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7

True horror requires player buy in, characters with powerful motivations, a willingness to be less than powerful, and a willingness to make the wrong choices for drama. All it takes is one computational demonologist or heroic soldier and all the "bad decisions" go out the window in favour of "let's shoot the big green monster until it stops making us crazy." ...


6

Safety in numbers only applies if you can trust the others Are you familiar with the game Werewolves of Millers Hollow? If not; it's basically a game you play with 10-20 people. Each person is either a citizen or a werewolf. The game is divided in "night" where people close their eyes and the werewolves secretly pick a victim who leaves the game and a ...


5

There isn't much to know. Magic in Call of Cthulhu is not something that the player characters deal with much, if at all, since using magic usually means the end of the character: Some characters will learn little bits of ritual magic during their time investigating the dark places of Earth. These spells tend to be very narrow, fairly powerful, and ...


1

Since you've specified this as system agnostic this is really just a logistics problem that boils down to "How do 3 people manage 20 people?" So we'll focus on minimizing downtime and maximizing engagement with a minimum of effort. As far as background I've run multiple con events that involved 100+ people in rotating tables and recurring multi-day ...


1

The integrity rules from the God-Machine Chronicle Rules Update could be a good substitute for CoC sanity. Unlike the previous morality system that is based purely on sins (which the developers for GMC often refer to as a Victorian concept) , this system is based on breaking points, and seeing cosmic horrors is a perfect example of that. If you fail ...



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