How do I tweak the Call of Cthulhu RPG such that my players do not go splat like bugs on the windshield while the Great Old Ones play Hogs of the Road along the chilly reaches of the Milky Way with some kind of fantastical, black-glittering Durango 95?
Allow me to explain: we've primarily run standard D&D campaigns, for a long time. We've grown a bit weary of it and await the settling in of the fourth edition. I've been tapped to be Keeper for Call of Cthulhu. Reading through the instruction books, it appears that the useful span for a given character (whether avoiding transformation, permanent insanity, or simply death) approximates that of a red shirt ensign.
I've read Lovecraft and the numerous additions spun off from the original writings (not dissimilar to the countless spawn dripped from Shub-Niggurath herself) and am well-acquainted with the, ah,
fragility of the hapless people within. I definitely grok that humanity might merely be a blissfully ignorant, low-dimensioned swirl of color on some vasty iridescent soap bubble embedded in an unimaginable hyperspace, threatened by thorns-not-of-plants all without, doomed in any case to pop forgettably due to inevitable dessication.
Even the most minor of horrors in these books is best avoided, which can be entertaining for a while, but only for a while. Since there's nothing quite like levelling, only increases in skills which, for the most part, do not resolve much of the problem that players, as I read through it, will shuffle off the mortal as easily as a cheap, brittle plastic Slinky, or otherwise drop out to their frangible psyches. What general alterations to the rules have you found that might enable characters to be playable longer, without simply yanking them back from death by
Yog-Sothoth ex machina or by transparent fiat? Mind you, I'm not trying to pit them eventually against even something midway as a shoggoth; I just want the characters to stick about for a while to encourage some continuity of roleplay and story.
Did you allow for some glacially slow recovery of Sanity points? Do you pop on an odd hit point or two? Throw in some hard-won, earthly magic that doesn't automatically reduce the caster to a gibbering fool? Reduce play to primarily interaction with human (and near-human) servants? I'm looking for a balance, to keep the terror and madness without leaving a trail of tweed-dressed carcasses whose names all sound like "Weatherby."
I know, some of you will feel compelled to chime in (along with the idiot pipings accompanying Azazoth) that this might not be the game for us: to the Outer Darkness with you!
Exactly. We only played a few times, but our interactions with the greater forces in the universe were limited to shadowy glimpses and brief, painful encounters with beings that could not be bothered to kill the whole party. We also had some strong NPCs in the party who were eventually taken over by players whose characters had died.
I don't remember exactly, but I think we had Sanity restored by various refreshing activities -- a swig of Scotch or a roll in the hay with a free-thinking disciple of some minor deity.
posted by Rock Steady at 4:06 PM on April 27