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Topics - infidel

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RPGs / Serious injuries question
« on: September 14, 2014, 04:42:37 PM »
Hi, all.

We've been playing CoC/DG and there's something with serious injuries that leaves me baffled. One of the players can get a serious injury in some situation or a fight in the middle of the game. For example, in the latest game players had to escape from capture by jumping off a roof into a pile of garbage. The module specifically stated it's Jump+20% (Age of Cthulhu 1) to land there or it's 24-feet fall damage. So, sure enough one player misses his roll and breaks a leg (6 hp of damage from falling rules). Can you somehow work around that in a sensible way? Because in reality a broken leg is at least a month of bedtime. Same with damage received during a battle. You can't just heal damage with spells and potions in CoC/DG, it takes a ton of time. And you can't just limp around with everyone else in these cases. So it's like the adventure almost breaks here. What do you do in that kind of situations?

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RPGs / Couple of Call of Cthulhu questions
« on: October 22, 2013, 10:19:46 AM »
Hey, guys, I'd love to get your insight on a couple questions that I can't answer myself.

I'm playing Call of Cthulhu with my friends (I'm a GM) so the characters are all common people, maybe with some military or police background. The first question is how would you handle the situation where the player playing someone like FBI agent or cop actively abuses this power, for example, being okay with breaking and entering someone's private property without much consideration. Should I, for example, somehow try to punish his character for being unethical or maybe it's a normal thing for you? Give me some thoughts, please.

Another thing is that players finally got around to using dynamite :) I know that you could get dynamite in USA without any problems in 1920s or 1990s, and it looks like now it's much harder (we're not from US but our modules are generally based there). So, should I restrict general dynamite availability to the players during the 20s and 90s and by how much? I'm a little afraid that if I don't restrict it somehow they would just get a box of it each time and try to dynamite their problems away. Would it be okay for the characters to do that? For example, the characters know that house X is full of cultists that are in the middle of a ritual calling some elder god and they actually believe that having some experience with Mythos and previous encounters. Would they generally be fine with running around the house throwing a lit stick in every window? :)

"So, we just put a box of dynamite in the car, light the fuse and put a rock on the gas pedal. Then we turn the car towards the house. *sigh* But we're not playing Delta Green..."

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