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Halloween Edition

Tell us about your horror settings, games, etc. Share inspirational art, prompts, etc.

>List of games:
Call of Cthulhu, Chill, Cold and Dark, Degenesis, Delta Green, Don't Rest Your Head, Dread, Esoterrorists/Fear Itself+Book of Unremitting Horror, Fall of Delta Green, GORE, Into The Shadows, KULT, Little Fears, Mothership RPG, Nemesis (free on Arc Dream's website), Nights Black Agents, Silent Legions (Mostly for the tables), Stalker: The SciFi RPG, Symbaroum, Ten Candles, Trail of Cthulhu, Unisystem (All Flesh Must Be Eaten, Witchcraft, Conspiracy X, etc.), Unknown Armies, The Whispering Vault, Vaesen

>Inspirational stuff:
Caitlin R Kiernan, Castlevania, Carnacki the Ghost-Finder, Doom Watch, Fear & Hunger, George Romero, Ghostwatch, House of Leaves, I Am In Eskew, John Carpenter, Kolchak the Nightstalker, Laird Barron, John Langan, M.R. James, Nick Cutter, Old Gods of Appalachia, Quatermass, Ramsey Campbell, Remedy Series (Alan Wake, Control), SCP Foundation, Scarfolk Council, Shaun Hutson, Silent Hill, Stand Still Stay Silent, The Evil Dead, The Magnus Archives, The Secret World, The Stone Tapes, Anatomy, Thomas Ligotti, Twin Peaks, Vault of Evil forums, toomuchhorrorfiction

Other News:
Trail of Cthulhu 2e crowd funding launches
https://www.backerkit.com/call_to_action/34bae629-fe97-4643-97b1-d6efc8a14267/landing

Current Book Club Topic:
Where Oaken Hearts Do Gather
https://www.uncannymagazine.com/article/where-oaken-hearts-do-gather/

Questions for the thread:
>Have you ever set a game during Halloween?
>What special adventures have you run on Halloween?
>What's your Halloween costume this year?


Questions for Horrorverse refugees:
>Favorite Halloween special?
>Who is the best Halloween icon?

Previous thread: >>93922381

Please try to keep arguing to a minimum. Don't respond to bait/drama posts.
And as usual, try and keep it alive, or at least undead
>>
Book Club starter questions:
>What works?
>What's cool about it?
>Why is it so effective?
>What is the best part of it in your opinion?
>Thoughts on the characters?
>Is the villain effective?
>If you had to pick a moment that really scared you, which would it be?
>Is there anything you feel could have been expanded upon?
>What would you change?
>Would you use it as inspiration for a game?

I know we had other suggestions in the previous thread, but I picked this one because it was readily available online for everyone to read.
>>
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>Have you ever set a game during Halloween?
Yeah. Ran the Charlie Brown AFMBE adventure one year.
>What special adventures have you run on Halloween?
See above. None of my players really knew Peanuts at all (we're bongs) so it was just a strange pumpkin zombie outbreak.
>What's your Halloween costume this year?
Same as most years: deranged cultist. I get the missus to draw weird sigils on my face and arms in eyeliner, wear a Sherpa hoodie, and answer the door to trick or treaters.
>>
>>94163207
>Have you ever set a game during Halloween?
Unfortunately no. But one day...

>What special adventures have you run on Halloween?
Ran a pretty good session during one Halloween, but it's been long enough that a lot of the exact details escape me.

>spoiler
>implying I have one
Lul. Lmao.

>Favorite Halloween special?
In terms of movies or shows? Gonna say Buffy.

>Who is the best Halloween icon?
Sam from Trick 'r Treat.
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You know, the plot of Predator 2 would make a good Delta Green game.
>>
What's the anti-coc? Looking for a horror game where the threats are just ghosts rather than everything being connected to cosmic horror
>>
>>94167699
Chill is that, but it's kind of an old game.

You could also just run CoC with ghosts and shit. All that stuff is statted up in the core book.
>>
>>94167699
Yeah man the CoC main rulebook encourages using it for other kinds of horror. It has stats for werewolves, mummies, skeletons. Hell, one of the big Call of Cthulhu mega-campaigns has a vampire as one of its main antagonists.
>>
>>94167699
I advise you to look into Unknown Armies. The entire concept is a sort of Anti World of Darkness.
There is no greater beings pulling strings, the tagline is You Did It. This is meant to show that you (humanity) did it. Everything awful, wonderful thing is set into motion by a human. Supernatural creatures as we know them are formations of psychic residue that stain certain locations where extreme emotions were felt. Ghosts/'Demons' are the souls of the dead who are so fixated on obsessions that they'll do anything they can to feed their addictions from beyond the grave. Even the highest forms of power, the Invisible Clergy, are formed by humans that perfectly exemplified certain archetypes in the human psyche until they get to rise to a higher stage where they can try to manipulate the world while also protecting their own seat from the next god walker that wants to take their seat.

It's great fun. Or at least 2E was
>>
>>94168617
I don't know the context but I remember Unknown Armies being a big thing for a while, especially with people getting a kick out of the little story prompts like the snuff film one. But then it sounds like it fell from grace in a trainwreck way. Do you know much about that?
>>
>>94168963
3e and the WoD-ification that came along ith it happened.
>>
>>94169049
How is 3e "WoD-ification?"
>>
>>94163207
https://www.drivethrurpg.com/en/product/274922/into-the-wyrd-and-wild-revised-edition
This any good? I run a good bit of symbaroum, but $20 for a pdf or $35 for a physical copy at my local store is a bit for something I might not get any real use out of.
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To all Cthulhu players ITT, how do you portray the Outer Gods in your games, if at all?
Are they platonic concepts everything emanates from? Are they big, bad aliens from another (multi)universe? Or they're just insane, false symbols representing everything that (doesn't) exists outside of logic and mathematics. It seems, at times, that even HPL himself only had a vague idea on their true nature.
>>
>>94169146
Also, I’m planning a spooky side mission for Halloween that will also get the players away from the city to take the game into the second act. I’m thinking Day of the Dead, but pumpkins. But I’m open to any ideas or suggestions.
>>
>>94168963
I have a number of complaints about 3E. From the art to the shitty modern writing to the evisceration of the setting.
Also it never really got any source books as far as I can recall, comparing to 1/2E with sourcebooks based on the major factions and extra classes and player tools and the like.
UA3E just sort of was there then left is all.
>>
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>>94169169
I go with the platonic concepts leaning, but make them concepts of things we wouldn't normally associate as being important concepts. Like, normally a pantheon would have shit like a god of life, a god of death, a god of time, etc. Whereas the Outer Gods are weird shit like
>Azathoth, God of the Center
>Yog-Sothoth, God of Everywhere That Isn't the Center
>Shub-Niggurath, Goddess of Uncontrolled Creation
>Nyarlathotep, God of the Outer God's Will
Shit that makes no fucking sense for a pantheon humans would think makes sense, but are vitally important to cosmic beings who exist beyond what we know of as reality.
>>
I wanna GM a CoC oneshot for the first time soon with others who are also going to play CoC for the first time.
Is Mr. Corbitt a good one shot to run? The group and I have played plenty of Lovecraftian board games like Mansions of Madness and Eldritch Horror so we are familiar with some of the themes.
>>
>>94170444
The Haunting? Yeah, it's a classic.
>>
>>94170722
I think he’s referring to Mr. Corbitt’s House from Mansions of Madness. That’s right, they have two separate adventures with the antagonist having the same last name. And they’re not even related to one another.

>>94170444
Assuming you are referring to Mr. Corbitt’s House, it’s a good one though I would consider it a more advanced adventure, best for experienced Keepers and players. If you are familiar with the game and running horror in general, should be fine. Otherwise, I would suggest The Haunting or Deadlight.
>>
>>94171105
>>94170722
I see. Alright I'll look into The Haunting or Deadlight instead then.
Much appreciated.
>>
>>
>>94169049
>>94169322
Is it a game that just can't be done well in Current Year? Honestly, I'm starting to feel that way about current Delta Green. Sad.
>>
>>94169169
Lovecraft largerly drew inspiration from Plotinus' Neo-Platonism when it came to them. He just replaced the omnipotent versions of Zeus, Hero and Dionysus with his tentacled space OCs.
>>
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Speaking of eldritch horrors, it's there any Lovecraftian abomination in fiction which ended up jobbing and humiliation ritual'd more than the Ogdru Jahad from Hellboy/BPRD?
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>>94171299
Yes but it would take a lot of work. Humanity has only gotten more and more uptight and fucked up in the modern panopticon of always online world. A competent writer could do this I think
Which means not the people who wrote the core books of 3E
>>
>>94171436
I mean, Nyarlathotep got punked by Randolph Carter because the latter remembered he was in a dream and could just wake up at any time after Nyarla did his big masterstroke to send Carter to the Court of Azathoth.
>>
How would I run a Program vs black cod island campaign
Considering the hateboner the director has for deep ones.
>>
>>94168963
You know how OG Delta Green was very much a product of 90s conspiracy theories and apocalypticism and how one of the biggest challenges with the new edition was updating the game to the cultural zeitgeist of 30 years later? Imagine if Arc Dream and the DGP completely dropped the ball on updating the setting and bringing the underlying themes into modern culture and society resulting in everything feeling half-assed and disconnected from what it was trying to say. That's what happened to Unknown Armies.
>>
>>94171436
No. I can't even recall off the top of my head ANY cosmic horror villain who got robbed as badly as the Ogdru Jahad. They were THAT embarrassing.
>>
>>94172382
Finally have a lore accurate reason to make the finale be a huge military operation pulling in a bunch of assets because the director is frothing at the mouth to destroy every last deep one hybrid. But definitely need to start off slow with some investigation and infiltration. Complicate things by having uncooperative Canadian government agencies and pro native rights groups getting in the way.
>>
>>94172824
What makes it even worse is that it's not apparently something hack corporate writers came up with to warp up the story in short order ala GoT. This was in Mignola's draft from the start. It'd have been less jarring if it was explained as them being weakened by Johann killing on of them by drawing power from infinite realities and whatnot but no. They straight up got fisted by a bunch of crusty old Bri'ish nerds using Hellboy's severed hand.
>>
>>94163207
One of my favourite one-shots was a Halloween one, basically pic where the Chicxulub asteroid that wiped out the dinos was a fragment of some malevolent stone-bodied god. Of the three PCs one sacrificed themself, another scooped out half their brain to evict an incepted Manchurian cultist para-self and the last constantly spasmed in time to "the music of the spheres" echoing in their skull.

In near total inverse to that it run a spooky harvest festival in >>94044792 as an Over the Garden Wall affair. Unsettling but not malign. The petty mysteries PCs ought to solve might be the fact that on Hallow's Eve the Others can mix with jolly folk, costumes are partly camouflage to go among them and to allow the less human Others to mingle semi-peacuefully with mortalkind. Ensuring the proper "treats" are stockpiled and given to the right "children" (little Timmy will cry if handed a raw gizzard, his fake counterpart will vow vengeance if he isn't) while the "tricks" are averted or perhaps even turned against Others (they're less vicious over pride slighted on Hallow's Eve, any favours earned then can be spent later when they're really needed).

>>94168617
Sounds like the groundwork for Pact, human responsibility for Others and Gods in that is more nebulous but still a possibility. Everything but the fundamental forces of Creation and Destruction are implied to potentially be of human origin and even they aren't all-knowing within their spheres.
>>94169322
Was Stolze still involved?
>>
>>94172981
>eternal_anglo_intensifies.jpg
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>>94173666
>Was Stolze still involved?
He was but Tynes was not. There were also a few of other writers of no great note that chipped in and I feel that's where most of the garbage came in from.
>>
>>94172981
The sheer butchery Mignola did for his own multi-decade long setting and project simply beggars belief. I genuinely regret ever getting invested in Hellboy after learning just how willing the man behind it was to burn every bridge ever made with him.
>>
Running a one-shot this weekend inspired by Ligotti's Crampton. How do you balance an insurmountable opposing force (be it eldritch horror, or inscrutable stage magician) with providing a sense of resolution to players at the end of the session? When the answer to the case is "there are forces at play that are beyond your comprehension" it renders the very idea of "solving the case" moot.
>>
>>94175145
You have to give them a win.
Consider a comparison to the end of True Detective Season 1
Marty and Cole actually catch the killer but they fail to bring the higher orchestrators to power. There should be a call guy they can catch, they can pin something on to close the case that can look good to the outside world and even their superiors in The Know but they also have to always carry what they've seen with them forever.
Also if you're doing something Crampton based make sure you notice them the option to turn away from the precipice, like Mulder and Scully had when they realize they could go to the Magic Show but know they shouldn't. They went, and they suffer for it. Your players should have the same option set before them, the chance to look behind the curtains and that way if they're unhappy they know the have no one to blame but themselves .
>>
>>94175435
Noted, thanks! I can probably turn the dude at the storefront into a bigger player in the scheme, potentially setting up a scenario where they can choose to pursue him or the magician at the show.
>>
Has anyone here played Vaesen?
Im interested conceptually, but I don't know how a actual campaign would go. It's all about this dying world of magic that's being crushed out by the industrial revolution, but you're not supposed to fight the monsters you're a sort of mediator at best/removal of human threats.
How can you play this in a way that doesn't get repetitive quickly?
>>
+Nice /hsg/ is back

was a minute
>>
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What’s everyone’s thoughts about CoC’s solo play adventures?
I was a bit skeptical but enjoyed playing Alone Against the Flame, and am debating whether I should try the others.
>>
>>94180355
I've played Alone Against the Flame, ...the Dark and ...the Tide. I think it's a brilliant way to introduce the ruleset as it was in the starter set and think it should be something other games should at least consider. Alone against the Dark felt much longer and required a lot more gamekeeping than the other two I've played so be prepared to take notes and keep track of time and date. Alone against the Tide felt similar in time to Against the Flame, maybe even shorter.
Overall I love this format and want more of them both for CoC and other game systems. Ideally with more to do than Flames/Tide but not so much that it gets overwhelming like it got in Dark at points
>>
>>94163207
is there a good scenario based on Mary Shelley's 1818 novel Frankenstein?
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>>94170444
I enjoyed it, good one for Halloween. More of a classic haunted house vibe though, so it might disappoint players who want something typically lovecraftian
>>
>>94171436
Cthulhu gets rammed with a boat lol
>>
>>94175145
>How do you balance an insurmountable opposing force (be it eldritch horror, or inscrutable stage magician) with providing a sense of resolution to players at the end of the session?
Give them a win, but make it clear that it was just part of a puzzle or a pawn in the end.

A cool idea is to make the players' triumph play into some greater beings' unknowable machinations in the end. Some examples:
>A much greater rival cult has been watching closely all along, waiting to take advantage of their competitor's demise. Make sure to hint at this though, don't just pull it out of your ass at the end.
>A group of alien entities communicate with the players by sending images and emotions into their heads. They seem to be guiding the players to perform mysterious ritual actions in relations to avoiding a world-ending event. They have their own motives and both following their instructions and not will have unforseen consequences. (our GM did this one once, it was really cool. definitely not easy on the GM though)
>>
>>94182513
Which doesn’t do anything. You would know this if you actually read the original story.
>The awful squid-head with writhing feelers came nearly up to the bowsprit of the sturdy yacht, but Johansen drove on relentlessly. There was a bursting as of an exploding bladder, a slushy nastiness as of a cloven sunfish, a stench as of a thousand opened graves, and a sound that the chronicler would not put on paper. For an instant the ship was befouled by an acrid and blinding green cloud, and then there was only a venomous seething astern; where—God in heaven!—the scattered plasticity of that nameless sky-spawn was nebulously recombining in its hateful original form, whilst its distance widened every second as the Alert gained impetus from its mounting steam.
>(Cthulhu) must have been trapped by the sinking whilst within his black abyss, or else the world would by now be screaming with fright and frenzy.
The boat didn’t defeat or even bother Cthulhu. R’lyeh sinking did.
>>
I'm playing pandemic legacy at the moment and it's giving me the itch to make a horror scenario based on it. Players being medical/emergency personnel working to cure a deadly disease and coping with humans going crazy (possibly directly due to infection, more likely stress) and disaster movie stuff.
Is there a scenario that does this already without much/any supernatural element?
Also, I had an idea for a grid-like "gene sequence" for the disease, with investigating for clues giving you a chance to fill a new grid box and the cure being based on both boxes filled and longest line (sort of like bingo) so that the ticking clock is matched by a rewarding core activity.
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>>94183015
The boat literally causes cthulu to go down with rhyleh for another star cycle
he was btfo for countless years by a yacht
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>>94183990
Imagine being this much of a meme-spouting secondary.
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>>94184287
You'll have to tell me all about it since you're the only person here who hasn't read tCoC
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>>94183015
People also don't understand the context. A steamship like the Alert is the height of technology at the time, it's the peak of human technological achievement, and it barely slows Cthulhu down.
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>>94183990
Dude, I directly posted from the original story. Read the fucking text. The boat didn't do anything.
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>>94185489
While the one anon can argue that the boat might have made it pause long enough to be caught in the suction force of a sinking landmass the bigger thing I always thought was that the only reason R'lyeh sank again was because the stars weren't right. This was the typical stay of execution for these kinds of stories, atleast in my reading of it.
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>>94185541
R'lyeh didn't sink right after the boat incident. In the original story the Alert landed on R'lyeh in March, and it's implied a great storm that occurred in April was R'lyeh sinking, or a byproduct of the thing that sunk it.
Given how quickly Cthulhu was regenerating from the boat, there's no way him being rammed is what caused him to sink with it.
>Once more under control, the ship was making good progress when held up by the Alert on March 22nd, and I could feel the mate’s regret as he wrote of her bombardment and sinking. Of the swarthy cult-fiends on the Alert he speaks with significant horror. There was some peculiarly abominable quality about them which made their destruction seem almost a duty, and Johansen shews ingenuous wonder at the charge of ruthlessness brought against his party during the proceedings of the court of inquiry. Then, driven ahead by curiosity in their captured yacht under Johansen’s command, the men sight a great stone pillar sticking out of the sea, and in S. Latitude 47° 9′, W. Longitude 126° 43′ come upon a coast-line of mingled mud, ooze, and weedy Cyclopean masonry which can be nothing less than the tangible substance of earth’s supreme terror—the nightmare corpse-city of R’lyeh, that was built in measureless aeons behind history by the vast, loathsome shapes that seeped down from the dark stars.
>Then came the storm of April 2nd, and a gathering of the clouds about his consciousness. There is a sense of spectral whirling through liquid gulfs of infinity, of dizzying rides through reeling universes on a comet’s tail, and of hysterical plunges from the pit to the moon and from the moon back again to the pit, all livened by a cachinnating chorus of the distorted, hilarious elder gods and the green, bat-winged mocking imps of Tartarus.
>His accursed city is sunken once more, for the Vigilant sailed over the spot after the April storm
>>
>>94185794
If that's the case then why didn't Dread Cthulhu go forth and do what needs doing?
It seems weird he would just sit there for a while with his colossal thumb up his non Euclidian ass.
>>
>>94186096
Because the stars weren't yet right.
>>
>>94186096
Who knows? Maybe the stars weren’t right? Maybe the process to reawaken all the Great Old Ones takes longer than two weeks and he ran out of time? Maybe he actually achieved a hidden objective to prepare for his actual full awakening and then went back into sleep?
Horror is often better if you don’t know all the answers.
I now kinda want to run an adventure dealing with what Cthulhu was doing in between getting rammed by the ship and R’lyeh sinking.
>>
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Running Mothership: Warped Beyond Recognition tonight, should be fun. Players have pissed off a psychic who mentally fused with the ship they're exploring, so the "ship" locked down the doors in the room they're in and lured a spider-like psychic girl to try and rip their limbs off.
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>>94186113
https://youtu.be/p4O7oL3RsaM?si=rRXR7Vo92sVtKyND
>>94186440
Noice, what'd they do to piss it off?
>>
has anyone ever done a delta green scooby doo scenario where you play as regular agents looking into a supernatural sighting but a complication comes in where the gang is also investigating the monster and so the agents have to come up with a old man jenkins fall-guy to be the monster?
if not, I wanna be the first to write it
>>
>Thread is actually talking about games with people replying to one another
>b*mpf@g isn't in the thread making useless one line posts replying to nobody
Really makes you think.
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Is Trail of Cthulhu worth getting if I already have and love Call of Cthulhu? Not sure how much it exactly differs. It’s not like Delta Green where it’s different kinds of characters/situations that it caters to. So what’s the appeal?
>>
>>94163207
No on the exact day, we're marathonig all children of the corn, rotating as we leave and come back from work. But this sunday I'm running a Liminal Horror one shot and the next week Let Us In (although the more I read it the less I like it)
>>
>>94186096
Stars weren't right yet.

>>94186440
>piss off a psychic
>merges with your ship out of spite, locks everything down, then lures in another fucked up psychic to murder all of you
Psychics. Not even once.
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>>94186440
I was rearing to run that module but got kind of scared at how to present the psychics. Are you treating them as NPCs with personalities or just creepy things wrecking the ship? How did you feed their sad backstories? Are you leaving it open to side with them?
As I kept reading it I had the feel the best way to deal with it was as one man factions, but they are so independent with each other that I can't visualize how they'd respond to anything the PCs do.
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>>94190180
The appeal seems to be that some people prefer GUMSHOE to the BRP system that CoC and DG use. I've been told that GUMSHOE handles investigation "better", though I don't have the experience required to form an opinion. I've also heard that the system lends itself well to single player (plus keeper) play which would be nice for nights when you can't get a group together.
>>
>>94194050
There is a version (Cthulhu confidential) that is specifically for 1 to 1 play. The base game actually works kind of weird with less than 4 people, because the game assumes you're going to have all of the investigative abilities between the PCs, so a group of 3 or 2 will be hyper competent polymaths.
>>
>>94167574
It's a dream of mine to run some historical period game (pirates, vikings, samurai) and to just drop a Predator in the mix. Get those stakes raised for character stories and then introduce the alien hunter.

>>94167699
Vaesen is this but for faeries.

>>94169169
Definitely conceptual, but for concepts that we can't even begin to explain beyond a very broad 'destruction' or 'creation'. They defy our understanding of existence itself - both key and guardian of the gate and all that.
>>
>>94190180
I think there's a lot of good stuff in the Trail line that could easily be run with either Trail or converted to Call.

GUMSHOE is entirely up to the GM. Some really like putting the emphasis on player wits over random dice rolls to find clues, others say that its breadcrumb core clues system makes things into a railroad. As with all things if you have a guy who understands the strengths and limitations of the system you'll have fun. I especially like Fear Itself and Nights Black Agents, which build on the core concepts. I feel like the authors do a good job of inserting advice and designer input directly into the books, leaving lots of explicit options for tweaks and homebrewing but defending why things are written the way they are. Really good on that front.
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>>94163207
any extremely useful fan-made pdf guide for horror games?
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>>94196148
what would you want in that guide?
I feel that most GMs that like horror find a system hat works for their style and stick to it, wether horror works or not depends much more on the GM and players than the system itself.
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>>94197009
>what would you want in that guide?
i was wondering maybe something was compiled throughout the years that is indeed useful
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>>94197087
but what would that compilation have?
reassons to play each game? tips to run horror in general?
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>>94197209
How to attain it in as an atmosphere of exciting dark dangerous mystery in tabletop gaming, something like that. Basic stuff, but potent.

Compare jump scares to bad gaming and archetypal emotions and thoughts of horror good gaming.
>>
>>94196148
The alexandrian rpg blog has a huge amount of essays on how to GM. A number of them are specifically about horror and mystery RPGs.
>>
Had my second session of Horror on the Orient Express, so here's a write up.
>Occultist Abraham Greenwood, Dilettante Digby Gates, Medical Dr. Daniel Murry, Explorer Jacques Nungesser, Funeral Home Director Marion Knaggs and Author Joseph Grunmann decided to look into the matter of the spontaneous combustion of one Henry Stanley after he purchased a model train from the shop of Mehmet Makryat, whose name seems to keep popping up in their investigation.
>The party first visited Stanley's apartment, finding that his landlady, Mrs. Atkins, had turned it into a tourist attraction, offering visits to the "Death Room" for sixpence a piece. Digby gave the woman 100 pounds to kick everyone else out and get a personal tour.
>Investigating the soot in the room, Marion discovered that they were not burnt up human remains like the papers seemed to speculate.
>The investigators then headed to Makyrat's shop. While Digby and Marion chatted with some neighboring business owners (finding that the Makryats reported dead in the paper looked nothing like the one who owned the store), Joseph was able to break into the store by climbing through a back second-story window (which was fortunately unlocked) and let everyone else in.
>Inside, the party found that Makryat apparently left in a hurry, with half-empty clothing drawers and all forms of luggage bags mission save for a broken one.
>Jacques found Makryat's financial books, discovering that he had purchased the model train from the estate of a Randolph Alexis (whom Greenwood noted was an occultist who vanished under mysterious circumstances) and that he had never before or since purchased a model train or similar item.
1/?
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>>94198704
>The party then went to the police, attempting to get their hands on the model train itself. They found the police had turned it over to Arthur Butter, the president of the London Train Spotters Association, for an expert opinion. Calling upon Mr. Butter, Dr. Murry used his high credit rating to convince him he was writing a paper on mysterious disappearances and asked to inspect the train, to which Butter agreed.
>Looking over the train, Abraham found many mysterious symbols on it. A successful Cthulhu Mythos roll informed him the symbols were for some kind of transportation ritual, though he did not know the precise nature.
>Joseph activated the train to see what would happen if it was allowed to run. As it revolved, the party began feeling a charged energy in the air, some of them even growing sick.
>Digby and Jacques both attempted to stop the train, but Abraham insisted they allow it to continue. Finally, after 12 revolutions, the ritual was complete.
>A ghostly, semi-translucent train burst through the wall, a flood of passengers in outdated clothes surrounding the party and asking them questions like "Where are we" and "What was that loud noise" and "When will the train arrive on time?"
>Just as suddenly as they appeared, these specters returned to their train... though not without taking Joseph with them. Eager to save their friend (and a few seeing the worried face of Stanley on one of the train carts), the party jumped aboard
2/?
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>>94198733
>The investigators saw the passengers crowding around Joseph, some attempting to get their mouths near his, their skin becoming translucent and showing the skulls beneath whenever they got close. Realizing the danger, they leapt into action to save their friend.
>Most of them, anyways. Jacques reacted rather poorly and began attempting to flee into the adjacent train car, pounding on the door in desperation, while Marion spent a turn having a panic attack.
>Dr. Murry and Abraham rushed to Joseph's side, shooting at the passengers, their shots not damaging them but knocking them over, while Digby attempted to climb onto the roof of the adjacent car seeking a way to the train engine, thinking stopping the train would help them.
>Joseph fought as hard as he could, and it seemed he would escape, but eventually one member of the horde got lucky, bringing its mouth near his, its skull fully visible and a light seeming to escape from Joseph's mouth
>However, before it could flow into the passenger, the train suddenly jerked to a stop and Joseph was flung, miraculously, into the adjacent car and away from danger
We have a house rule that once per character, the players can use the Avoid Death rule from Pulp Cthulhu. This was Joseph using his
>The adjacent train car also opened up, a disheveled looking man calling for the party to come inside. They did so, performing a fighting retreat, the highlight of which was Dr. Murry using his nunchaku to send one of the passengers out a window and into the void beyond
3/?
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>>94198766
>Once safe, the disheveled man introduced himself as Randolph Alexis, whose estate Makryat had purchased the train set from. Alexis revealed he had attempted to use the model train to escape some interlopers in his magical research, but something went wrong and he had become trapped here without the model train to escape back.
>Digby, rather angry with Alexis, who didn't seem to care that his escape attempt had derailed the train he was riding on at the time and killing more than 100 people, attempting to punch the occultist, but missed.
>Alexis showed a ward he hard carved into the doorway which kept the hostile passengers at bay. Henry Stanley also showed up, revealing he too had been trapped in this train car with Alexis, whom he was frightened of.
>Alexis revealed he had devised a way to escape this pocket dimension they were in by recreating the model train tracks using a heart and intestines. Several party members vomited at the sight, but Abraham was intensely interested.
>Marion noticed that the makeshift track lacked the raises in elevation the model one had. Realizing his error, Alexis corrected it and began running the heart track along the intestines, Abraham assisting.
>Just then the ravenous passengers attacked. Fortunately, the party only had to hold them off for two rounds before Alexis and Abraham were able to complete the circuit and return them to conventional reality, the hostile passengers dropping into a crazed spasm.
>They had little time to celebrate, however, as a distant train whistle warned them they were only a collision course with another train. All managed to escape with only minor injuries
4/5
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>>94198809
>Fleeing the scene, the party stayed in an inn for the night, Stanley saying he was over trains. Alexis, meanwhile, appreciated Abraham's assistance and saw his interest in the occult, passed him over some papers detailing how to recreate the warding sign he had used. Digby saw this and warned Abraham not to become someone like Alexis and that he would keep his eye on him.
>Returning to London, the investigators packed their things to finally board the Orient Express. However, one of them made a ghastly discovery.
>Inside of Marion's suitcase was a flayed piece of human skin with a single sentence carved into it: The Skinless One will not be denied.
And that's where we left things off. Had more fun with the Doom Train than I would have thought, though I felt bad for Jacques, who got screwed by high sanity rolls several times (forgot to mention that upon seeing the entrails train Alexis made, he went temporarily blind). Players got really freaked out when they realized the ghost passengers inflict instant death, even though only one of them was unlucky enough to have it happen to them.
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>>94198829
Oh, also, Dr. Murry continues to be just the best. His players is playing him as a skeptic who doesn't believe in any of the paranormal bullshit they're seeing and somehow he keeps rolling 1 for his sanity losses. He actually net gained sanity out of the adventure.
>>
The real horror of the horror game is that it's not DnD and I have to expend effort trying to find new players.
Especially since it's not CoC or anything popular either.
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>>94200158
Are you the guy that always laments not being able to find Memento Mori players?
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>>94200158
>effort trying to find new players

Can't get my buds to try Delta Green for the life of me.
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>>94200158
>>94200725
Each day I'm more and more glad I got my high school DnD group to try out other games more than a decade ago.
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>>94200158
In some spaces people jump to the chance to play Mothership, it's the only game where I've had a full table before anyone in open tables and filled all spots+1 in the first 3 hours for a discord game.
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>>94200781
I moved away from my old group. Feels bad, man. I have all of these CoC modules and props that won't see the light of day for who knows how long.
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>>94200855
Speaking of, how about an /hsg/ specific group finder? Surely a few of us are likely to live near each other?
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>>94200725
My group of friends are incapable of playing anything law enforcement, so DG is essentially off the table. Which sucks, love the setting, but I do not have a group for it.
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>>94201145
you can just turn it into The A Team, they are doing good but they are oficially criminals so they have to keep on the run while helping people. Section off some aspects and replace the ones you need with some civilian organization with a common goal or personal allies.
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>>94201145

>Pilot, soldier, nurse, media analyst, firefighter, author, athelete, astronaut

You can be any profession other than law enforcement.
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>>94201165
>>94201191
I get that you can do that, but you're kind of going somewhat against the premise, and the gear acquisition rules assume some sort of law enforcement connection.

If I'm gonna play "randos fighting the mythos" I've got Call of Cthulhu. Part of the appeal of DG is "fucked up law enforcement Spooks fighting the mythos."
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>>94200158
D&D and its derivatives can get pretty darn horrifying. Both on a personal and existential level.
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>>94163207
which game has an excellent version of Countess Bathory as a villain?
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>>94201583
you are talking about Golarion?
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>>94200388
Nah, I'm running Savage Worlds SLA Industries conversion (saturdays eurohours evening).
Did you know there's an official 2nd edition of SLA Industries and that it's not very good?
But if anyone wants to give it a try they can look at this archived ad I posted the last time I needed players: https://archive.4plebs.org/tg/thread/93346302/#93381129
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>>94196148
>>94197087
>>94197894
The Alexandrian's tips on tools > contingencies, and the 3 clue rule are all I use to run my games. More personal suggestion: go with something that scares you, and don't pull your punches. When you're afraid/anxious of what's going on, the players will follow.
>>
>>94201310
>Call of Cthulhu
That's where DG stemmed from originally.

The whole premise is, normal people getting roped into a secret underground op to fight the mythos. Not as so much law enforcement, more military. I'm not going to try and change your mind.

>it's not everyones jam
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>>94202591
Yeah, that's what that pic is referring to.
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Wanna know if there are any cosmic horror settings that utilize the multiverse concept effectively. Not in "Muh Epic DBS Outerversal Powerlevels" sort of way.. But in a way that captures the existential dread that not only is the universe the heroes/PCs in fundamentally horrific and malformed but that malignance extends to every other reality as well, regardless of differences in fundamental equations of physics or mathematics. Like the source code of reality itself (if any) is also rotten, instead of simply absent or incomprehensible (like, say, Azathoth).
>>
>>94204113
Maeltopia is the best example I can readily give, since the fundamental basis is that the Great Below has tainted everything after Essiah shattered the Spheres. Even if you escaped to another reality, or an entirely different multiverse, you'd be opening yourself up to horrors untold - simply ones of a different kind. And that's if you don't end up plunging into a Bolgia instead, where simply suffering a fate worse than death for eternity is the best possible outcome that can happen to you.

There are some other more obscure ones that could fit, but require more overt familiarity with the material or are scattered enough to make discussing them hard.
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>>94203323
DG is very specifically about a secret conspiracy within alphabet agencies fighting the mythos. The "default" DG character is an FBI agent. I'm not really getting what point you are arguing, here. Playing some kind agent is a major part of the setting. Yeah, you could just play friendlies/specialists, but it would be negating the premise somewhat, and, again, the rules for procurement work under the assumption that you are part of an alphabet agency in your day job.

Can I run a game where a paramedic, a fight fighter, a college professor and coroner fight a Cthulhu? Yes, but it would end up ignoring the parts of the setting I find interesting, and, in ignoring those things, I could just run such a game in Call of Cthulhu.
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>>94204113
King in Yellow RPG, maybe? I think the premise is either that you are in a "wrong" reality, or the wrong reality has begun to invade your reality.
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Still makeing the house for my delta green game and I've leant how to make it look so much less shitty and not kill my pc when trying to make the lighting work. Sadly the lower floor is not gonna be fun to render.
I've learnt a lot after stumbling in the dark.
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>>94204113
Ligottifag used to post snippets of a creepy campaign setting he wrote centered around the premise that the multiverse is a pained, malformed muddle created by an extremely malignant and degrading 'absence' just so it could have something to torture.
Idk if he posts here anymore though. He struggled with clinical depression last time I spoke with him.
>>94204535
I haven't picked up Maeltopia for a while (maybe I should get back to it) but wasn't it mostly centered on a post-apocalyptic Earth than went Mad Max meets Clive Barker after a getting hit with a magical solar flare?
Like it became full of super-serial killers and living nightmares and whatnot.
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>>94204757
Good work anon. Feels bad that killer crackheads have a nicer place than I do though.
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>>94205248
Oh dont worry you can afford the totaly not haunted house! Just dont look into any of the previous owners and there living and dead status
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>>94205248
Killer crackheads have an odd tendency to be loaded in horror settings.
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>>94169169
Depends on the Outer God
>Azathoth
MORTAL EYES WERE NOT MEANT TO SEE THIS AAAAHHHHHHH I CAN FEEL REALITY TWISTING THIS ISN'T RIGHT WE LIVE INSIDE A DREAM AAAGGHH
>Yog-Sothoth
"Normally" encountered through his avatar/emissary/hand Tawil at'Umr. Dipshit wizards and occultists just can't stop themselves from drinking the cool-aid for eldritch knowledge
>Nyarlathotep
"my actions are unfathomable and completely beyond understanding, but i am also capable of sheer pettiness that you cannot even comprehend"
>everyone else
AHHHH I'M GOING INSANE FROM LOOKING AT THEM but oh wow still not nearly as bad as Azathoth, I think I can maybe deal with this

Outer Gods should not be seen. Looking at them should be like that one guy who looked directly into the open Chernobyl reactor. Outer Gods should never directly influence anything, apart from the big N.
It's fine fine for worshippers and cultists to pop up and try to summon them or call on them, but it should always go wrong and blow up in their faces.

I really do have a soft spot for Tawil at'Umr ever since I saw him in one of Pathfinder's Bestiaries. What a cool concept. I do prefer their spelling of the name, instead of Umr At-Tawil.
The idea of this strange, all-powerful but silent emissary of Yog-Sothoth handing out eldritch knowledge of space and time for unknown reasons is great. I love the artwork of him.
>>
I'm back from running Liminal Horror in an open table.
I think the system is fine, just fine, like Into the Odd it's serviceable but nothing to love. It was 3 absolute newbies and 1 experienced player. They grasped the system pretty quickly and were making decitions both as characters and mechanical players, I only had to take their sheets away because they were focusing too much on them once.

I ran The Bureau and I think it's a fine enough basic dungeon, I had to rush it a bit and improvise an ending to turn it into a one shot but in 4 hours they managed everything I was hoping they'd do. In retrospect I could had prepared it much better and go from memory, but I never had great experiences with dungeons and this one was pretty nice. I could had done better.

Overall I believe they had fun and that's cool, but it wasn't horror at all and that's my bad.
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>>94205151
>He struggled with clinical depression last time I spoke with him.
yeah, no shit, you could tell from just that concept. I hope he's doing okay.
I wanted to make a fun gonzo setting to put all the wacky things I like when playing, and it was just page after page of how awful this world was and how absurd it was that people kept trying to make it work.
>>
I've been thinking about an urban fantasy setting with a lot of gothic and de-industrialization vibes to it. Idea would be it'd be a normal city, but with most of the magic stuff hidden in it's small corners, some hidden world and conspiracy vibes (magic would be known to exist by the populace, but not well understood, with the magic-feds working to keep everything on the down-low).

An aspect I've been debating is what public transportation would be like in the city, and what'd give the best vibe. I've been thinking the geography would be very vertical with lots of ravines and upper and lower districts. On the one hand I was thinking a Monorail would give a more fantastic vibe and might actually be more appropriate. On the other hand, I wonder if a subway system would be a missed oppurtunity given how iconic something like the London Underground is.

And then I also wonder about a possible tram system.
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>>94204613
The default being a FBI agent is because the average person has a basic understanding of how the job works. Within the canon DG takes anyone in government service they can and freely uses non-government Friendlies on an as-needes basis while keeping them at arms length. A pure Friendly game is perfectly fine within the setting and is just a different style of game format than "four FBI agents meet in a tavern." And just FYI paramedic, firefighter, college professor, and coroner are all federal jobs as well. Primarily employed by the DoI and VA, DoI and DoD, DoD, and CDC and DoJ, respectively.
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>>94208360
that anon just wants to run X-Files with his friends, you can't convince him, it's not a logic issue.
But you're making me kinda want to run a DG game focused on the top secret branch of the post office
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>>94208360
I understand how the setting works. I have read the old CoC rulebook, the new rule books, and just about all the fiction that has been written for it. I don't know how many times I have to say it: I'm not interested in running a friendlies only game. That is not the thing that interests me about Delta Green. I don't understand why you want to keep arguing about this.
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>>94208360
NTA but I think both of you are kind of arguing the same thing. DG is based on the idea of federal agencies/military/etc., and while friendlies are allowed the game is suited towards federal agents more if you read anything in the books, in comparison to CoC. Like DG even has a 60 page chapter on what kind of agencies you can be a part of. (Myself I found it interesting that they included things like the EPA, ICE, and DEA, but I can see that they might be useful in a mythos campaign.) But every part of the book is designed to showcase the governmentally classified nature of it- running a "friendlies-only" campaign is possible but you're going against the idea as intended.

Personally, that's one of the reasons I'm less interested in DG than CoC, although it's not the biggest reason. I'd rather play an antiquarian or dilettante.
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>>94207755
Why not all three? An underground and overground system with interchanges, like London.
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>>94207755
Have you considered inclines? With all that verticality, would make sense. Obviously the one in my picture is small, but you could have larger ones, and it would make your city feel more unique given how uncommon they are.
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Say what you will about Dettwiller and his spergouts but at least he kept these generals alive and going.
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>>94202471
Non-zero chance Nights Black Agents has a version of her.
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>>94209106
Hmm...
>>94211246
Do they also call those things Funicular's or something?
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>>94216173
Apparently yes, they are also called funiculars. I've only ever known them as inclines though.
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>>94205151
>I haven't picked up Maeltopia for a while (maybe I should get back to it) but wasn't it mostly centered on a post-apocalyptic Earth than went Mad Max meets Clive Barker after a getting hit with a magical solar flare?
Late reply, but that's the 'mundane' scientist held belief behind what occurred. Those in the know are more informed and whilst the EXACT reason behind the initial Great Darkness hasn't been disclosed based on what I've watched and read so far (it most likely had something to do with the Star of Dis or similar lore I can't access), it seems like it was spurred on by the influence of the Unbegotten from beyond their Bolgias and similar malicious forces. And each of the Unbegotten, for the ones primarily ensconced within their Bolgias, are trying to access existence as a whole so they can convert and reformat it to their liking. We also have the Noirmat, who do possess the power to reconfigure the wider universe to their liking and are worshiped by the lesser Walks of Darkness - sometimes alongside the Unbegotten - but only became particularly active post-Great Darkness. The influence of the various Bolgias essentially functions like gravity, so you can't escape it no matter where you go, since they essentially make up the bedrock for all experience - for example, the Bolgia of Broken Toys represents all despair that exists anywhere whether it be born of human hands or otherwise, regardless if it is the death of innocence and childlike wonder, people getting lost in a haze of drugs to cope with the harshness of life, or pure stifling banality.

Keep in mind that things were already bad in Maeltopia even before the Great Darkness. There were already demons and Unbegotten cults in the world before it occurred, they were just quiet and moving in the shadows. It's only after it that they truly went out into the open because there was nothing to stop them anymore.
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I am planning running a session on halloween. I am running Dead Light and i was thinking to set up a dimmable LED strip under the table, so i can create pulsing light for dramatic effect. Is it too cringe to do?
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Im looking through gods teeth as I got it in the humble bundle and head a lot of mixed things about it and I like to judge things for myself but fucking hell the amount of animal abuse in it is awful, No warning at all. I love animals and trust them more than I trust people and I was expecting child abuse but fucking hell the amount of animal mutilation, abuse and cruelty is just nuts. I can handle a little bit of it but Jesus Christ there's so much animal harm it upsets me. I see a pattern of writers who talk about how racism is bad and how they are good boys but when it comes to animals they see them as nothing.
I would have never read this shit if I knew how much animal abuse was in it. I guess this is just a very sensitive subject for me. I am also sadly not shocked by how many people also don't give a shit.
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>>94218472
It could be fun, but definitely need a colored light. Green or purple would probably work best. Magenta would also be appropriate but probably less scary.
>>
Oh fuck I'm going to have to mystery box the second half of the adventure again.

>>94218536
I don't really mind imaginary abuse or the animool but I vaguely recall complains about how the adventure just keeps doing the "animal dies giving you a prophetic message" over and over again.
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>remember posting pic related
>decide to actually do something with that idea
>start doing some basic write ups for the character and backstory
>research other cultures with mythological toad beings or where the toad has high symbolic meaning to decide a nationality and give character some flavor
>even start working on a design for him
>dont know if i'll ever use this character but still get really invested
>take a break and open youtube
>get recommended some clips from that improvised fandub of the shadow the hedgehog game
>watch, start thinking about the original plot of the game
>wait
>realization hits
>my brain literally just rehashed the plot from the game
I will now proceed to dig myself into a hole
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What are some good creepy encounters for an otherwise-chill road trip through a snowy northern setting? Could be scary, spooky, or just kind of melancholy.
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>>94219977
A Yuki-onna
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>>94219971
Embrace the cringe anon!
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>>94219497
It was more reading graphic description of animal abuse that got me. Also the picture of the emaciated dog was just too much. I'm a big animal lover so I'm pretty sensitive to them being hurt. I can usually handle a little animal abuse or if I'm properly warned I can psyche myself into ensuring something but obviously I wasn't. I just like animals and don't like descriptions of them being harmed over and over again for little point in the story.
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>>94221183
That's fair.
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>>94220248
At this point in too invested in this just to throw it out so might as well, it's still kinda funny that my brain remixed the plot of the game with mythos stuff
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>>94219999
Checked.
Yuki-onna seem pretty perfect. Threatening, but in a knowable way that you could imagine people sort of coexisting with.
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>>94223947
Let's be honest, everyone just wants to have sex with it.
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>>94224379
Tbh the whole thing with the yuki-onna is that she tricks men into having sex with her so she can later kill them
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>>94194050
It handles investigation "better" in that it does not handle it at all, investigation is moved all the way to the "Player Skill" end of the "Player vs. Character Skill" spectrum. The game just assumes you will give all relevant data to the players and they will piece together the answer themselves. Fine enough, but it means the competency of your investigators is basically dependent on the lateral thinking of your players, for better or worse
>>
I plan to run The Saturnine Chalice as a Halloween one-shot in CoC. But I am not sure that it will fit into one session. Do you have any advice? The keeper's role here is substantial, dealing with and managing the shapeless one and its effects on player perception
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I have become obsessed with Signalis and am now thinking of ways I could port Replikas into horror RPG character classes so I could run a game in the setting.
Why am I like this?
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>>94227771
Because you love horror and have autism. So you're in good company.
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Anons. Im looking for call of Cthulhu edge of darkness, was it collected in any other books other than the starter set?
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>>94228759
Pretty sure it's only in the starter set. It's a good deal in any case though.
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>>94227771
Because it's cool. I'm trying to imagine what sort of horror scenario you can give to someone psychically piloting a remote mecha body.
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Ran a one shot of Night Shift for my friends, went very well. It ended up not being really horror at all, a lot more comedy. Was compared to Aqua Teen Hunger Force a bit, but I think that seems pretty well within parameters for the vibe.
>>
New player really wants to have Schizophrenia and im not sure how to run with that though I like the idea.
My idea is make him a damaged veteran and make him roll sanity on occasion and if he fails he sees something. The player also will seal out whatever drug he can find. This was all his idea. Thoughts? I feel like this character will go nuts very quickly but he'll be fun while alive.
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>>94236435
Game is Delta green. I forgot to put that there oops.
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>>94236435
I'm having a hard time thinking of a scenario where this isn't a red flag.
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>>94236435
>>94236452

The schizophrenia could be a condition he has to manage, like how the game has rules for depression and some other shit.

Get him to do a bit of research on schizophrenia, how it's treated or managed normally, and what is common to happen to a person whose medicated and who isn't.

Are they diagnosed? If so, when did they receive the diagnosis. Are they getting some kind of treatment? If so, what kind of medication and how does it effect them.

Some antipyschotics are very powerful, and can have long-term effects on a person (one extreme case, from a popular med in the 90s or 00s, was actually shrinking brains). Maybe there could be benefits and drawbacks to the character being on or off their meds (eg. that chick from Homeland has BPD, when she's off her meds she can "make connections" between information easier, but is more unstable)

Mechanically, it would make sense for it to trigger episodes when they're in a particular situation (being locked in a small room, too much stimulus, seeing an old man in a green cardigan). The their episode could be being overwhelmed by voices drowning them in negative emotions, some schizo-paranoid episode where they invent some narrative from unconnected information. (A really really good movie that explores the para-schizo topic of making leaps of logic into full schizophrenia is Murder Death Koreatown. One of the best representations I've seen of paranoid-schizophrenia)

Schizophrenia can manifest in people in different ways, but the same symptoms are usually present. Figure out what the common or interesting symptoms and effects are, what treatments they usually go through (an unmedicated schizo usually don't have the stability to live a normal life), and find a way to mechanically play it out.
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>>94237059
I thought so too. It would be very difficult to roleplay as a schizo well and have it be enjoyable. Too easy for a person to get goofy or for it to get old very quickly
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>>94237059
I was gonna ask why but I can see why now thanks too >>94237243, I'll have an actual discussion with the player and see how we can make this work rp wise. I am too easy going with what I let players get away with so I gotta put my foot down at some points. I think I get wrapped up in their enthusiasm and run with it until it all falls apart.

>>94237202
Good stuff for me and the player to sit over.
From what he's told me his character is diagnosed but I'm not too sure on his knowledge but I shall learn.

Very glad I asked before I let another player get carried away. Thanks!
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>>94163207
one of the PC's in your delta green party gets told by their handler that they are doing enough serious work
that they can inherit their handlers problem solver for serious situations

they then hand said PC a colt delta elite with only a single magazine loaded with tungsten carbide tannerite armour piercing explosive rounds
with loose spare ammo of that type in a plastic zip bag

how do the characters and players out of character react?
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>>94234637
>It ended up not being really horror at all, a lot more comedy.
This happens every time I try to run horror and I don't know why. Am I cursed? There's the whole thing about anything being fine as long as everyone has fun. My players have fun, maybe they wouldn't if I tried to enforce a tone too much. I don't know if I have fun though since it's always so far away from my intention.
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>>94238689
"Th-thanks"
The gun goes into the next bottomless abyss, pit of caustics or dead patsie's hand they can find.
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>>94238717
shit, wrong thread
uhhh, has there ever been an occasion in your game where either you or your players have tried to solve a puzzle in a really dumb way?
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>>94227771
You haven't read Blame, watched GITS/EVA nor played Silent Hill.
See you could be trying to shove the originals into your RPGs instead(just try to be more subtle about it).
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>>94238704
I mean my friends and I often make jokes during play, so even the horror stuff I do which does end up horror still has jokes. I just think Night Shift went more comedy largely due to me. I initially wanted to do Evil Dead 2 vibes, but it turned a bit more into Aqua Teen Hunger Force. Next time I might put more explicit danger in, but I also had a blast so I don't think I'll lean too much. It was supposed to be a one shot but I think it's going to turn into a somewhat freewheeling campaign for whenever I have a weird enough idea.
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>>94238999
I have done three out of those four things (Haven't read Blame). Signalis still captured my imagination more. Not saying any of those are bad, I love Silent Hill, GITS and Eva. Part of it is just that Signalis' world building lends itself more to running an RPG, whereas Silent Hill and EVA are intensely personal stories.
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>>94239630
>(Haven't read Blame).
You should!
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>>94239630
You can also read about East Germany and The Cold War
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>>94163207
Is there a scenario taking place in an abandoned carnival/luna park? Thinking of the film "Carnival of Souls, 1962" with the carnival parts.
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>>94238717
Kek.

>>94238743
I have had players try to jump into a teeming sea of eldritch abominations on a gamble before purely to resolve an encounter so kinda.
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>>94242058
For Call of Cthulhu look up the adventure Unland off of Fears Sharp Little Needles
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>>94218536
Yeah God's Teeth is just too graphic and horrible. I love horror games but they have to be fun too.
>>94238689
My experienced players would immediately assume it's a trap of some kind. Depends from there on whether they deep-six it, disassemble it (a couple would assume it has some sort of supernatural properties), or whatever.
Newer players would probably stash it somewhere for later use. mxjvvx
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>>94218536
Have you checked Monkey Murder Manor?
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>>94205151
>>94207732
I'm still alive, I just have a full time job and a partner now. 4chan's blocked on work wifi.

The Absence stuff I haven't written much of because the Call of Cthulhu game I was writing it for has been on hiatus for about three years now, and I have been running Delta Green during that time. I've started burning out on running tabletop games and I'm trying to wrap up that three year campaign soon so I can get some time away to work on more projects.


I've never stopped playing with the Ligotti-esq ideas, and some of them worked their way into a Pandemic era campaign arc that involved the lonely slowly spreading on a viral scale and that opening to more and more awful phenomena as they almost begin a hole reality, playing with what the Pandemic did to people and etc. It was going to be my own little Impossible Landscapes with a lot of disparate elements of history and literature and etc. sewn together into a hideous tapestry of time that wrapped back on itself. I've written a lot for it, and a lot of concepts I'm not sure I'll get to use. I've gotten to do some The Lonely stuff, but it's a thread my players haven't tugged a lot.

The latest project I have been working on that I have been excited for is a homebrew Mothership thing that I'm hoping to run for this casual group who I run with whenever I get the time. It includes the Absence in a sort of distant way to fill a hole, but still retains some of the same ideas albeit through a more well known cultural touchstone just set in space.
If you've seen the anime film Memories you might have an idea.
Sort of like, if you start talking to people who may be trapped in a moment in time, you might come across the fact of what this place is, and one of them will mention an Absence, and that it's everywhere. Using it to fill the role of the ancient evil lurking beneath the surface of the planet... only it's not just the planet. It's everywhere. It has always been everywhere.
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>>94252597
>film Memories
I woudn't say I forgot about it, but I don't think I ever took from it for Mothership which is a shame because it has some really really good imagery for any space campaign, even separated from the also very good concept and execution.
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>>94205151
Huh, any keywords I should use to search for that in the archive? I've a similar pandiabolism thing going and am very much a miseryguts so there may be comparisons of interest to make.

It's a little more "cosmic" in that the omnipresent all-Soul isn't confirmably vicious (to the extent that any mind-state can be ascribed to it "excruciating boredom" would fit) but I've otherwise accidentally'd all consciousness into a "why bother?" situation which I can't really answer. Wouldn't be applicable to any playable content of course but it bugs me that there's not enough ambiguity for even tenuous hope to persist (in contrast to the delusional sort which flies directly in the face of reality).

>>94252597
Hope the income and partner mean you're feeling better man. Definitely sounds like a film worth checking out!
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About to play call of cthulhu for the first time in nearly 5 years. Finally moving to 7th edition. I remember disliking some of the changes from 6e, but it's been so long none of us remember the specifics. How does 7e compare to 6?
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hi /tg/ my playgroup wants to do a halloween one shot in a gimmick system (ideally gm-less but thats been hard to find). current frontrunner is "something is wrong with this house":
https://annalandin.itch.io/something-is-wrong-with-this-house

ppl in the group have played 10 candles and alice is missing. also familiar with dredd

any input appreciated, especially if anyone has played something is wrong with this house
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Gonna run Nigh Shift again and trying to flesh out an idea I have. For whatever reason, Management has decided to hop onto Black Friday offering huge deals the same as big box stores starting at midnight. Unfortunately for the PC's, it really has drawn in a lot of customers. A lot of customers. And they're getting more aggressive. I kind of want to do a zombie-ish thing with them, but unsure exactly what I want the customers to be. Undead? Rabid? From another dimension?
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>>94253599
Overall pretty well. The hard/extreme and bonus/penalty systems are good, and turning characteristics into percentages was something that honestly should have been done sooner.
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>>94253599
The main thing I've seen old heads complain about in regards to 7e (as far as mechanics go) is the fact that you can spend luck to alter rolls. But if you don't like that, you can just ignore it.
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>>94253599
I'm not super familiar with 6e as it was, but to the extent its patterns were replicated in DG (based on 6e iirc) I personally prefer 7e if for no other reason than that it gets rid of the clunky muliply-by-five rule for stats.
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>>94254168
Point of order, that's an optional rule. Most people just use it.
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>>94253948
Check out Night of the Consumers for inspiration. Basically, make them obsessive and insane with getting new products, to the point they don't even act human and morel Iike drones enslaved to some nebulous higher will. They spout off typical customer requests, but will trash the store and continue roaming even after getting the thing they claimed to want before requesting it all over again.
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>>94253805
>$15 US
Jesus
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>>94239110
Any tips beyond including enough danger? I'm going to be running Night Shift for a Halloween 1-shot, and I've never run horror before, and this group doesn't have much ttrpg experience.
>>94253948
Could just make them irrational, at least the equivalent of being awake for days (maybe they've been camping out waiting for the deals, and/or got exposed to something).
Just to clarify, are you using a gas station w/an attached grocery store instead of the base gas station? Do you have more stock clerks and no pump attendants, or what?
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>>94259421
It might be a bit harder to do with Night Shift, because it has vastly less things you roll, but when I run DG I have them roll stuff sometimes just to make them paranoid. Don't overly explain things. Give them a brief snapshot of what just happened and then it's gone. Having said that, horror takes lots of buy-in from your players too. They have to be on board for it, so I'd have a talk with them that essentially they'll get out of this what they put in.
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>>94259421
>Just to clarify, are you using a gas station w/an attached grocery store instead of the base gas station? Do you have more stock clerks and no pump attendants, or what?
It's a gas station/convenience store that inexplicably has a staff of at least 4 on at all times despite being kind of in the middle of nowhere Pennsylvania.
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>>94259421
>Any tips beyond including enough danger? I'm going to be running Night Shift for a Halloween 1-shot, and I've never run horror before, and this group doesn't have much ttrpg experience.
Here's a good way to incorporate humor. Play along with it once or twice, build up some tension but have it released in a joke. But then play it deadly serious the third time.
One thing I can think of would be from the game Ib, one of the characters are unsettled by the dolls scattered around the gallery but the other two characters aren't bothered by them and it's treated as a quirk and kind of funny.
Until he's locked in a room filled to the walls with them when he's separated and he needs to escape before he's taken.

You can easily do this with something like prank calls happening every now and again before you get a deadly serious one that could be from threats to even replaying a conversation from a location that the players know no one was around to hear or record. Or have a couple of false scares with all the new merchandise at the station with some cheesy mascot. Then when they go to investigate a thump in the back room and it turns out just a cardboard marquee fell over, that's when you have some THING that superficially resembles it reach through the gaps of the shelves to grip them.
Ya know, fun stuff like that.
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>>94258090
The true horror.
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>>94252702
Yeah Magnetic rose is possibly the most Mothership I think any animated thing has been.
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>>94180355
I can echo >>94180705 but make my own grumpy points. Tide is the next step up from Flame in terms of complexity, the story evolves in largely the same manner but more mechanics are used. Frost (nee Wendigo) is a significant jump in bookkeeping and less linear, and can result in some really repetitive stretches where you are freely exploring an area. Frost also has a tag system as a state machine - a section may tell you to record a keyword on your sheet, and another section may give you special instructions if you have that keyword. Except some keywords are NEVER used, and it was very disappointing to have a keyword because I had a piece of physical evidence only to get to the end and have the book tell me "because you have no proof of your claims..."
Dark fucking pissed me off. On the tin it had everything I wanted. It's a much bigger adventure, there is hour and day calendar timekeeping, it looked like just another step upward. But they fucking botched it. The links in the pdf go to the wrong section more often than not, none of the return links work, they don't give you a sheet for the hour keeping and the day calendar is next to useless. It's not clear how long sections and travel take (compare to Grimrock in a moment). There are sections that do nothing like a meaningless train stop, or a section the travel table says is only available to one of the characters is actually the starting section for the previous one (Dark expects you to play as their pregens, in order. At least until they all die.) There's a huge section that three of four characters are expected to go through that is VERY dull and repetitive, with events running from "nothing happens" to "survive an attempt on your life and skip to the end of this cruise." 1/x
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>>94264917
Your characters are expected to be following each other, but the world doesn't change for them. If char 1 takes an npc on a near-death trip, that npc is still waiting in his office for char 2 and says nothing about your friend getting killed and no way is he going to the same place with you. You can be specifically given items to protect yourself, but no way to use them. There are two(?) npcs with the same name. If you make it to Antarctica you can either choose well and have a cool exploration, or choose poorly and end the world right away. It's just fucking annoying. I cannot stress enough how much I hated Dark.
Haven't played Static or the 3pp Nyarlathotep, but there are two solos from older editions. Grimrock Isle is what Dark should have been. Very open exploration, precision timekeeping with a deadline, one pc so no need for the world to change after one character passes through. But the world does react, like if you go to the doctor to heal a wound too often the sheriff gets called in and might boot you out. There's an artifact you can find that does play a part in successfully finishing the adventure if you have it. There are some cheap cameos from other entities, but that's because Grimrock comes with setting info for a full party that can spend much longer loitering in town, dealing with a little bit of everything. Great fun. Kind of a shit "twist" ending. The other old one is Alone on Halloween, which I thought I would play this weekend but nyah. Maybe next week.
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What artists do you guys follow? I need more campaign art to yoink.
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>>94259672
A haunted buckees you say?
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>>94266231
Just make your own (jokes aside CrimsonEyedKeeper does really cool eldritch shit, dont know other artists i'll have to research lol)
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>>94266732
Kind of. More of a haunted Sheetz.
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>>94266231
I just us AI to generate most art for one shots I run.
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>>94266231
Dave Allsop
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>>94259662
>>94259724
Thanks for answering, I appreciate the tips.
>>94259672
Ahh, ok. I see a lot of horror video games lately where the setting is basically small grocery store w/gas pumps out front, while I picture Night Shift's (default) setting as the kind of "normal" gas station that has enough room to sell cigarettes, beef jerky, some junk food, cold beer/soft drinks and maybe milk. (Though I like the slightly bigger ones where there'd theoretically be enough for 4 people to have something to do and only be bored half the shift, just enough space and chores for a given employee to be alone in a room when something weird shows up).
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>>94271133
Ocean Game when?
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After blood sweat and tears, mostly tears I have made a modified spooner house form music from a darkened room (delta green). Why modified, when making the house I found out how ugly it was and I had to make it look actually liveable. Hopefully my players enjoy this.

https://mega.nz/folder/CkIXjYyT#VWIPS1Ua8AZQZw2lzObfhQ Mega is the only place I can really put it as its too big but if anyone has other suggestions I'll take it.
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>>94276320
>I forgot the shitty cover I made
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>>94223831
Ended up caving in to my own autism and made the design, had to dig a bit for the hand sigil
>>94276320
Congrats anon, glad to see you finished it after posting about it for a while
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>>94276264
Alas, the man's talent as an artist is inversely proportional to his skill as a businessman.
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>>94271133
>>94276264
>still no fucking Ocean Game
AAAAAAAAAAAAAAAAAAAAA
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>>94266231
Daniel Vega.
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>>94175145
I harp endlessly on this but give individuals their own goals and make the adversary more of a time press than an obstacle. If they achieve their goal then it’s a victorious ending for them. If they fail to accomplish it or at least survive then it’s a loss. All the while an unstoppable or at least tremendous foe is stalking them or tearing apart the locale of action and occasionally popping up to force them to abandon and sidetrack their objectives in favor of survival.
If they can’t finish before the adversary completes their objective (if it’s just trying to “get” players then it should become more aggressive and focused as the game goes on) then everyone fails either by death or abandonment of their goals/allies.

The main obstacles should be the environment, other players, more manageable opponents, and knowledge/supply gathering. For example


Setting: a disabled cruise ship
Npcs: crew, passengers (mostly foreign)
Locations: Crew quarters, guest floors (3), a gym, a small medical unit, a ballroom, a large kitchen and bar, pool maintenance room, ship maintenance room, crew lockers, captain’s cabin, engine compartments, steerage, sun deck, surrounding waters
Obstacles: an ongoing typhoon, mermen, loose dogs, desperate passengers, a mutinous crew
Npcs: a listless and drunk captain, a resourceful pool boy, an heiress, a kennel master with a strange demeanor
Big scare: a sea serpent, many times the length of the ship, that appears in the distance with every flash of lightning, is it getting closer?

Character goals:
-kill your ex without anyone noticing (she’s the head chef)
-recover a briefcase full of evidence from steerage and see it safely to a boat waiting just a few miles south
-clear your enormous debts, either by traditional means or “doing a favor” for your debt holder by making sure the ship sinks tonight.
-recover a briefcase full of evidence for your client from steerage and see it safely to the mainland.


1/2
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>>94285059
2/2

Now let players develop their characters in accordance with their goals. No player should know or reveal their dark secrets to another, but they all know somebody else has one.
As play begins, let players set up and take a turn or two to start moving toward their objectives with one or two minor obstacles anchored to an area: getting lost in the passenger room hallways or being turned away by security at steerage. And drop a few ominous but vague happenings in your descriptions to indicate something is brewing.
I like to give an announced, communal event to gather at (in this case, a floor show) players can acknowledge or ignore. At this event, something may happen that puts a tense situation into a dire one (dogs break loose, the ship rolls heavily and the windows shatter as the storm intensifies, the lights go out).

Now players are scrambling for their goals in chaos, the obstacles are now given another level of danger: wandering those halls full of doors gets very tense when people are bursting through in a panic and fighting for life jackets.

By now, no doubt somebody has pushed through to nearly achieve a goal, or has already gotten it. Now they only have to survive the event. This is a good time to reveal the next level, in this case; a big hole in the hull and some fish people.
Now even the accomplished player is still engaged and scrambling for a way to escape or survive as the others might team up (or turn on each other) to do the same and get what they need. Usually during this turn an opportunity is presented to show the pressing for: something unstoppable and ominous that isn’t quite in play yet.
The chaos and the goals along with this unstoppable foe should push characters together at the end to reach a means of escape or survival: giving players with opposed goals another chance to backstab or trick others before the end of the game.
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I've been planning a thing where a cult recruits their leader rather than vice versa. The cult is the (Ostensibly christian) congregation of a church on an island in the north sea, and every time they get a new priest that priest becomes the de jure leader of the cult (Although until they become aware of the extent of the cult's beliefs they have little de facto control over their occult practices).
All of this is to say that I thought it was a good way to have the leader of the cult be a character both known to the player characters but also visible, but not having the cult be reliant on him in such a way that the players could just capture that guy and be done with it. A situation where the players have to get rid of the cult root and stem, and not just take off the head.
Anyway, so my players fucking merced the priest as soon as he was introduced. Just straight up fucking shot him in the face. They pieced together that the church was important, and decided immediately to just kill the priest assuming that would end everything.
So now they have to survive on the island where everyone (Including non parishioners) want to stop the psychos who shot their local parish priest out of nowhere and everyone has a pretty decent chance of knowing it's you because you're the only outsiders, and the ferry isn't gonna show up for a couple of days.
This is genuinely a completely different campaign than I had planned. All my notes are pointless. What the fuck.
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>>94286864
Welcome to any plan you ever have dying because your players decide to do the one thing you never accounted for.
It's a very common and very frustrating thing but it's why you need to be flexible

So your game is now about your players surviving in hostile territory. Give them maybe one friendly NPC who you can eventually sacrifice in one way or another who is one of the few people not initiated into the cult. Welcome to GMing by the seat of your pants.
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Dear anon who made pic related, please tell me you actually did something with this idea, just remembered it while searching for some stuff and it's unironically awesome
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>>94164005
That is a very horny toad.
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Was looking at systems and found out about mothership, thought it looked cool and wanted to try running it. Since the core sets come with ‘Just Another Bug Hunt’ I thought that would be a good module to start with, but I heard the Haunting of Ypsilon 14 was also a decent one to start with too so I was wondering which one I should try out.
Was also wondering how the system feels to run a sort of open ‘campaign’ and let players do what they want with your own made up missions (or even with a few modules) in contrast to all the official and third party modules I’ve seen people abiding by
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>>94289702
Kinda weird how he used Tsathoggua specifically.
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>>94293293
cause tsathoggua is almost THA THUGGA
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>>94293293
Yeah, like idk if Tsathoggua even feeds of sexual energy, like if we wanna talk about eldritch horrors related to sex he could've gone with Shub-Niggurath, but also at the same time Tsathoggua is cool and hedonism is a big thing with him with the whole sleeping all day and eating people so what do i know
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>>94293553
He could have also used Y'golonac who is the ACTUAL deity of sexual depravity and degeneracy. I still find Tsathoggua a fun pick for that though purely because the imagery of the ultimate NEET gathering sexual energy to destroy the world is immensely funny.
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>>94293840
Considering the pure hilarity of "Cthulhu Shot Biggie" it kinda fits ngl, Tsathoggua has always been kind of a more lighthearted great old one (doesnt erase all his evil shit ofc). Like imo i'd probably change it to "The heads of the hip hop industry are secretly a Tsathoggua cult cause he lends them magic that they use to make money and big hits and in exchange they do the Toad's bidding", then it's easier to start implementing more stuff like that anon in that same thread who mentioned Shaolin and the Wu Tang Clan
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>>94293293
Maybe because certain toads have psychedelic secretions? Tsathoggua becomes the overlord of tripping balls, and its priests mix their secretions into the blunts? Fiends getting wet off some eldritch kush.
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>>94295634
>snoop dogg laces his weed with spawn of tsathoggua secretions
>he calls them "croakers"
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>>94297179
Kek
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>>94294391
Honestly, that does sound like a good way to do it.
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>>94284541
Yikes that is horrifying.
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>>94291065
Heh.
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I'm trying to figure out mechanics of silver bullets and was wondering if any of you had a better idea of this than me:
>If someone casting silver bullets were to dilute the silver with regular lead, how would this impact its effect on relevant monsters? Would its potency be proportional to silver content, or would it simply lose its effect below a certain percentage?
>Alternatively, would it be enough to just plate a regular lead bullet in silver? (assuming it's still small enough to easily ram down the muzzle, and secure enough to not get stripped off before leaving)
>Should a greater surface area of silver in contact with the monster's innards increase its potency? (e.g. using larger bullets, or shot instead of a musket ball)
>If so, does it not have the same effect if it overpenetrates and passes through the monster?
>>
In case it helps anyone, I will be running this scenario today from 4-midnight today for my twice-yearly CoC game. The base scenario is Thoth's Dagger, cleaned up and shortened *significantly* to make it playable in a single session. The PCs have played through Edge of Darkness, and so have the hithertofore unexplained little golden sarcophagai with the strange (Mu) runes carved in it, so that plot device serves as the springboard for this adventure. I've also added Jackson Elias into the scenario, to introduce him to the players and therefore tie this into a possible future Complete Masks experience.

The scenario's biggest alteration from the original scenario in the Cthulhu Casebook - aside from adding the Mu runes to the dagger to get the PCs interested at all - is the massive change to the pacing and the last act. In the original scenario, the PCs take a 2 month trip to Egypt, essentially removing the cursed PC from the game entirely, and go to the actual Temple of Thoth, and have a *massive* dungeon crawl, all of which is given basically no page space or support in the scenario writeup. This will simply take too long to work for a single-session game, so I've pulled the climax of the adventure back to the US, to the Boston Museum's, where the plot-critical altar might be (somewhat) plausibly located with some faux-historical justification that will hold up to the typical PC's willingness to perform IRL research. In lieu of a dungeon crawl against 4-12 separate batches of zombies and crocodiles and so forth, there's just a simple combat scene at the end, in a similar milieu to the fight in the London Museum in The Mummy 2, with a bit of a surprise (to all combatants) of a minor Mythos being. The climax with Nyar himself is directly out of the original scenario, almost word-for-word.

Hopefully this may inspire another GM somewhere, and if not, oh well.
>Thoth's Dagger pictured in the auction catalog handout is a physical prop for the PCs to actually own
>>
Is a long-term ALIEN campaign even possible?
It feels like the best way to go about it is not actually use aliens and instead just make it a spooky sci-fi setting.
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>>94307303
>alloyed silver
I'd say that you have to stick to the standards of sterling silver, 92.5% silver, anything below that is a drop off a cliff in terms of effectiveness of the silver. Maybe some especially big bads would require 100% pure silver.
>plated silver
I wanna say that just as silver damages monsters, the silver is corroded as it does so. Plating quickly corroding away and letting the monster just heal up around the now mundaneish bullet.
>surface area
More ouchy, and obviously bigger bullets do more damage just because bigger. I'd say hitting something with birdshot/a shell of silver dust would be absurdly painful, but perhaps not very deadly to anything tanky.
>overpenetration
Does very very little as you might expect.

Purity+Contact Area+Volume of Silver=more good
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Playing through delta green music from a darkened room and they are about to go into the house at night :)
Here is the murder board they made. They are in for a shock :)
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>>94307303
Silver buckshot might ironically be a better choice, or some kind of strange hollowpoint with a silver core so when the bullet splits it spills out into whatever it's hitting.
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>>94297179
Willie Nelson is totally unaffected.
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>>94294391
>Adventure takes place after the death of Biggie
>Rumours start appearing about who was responsible and if it was connected to Tupac's death
>Friend of the investigators was near the scene of the crime, and swears he saw men in cloaks nearby and begins researching
>Friend ends up fleeing NY and leaves you a letter about his theories and his reasons why he fled
>Now you decide to continue his research and find out the truth
>Turns out, both Biggie and Tupac wanted to expose the heads of the industry, they tried to kill Tupac first but failed, but his now decaying mental health served a good tool to manipulate him and officially start the beef to thwart their efforts
>Eventually both Biggie and Tupac get killed
>Climax is a confrontation with several powerful heads of the industry
>bonus point if one of them is P Diddy
It's basic but eh i suck at writing. Some other bonus stuff:
>Shaolin has become a safe haven for those affected by Tsathoggua's curses and those persecuted by the industry. A mix of african traditions and chinese mysticism have created ways to protect those within Shaolin. Investigators can use this place as a sort of hub.
Also taking what >>94297179 said
>There's an underground scene for the consuption of "croakers" which are highly addictive, it has grown so much even the industry heads are struggling to control it
>you can have a mini scenario where you're trying to find out the source of croakers
>bonus points if the investigators meet Snoop Dogg
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>>94287762
I wasn't planning on my players starting a protracted people's war against the population of a small island man. I was even a moron and said cell phones didn't get any signal so they can't call for back up.
So now I need to patch in a bunch of lifelines for them. An ally is something I suppose, but all I can think of is the two ex cultists on the island that I already planted there, and making one of them a prepper or something. Maybe make the next session about getting to his bunker that can keep them for a week and then surviving? But is a siege really an exciting game?
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>>94308028
>>94308633
Thanks for the input!
>I wanna say that just as silver damages monsters, the silver is corroded as it does so. Plating quickly corroding away and letting the monster just heal up around the now mundaneish bullet.
That would be an interesting way of handling it. I'm imagining this like a damage-over-time effect, lasting however long it takes for the monster's body to corrode through the entire thing.
It would also conveniently balance out the surface area factor: silver shot might have a greater effect initially, but for the same reason corrodes away faster than a silver musket ball of the same mass (which perhaps does more total harm by the time it's gone).
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>>94208476
Jokes aside, Postal Inspector is a great fit for DG
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>>94208476
The US's occult agency is called the Black Chamber in the Laundry files. Much like the Laundry it's probably a shorthand that stuck but I love the idea of censors rifling through one arcane missive too many and being drawn into the world of witchery. "When you gaze into the abyss" and all that.
>>94312948
Amen.
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>>94291065
https://youtu.be/aNaCWSAAb8A?si=om-l3NDwFyvTzNWT
Indeed.
>>94310770
Maybe it is when the negotiators gone out. The cult has some reason to want their help (though are obviously OK with killing them). The adventure is about parlaying that in exchange for time / life in addition to the fact that the cult is negotiating from a mid a semi-mundane mob who don't want to deal with any horseshit which gets between them and stringing the PCs up.
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Run a game where your players are the founders of the agency that handles all that goes bump in the night.

NOW
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>>94170444
I'm running Missed Dues for my group, it's gonna be 3 sessions cuz one of my pals is recovering from surgery and we only have 2.5 hour sessions. That and I purposefully kept them from finding out where Greasy Spoon was too early.

Missed Dues is one of two adventures that comes with the Keeper screen. Only 1 person there had any experience with the system, we're using the free quickstart rules and the premade characters. You can download printable pdfs of the sheets and handouts for the adventures from the website.
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>>94319862
I had plans for something similar to that for call of cthulu but I was new to gming so it fell apart as I wasn't good with getting schedules together.
Lessons learned at least.
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>>94319862
like an origin story, or like they're having to manage the organization itself?
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>>94320415
do not let your failures hold you back, do it again.
>>94320427
If you have players who would enjoy a management heavy game then by all means go ahead. But origin stories are good too.
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>>94319862
>>94320427
Why not both? Do a three part interlaced story with the "present" being an underfunded, amnesiac and/or post-apocalyptic collection of archivists poring over redacted documents from "the good old days" to work out what exactly the organisation DID and what they need to know now to survive. The recent past (80s ish height of cold war?) features the agency as an administrative behemoth, bureaucratic megalophobia is at play. It's so big in fact that some flaw festers freely among the many many many staff which will result in its sorry "present" state.

The deepest secret (and origin of the rot, perhaps the agency was born of an unsavory pact) lies in the founding itself. Needless to say that alongside investigation and interrogation the "present" PCs will have to embrace Eldritch means of reconstruction like necromancy, devouring brains to relive memories, dealing with Yithians for mind-swaps and otherwise. There ought to be a growing theme of the redactions referring to "time ghosts" who are in fact the PCs themselves. The more brazenly they insert themselves into the past to find out wtf happened the more the past will retaliate against posterity by further censoring their paperwork.
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Why the hell does Lovecraft keep calling Azathoth/Other Gods mindless? It's jarring as hell. Kind of undermining their incomprehensibility. Kind of semantically illogical too considering they have a "messenger".
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>>94320620
DNA has no mind yet messenger RNA is aptly named, it's the means that the relatively inert stuff is translated into proteins which interact and make up biochemistry at large. Same deal with Nyar potentially. Whatever complexity the outer gods possess it's not a mind as we'd recognize it, Nyar is the process of interfacing that un-sanity with mundane existence.
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I just learned image editing and I made this for our DM we started the curse of strahd and we still have PTSD form the first quest. Can you guess our classes?
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>>94322250
Cleric, warrior, rogue and sorcerer?
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>>94322250
Barbarian, cleric, rogue are all straightforward enough
I'm at a loss for what's meant by sailor moon. But good stuff anon, making little images for your game always makes everyone feel good
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>>94324346
That's not Sailor Moon, that's Sailor Mercury.
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>>94320620
Azathoth is asleep and any of his interactions with the world is him unconsciously squirming and gnawing on reality in his sleep. Most of the Outer Gods, similarly, are embodiments of fundamental forces/functions of the universe and cannot interact with humans in any way they'd understand. Hard to have a conversation with something that is experiencing all of time simultaneously.
Nyarlathotep has a fully formed personality and can translate the desires of the gods in ways mortals would understand. He also hates this fact and despises the Outer Gods (or at least Azathoth) and being stuck serving them.
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>>94271133
Esoterrorists was kino.



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