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[ERROR] No.28833365 [DELETED]  [Reply] [Original] [4plebs] [archived.moe]

So I'm about to host my first ever GM session with CoC I've got a good setup but I need some images that fit into Call of Cthulu. Also any tips for the anons who have GM'd this would be helpful as well, I know this game is about atmosphere and horror so i'm trying to work that angle as much as possible.

Landscapes, monsters, backgrounds, anything that fits (It's also in the late 1920's so anything from that era that meshes is great as well.

Otherwise Call of Cthulu general and thanks in advance.

>> No.28833506

Eh why not, have a pic.

>> No.28833581

thank you kind sir, have one in return for your help

>> No.28834264

Remember you've all powers you can imagine and literally more. Don't bother trying playing it fair. Pull things out of ass if it'll make things more scary. If your players can use imagination, they might shit themselves. If they try metagaming, pull out D&D4e because idiots clearly try to win at all cost the game where you play already dead insane people.

No lovecraftian pics, but remember if your players read rules, they already know they'll die. Your job is to make their deaths the scariest shit they've heard about.

>> No.28834485

Are you running a module? If so, is it The Haunting? They recommend it for an introduction to the system.

If you aren't, I highly recommend it. Chaosium's CoC is a lot more module based than others.

>> No.28834546

I'm running D20 Call of Cthulu since i'm familiar with the system and the core book had a bunch of weird rules that are a bit over my head (trying to learn them so I can run the core book) though I will certainly look at that module.

>> No.28834585

Don't forget to describe the non-mythos parts of the setting. The more normal the world is, the more players will be unsettled by strangeness, and the more attached they'll grow to protecting normality. Give them families and friends and jobs and don't kill these background NPCs off lightly; they are what will motivate the PCs even when their minds are disintegrating.

>> No.28834603

thanks for the tip, any advice is appreciated.

>> No.28834745

Make nothing reproducible without cost. Every little spell or ritual should not work the exact same way every time. The draw is the mysticism, not turning the powers from beyond into a measurable science. One of CoCs big themes is going against the overwhelming unknown so your players should not feel like they can harness or control the mythos to their ends like a simple law of nature. Characters can be deluded into thinking that but players should not. Casting a spell or summoning a critter should feel like there is risk inherent in it. It should never be considered reliable.

If you're worried about atmosphere then carefully control what the players see/know about these things. When a player finds a spell written in the margins of a dusty library book, don't just show them the rulebook entry for. Make a little handwritten handout that says the basics. That way they have no safe, absolute knowledge, just what the in-game writer believed/observed. Same with monsters. Leave a half-mad written description of the monster that seems to contradict itself and communicate that trying to fight it is a super bad idea. Don't tell the players its real name or even show the picture of it until they're all worked up. In this arena, player knowledge is your enemy. The more they know about the monster the less scary it becomes. You should always keep a good smokescreen up about what it can and cannot do, even if that means it does something that shouldn't be possible or seem to go against its own nature.

Also remember to play up the whole angle of the universe not being good or evil, but more that the universe just doesn't care about you. For all the great accomplishments humanity considers itself responsible for, it is entirely pointless.

>> No.28834754

I've only run a few games so far, and each time I kick myself over things I could have done better. I'm sticking with the published modules for now since I'm pretty new to DMing in general, even though they vary in quality. Here are things I need to do better:

- Every time there's a sanity check, work out beforehand how to describe what causes it, and what it's like if it's failed.

- Show rather than tell. I'm too keen to share information. Addendum: resist urge to explain everything the players are still puzzling over after the module's over.

- Don't let the players keep many books. The modules are bad for this; too many wizards keep books of awesome power just lying around in their houses. Either that or make them in a language none of the PCs can read (I have some exceptionally high-sanity PCs, which will be less of a problem long term, but right now they can read almost with impunity.)

>> No.28834784

Here, pretty much this >>28834585

Players that don't have a strong attachment to the game are less likely to give a shit about why something should be horrifying. Having some investment would keep them from just mentally jumping ship and going full murderhobo.

>> No.28834840


>Addendum: resist urge to explain everything the players are still puzzling over after the module's over.

Holy shit, are you me? I do that all the time and regret it every time.

>> No.28834858

trying to avoid full murderhobo as much as possible. As for the horror aspect, how does one inflict as much horror as possible, descriptions are great and all, but sound effects, do you go for jump scares, grizzly scenes of gore, or describing something so utterly alien that the human mind cannot comprehend?

>> No.28834862

Run scenes, not encounters.

Make networks of information they can uncover, not a linear chain of clues.

Watch horror movies that get under your skin--not just make you jump out of your seat.

Build suspense. Let characters make progress, but don't make it easy.

The Citadel is on Netflix, and not only is it an indie horror movie that is actually worthy of the name, it is probably the closest thing to a CoC adventure put on film that I have ever seen.

Replace some of the boring spoon fed dialogue with stuff that the characters uncover in their investigation, and you've got gold.

>> No.28834899

Keep the monsters out of sight for as much as possible. So far my players have seen: a hideous spirit for a few seconds, a handful of zombies - all minced fairly quickly, some odd-looking crabs, and some very ugly Innsmouth fishermen with whom they conversed politely.

Once the monsters show up, keep conditions bad, the light low, and PCs senses unreliable if at all possible.

Since there's not a lot of combat (or shouldn't be) I try to keep players engaged with skill checks and things, because they do like rolling dice, and people want to feel that the skill points they didn't put into Library Use and Shotgun aren't wasted.

>> No.28834913

I'll see what I've got, but most of it's been posted a hundred times on this board before.

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>> No.28834956

As many have implied, you need to be subtle. Hidden rolls work well, as well as never ever using absolute statements.

So for example a spot check with a DC of 15, your player rolls 18
WRONG: You see the hill writhing in the mist.
RIGHT: You think you see the hill moving in the mist, almost like it is writhing.

Player rolls 10:
WRONG: There is nothing there.
RIGHT: You think nothing is there.

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>> No.28834962


> D20 Call of Cthulu

You fucking put that shit away right now. Fuck what you're "familiar" with. d20 CoC marks the respective lowest points of both the D20 system and the Call of Cthulhu setting. Its garbage.

Please just pick up Chaosium's Call of Cthulhu. Its not that hard to run at all and its a much, much, much better fit for the setting.

If you only listen to a fa/tg/uys advice once in your life, for the love of god make it this time.

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>> No.28834996

I think all of those things can be useful at different times. Just don't over-use one technique.

I save the jump scares for when the players do something stupid; if you stick your head up into that attic with the runes drawn around the trapdoor, you deserve to have something thunder across the dusty floorboards and try to tear it off.

Gore is hard to make scary without visuals, at least, it is for me, but it's an easy way to whittle down some sanity before the main event and remind everyone that combat will not be forgiving.

Describing something the human mind can't comprehend is really hard to do without sounding like a copout. I tried it once and I don't think it worked.

I try and build strangeness. The best horror is found when the players imagine stuff for you. I find I get the best reaction when I tell them stories; have them read diaries, or newspaper articles, and give them a sense that there's a bigger context in which everything will make sense (ha!) I had a player forget to finish filling in his sheet because he was more interested in the history of a house and what had happened to the people there.

>> No.28834998

I'll take a look at it and see if I can comprehend it better. Found it already and perusing it.

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Thanks for giving me the benefit of the doubt.

Just to help clarify my distaste for D20 CoC, its generally considered to be a pretty half-assed port and they made no effort to modify the basic D20 rules to make them more compatible with a horror game. As such D20s roots in DnD are obvious and the rules in general do not support a horror atmosphere.

Not to mention that proper Call of Cthulhu has a much more varied skill and career system so you can play pretty much any civilian you want. (Download the Investigator's Handbook, it has a ton of additional 1920s careers)

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Where can I get the investigators handbook? I found something on 4shared that had a ton of books but apparently that's version 5.6 (having a hard time finding which edition might be best to start off with.

Also I usually come to /tg/ for all my pnp needs and advice, I just aovid daytime /tg/ like the plague.

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I came from a background of 3.5 and Pathfinder when I started running CoC and I found Chaosium's system pretty simple to learn and run; my players had no problems switching either. I love not having classes any more: character creation is so much faster.

>> No.28835078

I find it interesting how two different sides of CoC are being posted. One guy's posting the strange, otherworldly environments and the other person's posting a more human perception of Lovecraftian things.

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>> No.28835108

The edition is mostly irrelevant; they're all pretty similar, and the modules are compatible with all editions.

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Not sure where specifically you can get the handbook.

Note that unlike DnD, the different editions of CoC are largely the same. Each new "Edition" of CoC is only some minor rules tweaks and new layouts, illustrations and writing in the books, they are largely cross compatible, so don't sweat the edition too much.

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Some people don't realise how diverse Call of Cthulhu and other such horror settings are. It doesn't always have to be tentacle-covered creepies. You might have to deal with someone bringing back the dead, or a nasty case of possession or even a bizarre twist of nature, like a rat king.

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>> No.28835200

I got way more excited about it when I realized that.

I love Lovecraft, but chasing after the necronomicon and fighting tentacle face cultists doesn't scare the shit out of me--it's all too familiar--like a zombie apocalypse or vampire hunting game.

>> No.28835202

So has anyone run, or is planning on running, Horror on the Orient Express? I told my players about it and they're both enthusiastic and scared their characters will die; which is very gratifying, since we haven't even started yet.

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>> No.28835208

How do I murderhobo in CoC? You can't solve a mystery by shooting everyone. Not to mention some beings could simply have "Players lose" as stats. People hated it in oWoD, but it was just truth. You can't kill Cain just as you can't kill Cthulhu. In fact, winning with Cain would be easier.

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Read up on Old Man Henderson.


>> No.28835239

Just goofing around generally can really derail a game and ruin the immersion.

You can't keep up this atmosphere of total terror all the time, and even CoC can stand a moment of levity to make the dark stuff even darker... but I think it does work best when the players can take it seriously.

>> No.28835243

that's not murderhobo, that's just absolutely total derailment and is hilarious.

>> No.28835250

Too railroady for my tastes.

>> No.28835278

Derailment through murder hobo, I'd argue.

>> No.28835297

I agree with that, OP here by the way i'm still around and watching with great interest, also THANK YOU for all the lovely pictures you glorious bastards.

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Not a problem, hopefully some of it provides inspiration.

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>> No.28835374 [SPOILER] 

Warning: Unpleasant image contained within. Don't view at work.

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>> No.28835401

thanks for helping keep my wierd boner up /tg/ keep up the good work.

>>here's a flow chart in case you need help with the big guy

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Have a funny reaction image and a vaguely related music video.

Watch it all the way through.

All the way.


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In my experience the BEST setting for a Cthulhu game is... everyday life. The better you describe the world and the more realistic and relateable it is, the creepier it gets when people think they see something out of place.

PS Watch JACOB'S LADDER horror flick from the 90's

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I'll end on a weird note. There's potentially more, but a lot of it is even more vaguely related than this one here.

>> No.28836163


>>You know at first I thought she was just herm but now I think it was a mutagen in the water.

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