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File: Premature Burial.jpg (98 KB, 637x1000)
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Premature Burial 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:
HPLHS announces next box set, Eternity at Sea
https://www.chaosium.com/blogeternity-at-sea-a-new-call-of-cthulhu-adventure-with-props-from-our-friends-at-the-hp-lovecraft-society-/

Current Book Club Topic:
"The Masque of the Red Death" by Edgar Allan Poe
https://www.gutenberg.org/files/1064/1064-h/1064-h.htm

Questions for the thread:
>Have you ever buried a player character alive?
>Have you ever had an NPC or antagonist die sooner than they were supposed to?

Previous thread:
>>98170794

Please try to keep arguing to a minimum. Don't respond to bait/drama/politics posts.

And as usual, try and keep it alive WHICH WE JUST FAILED TO DO. Make a new thread if its not in the catalog.
>>
Asking again on the off chance: has anyone here played Breathless?
>>
>>98257526
Forgot this part.
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?
>>
Anyone else have a white whale scenario/book they really want to get?
Every time I've almost gotten Escape from Innsmouth, someone else has outbid me or gotten it first. Since Darkest Corners of the Earth was one of the main reasons I got into the mythos, I've been dying to run it.
>>
>>98260454

>naval artillery vs Dagon: the scenario

Meh at the very best
>>
>>98260941
A GM can run a little pulp, as a treat.

>>98258506
>anyone here played Breathless?
I haven't, but I think I read a sci-fi jam pamphlet scenario using it recently.
If I remember right, the idea that you are degrading or spending your stats to simulate the survival horror slasher panic and exhaustion seemed pretty interesting to play.
>>
>>98260986

Pulp is a thing, not retaining any gravitas another.
>>
>>98260986
>degrading or spending your stats to simulate the survival horror slasher panic and exhaustion
That exactly what I thought, but I've embarassed myself running shit games for my group before (Everyone is John blew chunks) so I'm nervous.
>>
>>98260941
The Navy shit is, what, less than a third of it? It's also the Innsmouth guide, and the "escape from" scenario.
>>
>>98261019
You're one of the worst namefags on the board, everything you say is fucking 40 IQ retard shit.
>>
>>98260454
Get a PDF and home print it. There's no colour illus in the original version.
>>
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>>98260941
I mean, the original Shadow Over Innsmouth ended with the government raiding the city, and lest we forget Call of Cthulhu had the boat chase.
People act like Lovecraft never put action in his stories.
>>
>>98262247

The idea of the raid is cool if slightly un-canonical in spirit (he didn't put the raid beyond the scenes for no reason). Hell, I liked how they did it on paper: three squads mostly of PCs doing three adventures in tow.

Torpedoing Dagon is something that would be in bad taste in a Godzilla movie (as in, the military has to fail there); you can gauge how much they respect HPL's gravitas and horror with this approach. Just one example out of many.

If I wanted to kill more or less "lovecraftian" kaijus, I would be playing Cthulhutech anyway.
>>
>>98260941
>>98261019
>>98262247
Horror / Lovecraftian horror / Cosmic horror are about aesthetic and delivery.
You can absolutely have action and end up with a cosmic horror ending, for example the campaign Nocturnum have action and have a pretty cosmic horror / grim horror ending.
Also if you are playing a lot of CoC not every fucking scenario have to be cosmic horror, if anything it can cheapen it, playing some monster horror is okey.
For the raid is all about aesthetic and delivery, you can play it like the movie Aliens. Everything start procedural and on point and start derailing pretty fast.
The book "Weird Shadow Over Innsmouth" have a short story with 3 short recollection of events of the Innsmouth raid.
>>
>>98264403

Mind you, I do agree. But that's not what Escape was about, at the very fucking last on that part.

(personally I would not use the Mythos for total gonzo pulp style. Why, because HPL will haunt me? Nah, because most mythos ARE used as cheap cannon fodders already. Which isn't worse than laughing at ghosts, but you have to realize that you're doing something different. At this point I think classical Hammer villains would do it better and have more chances to be scary in double reverse)
>>
>>98264589
Let's agree to disagree.
I will say that it all depends how it plays at the table.
The fact that some mythos monsters "can bleed" in the sense that can be killed with guns or explosive or at least harmed doesn't necessarily take away from the horror, if anything can deepen it.
Cosmic horror have an element of naturalism. This "angels" or "gods" are actually living more complex and more advanced interdimensional organism that probably extend beyond the third dimension in some cases, but they are not "gods" in the literal (or at least our concept of god is very wrong, remember Hypnos actually going crazy).
Not every mythos encounter have to be cosmic horror and not every cosmic horror encounter have to be the impossible realities of lysergic dreaming in Carcosa.
>>
>>98264797

I agree with shooting at mythos creatures, at least to an extent. That's not kaijuing Dagon tough, nothing more and nothing less.
>>
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>>98264882
Do they also do the "fighting Hydra with a Yithian lightning cannon" bit from the video game?
I'm curious what all they did and did not adapt.
>>
>>98268209
Hydra got a dump truck.
>>
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>>98268246
She needs wide hips to birth all those unspeakable horrors.
>>
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What's everyone's favorite Eldritch Gods pantheon that's NOT Lovecraft?
>>
>>98264797
I like the idea that torpedoing Dagon would feel like a huge victory, and then in the ensuing weeks the whole of what lives undersea declares war on man. Destroying Devil's Reef just lights the fuse on WW3. Wait, no, WW2 but not the one you expect.
>>
>>98271520
>>98271098
In the "Weird Shadow Over Innsmouth" short story is implied that while damaged both the "monster" and the deep ones city remain after the torpedoes. The deep ones and Dagon just noped the fuck out.
Innsmouth becomes an exclusionary zone always under the watch of secret agencies and all the captured deep ones end up in concentration camps.
>>
>>98270009
Fear and hunger mythos is pretty cool, even if it's only 4 real gods and a bunch of demigods sitting for eternity in their little corner.
>>
Finally tried this out and... yeah, I don't know who the limited number of dice for social scenes is supposed to appeal to, but I hate it.
If it weren't for the fact it's an unnecessary game in the first place (Why wouldn't you just play CoC), that alone would have killed the game for me.
>>
>>98271870
Don’t the Arkham horror board games / card games also suck?
>>
>>98273872
I’ve had a good time with the two I’ve played (Those being Mansions of Madness and Elder Sign). I’ve actually never played the titular game.
>>
>>98271870
Are at least good scenarios published that one can still for call of cthulhu or all is meh?
>>
>>98276187
The scenarios seem to be more on the Pulp side of things, so you can’t run it in pure CoC.
>>
>>98264882
Meh, IMO, only like 4 Mythos entities should feel TRULY untouchable(Azathoth, Yog-Sothoth, Nyarlathotep and Shub-Niggurath). Everyone else should be able to be killed, or at the very least incapacitated for a long period of time, even with extreme difficulty.
Dagon is, realistically, just a really really big deep one, he doesn't feel nearly as powerful or fundamental as some of the other gods of the Yog-Sothothery, so I can kinda see being able to kill him with mundane means.
>>
Anyone have any of the Mothership Month 2035 PDFs? No Gods No Masters, Prospero Protocols, Flatline on the Blocks, Burnt Flesh and Borrowed Gloves, and Terminal Directive all went out to backers recently.
>>
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>>98270009
Bloodbornes worldbuilding is better than anything Lovecraft wrote, mainly because its a team of people working together in a set genre and not the single guy pioneering it, so I'm not shitting on Lovecraft or anything. However their Great Old Ones, while fantastically designed are not as interesting as Lovecrafts. Kos/Kosm, Ebrietas, Mergos Wetnurse, Oedon all work perfectly within the Bloodborne setting but they don't really work outside of that setting. That said they are terrific so they're my favourite non Lovecraft alien gods.
I also love the decaptiated man strung upside down being the symbol of the Hunters Mark, its brilliant
>>
Does anyone have a illustration of Carcosa with messed up perspective and showing a man with the Kevin Ross yellow sign for a face? I swear I tracked down the CoC adventure it was from but can't find a trace of it now.
>>
>>98279195
I thought I had seen every good art of the King in Yellow that exists but have no idea of what your describing, I hope someone posts it I want to see it
>>
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>>98270009

Is there even a full-fledged pantheon that is no actually Derleth's, uh, input on HPL names and ideas? (arguably HPL didn't even design a full-fledged pantheon, but I think he would say he did it as much as Dunsany did)

I mean, there are many cool EGs, but people tend not to recreate whole pantheons. Which amusingly to me is counter-creative: creating a solid new pantheon is way easier than adding another god to the Chaosium (or Chaosium-inspired) systematization.

Pic more or less related.

>>98273872

Mansions of Madness is actually good, or at the very least I think it's a good game when you want that kind of thing. Of course, using dynamte to kill ghouls it's in no way "lovecraftian" and very light horror.
>>
File: 1765220319597735.png (1.9 MB, 827x1429)
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Did art-non make any more of these after this one?
>>
I want to run the CoC scenario Cracked and Crooked Manse for some friends. However it turns out that one of them has read through it (albeit briefly) and also listened to an Actual Play on it.

Does anyone have any neat ideas for a twist or tips for making it diverge from what he might have listened to?

Or should I just find another scenario? In which case, any recommendation?
>>
>>98286101
I can't help you with that scenario but I added a lot of different things for the original Corbitt house in "The Haunting".

- I stole the idea of Topos from the second apocalypses. Basically given all the magical activity from Corbitt the house is in a middle state between the wake world and the dream world.
- Corbitt is not moving things with magick to spook the players, the house is "truly haunted" due to Corbitt magical presence.
- Added more haunting encounters like for example a hole in a wall that opens to an impossible big space.
- A room that teleports the player entering to a dreamworld version of the house with impossible long corridors and hallways, the player teleported there is immediately chased by something.
- An entity (maybe a dimensional shambler, maybe not) that toy with the investigators trying to pull them from holes and spaces inside the house.

- The House is more isolated in southern boston near the forest.
- There are between 150-300 mts between neighbors.
- When they first go to the house they see some couple arguing in one of the neighboring houses. A lot of weird shit happening, from weird contaminated water to weird sightings in the near forest. They blame the house. The husband wants to get out, the wife doesn't
- While they are arguing the dog becomes possessed and attacks the girl
- basically stole the scene from when evil lurks
https://www.youtube.com/watch?v=LyTNKyNSIP8
- In my game Corbitt uses a spell to posses small animals and vermin to scry and spy on people
- Also added a small mausoleum below the basement. The original basement basically have a sone entrance to a small mausoleum.

Maybe this can give you some ideas.
>>
>>98286101
Instead of how the monster is traditionally depicted, make it more like a Shoggoth Lord, able to shapeshift and look human. Perhaps it shows up as an “assistant” to the missing professor who unconvincingly tries to assuage fears about his disappearance. Could have the cop and journalist show up around the same time as the creature’s disguised form and have a bit of a whodunnit as it picks NPCs off.
Course, once its deception is revealed, it’s goes all out and floods the house with its bulk (possibly have it only using a small part of its mass as the disguised monster, the rest hiding away as normal).
>>
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It would appear Chaosium has a new game. And it's not BRP.
https://www.chaosium.com/blogthe-prelaunch-page-for-our-new-game-time-without-tide-is-now-live-download-the-free-quickstart/
>>
Are you enjoying/interested in something new? I feel like trying out something I haven't run before that has some cool gimmick.
>>
>>98288308
What are you thinking of trying out? Be specific man!
>>
Is this good or is it gay and cringe? I am a 26 male virgin if that matters
>>
Has anyone had a run through of the new C7 edition of the Laundry Files RPG yet? How does it play compared to the old one?
>>
You know, it is uncommon to see the witch/wizard/mage as horror monster much (that's changed in recent years, I think).

I think magicians can be just horrific as vampires and werewolves, with just a little thought.

If you had to do a horror story where the monsters was a magician, how should it be done?

(Think archetypes, not stereotypes. Consider the essence of what makes mages scary. Riff on that for twists and turns.)
>>
>>98294270
It's kind of a classic in CoC. I'm assuming most people know this but on the off chance, *the* classic introductory scenario to CoC, the haunting, has an evil wizard, for example

Plus, a lot of the time you get a vampire or a mummy, especially in the mythos, they are essentially a wizard with more steps.
>>
>>98294270
You could go "the wizard is profoundly monstruous" route and have something like Corbitt in The Hanting, Stradh in Curse of Stradh or Accerak in Tomb of Horrors. Basically mages that became profoundly inhuman or truly monsters and lived for centuries.

Or you can keep the mage a human and go something like Johan Liebheart in Monster. Extremely charismatic, good looking, always wins a room full of people, but it is also profoundly inhuman in a way.

https://www.youtube.com/watch?v=w75GLXxJwZg

https://www.youtube.com/watch?v=CC88_enJswE
>>
>>98294270
Most of the antagonists in Horror on the Orient Express are dickass wizards over cultists.
Like, there IS a cult, but a lot of the chapter-by-chapter antagonists are just random magic users.
>>
>>98294270

Could be almost anything, really.
HPL has a type of wizard that is very recognizable (and more or less taken on by "cultists"' roles in the later mythos works, I think not so wisely). Old, possibly undead all along; parasytical connection with the new generation; actually knows what is doing; has a lot of trappings of old magic but almost never uses it one-on-one; goals are personal but in the end apocalyptic; kinda knows how to behave sanely if it matters, interestingly enough.
Would try to reverse something in the list above. Might the wizard/witch is young, and honestly doesn't give a fuck about Yog-Sototh remaking the world anew or the like. Maybe go with the "science is magic" hard, and the wizard is a fucking MIT personality, only taking the barest generalization of spells and not using anything coming from your usual traditions.

Narratively speaking and possibly outside of "cthulhian" scope, the wise man/women thing is pretty vast (duh). HPL for all his racism never really riffs on the "evil native sorcerer", maybe you can with some more modern sensitivity (maybe said sorcerer has some pretty good reasons to be pissed off - maybe the CHARACTERS are the native sorcerers out to get some revenge). I don't think I've ever read something in which the wizardly mentor actually is the evil one, altough I don't know if that could pulled in a game.

Some not-too copied inspo might be Conjure Wife and The House with a Clock in Its Walls (yes, it IS a pretty good horror novel).
>>
>>98295111
>HPL for all his racism never really riffs on the "evil native sorcerer", maybe you can with some more modern sensitivity (maybe said sorcerer has some pretty good reasons to be pissed off - maybe the CHARACTERS are the native sorcerers out to get some revenge)
Why a native sorcerer need a reason to be evil under modern sensibilities?
Why can't he simply be evil?
Or be from a specific tribe that is truly degenerate not like the other "enlightened" native tribes?
Come on anon, behave yourself.
>>
>>98295250
>Why a native sorcerer need a reason to be evil under modern sensibilities?

Because the archetypical evil native sorcerer is, well, evil. And getting a whole people tradtions to be "evil" is kinda... crude, shall we say?

Interestingly enough the evil sorcerer vs good native in these cases is mostly framed as antagonistical sorcerer opposing the whiteys vs good native helping said whiteys. Which probably makes it worse!

(I have half an idea for a scenario in which the PCs are all blacks. presumably free in an era still rife with slavery, in a carribean island, and their voodoo powers are their only weapon against some white sorcerer or the like, quite probably of lovecraftian persuasion. Amusingly enough I'm not sure at this point if it's better to have some other.... mundanely evil? whites or not)
>>
>>98295312
> Meanwhile in the real world
Africans get their skull open like a watermelon because they believe bald people have gold.
Albinos are killed because they bring bad luck.
Ancient tribe shoot arrows an kill christian shepard that wanted to spread the gospel.
But yeah, an evil wizard following the great old ones in a meme game is crossing the line.
> (I have half an idea for a scenario in which the PCs are all blacks. presumably free in an era still rife with slavery, in a carribean island, and their voodoo powers are their only weapon against some white sorcerer or the like, quite probably of lovecraftian persuasion. Amusingly enough I'm not sure at this point if it's better to have some other.... mundanely evil? whites or not)
LMAO
>>
>>98295427

Oh, so you're one of THOSE ones. Carry on.
>>
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>>98295312
>the PCs are all blacks. presumably free in an era still rife with slavery, in a carribean island, and their voodoo powers are their only weapon against some white sorcerer
>>
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>>98293101
It very clearly works either for one shots or shit that runs a bit longer
For one shots character generation is shockingly fast and I’ve had pepole with zero familiarity with the system able to roll all of their characters in under 5 or 10 minutes, the box set also wowzers irl normies
I’ve run plenty of both one shots and one long running game with it at this point

For longer running shit the GMs guide for the game suggests that you can employ some house rules if you wish
I give player characters in non oneshots a single luck point a sessions which refreshes when they crit fumble, fail a panic test or take a wound and that seems to make a massive difference in survivability
>>
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Long term mothership campaigns can easily turn into a tad more hard sci fi traveler

But some of its adventure modules are long enough to keep players occupied either surviving, making multiple delves though unfathomable depths or even exploring some kind of wilderness sandbox

There also is a shocking amount of surprisingly good content
>>
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>>98295312
Honestly why can’t both the native sorcerer and white one be evil?

And the native tribals also be bigoted in their own ways just a little different from how the colonials are and depending on where they are it could influence what kind of stigma they have
A lot of native American tribes really hated their neighbours and for good reasons as some of them beat and enslaved each other
It’s both the real to life and if you do it well colourful option might not be palatable at all tables but hey I prefer to play horror games with real niggas who are shockingly ethnically diverse
>>
>>98283222
I would FUCK the Yig twink
>>
>>98295312
You sound like a massive fag.
>>
Your table is dealing with a serial killer, whats the most unnerving message they can send the party?
>>
>>98302952
Stealing one from the true crime book The Long Haul: "I made some changes, i cut her hair".
>>
>>98301213

They can, but that wasn't my idea anyway.
>>
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Had my third time ever having a god show up in one of my CoC games, and it was two for the price of one!
My party got chased through a dream world that was being taken over by Cthulhu's dreams. As such, various minions of his began showing up, like Deep Ones and Starspawn, trying to drag the PC's down into a pit of sea water to Cthulhu. My players failed to stop a group of the Deep Ones from calling up Dagon in the dream, so he joined in the chase as well.
These are now all the gods I've gotten to use in CoC:
>Gla'aki
>Ithaqua
>Cthulhu
>Dagon
And by the end of my current campaign, they'll be meeting one of the forms of Nyarlathotep as well.
>>
>>98302792
The forbidden snake bussy is forbidden for a reason anon.
>>
>>98270009
Do the listed Mystery Men in Ocean Game count as a "pantheon"? Because if so, then them or the Elements from Ordem Paranormal.
>>
>>98257526
How do I make my players go faster on a game of Delta Green
I've been making them do Convergence and we've been on it for weeks and are still only on day 4 of the investigation
>t. first time GM
>>
>>98262247
>People act like Lovecraft never put action in his stories.
I still think about the end of Dagon. I know it was his first published story and he hated it afterwards but I still wonder what was going through his head when he started the story by prefacing it as a memoir, and then ending it in that same format with the main character talking about his suicide.
I just imagine some guy picking up a typewriter and diligently typing out his "THE WINDOW! THE WINDOW! AAAAA" as he plummets to his death
>>
>>98310723
What exactly are they slowing down with? Are there certain parts of the investigation they’re struggling with?’more details would be handy.
>>
Does anyone know where I can go to find a group for TRAIL of Cthulhu? I've checked roll20 but they only advertise for various editions of call of Cthulhu.
>>
>>98311713
They keep searching houses that aren't in the scenario at all to try and build a bigger picture. They also keep asking questions the scenario isn't built out for. Last night I had to write out an entire house for Merle Barn and they took an entire session to go room by room checking it, cataloging the interior, and testing the water there. In other sessions we've been lucky to get more than 2 interviews done at a time. They told me that after Music From A Darkened Room ended up turning out badly when they rushed it they're trying to be more diligent and thorough
>>
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Why do so many people act like Call of Cthulhu (and its investigative-horror ilk) aren't suitable for hexcrawls? I see no less viability than any OSR system out there. Low HP characters with specialized niche abilities exploring unknown territory. You can convert OSR rations/water needs, travel distance rules, etc easily.
>>
>>98313361
You'd have to go to the far reaches of the Earth, but there's no reason you couldn't hexcrawl 1920s Cambodia or something.
>>
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>>98313361
I am actually using Cthulhu Eternal as the system for my homebrew setting that is entirely randomly generated anomalous zones in a desert hex crawl.

I have experience running hexcrawls with old school D&D stuff, mostly LotFP, and Cthulhu Eternal is no more difficult for it. I'd go as far as to say it is BETTER because there is no power creep with leveling and players seem to like skill lists more.
>>
>>98313361
>Why do so many people act like Call of Cthulhu (and its investigative-horror ilk) aren't suitable for hexcrawls?
Do they? Just because it isn't the most common mode of play doesn't mean that people are somehow against it. You're talking about a niche within a niche within a niche.
>>
Does Paranoia qualify? Played Straight it can be pretty spooky
>>
>>98313361

Sounds extremely non-horror.
>>
Which monsters from Lovecraft's friends are in the public domain? I keep seeing confusion about stuff like Tcho Tcho or Gla'aki.
>>
>>98311713
>>98313185
Oh yeah, forgot to mention that they also seem to not pick up what I'm putting down a lot.
>"after about 4 hours you do manage to catch sight of some lights in the sky, multicolored and moving unlike any aircraft you've ever seen. They dance around and then flit off into the distance, to the east, and disappear behind the ridgeline in the direction of the reservoir, at which point you can't track them anymore."
>they drive east the next day and visit a few random houses and never check out the barn I described in passing as being prominent on an adjacent, unkempt property
>"Yeah so after that intel roll you kinda figure that this guy is talking total fucking crackpot shit. As he pulls away what do you do, go back into the hoooouse, maybe go follow up on some leads in toooooown, call the other contact in the burner, go back to your motel, what do you do?"
>they never follow up on a single lead and go back into the house before burning it down 2 nights later
>>
>>98314962
Do you need to be spoon fed horror scenarios or something? Why would exploring an area be "non-horror"
>>
>>98313185
You just say something along the lines of "you're a professional investigator, you can tell that line of inquiry isn't worthwhile" or, even "you search the entire house and don't find anything."

Building houses entirely superfluous to the scenario is pointless for everyone.
>>
>>98315161
Don't bother replying, he's an idiot.
>>
>>98315012

Most things were canonized by COC, for better or worse. I don't think they have absolute rights for the names proper as they are, but you'll probably want to explicitly use their version of the idea and THAT could make some problems (I suppose they don't really give much of a fuck, but if someone can bitch about their IP it's them altough I think they say on their site they're good with monetized fan content. Pelgrane Press who certainly had an agreement with them don't use many of the newer monsters, so maybe they hold more thightly on those).

So, not considering the general attititude of still kinda being quoting each other that HPL and his friends did, I think USA copyright it's the usual year of death +70.
So, 1956. Sadly for your purposes, basically no yog-sothothery author died before that: you have REH of course (but I think his contibuitions are so undefined you'd end up using Chaosium material) and Bellknap Long (Chaugnar Faugn and the Hounds of Tindalos).
In two years is should be long enough for CAS, altough I'm not sure you could point out to much anything specific to worry about (The Book of Eibon? Atlatch-nacha for sure).

Tcho-tcho (Derleth) and Glaaki (Campbell's still alive!) are too early.
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>>98315161

Horror is about restricitions, growing tension and generally being actively threatened with dwindling resources going into toward the resolution, which is the exact reverse of hexcrawl.
And let's not even start about HPL proper.

You can presumably do a survival scenario with a hex map (probably a bad solution to a wilderness horror idea, anyway), but that's no hexcrawl.
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>>98315261
...you have never played an OSR hexcrawl, have you? Surviving the unknown and dwindling resources are a key component lol
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>>98315012
Tsathoggua is in the public domain.
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>>98257526
How retarded would it be to make a Delta Green character that doesn't use guns? Like a weeb history professor who larps all the samurai shit in their spare time and unironically brings a sword to ops?
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>>98316293
>academic not statted for combat
not inherently retarded, depends on your gm of course
>gimmick character with one joke
retarded
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>>98316305
Honestly I'm spitballing ideas to make a character that actually uses a sword without being completely pants on head retarded. I can't see any FBI agent just bringing along a sword for shits and giggles. There are three different stat lines in the handbook for swords, and I want to use them for the novelty/challenge of the RP. Mag dumping threats is getting kind of stale, I want to have to get more creative when combat hits. I feel like not having a gun (but still not being completely defenseless) would force more outside of the box thinking.
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>>98316353
>a character that actually uses a sword without being completely pants on head retarded.
it's just not really a setting where that's possible, with the (typical) time period and how the vibe is positioned.

is shooting itself getting boring or are the combat encounters getting boring?
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>>98316489
Shooting. IMO my gm does combat well and encounters stay tense/interesting, I just don't like how it feels like the most optimal approach is usually standing there blasting away until the thing either fucks us up too much or it drops.
>>
What game might be best for a 90s-era alien abduction horror scenario, specifically with regular people? i.e. not Delta Green
I was thinking either Liminal Horror or Fear Itself.

>>98294270
Joseph Curwen was one of the creepiest Lovecraft villains for me.

>>98315261
>being actively threatened with dwindling resources going into toward the resolution, which is the exact reverse of hexcrawl.
wut
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>>98316293
Had a player in my group make a firefighter who only used a fire axe.
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>>98273872
I really like the card game for solo playing
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>>98316683
Use "Cthulhu Eternal - Modern". Its just the Delta Green system without the ties to its lore. I like it more than CoC, cause well, I like DG more.
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>>98316502
>my gm does combat well
>most optimal approach is usually standing there blasting away
these seem contrary
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>>98315380

Yes, but the downward spiral is very light and the threatening part non existant.
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>>98319034
Bad GM
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>>98315169
This is good advice.
I'd also add that as a GM you're allowed to ask "what do you intend to discover by doing that?" (or words to that effect) and use what they tell you to circle back around to something relevant e.g. "you don't see anything at the houses, but you haven't checked the barn yet, so this lead hasn't been fully tapped out yet" (or words to that effect again).
Another good trick is "working with the note taker" so when you list out some things they might maybe want to do (i.e. the fucking scenario) you rattle off an item and then stop until the note taker writes it down. Then the next, and stop. Then the next.
Then, when the players are all scratching their heads and crossing their eyes, you can innocently ask them if they've exhausted the leads they noted down. Slowly but surely you can them wean them into a semi-normal level of initiative.
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>>98320020
>I'd also add that as a GM you're allowed to ask "what do you intend to discover by doing that?"
Lol I find myself doing this a lot, both as a gm, and as a player to other players. There are times when people's idea of cause and effect gets really out of wack.
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>>98318070
Wasn't aware of this, thanks for the rec.
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>>98319905

No, it's exactly as it is supposed to go.
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Figure I'd pitch this idea: attractive Deep One Hybrids in Delta Green/Call of Cthulhu

I think anyone who plays either of those games long enough, well some of the horror of the Deep Ones fades over time because you can instantly tell who they are as soon as you describe someone with flappy lips, bulbous eyes, and a balding, pallid face.

Having Deep One Hybrids that look human I think can create more paranoia. NPCs that players befriend could be part of a Deep Ones Cult, shit their spouse or kids could be part Deep One without them even realizing.

Anyone have any experience with this?
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>>98320795
>attractive Deep One Hybrids
It'll create more of something in your players, but I'm not sure if it'll be paranoia
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>>98293101
I really like running it.
It's fast, it's pretty clear, it gives roleplay prompts but if a player doesn't do anything interesting with them life goes on, it's pretty deadly but it feels fair (you could die on the first attack you take but that would requiere three bad rolls, each with more chances of failure soplayers are eased into acceptance). There's a shit ton of content and the basic book is just a SRD so your experience hinges a lot on what you run.
I heavily recommend Bloom. It has some mechanical issues, HP and damage are expressed in a weird but consistent way, but it's a great small dungeon that starts all atmospheric until it turns into a mad dash for survival while at some point you start getting hit with personal body horror. I think it covers all the bases without feeling too obvious or cliche.
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>>98320795
the other way around
start making normal people uglier
The meme is saying that the deep ones are just italians described as monsters, do that to regular people. That will set some paranoia.
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>>98320795
Deep One hybrids look like normal people until they get older and transform. They could start as attractive. The family tree of the narrator in The Shadow over Innsmouth must have looked attractive at first. It's likely how the Innsmouth look was not noticed.
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>>98321124
To be honest the idea of the players pretty much finding out they've sired another deep one hybrid and the consequences that will come with (potentially them dying much later on when the child is grown, if other stuff doesn't kill them first) is fun in a fucked up way.

>>98324710
Was thinking of "modernizing" some Deep One Cults for something like Delta Green. An idea that came to mind was them using a front group that's called something like "Everyday Ocean Defenders" or the like, pretend they're a charitable NGO that that's concerned with environmental protectionism, but are really just a Deep One Cult that tries to recruit young hippie types.

Was thinking the Deep One Hybrids running the group would be fairly attractive humans with a sob story about their parents dying young, but they're really high-functioning sociopaths.
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>>98325301
for a second i thought the 'another' meant the agents have multiple fishy baby mommas running around
>>
Speaking of Deep Ones, I totally forgot that Chaosium had it as lore that Deep One mothers were homicidal towards their children in order to prevent over-population, and it is male Deep Ones who are largely behind the “breeding with humans in secret” plot because they want to take over the surface world.
Don’t imagine that will make it into the new Innsmouth book.
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>>98326537
>Deep One mothers were homicidal towards their children in order to prevent over-population
Dumb. The Deep Ones having a large population is what makes them a threat. It also contradicts the story. Females sre the ones who reproduced with the Marsh family. The story ends with a female telling the protagonist they will conquer the surface.
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>>98326876
I feel like they entirely put it there for that scene in Escape from Innsmouth where the locked up Deep One mother kills her daughter.
Who, by the way, is 17 in the scenario, and not a little girl as depicted in the Darkest Corners of the Earth video game.
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>>98326003
I was thinking it'd be more fucked up if it was a female PC with a male Deep One Hybrid. Of course I also had a similar idea where one of the players' spouses wants to "start a family" and just casually throw in after a while they heard of this "new treatment" at New Life Fertility.

Something about having a kid that's a monster is great for drama imo.
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Do you guys have a trove/gofile or whatever? I'm looking for Don't Look Back 2nd Edition.
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>>98329137
if only there was a thread up on the board specifically for book requests! Then you could ask there, in that thread!

you fucking mental midget
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>>98329216
Already asked there, I got no response after several days so I thought I might check a specialist thread to see if there was a thread specific cache assembled by them, like with awg, wfg, osrg, hwg, etc
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>>98316293
>How retarded would it be to make a Delta Green character that doesn't use guns?
>unironically brings a sword to ops

Ask your GM to merge unarmed and melee weapons into brawling like CoC, make swords a specialist skill like lockpicking.

Implement the house rule where you can move and attack with a melee weapon. Allow opponents with guns to use the fight back action to shoot you if you do this.
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>>98330568
Is the two separate skills that big of an issue?
>Implement the house rule where you can move and attack with a melee weapon
We already house rule 1 move and 1 action per turn for everything.
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>>98330891
>Is the two separate skills that big of an issue?
You have to pay twice as much to be good in CQC and can't even stack bonuses like with sights and shotguns so yeah.
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>>98330891
Lack of moving and an action in the same round has always been one of the weirder parts of Delta Green for me.
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>>98257526
>SCP Foundation
What would you do in this situation? And would it make a good game setting?
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>>98320795

It's possibly a better idea on paper than in actual play. DOs are kinda a riff on mermaids, which were more than anything else, well, attractive. Besides, the story is about beauty mixed with decay and ugliness: will the DOs make any sense if they're immortal, living in wonder and glory AND beautiful?

Nontheless I think the Innsmouth Look kills the suspension of disbelief more than anything else, and has been doing so in some decades. It's impossible the classic take seriously anymore, like perhaps the Lugosi Dracula look. At the very least you have to use other marine creatures for inspo.

Pic related.

>>98326876

Funnily enough it's also kinda contradicting HPL's own take that has more female deep ones doing the marriage thing.

>>98326876

> The Deep Ones having a large population is what makes them a threat.

Who said that? I was under the impression that if anything it's the reverse (like faries, they need human blood to keep going).
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>>98335679
>Sun/star/solar infection that makes it so any living being exposed to its light rays forces people to melt and meld together into fleshly blobs
>What would you do in this situation
Die, unless plants are immune to it all life kinda ends when the sun just kills you at exposure
>And would it make a good game setting?
If you want your setting to be like a Metro horror type setting where you survive underground and surface travel is highly risky and can only be done at night while avoiding the flesh piles of people who never made to the underground tunnel networks where vestiges of humanity survive. Could set it in space and have a struggling colony barely surviving.
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>>98338165
>>98338202
I was talking about this in the cyberpunk thread, but Kuro is equally a horror game.

What are some yokai you would try to introduce in a game like this, and how?

My plan is for the first haunting to revolve around the hitman - for his past victims to be tormenting him and maybe even possessing him, lashing out at the other guests and spreading their malevolence, perhaps hoping to push him to suicide after they've done enough damage. The resolution will either be avenging them by killing him (extremely difficult, obviously), or severing his hands as part of a ritual exorcism (also difficult but you'd be able to save his life, and it may be easier if he is talked into it). I have a handful of other ideas rattling around but nothing concrete.
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>>98335679
>>98338380
As second anon says, I would die. Would probably only make a decent game setting if the characters had equipment and infrastructure that allowed for some measure of survival and variety.
I would actually look to not just Metro but Death Stranding for some inspiration on how that might look. The party could be a mix of SCP scientists, agents, and D class in a particularly large underground facility. They should not only have access to foundation equipment that can help them, but probably some anomalous objects/artifacts to give them an edge as well.
Maybe the facility was literally designed to be an ark in case of a doomsday scenario but something is wrong, and your crew are the only ones present. Would require going above ground to travel between different access points periodically due to lockdowns or structural issues. Something in that neighborhood.
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>>98294270
My mental image of a wizard/witch/warlock in a horror game is very much like a serial killer, or essentially one. Lou Bloom from Nightcrawler is an ideal template: obsessive, self-absorbed, constantly crossing new boundaries to get closer to his goal, all other people are tools to be utilized or discarded. But instead of becoming successful in business the guy wants esoteric secrets and lore.
I play a lot of WoD and I find the entire Mage gameline to be... Well, it isn't scary, yaknow? It isn't disturbing. But Hunter: The Vigil has a book, I think it's Witchfinders? Something like that. It has a down and dirty system called Gutter Magic for designing magical human enemies without making Hunter GMs/players learn (or use) all the crunch from Mage. Immortals is similar, I suppose, in showing some different kinds of mystically endowed people that prolong their lives. Blood bathers are a real standout. The way Hunter depicts mages IS scary, and the way Immortals describes some of them is perfect for an actually harrowing horror story. It has to be gritty. Weapons by Cregger, obviously, is a fantastic contemporary portrayal of an evil, frightening witch. It would have undercut the movie to show more of Gladys or explain her history, I think, but I am so curious about what else she is capable of, and how she learned her magic.
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>>98338485
>My mental image of a wizard/witch/warlock in a horror game is very much like a serial killer, or essentially one. Lou Bloom from Nightcrawler is an ideal template: obsessive, self-absorbed, constantly crossing new boundaries to get closer to his goal, all other people are tools to be utilized or discarded. But instead of becoming successful in business the guy wants esoteric secrets and lore.
This is straight up how Unknown Armies works. Lou Bloom could actually be a specific kind of adept from UA3 that gets their mojo from taking pictures of emotionally charged moments.
>>
Bump
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In Delta Green, would it make sense for a cell to have an "Indiana Jones" type of archeologist in the field with the rest of the group who could quickly identify and dispose of stuff that's actually unnatural, or would such an intellectual be more of an agency desk jockey contact that has shit sent to him for testing as needed?

Would such a character be actually on to something if he believed old objects could potentially harbor connections to past events and thus could have power beyond understanding, like a weapon used in the civil war, a compass from a doomed expedition, etc? Even if it's not something that would have an effect in DG's setting, does it sound like it'd be an okay rp hook?
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>SLA Industries is still trying to be Deadlands

I mean it is getting an official Savage Worlds conversion (as opposed to the unofficial one) but damn man, they haven't even added back any of the weird biopunk stuff before starting on some side shit where you can play cannibal cowpokes in a Cannibal Sector settlement.
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>>98338890
Sure, like half of DG operation involve them pulling bodies from a list of people who won't livestream the cthulhu that's roaming the woods AND can get to said woods in time.

Just ask your GM if this stuff might come up in a game.
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>>98320795
Vaguely sure that's already on that DG political alignment meme image.

(it was this: Deep one Sirens https://docs.google.com/document/d/1jsGS2WTE5zRGmtB3lYqPRTniWSCdi1arcK0lZm42lgw/edit?tab=t.0)
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Has anyone played Death may Die?
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>>98340696
No, but I kickstarted the next version (mainly to just get minis for CoC). I’ll report once I’ve had a chance to try it.
>>
How do I play the town in Delta Green Convergence if my players kill the aldermenblob, do I make everyone carry on and treat the blob-corpse as the aldermen on a walk or let the officer treat any aggression against the blob as aggression against the aldermen?
>>
What skirmish game system would I need to use for a multi-player "CAGgots vs. Monsters" game? I wanna do an SCP MTF game with all my players playing individual members of a fireteam in a whole brigade of MTFs attacking a cult
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>>98341810
>mfw my cell blew up the town hall in the middle of the night while the blob was inside and the corpse wasn't found in the smouldering ruins the next morning
I was just a player and this was several ops ago so idk what the handler resources say about the situation, but I would think the town would react to the blob as if it was a normal group of people going about their business.
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RIP Sam Neill.
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>>98342684
Man, I just watched In the Mouth of Madness the other day. This sucks.
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>>98342684
RIP dinosaur man :(
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>>98342684
for once, life couldn't find the way no more
RIP
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>>98342684
Best game/adventure for an Event Horizon feel?
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>>98348047
Wasn't the movie loosely based on warhammer 40K like concepts? You could make a low powered Dark Heresy campaign where a crew gets stuck in a small vessel stuck in the immaterium.
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>>98321142
> it's pretty clear

Except on combat, in which case clarity goes out the window and the response from people who run it is to read random reddit comments about how the core mechanics are supposed to work.
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>>98348047
World of Darkness + Infinite Macabre, which borrows some ideas from Fading Suns. But FS is for like, a Dune story. IM has portals in space that lead to the space underworld and people take their ships through them for FTL travel...
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>>98350665
It's weird that this is a problem in the fill release, because it seemed pretty figured out in the beta. It seems like they wanted a more narrative system, from what I've heard (we were supposed to play a 1e campaign follow up to our beta campaign, but that player/gm disappeared.)
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>>98342684
>it's real
Fuck. RIP to a real one.
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>>98342684
I recently watched Possession for the first time. Now THAT'S a WTF movie.
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I was reading Delta Green: Millenium. What god is this supposed to be?
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>>98357035
Y'golonac
>>
Anyone know of a good module for two players?
I ran the DG adventure 'Third man factor" once and that was alright but now I might have an opportunity to run something again but I don't know what to run.

Regular CoC is fine too.
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>>98357996
I’ve done The Haunting as a single-player game to good success. Note for Note is also built to be run that way.
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>>98358066
Err, not Note for Note. Paper Chase.
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>>98358067
Please note that Paper Chase sucks and you shouldn't recommend it.
>>
I’ve been branching out into reading non-Lovecraft weird fiction writers and WOW does Derleth suck.
I know that’s common knowledge, but actually experiencing how much he missed the point is shocking. His weird need to categorize everything into belonging to one of the four elements is probably his weirdest hang up.
>>
>>98293101
What kind of virgin?
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>>98357996
Can confirm >>98358066
Both The Haunting and Paper Chase are good for two players.
>>98358216
Paper Chase is supposed to teach new players how to play, together with The Haunting.
>>
After reading Millennium, I kind of want to connect my old university to Tong Shukoran and Tiger Transit.

It’s a public university located in Illinois that has a large student body of first generation students from low income Chicago families. There’s a direct train line to it and Chicago. It also has a pretty prominent aviation and aviation mechanic school that could be used to train pilots and mechanics for Tiger Transit. Also an Agriculture school.

I feel like it’s the perfect seedbed for Tong Shukoran and related groups to study and train.
>>
Are there any good Actual Play podcasts for Alien? Either edition is fine
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>>98270009
The Magnus Archives is the best there is. Simple but effective. I like entities that embody a “feel” that doesn’t have defined edges but that you instinctively understand. Makes them more believable
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>>98336656
You've got some good points on Deep Ones being hard to take seriously, and I think something important in designing more "attractive" Deep Ones is to reinforce that they're still ultimately evil. Some of the ideas I've got are:
>They're more or less high-functioning sociopaths and don't actually feel much attachment to their partners.
>Implication that they murdered their human parent the second he became a threat
>Literal racial supremacists, if cornered they'll talk about how "the anthropocene is coming to an end" or "Homo Sapiens have reached the end of the road" and how The Deep Ones are going to be the next dominant species on Earth
>Will practice human sacrifice and potentially cannibalism
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>>98359252
>Paper Chase is supposed to teach new players how to play,
The rulebook is supposed to teach people how to play, I want something with more meat than "follow the simple trail of clues then don't try to charge into 100 ghouls"

Also I'm not running for new players so I don't want any of the other tutorial adventures.
>>
>Delta Green: The New Age in the vola
Is that a reprint/update of a classic thing or something new?
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>>98358718
NTA, but what do you mean? There's more than one type of virgin?
>tfw 32
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>>98363387
It's an update for the current DG system. New art, some new stats/rituals, etc.
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>>98362537

Funnily enough I think the og DOs are... well, not good, but probably the more "not really actively fucking you up" guys.
>>
I’m considering updating Sutra of Pale Leaves to modern day, because I’m not too big on the 80’s. I think a lot can remain the same, but there are obviously a few changes I need to make.

What would I have to change? So far I have:
- Fanfiction: Change climax from Tokyo Tower to Tokyo Skytree (or Shibuya Sky)
- Pallid Masks of Tokyo: Change from Yakuza to a smaller gang filling in the gap due to the decline of the Yakuza in recent decades.
- Wonderland: Update from a MUD to a full-on MMO?
>>
Hey, everyone. I'm currently in the process of putting a game together for some friends of mine. It's meant to be a sort of investigative monster-of-the-week thing, inspired by shows like the X-Files, Supernatural, and Twin Peaks. Players are FBI agents tasked with investigating bizarre crimes outside the boundaries of traditional law enforcement.

So, I was wondering if you guys could toss some insight my way. Have you ever run a game like this before, and do you have any advice for me? Could you recommend some missions I could send my agents on?
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>>98363314
>The rulebook is supposed to teach people how to play, I want something with more meat than "follow the simple trail of clues then don't try to charge into 100 ghouls"
You don't learn how to play an RPG just by reading a manual, you also need to play a game to really get it.
>Also I'm not running for new players so I don't want any of the other tutorial adventures.
That's a more sensible choice.
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>>98365358
>You don't learn how to play an RPG just by reading a manual, you also need to play a game to really get it.
Paper doesn't offer anything that can't be intuited by looking at your character's HP, the damage of a common improvised weapon and the damage of a common handgun.
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>>98365227
To be honest it kind of falls into the fact ol' Lovecraft was racist so most of the horror comes from, like, "These DEGENERATE FISH PEOPLE are trying to HAVE SEX WITH US and make GROSS HYBRID CHILDREN", so without the initial disgust it just becomes "fish bitches want human dick badly" so with stuff like the shape of water it seems a little less scary.

So if you straight up do "sexy deep ones" I think you've got to find some ways to make them more fucked up, or at least alien.
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>>98365264
making it a mobage would probably be more authentic
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>>98365629

I think here people aren't giving him so much credit, actually.

We see their story through Zadok's eyes, and even THERE the baddies seem... The Marsh family? Like, yeah, the DOs aren't nice, but they tried to get them over for nothing while the fishes stuck to their pacts. They mostly answered to the crisis in 46, and overall the present day cult was rightly fearful of outsiders.
Sure, there is the shoggoth thing....

Not gonna say the DOs/hybrids are there to evoke pity, but honestly I would be really, REALLY hard pressed to say that the story present them as the evil ones.

>So if you straight up do "sexy deep ones" I think you've got to find some ways to make them more fucked up, or at least alien.

Agreed.
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>>98365712
It's kind of like how you could read "The Terrible Old Man" as a condemnation of America's WASPish over-culture forcing non-Anglo immigrants into secondary citizenship, which results in their considering a life of crime as a viable alternative to being perpetually 'othered.' The T.O.M. himself can represent a stand-in for the Anglo-American in general, possessing a overlong lifetime of power, grotesquely extended by the ghosts of piracy.
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>>98365747

Yeah well, in that case it's not exactly so. HPL wanted a kind of Uncle Creepy story, in the ninties he would've used ghetto blacks, in the sixties hippies.
Good story, mind you, I really like the TOM, but nothing much to rave on, I would say.
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>>98365564
>Paper doesn't offer anything that can't be intuited by looking at your character's HP, the damage of a common improvised weapon and the damage of a common handgun.
Again, it's a scenario for complete newbies with low/zero risk, just accept it for what it is.
>>
>>98365264
>I’m considering updating Sutra of Pale Leaves to modern day, because I’m not too big on the 80’s
Inherently lame idea.
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>>98365828
this it's a good way to teach someone the bare bones basics in an hour
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>>98365291
For each mystery/investigation, start with the climax/resolution. What do you picture as a final fight, ritual or culmination of the creature's/enemy's plans? Then work out all that would feed into that - location, macguffins, characters, sacrifices, etc. and use those as the basis for clues you design and place around wherever the investigating is going on. Then think about how the PCs would come across the investigation and tie in some leads to the locations of those clues. It's much easier to essentially work backwards from the end to the start. I also usually have a couple of floating clues in the form of enemies or events I can spring on players if the game slows down or they get lost. Finally, make sure PCs can 'lose', the monster gets away, people die or the ritual is completed. There needs to be a consequence.
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>>98365291
Watch some episodes of Kolchak: The Night Stalker. That show had just about perfect structure for MotW mysteries, especially as it had a big focus on the main character having to learn and research the monster before he had a chance to take it down.
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>>98362537
>>98365629
>>98365712
The way you do attractive Deep One hybrids is you make them the kind of perfectly normal kind of unattractive you see every day. Your mass of 4/10s whose facial aesthetics are thrown off by a certain feature or two, the kind of person you'd see and go "he'd be pretty handsome if didn't have a receding chin" or "she should to get her thyroid checked out." They're not hideous, they're just not beautiful people.
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>>98365629
I'd make a case that The Shadow over Innsmouth is more just venting anxiety over his family history of mental illness
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>>98365712
So, making the sexy hybrids fucked up, I'm thinking maybe lean more into some animalistic instinct; something like if the person they're seducing goes swimming to them they'll find the Deep One will just disappear and next thing they know they're drowning them. Not out of any conscious act, but sheer animal instinct: predator and prey.

That and having difficulty understanding consent (which I mean, you can probably only get away with using a female hybrid and male PC 'cause double standards) and so once a human partners with them they don't really take "no" for an answer.

In cases where they're moving into families that divorced or had kids from a prior marriage, those kids might end up "disappearing" or "dying in tragic swimming accidents"

Children of hybrids marrying with humans will be taught about the Cult of Dagon from a young age and come to almost instinctively understand/believe it; if they're in the public school system teachers may remark about them talking about underwater cities and chalk their stories of "kings and queens of the sea" to an over-active imagination. At worst, they may scare other children by telling them "the sea people will get them"

Humans in long-term relationships with hybrids will unknowingly be psychically effected by them: they'll get dreams of the ocean, of horrible leviathans beneath the waves, they'll hunger more for seafood or get the scent of the ocean out of the blue. If they live near the coast, they'll find themselves sleepwalking out to the beach.
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>>98367796
>>98368742
Thank you both very much; this is great advice. I like the idea of working backwards from the climax, and I'll start binging some Kolchak right away!
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>>98368768

>what if the Innsmouth Syndrome was not being instagram hot

But yeah, can work
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>>98367796
>Finally, make sure PCs can 'lose', the monster gets away, people die or the ritual is completed. There needs to be a consequence.

Minor nitpick here.

If that anon is really going the X-Files way, well, the monster IS getting away even if all goes well. Like, Mulder and Scully not getting actual proof (or, indeed, significantly closer to the truth) is the staple of the series. Hell, even when they do, the mistery is still unexplained.

I suppose in that anon campaign it should be different: you probably don't catch your bigfoot. but in every cycle you do get your solution to the puzzle. Closer to Twin Peaks, for your given lynchian value of "solution".
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>>98361330
Bump?
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>>98362537
>Dark triad merman ikemen
Are you writing a campaign or a bodice-ripper?
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>>98371267
It's not "not Instagram hot" it's "Dave in accounting who sits below the threshold for average looking, who has a wife who sits below the threshold for average looking." I imagine it's not until you reach older ages that the Innsmouth look starts to really take hold. Think of it more like a glandular disorder whose effects are minor but cumulative. Or, if you want to be more sci-fi about it, as human DNA degrades due to age Deep One DNA replaces the damaged parts. Which could be used as an interesting hook, cancer in Deep One hybrids rapidly turns into the sudden and incredibly rapid development of localized Deep One biology which poses a major threat to keeping themselves hidden.
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>>98371315
Well, I don't know if I was going for a "never a true victory" direction, aside from the idea that they're soldiers in an endless covert war against supernatural forces. I see my agents winning against individual threats; they stop the werewolf, stake the vampire, banish the ghost, disband the cult. They may even succeed in defeating or banishing major threats to the nation and the world, but they may never successfully "save the world," entirely because the forces of darkness only have to win once.

I also think that I'm going with a sort of Carnacki-inspired cosmology instead of an X-Files one, with a heaping dose of Lovecraftian elements drawn from the Outer Darkness.
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>>98365291
I ran games based on SCP through Delta Green. Delta Green is good for monster of the week scenarios involving government agencies.
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I could just steal some of the delta green plots and use it for own right?
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>>98372055
I'd say about 75 percent of Delta Green scenarios kind of suck.
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>>98372055
Do not acknowledge the existence of Delta Green's plot beyond its vague timeline.
All you'll get is either the plot themselves or worse, the people who think they are good.
Take whatever thing you last read or watched and make that the episode of the week.
50% of my tables last couple months I've run scenarios based on doctor who episodes. No one's noticed.
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>>98371315
PCs are going to want a 'satisfying conclusion'. This does not have to mean killing/catching the monster, though it can. Supernatural typically ends with the brothers killing/banishing/containing the ghoulie at the end of each episode, and some threats in X-Files are 'dealt with' as well to some extent - usually the plot just winds up without producing any substantial proof M+S can pass on. Twin Peaks is the outlier here in that the story is a continuous plotline, not episodic run-ins with threats.

Players need to have agency. The monsters can still feel unstoppable but players should be able to do something to make a measurable difference - even if it's just saving a kid in danger while the creature gets away. Motherships's Save-Survive-Solve framework is beneficial here too: the whole point is you can only choose one (maybe two if you're lucky), but each one is 'satisfying'.
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>>98372207
“Why are we in a rock quarry in Wales again?”
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>>98371609
Carnacki is an underutilized source of inspiration, so good for you.
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>>98371609
>>98373024
Based Carnacki enjoyers. My second favorite paranormal detective (Behind Kolchak).
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I'm considering writing a Delta Green case focusing around the Doveland, Wisconsin thing and Project Sanguine.
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>>98372352

No, no, I do agree that the hunt needs at least some "winning condition" (or at least I would suggest not to get so experimental that there isn't), was just pointing out that in the X Files it's pretty filmsy, or at least that even when they win the real objective (the proof on the conspiracy) is still at large.

I've recently rewatched first season, it's kinda funny how its' borderline... not really an investigation? I mean, it IS from their point of view, sure, but from our point view it's just a matter of time before Mulder's gut feelings is vindicated by what happens, not before Scully tries desperately to ignore it (and let it be said, if they weren't such good actors this interaction would be insufferable). It's not some Sherlock type of thing where you, the reader, at least try to get the pieces together before he does.
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>>98374410
Mulder and Scully can also be really incompetent at some points. There's a season 2 episode where they get beaten by literal middle aged math teachers with folding chairs.
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>>98374419

THAT sounds like a good thing for a PC model tough.
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>>98373241
Carnacki and Kolchak are great inspirations for this sort of thing, I think; combine the investigative elements of Kolchak with the 'ancient problems require modern solutions' of Carnacki.
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>>98375950
The electric pentacle is such a fun idea and I really need to put it in a game somewhere.
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>>98377230
He did all sorts of stuff. Didn't he have a radio that he could tune to pick up ghostly whispers?

>>98373241
Just what the hell was the Hog, anyway? That struck me as quite Lovecraftian.
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>>98283222
Hi, sorry for the late-ass reply, I kinda stopped cause I ran out of ideas, I am unsure whether to continue it or not cause I'm not that satisfied with how some of the cards look. I did have the lineart for The World done tho. Thinking of redoing the colors and textures for the cards at a later point, but maybe I should do at least the lineart for the entire set before doing so. Thanks for still looking out for my art tho lmao
>>98302792
Also thanks
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>>98380024
The Tower wip (Kadath). Gonna do the lineart for the missing cards and then I'll recolor the rest, gonna take a while but I wanna retake this project without rushing myself, I still wanna give myself time for other drawings and work. Also I still have no clue what to do for Temperance lmao
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https://x.com/LH_artsandworks/status/2079042032610554210
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>>98380024
>>98380941
Well glad to see you’re at least still doing them. I’ve really enjoyed these cards and your artwork. And if you need a break to do other stuff, I’d like that too.
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>>98382881
Thanks, here's the lineart for Justice (Umr at-Tawil)



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