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Scott Dorward

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About Scott Dorward

  • Rank
    Junior Member


  • RPG Biography
    I've been playing RPGs since the early eighties, including a lot of Call of Cthulhu and Runequest.
  • Current games
    Call of Cthulhu, Monsterhearts
  • Location
    Milton Keynes
  • Blurb
    I write games.

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  1. Glad you're enjoying it! All three of those characters are accomplished sorcerers so it would make sense for them to know the deeper version. And it's Pulp, so it's not as if a one-hit kill has to be fatal...
  2. I really should have listened to it before writing the show notes! Soon, I promise.
  3. I debated something like this with Matt and Paul recently on an episode of The Good Friends of Jackson Elias, although relating to shoggoths. It makes sense to me that the circumstances under which you encounter a Mythos entity would impact how shocking you find it. Seeing a Deep One swimming around in an aquarium, for example, might be unsettling, but I can't imagine it being sanity-blasting. Being pursued through unlit sea caves by a mob of Deep Ones, catching hideous glimpses by torchlight as they close in would be terrifying. Encountering a hybrid that shares a family resemblance to you would be even worse. The fancy dress party sounds like an even more special case, as it would be easy to rationalise the Deep One's appearance as normal in that context. Maybe the SAN loss could come later when you realise they wear no mask.
  4. While at Necronomicon, I recorded a short interview with Brian Courtemanche, who wrote the first part of Flotsam & Jetsam. Brian talks a little about the influences that shaped "The Star Brothers". We also discuss whether his being a university librarian in New England makes him a Lovecraftian protagonist.
  5. With the flame weapons in The Two-Headed Serpent, we suggested that the player character should roll Luck to see if their target caught fire.
  6. If The Two-Headed Serpent wins, I'll change my name.
  7. I use Rolz for my online gaming these days. It's just a dice roller, with some chat functionality, which means it doesn't do a lot of things I have no need of. Roll20 is neat, but it's complete overkill for my requirements.
  8. You're right in that the New York chapter is meant to be a metaplot that twists between the chapters. You should definitely play it out as much as you can, letting your players have lots of opportunities to interact with people at the Caduceus offices. There should be plenty of events to make the heroes suspicious about Caduceus. The campaign starts out with the heroes discovering that they've been lied to about the organisation's true motivations. From there, they are sent out to use what is effectively a nuke on a civilian population in North Borneo and to neutralise a largely peaceful cult in Oklahoma for what appear to be ideological reasons. The main hook, however, is the Mafia subplot, where the heroes are pushed into investigating their employers by outside forces. The implication that Caduceus may be involved in smuggling heroin should stir up some interest. With respect to point 3, there are some guidelines in the text about when the memos about Mu should come into play. If the heroes are poking around the offices early in the game, these memos simply won't exist yet. You are in complete control over when these clues turn up. Don't feel pressured to reveal them early if you don't want to. The heroes have a chance to encounter Rose Meadham in the Iceland chapter, although not in person. She is speaking to the other serpent people in the control room, using a remote video connection. There are some guidelines there for how she might interact with the heroes. Hope this helps!
  9. The default in the scenario is that the investigators retain any taint they acquired, even if they destroy the Earth's Womb. That said, I've heard of Keepers reducing or undoing the effects, which seems entirely reasonable to me. It all depends on how horrible you want to be to the investigators.
  10. I'm not sure I accept that chases aren't part of purist Lovecraftian play. The main inspiration for putting the chase rules in 7th edition was the long, memorable chase scene from The Shadow Over Innsmouth . We wanted to make sure that you could recreate that in your game with mechanical support.
  11. That's pretty much what we set out to do with the scenarios in Nameless Horrors. The idea was that they should all be weird, with no reliance on violence. I'll leave it up to others to decide how successful we were.
  12. You can get the 7th edition version free in the quickstart rules.
  13. Destroying the capstone is enough. That allows the formless spawn to escape, breaking the power of the ward. Someone could inadvertently release the spawn by breaking the capstone without realising its purpose -- this is what happened to the first one.
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