Friday, May 11, 2012

How dynamite solved the problem

\The last Saturday was the final session for my Call of Cthulhu game. I say final, and I think you can guess what that means?

All in all, Tell me, have you seen the Yellow Sign? was a very good scenario. It was well structured, and had enough support for the Keeper to keep focused on what was going on in the setting. I liked the story and plot, and how it had a strong theme that came out in play. So how did it feel in play, after all was said and done?

Our intrepid investigators finally decided on a trek out in the swamp lands after finding the occult bookstore, and seeing too many signs and needing someone to tell them what the relation to the raid of 1907 was. It turned out they found the gate, the site where the coronation and the calling of Hastur would take place. They spent some time debating the best cause of action and finally decided to build bonfires and use heat and cold water to break up the standing stones at the ceremonial site. Not too bad an idea.

The next night they were woken in the night my thugs dragging them away to the main cultist, Papa Screech, and taken to Carcosa via Byakhee. The experience made them all really shaken, and the poor journalist who was formerly experienced temporary insanity turned totally bonkers. There we left them, having saved the world but having lost themselves. Very Call of Cthulhu, I'd say.

It was kind of telling that in the end what they needed most and couldn't get was dynamite. Very Call of Cthulhu I'd say.

I loved being the Keeper of CoC, and hope to do it soon again!

Now it's time for a one shot of Unknown Armies before the big summer mess arrived and everyone travels around and have no time for gaming.

2 comments:

  1. As I recall, dynamite solved the problem for your character in Beyond the Mountains of Madness...

    ReplyDelete

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