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01 Mar 2024 11:44 #341879 by dysjunct
You're very welcome! They really are stellar games, and I think they represent a sea change in how to approach mysteries in a way that plays into the strengths of RPGs as a medium. (As long as players are on board with the premise that they aren't solving the One True Answer That Is Written In The Scenario, like your typical Call of Cthulhu adventure.)

With literary or television mysteries, the author can make the protagonist exactly as smart as they need to be in the moment, and introduce clues, etc. But I think anyone who's GMed an RPG for any length of time has had the frustrating experience of players who are completely clueless no matter how many hints the GM drops.

They (BB and PA) are also so easy to run. I do maybe ten minutes of prep before introducing a new scenario, then a five-minute refresher each week. Plus the printouts are optimized for GM support at the table. Nothing against GMs who like the "lonely fun" of mapping the fifth level of the dungeon, or creating every NPC for a village, but that doesn't interest me -- I like playing RPGs, not getting ready to play RPGs.

The core system has inspired a bunch of games in development; there's "Beakwood Bay," basically not-DuckTales mysteries; "White Mountain Rescue," about park rangers looking for lost hikers and discovering ever-more creepy stuff deep in the woods; a raygun-and-rockets pulp sci-fi one, and many more.

I did a "Let's Read" of the BB book over on RPGgeek, if you want to check it out:
rpggeek.com/thread/3197857/lets-read-brindlewood-bay

The thread's mostly wrapped up but you're welcome to add questions or comments. Or post them here, of course.

Hope you get it to the table soon!
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12 Aug 2024 16:15 #342757 by Shellhead
I am currently running one of the major Call of Cthulhu campaigns from the '80s. The campaign has a global scope, and my players leap-frogged over one of the more predictable geographical approaches, taking them to a section that was likely designed to be the finale of the campaign. Last night, we played the second half of a large, dramatic battle with cultists that was inspired by the James Bond movie You Only Live Twice. In the previous session, one player character was nearly killed, only to be saved by a last-second first aid roll. The other players brought her unconscious character back to a boat on the shore, in order to keep her out of harm's way while they returned for a second assault on the cultists. During the second battle, one player character died after getting impaled in the chest with a trident, while another player character went indefinitely insane. Even so, the last functional player character, with the help of a couple of surviving npc allies, managed to defeat the cultists with a Hollywood-style explosive finish.

I'm getting tired of my players throwing home-made white phosphorus grenades around, so I am tempted to give the indefinitely insane chemist a fire phobia in case he returns to play soon. Or maybe I will just let it slide. The remaining half of the campaign will feature several grave threats to their sanity, and no amount of white phosphorus will burn away the creeping madness. I don't think that game balance is in serious danger, and I don't want to take away an element of the game that the players enjoy.
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14 Aug 2024 11:19 #342759 by dysjunct
That's such a classic CoC issue; it's hilarious that it's still being organically discovered by players decades after the game's initial release.

On one hand, it's objectively correct (from a "win the scenario" point of view) to bring horrific weapons of war to a skirmish against cultists. But it's certainly unthematic to have genteel investigators behaving like a de facto commando unit. "That's just not proper gentlemanly behavior" is unlikely to be persuasive to modern players.

One thing I started doing was calling for sanity checks any time the PCs started acting like psychopaths -- as opposed to just experiencing horrific things. Pull a gun on a librarian because he won't let you into the restricted stacks? Sanity check.

Another was to have them make sanity checks for unintended consequences of their reckless behavior. If they start a phosphorus fire in the basement of a cult headquarters, and the fire spreads throughout the entire neighborhood, burning down an orphanage with all souls inside, that'd be worth at least 1d20/1d4 in my book.

But, if it's not causing game balance issues, the unthematicness doesn't bother you, and everyone's having fun, then it ain't broke.
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14 Aug 2024 13:57 #342760 by Shellhead
It wasn't a game balance problem before, but the player of the character that died last session is bringing in a new character who is an Olympic shot putter. So the group will finally have someone with a high Throw skill and the strength to throw the grenades far. It's clearly a deliberate exploitation of the situation. But maybe I will still let it slide, because the upcoming sessions will likely include a large and invisible monster that can fly, a literal horde of cultists, and a face-to-face meeting with a hostile deity. Probably in that order.

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29 Aug 2024 09:36 #342840 by Shellhead
Got a good laugh out of my Call of Cthulhu group at the last session. After several consecutive sessions of intrigue, danger, and adventure in Shanghai, this session started out in a small port town in northern Australia. The characters had broken into a suspicious warehouse and found a crate marked for delivery to a cult location in London. So they opened the crate and found a small statue of Cthulhu. After making their sanity rolls, one of the players asked me if there was an inscription on the base of the statue. I replied, "Let's see. Hmm." I held an imaginary object up with my hands, rotated my hands to indicate that I was now looking at the base, and solemnly stated, "Made in China." Everybody laughed.
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06 Jan 2025 10:38 #343291 by Shellhead
The Call of Cthulhu campaign continues. We are down to three players and four characters, as one of the departing players encouraged the group to keep him around as a friendly npc. For most of the campaign, I have kept the challenges at a human level, with players generally battling cultists who aren't any better at combat than the ordinary human player characters. Last night, the party finally went up against an actual Great Old One.

It wasn't even a fight. The heroes all had high Sanity scores, due to their ongoing successes against the cult, so none of them broke when they saw the Great Old One towering over the landscape and casting a mighty spell. Dressed as cultists, they infiltrated an extremely important ritual and successfully assassinated two crucial cult leaders. One player threw a frag grenade at their feet, and the blast knocked all but one of the people on the dais unconscious. Another player shot dead the one cultist who was still on her feet. Then the Great Old One appeared in the room, growing to titanic size until it blew the top off the mountain lair. The resulting collapse finished off the unconscious cult leader and her bodyguards. With their sanity whittled down by the previous appearance of the Great Old One, now all of the players rolled badly for their sanity checks.

The police detective from Hong Kong (pc turned npc) came to his senses at dawn, with partial amnesia obscuring his traumatic memories of the Great Old One and the frenzied cultist orgy afterwards. He then located the petty criminal (pc), and found that she now suffers from Multiple Personalities Disorder. She became her own sister (the previous pc for the same player), a psychiatrist who died in a pitched battle with cultists near London. As a petty criminal who now believes that she is a psychiatrist, she is now dispensing very crap pop psychology in lieu of actual therapy to party members. Later in the day, they found the other party members. The medical doctor was in shock, but eventually recovered during the several day journey back to their hotel. The minister lost all of his sanity points and is permanently afflicted with severe schizophrenia.

Many months previously, the party learned that this global cult was preparing for a big event on a certain date exactly 364 days after the campaign started. At this point, the party has reached the final destination that they want to investigate, and have just 27 days to do so. That sounds like a lot of time, but one nasty fight might require them to recuperate for a couple of weeks, so they may go into the endgame exhausted and injured. And one of them is insane, though she is functioning because she has created a different persona to cope with the situation. The player who was playing the minister will be starting another new character next session, his fourth of the campaign.
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03 Feb 2025 16:10 #343346 by Shellhead
The Call of Cthulhu campaign is finally nearing the end. The campaign was always on a clock, with something terrible scheduled to happen in 364 days if the players don't stop it. They actually didn't know there was a time line until nearly halfway through the year, when they were going through a stash of paper from a cult leader's desk. The campaign is global in scope, and somewhat of a sandbox in that players obtain early clues pointing at most of the other locations and are free to make their own travel plans. And yet there was also a logical travel sequence that conveniently set up multiple possible finales at the later locations in the sequence. Unfortunately, my players chose to skip one of the middle destinations and so have already confronted each of the possible finales. They don't know it, but they have already thwarted the cosmic menace. Now they have about 3 weeks of game time left and are at that location that they skipped over.

Rather than let the campaign sputter to a mediocre and anti-climactic ending, I have decided to make the most of what is left with additional prep to really sell the ending. Last session, they confronted a herald of the Great OId Ones (starts with an N) who mocked them, toyed with them, and tempted them. I flowcharted the way the encounter might go and prepared some good lines for each possible point along the flow chart. Like, if they say this, it responds thusly... This time, they managed to locate a secret entrance to a complex system of tunnels around the local cult headquarter. They didn't think about mapping until they were pretty far in, so I just gave them verbal descriptions, like the tunnel bends off to the left and there is a side passage branching off up ahead. They finally got nervous about getting lost and put away two of their three flashlights in order to conserve remaining battery power. I played up the eerie atmosphere with background music like the OSTs for The Last Temptation of Christ, Sorcerer, and The Thing.

Depending on the pace of the next session or two, we might get to a dramatic finale where the cult attempts to massive ritual to resurrect a powerful member of their order from ancient times. I've got nearly two weeks to prepare, so I might even do a map of the large ritual chamber, as the players will probably try to blow things up or at least shoot some cultists. For the sake of the campaign, I have occasionally pulled punches in the past to prevent Total Party Kill, but all bets are off for the final battle. I have been hinting at the possibility of a sequel adventure, so it will be all the more shocking to them if all the characters die at the end.
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