What should a new (and not so experienced) GM watch out for when starting to run a game set in Charles Stross's Laundry universe? Note that all this could be applied to a Call Of Cthulhu game as well but that the focus here is the Laundry RPG. This is linked to the GM pitfalls and setting up a new campaign questions but those are more generic.
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closed as not a real question by edgerunner, Pat Ludwig Mar 8 '12 at 19:55
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I'd say that it's important to remember a few things about the source material of Lovecraft:
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Combat tends to cause death or severe injury. Do not rely on shoot-outs to keep things tense, this is a horror game rather than an action game. However, this doesn't mean that the game has to be devoid of action elements, just be aware that you may end up with one or more PCs fewer than you started the encounter with... |
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The game's very lethal by default - remind the players to set up wards and defensive bindings. If they're tooled up, they've tougher than Call of Cthulhu characters. "Going Down To Dunwich", in the core rulebook, is explicitly designed as an intro, and runs the players through the basics of the setting. I'd run that before jumping onto Black Bag Jobs. |
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