Call of Cthulu is the grand-daddy of horror RPGs. Based on the writings of HP Lovecraft, players take the role of trying to defend the world against an invasion of ancient slimy gods while maintaining a grip on their sanity. It is often impossible to achieve both goals.
Some of my scariest scares have come from playing it, but in this series of essays Bryan Bankhead explains his issues with the game.
Drifting to R’lyeh Introduces his problems
Cthulu’s Clues talks about the need to give players the solutions to the mystery even if they’ve failed to find the clues.
Hot Lead and Hypocrisy discusses why solving problems with violence usually turns out to be the best option in a game of psychological horror.
1 comment:
Funnily enough, the only real problem I've encountered in Cthulhu is the players doing things that the GM doesn't expect. A lot of this comes from the ever-fun sanity loss, which we took as an excuse for our characters to act irrationally.
Probably the biggest problem was cause by my character; after suffering a massive san loss, she sacrificed her own life by blowing up the building she was in. The campaign's big bad guy was to be in the building at the time, and Dale had to radically re-think his entire ending as a result.
The character loss thing was no worries too - everyone else would keep playing while the dead person drew up a new character and invented a reason for their sudden arrival. (Again I was a problem - once I had to come up with a reason how the party would run into a heavily armed Brazilian big-game hunter in Stockholm.)
I love Cthulhu, but GMs hate me.
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