Having antagonists that are active can help with this – if an investigation is stymied, have the clues come to them – maybe carried by men with guns. If they ignore the NPC above and begin looking into the rare coffee beans they serve, just circle them back round to the plot as soon as you can. The players will come up with these anyway – let them theorize, and gently head them off and back to the core. Keep the pace.Īs important as this, if an aspect of the scene isn’t important, don’t describe in it exacting detail so that the players think it is. Justin Alexander explains it better than me when he talks about the Three Clue Rule – have multiple ways to move the investigation forward, and be prepared to have some of them come to the players as well if they don’t get them. Offer skill checks and even more clear signs: she nervously grasps her handbag, glancing down to the corner of a book kept within. If the NPC they meet in the coffee shop is important, make her sound and look important give her quirks and mannerisms, and have her drop clues pointing to sources of information. If you don’t care for comfort, and your plan is to shock your players for real, to get a reaction – well then you shouldn’t be running games at all, and certainly not at a convention. If you’ve tried it and not used it, that’s great – having it there means you have some confidence that your players were comfortable in the game. You have no idea what the triggers are for your players, especially at a convention, and even if you think you do, having one in place will reassure you and your players that you take their concerns seriously. More nuanced (and more complex) tools are available – use those if you’d rather. Explain what it is, and what it does, and be prepared to act on it. Use Safety ToolsĪs a minimum, stick an X card in it. As always these may not be to your taste – let’s have some agreeable banter in the comments if that’s the case. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here.Īll of these are relevant to the plethora of Call of Cthulhu-style games (Cthulhu Hack, Trail of Cthulhu, Cthulhu Dark, Delta Green, etc, etc), and more generally supernatural horror investigation games (Vaesen, Fear Itself, etc, etc). Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level. While you’re reading this, I should tell you about my Patreon. Vaesen also has some excellent plot structure tips in its GM advice. There’s a wealth of stuff in the Keeper’s Guide, and there’s some excellent advice in The Haunter of the Dark, a story-to-adventure how-to from Paul Baldowski for his own Cthulhu Hack system. Running Games At Con… on The Most Important Advice for…Īs befits a game with such a strong following, there’s no shortage of game advice for Call of Cthulhu. SÉANCE SMITH (he, hi… on Running Games At Conventi…ĥ on Friday 23/09/22… on Running Games At Conventi… Guyeatsfood on OneD&D: Hot Takes on the U… Cultists, Rats, and Yet More Pubs: A Deep Dive of Shadows Over Bogenhafen, part 1.Temporarily Living, Breathing NPCs – A Deep Dive of Shadows Over Bogenhafen, Part 2.OneD&D: Hot Takes on the Upcoming Non-Edition.They now hold all the cards to create a game that will please fans of the Cthulhu mythos, as well as players eager for rich and original gaming experiences. Cyanide has been wanting to make a Call of Cthulhu adaptation for years. With titles such as Styx: Master of Shadows and the Blood Bowl series, they've proved their creativity and ability to offer strong gaming experiences in original worlds. They've grown alongside us for the past 10 years, to become today one of the best independent developers in Europe. 'We are deeply honored to be partnering with Cyanide again. Patrick Pligersdorffer - CEO of Cyanide Studio We hope to offer fans the game they've long been waiting for.' As long-time fans of the license, working with longtime partner publisher Focus Home Interactive on such an original and exciting project is, once again, a privilege. 'We are happy that Focus entrusted us with the development of a videogame adaptation of the legendary RPG Call of Cthulhu. On a mission to find the truth behind the death of an acclaimed artist and her family on a backwater island, the player will soon uncover a more disturbing truth as the Great Dreamer, Cthulhu, prepares its awakening. Developed by seasoned studio Cyanide, Call of Cthulhu is an RPG-Investigation game with psychological horror and stealth mechanics, set in a deeply immersive world.
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