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Topics - TPKthulhu

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RPGs / An Opening Vignette for my Next Session (CoC)
« on: October 08, 2011, 02:37:55 AM »
I've recently started a sort of mini-campaign of CoC for my players that takes place in the present. Right now they are about 1/3 in and I wanted to break things up by starting the next session with a (hopefully) short vignette.

What I am thinking of doing is having them wake up as a person who is already being held prisoner by the "cult" they are headed to. The prisoner wakes with little or no recollection of who they are or how they got there (hence no need for back story), but attempts to sneak out of his cell (which someone has left a way out of), and ultimately can meet up with the PCs later, or simply be recaptured, and...  ;)

What I am wondering is this, how shall I split up the character between my players? Should I simply do a time share (you have five minutes, then pass to the next player), or is there a more creative solution I am not thinking of?

Has anyone done something like this before? Any input is appreciated!

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RPGs / New Delta Green RPG!!!
« on: August 11, 2011, 08:20:11 PM »
http://arcdream.com/home/?p=828

From the bottom of the piece:

Quote
It will be its own game, not a supplement to Call of Cthulhu, but it will incorporate parts of BRP and CoC that have been released in the Open Gaming License as well as new system elements. We have two core goals: To create a game tailored specifically to Delta Green and its vision of the Cthulhu Mythos, and to make sure that all the past Delta Green material is fully compatible with the new system.

Tailoring the game specifically to Delta Green means adapting just about every aspect of the system to the things that make Delta Green tick. The Sanity rules will be based on the Call of Cthulhu-derived Sanity rules found in the OGL, but will be customized to reflect a somewhat more sophisticated understanding of trauma and post-traumatic stress that’s emerged in recent years. Combat rules will be clarified and will allow for somewhat more realistic tactical options. Interrogation, persuasion, surveillance, pursuit, hacking, research and tradecraft will take center stage.

Character creation will include advantages to reflect characters’ unique backgrounds and the nature of their past exposure to supernatural horrors. Skills will be consolidated into a small number of core skills with a wider, optional range of specialties. Every character will have defined motivations that will either enhance or undermine psychological resilience, depending on how badly those motivations have suffered under the stress of the character’s involvement in Delta Green.

Making all this backwards-compatible won’t be hard. Every one of the primary designers has 20 to 30 years of experience designing for BRP and specifically for Call of Cthulhu. You will be able to use a stat block from any Delta Green book (or any other Call of Cthulhu supplement) in the Delta Green RPG without headache-inducing conversions.

***CREAMS JEANS REPEATEDLY****

I really hope they are going to be talking about this on the next Unspeakable! podcast. I know it's premature, but this is a hell of an announcement and it'd be great if they elaborated on it.

SO FUCKING PUMPED

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RPGs / Delta Green: Targets of Opportunity - Disciples of the Worm
« on: August 02, 2011, 12:36:35 PM »
I am going to be running a mini-campaign out of Targets of Opportunity later this month and using the Disciples of the Worm as the main bad guys. I was wondering if anyone has run or played in any games involving this and what you thought was fun or not fun. In the interest of keeping out spoilers, I won't give too many specifics here, but rather just ask if anyone is (or is even thinking about) doing this.

Pointers would be great  ;D

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RPGs / Cthulhu with lots of Combat
« on: July 25, 2011, 12:00:48 AM »
So, I ran a game tonight for my players, which they seemed to enjoy, but they did have one unanimous complaint (the ungrateful fucks) (j/k), which was that there wasn't enough combat.

Mind you, two of the four players did slug it out with a byahkee for a few rounds, but no one got killed and (their complaint...) no one did any killing. I feel like they enjoy playing CoC but are upset when they take weapons skills and then have to use spot and listen to find clues and make the game progress. So I feel like I am choosing between playing CoC, or turning it into an elaborate modern day dungeon crawl with Mythos monsters.

Has anybody here had success with running CoC with lots of combat?

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RPGs / What will my players find in a Green Box?
« on: July 18, 2011, 08:40:03 PM »
So the last game I ran for my players was a Delta Green scenario and they said that one of their favorite parts of the game was rooting around a green box filled with goodies. I'm about to run another DG scenario, and I feel like they are going to want access to another GB.

I used to just use the green box generator over at project nemesis, but since that went the way of the dinosaur, I've been having fight urges of laziness and actually think up fun shit. I exhausted a lot of my good ideas on the last scenario, because I didn't know if this group would want to play again.

So for those of you in the know, what would you put (or like to find, or have found) in a green box?

*P.S. They're talking about starting up another green box generator over at the DGML on yahoo.

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RPGs / Mini-Games within your Game
« on: July 17, 2011, 11:51:36 AM »
During my last game of CoC I had this idea that the investigators would be pressed for time before getting to the town full of eldritch awfulness. I made them each write down their own list of items that they would want (except for stupid stuff like flame throwers and snacks for the road) up to 20. They had 3 minutes of real world time to do this.

Then I gave them five mintues of real world time to make a master list of 20 items from their 4 individual lists. Once that was done I said they could only have 15 of the 20 items and made them take turn rolling D20s to find out what they could actually bring (this represented items not found, items that were found but broken, items that could not be found, or items that were found, but would have drawn too much attention to take).

At the end of the game I had the comments portion and all my players LOVED this part of the game! The problem is now they want me to come up with more of what they are calling "mini-games". I don't want to do the exact same thing twice, but I'm not sure what else I can incorporate.

Any thoughts? Have you ever done this in your games?

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General Chaos / Drinking and Gaming
« on: February 28, 2011, 12:26:33 PM »
A quick poll. Do you drink while gaming? I have the tendency to avoid it if I am GMing, but even then I usually have a couple of beers throughout the night. If I'm not GMing, I tend to have a few more (but I also eat more too I guess). Alcohol has led to some hilarious lines over the years for the groups I've gamed with. "Fuck your idea check. I poke it with a stick!" is probably still my fav  :D

Cheers!

 

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