- All the characters are part of a very small private investigation office, specialized in the occult and mysterious. Before starting the campaign, each of the players get one random obscure secret from the Kult RPG (they are very cool and vary from "Victim of medical experiments" to "Sole survivor of dramatic/inexplicable event").
- The game basically works out as a sandbox: at the beginning of every adventure, the party gets clues from newspapers, friends, and even clients. They are free to go wherever they want.
- Don't use the abstract hit point system. Instead, a localized wounds and wound levels, such that if an investigator gets shot in the arm he/she won't be able to use it for a while, and if a second blow is taken there's a very high probability that he/she will faint after too much pain. And, of course, Things From Beyond and regular street gangsters and cultists can blow your investigator's head out. Mythos entities will still use the abstract hit point system, even if humanoid in shape.
- No Library Use ability. Instead, use the ability related to the kind of information the investigators is looking after (i.e. if the investigator wants to know about the early days of the Chapel Of Contemplation in Barker Street, roll on History).
- If you're looking after some evidence, you never fail to obtain it. If you fail the roll, you only get a partly, possibly cryptic clue instead of the real clue. Thank you for nothing Trail Of Cthulhu.
- The only problem is, as always, the setting. But perhaps I will try something interesting in the Italian edition of Horror On The Orient Express, which has a fuckload of information on many places in 20's Europe. Mh.
September 8, 2012
Ideas for a short Call of Cthulhu campaign:
Etichette: Call of Cthulhu