Difference between revisions of "HP Lovecraft's American War of Independence"
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==Never read HP Lovecraft?== | ==Never read HP Lovecraft?== | ||
here is an excerpt from [[The Rats in the Walls]] | here is an excerpt from [[The Rats in the Walls]] | ||
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+ | --[[User:Matts|Matts]] 17:28, 29 May 2007 (MST)Look, just buy one of the books and read it already if you haven't read HP Lovecraft. Any other course of action would be doing yourself a disservice. |
Revision as of 18:28, 29 May 2007
This is an idea I have kicked around for about 2 years now. I never mentioned it because I had heard some grumbling about horror related stuff from the group previously, yet Saturday when Ben, Dieter and I were chatting in the wee small hours it seemed like there might be some interest. Even if I never actually do this with the group, Ill probably write the scenario just because it interests me.
Contents
What is it?
This is not a campaign, or at least its not planned as one. Who knows what may happen, especially in a horror themed game. Generally in Cthulhu games there are a couple of sessions of investigation, then a moment of decision where the players either jump headlong into the meat grinder, with about half of them mentally or physically ravaged permanently, or a group choice to ignore what they have discovered. After that, the game can continue or disband. Projection to moment of decision: 1-5 sessions.
Where would it take place?
Given the nature of the pre-USA colonies, a setting in New England would be very different from a mid or southern colonies game, yet any could be quite interesting. New York or Massachusetts would probably be the most Lovecraftian of any setting, but this is not necessary to the mood.
How about when?
I think the best time would be when the war outlook is most bleak, sometime before the battle of Saratoga (9-10 1777).
And the protagonists?
If done well, having conflicting political beliefs between the characters might be extremely interesting. Of course, this would necessitate excellent GMing, quite possibly more than I can provide. An easier solution is a small group of patriots or Tories, united in ideology and geography, but still quite independent of each other. This could allow a great diversity of archetypes and professions.
A link to call their own
I think the best way to link the players, which works just as well with Tories and revolutionaries, is if all of them have seen something no one else believes, except the other players. Every player has witnessed the supernatural, and no one believes them. Its such a stigma that they tell no one, for fear of being ostracised. Somehow, the players become aware that others have borne witness, which can link them at least in this endeavor.
Instead of just being witness, each of the PCs will have been subjected to terrible nightmares for a period of time previous to the game. It will be up to the players if they have told anyone of this. The game will begin with all of the players at a location they saw in a recent dream. They all came individually, and no one else knows they are there.
Comments
are on the discussion page
I have considered using Deadlands or a hybrid of such for this. The system might make for something interesting. The CoC system is easy, and seems to fit the genre well enough, but I have this intuition that Deadlands might work better for this.
I have backtracked on this and am 80% firm on using the standard CoC rules set. I may use an earlier version than the current 6th edition, but the changes should be minimal. There might be a slight tweak here and there.
System Stuff
For the knuckleheads among you who are like me and are interested in monkeying around with stuff, here is a link to a character generator and some rules packs: [1]
Never read HP Lovecraft?
here is an excerpt from The Rats in the Walls
--Matts 17:28, 29 May 2007 (MST)Look, just buy one of the books and read it already if you haven't read HP Lovecraft. Any other course of action would be doing yourself a disservice.