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#callofcthulhu

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So, I've been running this #CallofCthulhu game and my players are having fun and saying that I should try and publish it.

That isn't going to happen because I think it only works because I have a sense of how it's supposed to work and feel but I have no idea how to encode that in a way that would be legible and reproducible to people who aren't me.

It occurred to me that you seldom get the sense with modern adventures that there's a larger, more personal 'shadow' adventure crammed into a box.

D&D: A-Team but more murdery and low-tech. Eventually they kill gods.

Traveller: Middle-aged veterans with PTSD and a mortgage on their Winnebago do odd jobs for gas money. Murdery but 1970s tech. Eventually they learn nothing and take one too many low passages.

Call of Cthulhu: Real life, you slowly realize the horrors of the world, go insane, and die. Except 1920s had better health care than 2020s.

Do You think that all Satanists are just edgy atheists who like metal music? Do You think that Scientologists are the worst real life cult? Do You think that nobody is crazy enough to seriously worship eldritch abominations? I invite You to watch our video about the Order of the Nine Angles. You can use them as bad guys in Your RPG scenario/story/horror video game, whatever.

youtube.com/watch?v=4x90at2frlA

tiktok.com/@darkboberrecords/v

or if You prefer text: adeptus7.itch.io/lovecraftian-

Wrote a review of the Call of Cthulhu scenario Forget Me Not, written by Brian M. Sammons, for Stygian Fox’s modern day scenario anthology, The Things We Leave Behind, published in 2016.

Read/listen:
mjrrpg.com/forget-me-not-revie

In-Short: A scenario with an incredibly strong opening half and an unfortunately underdeveloped tailing half, but overall held up by its nasty and memorable premise.