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ShoggothPete

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  • RPG Biography
    Roleplaying on and off for about 30 years. Active convention and casual GM for the Cult of Chaos.
  • Current games
    Call of Cthluhu
  • Location
    Sydney, Australia
  • Blurb
    Father of two sets of twins. Enjoy most tabletop games.

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  1. As a one shot, "Ghost Light" (from http://www.chaosium.com/terrors-from-beyond-pdf/ ) is designed for four players. It works well with only three.
  2. Name: Pete Country: Australia City/State: Sydney, New South Wales. Supporting Eye-con and Sydcon. I've also run a lot of games on Roll20, hope to get back to running regular games there. Occasionally run playtests with family/friends.
  3. Thanks Bazil, good idea. I'll need to find myself some D5's
  4. What are your thoughts on giving luck rewards to players about equal to the sanity rewards (p57)? This is something new for 7th ed... With a one shot game, it's nice to encourage a player spend lots of luck early in the game, it adds to the horror when they realise they've not enough to escape something really nasty. I have a surviving character from a previous adventure running through ATTHarvest. Unfortunately, her luck is now down around 25%, and while it's amusing and adding colour to the story, I fear it may reduce the fun as time goes on. It's a tricky one, I know some groups don't spend any luck, and others spend big. I'm tempted to have everyone re-roll a new 3d6x5 starting luck for the next story, have luck as a constantly shifting stat. Cheers, Pete S.
  5. I'm always going to have my players go and save the girl. On day 4 I plan to have Jeffery actually call to their minds, this should ensure at least a few investigators are not captured by Mi-Go. I've run a number of dreamlands stories, I may let me characters cross the gate (give players freedom of choice), however, on the other side they may find themselves threatened by a looming monstrosity (either run back through the portal, or suffer a round or two of damage and then run back through the portal). @Fallingtower I'd recommend you re-create the 'save the girl' scene in your alternative. When you look at the player rewards (p57) you see that characters are getting sanity back for this. The sanity rewards will be important for characters trying to survive the whole campaign.
  6. G'day All, I'd like to ask if you are allowing one or two students to be carrying guns? I know it doesn't really fit episode 1. But, hey, it's Call of Cthulhu, there's a skill to select on the character sheet, and some students have gone missing already. I'm guessing my players may point to something like https://en.wikipedia.org/wiki/List_of_school_shootings_in_the_United_States#1930s and ask to be allowed to bring a gun along. Cheers, Pete S.
  7. Good point DeeWhite. We probably need to just have the Sheriff pull up, maybe a pulse of the police siren, and have him knock on the door (no mention of an accident yet). Then switch to the surveyors group. And with all this planning, I'm sure the players will find some way to change this scene entirely
  8. Ep 1, page 61, col 1, para 7(?), line 39 (excluding blank lines): Moon beast stats appear incorrect. Stats are not listed in 7th edition rulebook, nor Dreamlands supplement. Unless this is intended to be a 'smaller' moon-beast, change stats (converted from 6th edition rulebook p169 / malleus monstrorum p65 / size illustration on p114 of Peterson's Field guide): SIZ: 100 INT: 80 POW: 50 HP: 17 DB: +1D6
  9. My group has just finished playing "Time After Time" from http://www.chaosium.com/strange-aeons-ii-pdf/ . There's so much resonance here that I've decided that they're keeping the same characters, but going back in time, back to when their characters were at university. Not really changing the stats, just going to freshen up their sanity, and pick a subject to major in. If you're looking for more Mi-go fun, I recommend looking up this adventure. Cheers, Pete S.
  10. On first reading, Day 3 seems to depend on splitting the group and keeping secrets from each group about the movements of Blaine. I like to play an open game, so I plan on playing one group, and letting the other group be an audience for the story, and then swapping over. So for Day 3, I intend to play in this order: 1) The surveyor group up until they decide to get back in the truck. Everyone knows Blaine has gone off... but not where. 2) Then back to the folklore group, run back in time, let them interview, and the rain drive them back to the farmhouse. Blaine comes in, makes his excuses... before he can be properly interrogated the Sheriff knocks on the door... Saying that the surveyor truck has been in an accident, landed in the water please come and help. Upon agreeing, switch back to the surveyor group. 3) With a knowing smile, you can tell the surveyor group they're now driving 'safely' back towards the farmhouse... Crash, jumping, swimming, and the two groups can be re-united. So, the mystery is kept, and everyone gets to hear the whole story without having to make anyone leave the room... or at least that's my plan. Cheers, Pete S.
  11. * I've run "a method to madness" from http://www.chaosium.com/terrors-from-beyond-pdf/ at a convention with 3 hour slots. It's a nice contained adventure, with plenty of fun with insane NPC's (as long as you're comfortable with more than a dozen NPC's). You can control the pace of the story, for the three hour slot I needed to skip one or two 'events'. * For an online convention, I've run "ghost light" from the same tome. It's designed for four players and runs about 3 hours as well. This one is even more contained, the investigators are trapped on an island. It runs almost as a linear story, there's no NPC's to worry about, and it's almost impossible for the investigators to make it safely off the island.
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