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Advice on Continuity and Player Jobs


Kyrral

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I'm fairly new Keeper at Call of Cthulhu. I've ran maybe 5 scenarios (three on 6th ed, two on 7th ed.), but I've ran into a couple snags. We tried 1920s in the past (6e), but my players had some trouble getting into character for whatever reason, so we're giving the Modern setting a spin at least until they are comfortable with the new system (7e). For the most part it's going pretty well on a scenario-to-scenario basis, but the in-between is where I'm having trouble.

What would drive player characters to keep looking into stuff after say, the Haunting? The Haunting starts well in getting the investigators together, and has a few good hooks such as the Chapel of Contemplation or the Horoscope in Corbitt's resting place (which one of my players photographed before it crumbled to dust.), but after taking Corbitt down, what would keep the group together? Sure, the one player might start looking more into that horoscope, but how would I get the other players involved at that point?

I suppose one PC could just contact the others, being former partners, but how are player jobs explained at that point? One of my PCs was a soldier who was on leave, and after that scenario would assumedly be returning to service soon thereafter. How can you justify player characters investigating around without jeopardizing their characters jobs- especially if they have family (backstory) to support. After the setup the ball gets rolling well enough, but how can I get past that initial push?

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Have you tried Delta Green, either using 7e or the DG rules? They give an excellent reason why the PCs are together or affiliated. Or use something similar in your setting...maybe like in Ken Hite's book 'The Cthulhu Wars' they are part of Unit X/Unit 10 (which can be tied into DG as well). Or instead of being part of a government agency, they can be part of a society like in Pagan Publishing's Golden Dawn... all which give a reason why the PCs do what they do together and why/how new PCs can be introduced to an existing party.

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11 hours ago, Kyrral said:

what would keep the group together? Sure, the one player might start looking more into that horoscope, but how would I get the other players involved at that point?

I suppose one PC could just contact the others, being former partners, but how are player jobs explained at that point? One of my PCs was a soldier who was on leave, and after that scenario would assumedly be returning to service soon thereafter. How can you justify player characters investigating around without jeopardizing their characters jobs

There's no reason that their PC's aren't friends, same as in real life.

But you are correct: they need a reason to continue investigations. A wealthy patron/organization is often necessary for a long campaign. Such a patron would likely be happy to hire ex-military.

 

 

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9 hours ago, 10baseT said:

Have you tried Delta Green, either using 7e or the DG rules? They give an excellent reason why the PCs are together or affiliated. Or use something similar in your setting...maybe like in Ken Hite's book 'The Cthulhu Wars' they are part of Unit X/Unit 10 (which can be tied into DG as well). Or instead of being part of a government agency, they can be part of a society like in Pagan Publishing's Golden Dawn... all which give a reason why the PCs do what they do together and why/how new PCs can be introduced to an existing party.

Appreciate the input. 
What is the name of the DG Rulebook, or where can these rules be found? I've always had an interest in DG, and would love to have more information on them. 

I'm preferably trying to hold off using them for at least a few scenario's for two reasons:

1. We're all adjusting to the 7e rules still, so I don't want to do anything terribly crazy. 
2. I have bigger plans for Delta Green. In short, my players (not characters) are familar with DG because I used them a bit in the 1920s we played a while ago, so I wanted a highly organized group of cultists to act as a imitation Delta Green, until eventually the real Delta Green gets involved and that would be either the climax or the last bits of rising action in the story. 

I like the idea of them all working for a similar agency though. In our group we have a Scientist, a Animal Control guy, a Hacker/journalist (for lack of in depth explanation), and a Solider (who may be changing characters to a Journalist or something like that.). Typically we've stayed around the Arkham/Boston area, so linking them all to the Miskatonic University might be a good idea. 

54 minutes ago, mvincent said:

There's no reason that their PC's aren't friends, same as in real life.

But you are correct: they need a reason to continue investigations. A wealthy patron/organization is often necessary for a long campaign. Such a patron would likely be happy to hire ex-military

I kinda fu-barred that one. I asked all of the investigators in their first scenario (The Haunting) if any of them were acquainted prior, and basically all of them said they weren't. The second Scenario went better (Lost in a Book), as one character started to look into things and contacted the others, being the only ones with prior experience to mythos-like things (similar to what CommanderCrud suggested). 

 

I really appreciate all the feedback. It should help quite a bit.

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2 hours ago, Kyrral said:

Appreciate the input. 
What is the name of the DG Rulebook, or where can these rules be found? I've always had an interest in DG, and would love to have more information on them. 

I'm preferably trying to hold off using them for at least a few scenario's for two reasons:

1. We're all adjusting to the 7e rules still, so I don't want to do anything terribly crazy. 
2. I have bigger plans for Delta Green. In short, my players (not characters) are familar with DG because I used them a bit in the 1920s we played a while ago, so I wanted a highly organized group of cultists to act as a imitation Delta Green, until eventually the real Delta Green gets involved and that would be either the climax or the last bits of rising action in the story. 

I like the idea of them all working for a similar agency though. In our group we have a Scientist, a Animal Control guy, a Hacker/journalist (for lack of in depth explanation), and a Solider (who may be changing characters to a Journalist or something like that.). Typically we've stayed around the Arkham/Boston area, so linking them all to the Miskatonic University might be a good idea. 

For DG, i'm going to give you several answers. The first is, I would get the original DG setting which was made to work with CoC rules. Even if you don't ever run DG, the content and source book is just so awesome. It stands as a piece of literature on its own and is just fun to read (Majestic 12, Project Covenant - the raid on Innsmouth, Nazi Karotechia, Saucerwatch, the Greys, Intergovernment Task Forces, Roswell, MK-Ultra like you see on 'Stranger Things',... i can go on and on). You can get it at DTRPG  http://www.drivethrurpg.com/product/99212/Delta-Green . And if/when you do run DG, use the 7e rules or the new DG rules (both are d100)... i use both and very easy to go back and forth or pluck and use what suits you. (I reccomend all the original DG source books for everyone's CoC Library... you can't beat the price on DTRPG).

For the new DG, they just released the Agent's Handbook and quick start rules which is called Need to Know. It's on DTRPG as 'Pay What You Want' http://www.drivethrurpg.com/product/175760/Delta-Green-Need-to-Know . I'd get it so you can check it out. But since you like the 7e rules (which i do as well), use the 7e rules... DG is the setting. (DG finished a very successful kickstarter and there are tons of bitchen stuff scheduled to come out)

Since you're playing in the Arkham/Boston area, your PCs can be part of a Boston PD special unit (or Boston FBI field office) that utilizes contractors like professors, animal control, etc, ie specialist that have certain skills. Actually, there may not be an FBI depending on the time setting you run. So maybe a group put together by Arkham that is funded by multiple departments to further research and discovery. Your PCs are part of this diverse group.

There's a short story you should read about NYPD's special unit that work in the subways, in the 1920s i think. They're secret, get paid more and you have to qualify, but anyway, it's because things have been seen and they are fighting the menace. I don't want to spoil it and i'll post the name when I find it.

 

 

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59 minutes ago, 10baseT said:

For DG, i'm going to give you several answers. The first is, I would get the original DG setting which was made to work with CoC rules. Even if you don't ever run DG, the content and source book is just so awesome. It stands as a piece of literature on its own and is just fun to read (Majestic 12, Project Covenant - the raid on Innsmouth, Nazi Karotechia, Saucerwatch, the Greys, Intergovernment Task Forces, Roswell, MK-Ultra like you see on 'Stranger Things',... i can go on and on). You can get it at DTRPG  http://www.drivethrurpg.com/product/99212/Delta-Green . And if/when you do run DG, use the 7e rules or the new DG rules (both are d100)... i use both and very easy to go back and forth or pluck and use what suits you. (I reccomend all the original DG source books for everyone's CoC Library... you can't beat the price on DTRPG).

For the new DG, they just released the Agent's Handbook and quick start rules which is called Need to Know. It's on DTRPG as 'Pay What You Want' http://www.drivethrurpg.com/product/175760/Delta-Green-Need-to-Know . I'd get it so you can check it out. But since you like the 7e rules (which i do as well), use the 7e rules... DG is the setting. (DG finished a very successful kickstarter and there are tons of bitchen stuff scheduled to come out)

Since you're playing in the Arkham/Boston area, your PCs can be part of a Boston PD special unit (or Boston FBI field office) that utilizes contractors like professors, animal control, etc, ie specialist that have certain skills. Actually, there may not be an FBI depending on the time setting you run. So maybe a group put together by Arkham that is funded by multiple departments to further research and discovery. Your PCs are part of this diverse group.

There's a short story you should read about NYPD's special unit that work in the subways, in the 1920s i think. They're secret, get paid more and you have to qualify, but anyway, it's because things have been seen and they are fighting the menace. I don't want to spoil it and i'll post the name when I find it.

 

Awesome! Thanks a ton again- I'll definitely be picking up the former of the two at least at some point (i'm a sucker for hard copies)

I'll definitely toy around with what exactly theyre all connected through. I want to work up a couple options and ask the group. I try not to just force background into player characters if I can avoid it (save for insanity, of course.)

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45 minutes ago, Mike M said:

In the Investigator Handbook is a whole chapter devoted to investigator organisations - a mechanism that specifically answers your question.

Ah. I only have the rulebook and keeper screen. It'll probably be a little bit before I can afford the Investigator's Handbook.

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17 hours ago, Kyrral said:

Ah. I only have the rulebook and keeper screen. It'll probably be a little bit before I can afford the Investigator's Handbook.

Maybe give the players a shadowy patron initially. No need to provide details. There are many reasons for such an employer (especially one like Delta Green) to want to remain ambiguous and use a clandestine cell system

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