pete
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Post by pete on Dec 24, 2014 10:13:46 GMT
I've played Call of Cthulhu. It did not end well.
I should probably clarify, since that's the default ending for any fight with the Great Old Ones.
I was the Keeper for our game and had grand ideas of running a story full of mystery and suspense, never maliciously killing characters, but ensuring they understood the gravity of the situation. I even managed to score a copy of Cthulhu Brittania which let me set it in our native Scotland, so as to make the game more immersive and creep them out with places we all knew and feared.
Naturally, I didn't account for my players. The dilettante heir to a pineapple fortune (who was never seen without a piña colada in her hand) and the big game hunter with an elephant rifle (who was attacked by, then caught and successfully trained a peregrine falcon) ensured the game descended into relative anarchy.
Long story short, I still managed to wrangle them into a climax with Sawney Bean who was set up to become a recurring villain, but life got in the way and we still haven't returned to that world. I still hope to one day play a game that's more Evil Dead than Army of Darkness.
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Post by Colin Fredericks on Jan 6, 2015 16:03:43 GMT
I ran a Delta Green game that went pretty well for the first six sessions. I was running it with GURPS instead of with CoC's own rules, primarily because we have some GURPS-hounds in the group. Delta Green's typical setup is much more narrow than, say, 1920s CoC, and you tend to end up with a very restricted set of characters and people are a little less likely to be zany. No, when this game went off the rails in session seven it was entirely because of my actions rather than the team's. I still sort of wish that I could go back and run the original game, because this particular massive game shift wasn't as good as some that I did in the past.
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