Sunday, October 27, 2013

[Call of Cthulhu] No Man's Land One-Shot

The classic Call of Cthulhu tournament scenario "No Man's Land" gets a turn at our table this week, with an extra-big convocation of the Order - seven players in all!



The Keeper
David

The Players
Des
Scott
Brendan
Jen
Renae
Dave
Jade

5 comments:

  1. And once again the truth of Call of Cthulhu is borne out: It doesn't matter how smart, brawny, strong-minded or magical your character is. The ones who survive are the ones who run the fastest (and never stop running).

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    1. I'm kind of "meh" overall with Trail of Cthulhu, but one thing it has that CoC doesn't, and that's completely brilliant, is a "Fleeing" skill. One of the things I'm looking forward to in 7e is the increased Chase mechanics for the same reason.

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    2. I am suspicious of changing the fleeing mechanic. If you make it less optimal to run at the zeroth sign of anything going on, then how will players "investigate" a mansion, while working in how they're also stretching and warming up their legs?

      "I lean in to peer around the corner, keeping pressure on my back foot to get a good hip flexor stretch in"

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    3. Ha!

      My understanding is that it simply makes chases as detailed and full of options as combat. After all, running away from monsters is as big a part of the horror genre (if not bigger) as fighting them, so why not have a system to make chases into something more fun and dramatic?

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    4. Because then I'm even more likely to die! :(

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