricky. You see, the success of a horror campaign largely depends on just how immersive you can make the atmosphere, and there is nothing more adept at breaking the immersion of a game than the damn players. I have seen masterfully built climaxes being ruined by impromptu Monthy Python songs. The better you can keep your players in line, the better the overall experience will be, however it is a tightrope to walk, as being too strict can ruin the fun just as well. You have to know your players and their limits, but if you manage to walk that tightrope, it's immensely rewarding for everyone.

As for your question regarding weapons, you don't really need to ban anything per se (unless it is really doesn't fit the campaign, like someone trying to smuggle a crate of C4 on his character page in a 1920s setting), you just have to be on the lookout for the guy who is only there to try and "win" the game and explain them that it is not that kind of RPG.

Letting the players have a handgun or a knife however, especially if they are only up against cultists or the like, is perfectly legitimate. Hell, even a few cane-swords or more exotic stuff can be excused. It won't help them against the mythos creatures (nothing will unless you are running a sneaky campaign in ShadowRun and the like), but they might just give them that added security net that makes them daring enough to let them enter into whatever sanity-snipping funhouse you prepeared. :p

Captcha: "Hear me roar!" 1d10 SAN damage!
 

awesomeClaw

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GabeZhul said:
awesomeClaw said:
Thank you for your response!

Have you got any tips for creating a good horror-campaign? I know the basics(build tension under a long time, don't throw jumpscares and monsters at them like candy, use SAN in a fair and interesting way) but are there any other things to think about?

Also, how much firepower is too much? Rocket launchers are obviously a big no-no, flamethrowers and grenades alike. But what about a rifle? Should I go so far as to ban handguns, or even knives?
A few pointers:
-Describe, don't state: The oldest trick in the book and one of the basic aspects of storytelling that made "Lovecraftian" a common term. The idea is that you don't actually say out loud what the players see like in a D&D campaign. So, for example, when they enter a room, you don't say "You see a shoggoth!" but instead something like "Your raise your eyes upon the giant pustular form of a shapeless creature of indescribable shapes and forms, its myriad misshapen green eyes eerily fluorescing in the darkness enveloping it."

-"You don't see anything": There are few sentences that can make a roleplayer more uncomfortable than that, and you can use it regardless how well they rolled their spot-check. If they did it well, it still puts the idea that "something" might still be there, and if they failed, they will "know" that there is something there that they have no idea about. Either way, it builds tension without any flair, which is one of the best things you can do when you try to run a horror campaign.

-Nobody looks up: Another classic and one of the only kinds of jump-scares that can be legitimately used (and it is also a good way to tell the veteran players apart from the newbies, especially the ones who played Temple of Elemental Evil). The thing is, most players don't check the ceilings for traps or other hazards when they enter a room, which means that, as the DM, it is your duty to fill it up with some nasties whenever the opportunity is presented, and they can't even complain. :p

-Try to enforce roleplaying: This one is tricky. You see, the success of a horror campaign largely depends on just how immersive you can make the atmosphere, and there is nothing more adept at breaking the immersion of a game than the damn players. I have seen masterfully built climaxes being ruined by impromptu Monthy Python songs. The better you can keep your players in line, the better the overall experience will be, however it is a tightrope to walk, as being too strict can ruin the fun just as well. You have to know your players and their limits, but if you manage to walk that tightrope, it's immensely rewarding for everyone.

As for your question regarding weapons, you don't really need to ban anything per se (unless it is really doesn't fit the campaign, like someone trying to smuggle a crate of C4 on his character page in a 1920s setting), you just have to be on the lookout for the guy who is only there to try and "win" the game and explain them that it is not that kind of RPG.

Letting the players have a handgun or a knife however, especially if they are only up against cultists or the like, is perfectly legitimate. Hell, even a few cane-swords or more exotic stuff can be excused. It won't help them against the mythos creatures (nothing will unless you are running a sneaky campaign in ShadowRun and the like), but they might just give them that added security net that makes them daring enough to let them enter into whatever sanity-snipping funhouse you prepeared. :p

Captcha: "Hear me roar!" 1d10 SAN damage!
A thanks to everyone answering my questions! You guys are the best.

I feel pretty confident I can run a decent game. The only thing I'm worried about is that my players'll screw it up. As you said, quality of game is proportional to the players mindset. I get the feeling one or two of my players might want to try bullrushing a Thing That Should Not Be or worse, use the first loss of sanity as an excuse to shoot all his friends and then go on a city-wide killrampage.

I have run D&D before, and things like that tend not to happen there. But I think that might be more because it lacks the "weight" of CoC. (It's much more fun to kill people in the "real" world than it is in a fantasy-game.)

Any experience regarding those problems? Perhaps even a good story to share?
 

mrvenom

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I just ran a scenario last week. Did it with 3 (buddy, anime-fan and girl) friends who never played CoC. 2 of them were ok with the entire "roleplaying" aspect and started thinking like their investigators. The 3rd (anime-fan, wanted to play a 17 year old japanese schoolboy, don't ask) was just trying to screw with my mind. Always asking about the rules and why dripping blood causes a SAN check, why a wooden kendo blade wouldn't impale... Ya know.

Eventually buddy and girl got a bit fed up, got in a bit of a fight about who should go down the angry evil basement, and decided to grapple anime-fan, tape a light to his chest, and toss him down the stairs. Lulz were had.





If i want to get my players scared i give them a description and deliberately mess up. Let them figure it out. Example:


Me: "You enter a small basement with some torches, a body and a foul stench"

Them: "Yeah ok we fix that in a minute.."

One minute later.

Them: "What was it again?"

Me: "A small basement, dark, with some small torches and a foul stench"

Them: "Wasn't there a body here?"

Me: "Wait... where'd it go?"

Que the "Oh crap" and "NOOOPE NOOPE NOOPE"

According to my players, i get in their minds. Wouldn't know why >:)