For those interested in the 'horror/suspense' genre of role-playing  games, I can attest, despite my limited experience in the matter, that  it can be a very engaging and memorable experience, especially when  conducted with a suitable ambiance. That said, it's also worth  mentioning that these sessions can be wrought with frustration, as the  gritty, visceral combat typically provided by most systems can be quite  hazardous to a player character's health. Which is why, in a game like  'Call of Cthulhu'* where the average lifespan of said character is  comparable to that of a mayfly, some pointers are needed to stay on top  of things. With this in mind, I, with the aid of a number of my tabletop  gaming acquaintances, saw it fit to spend a uneventful evening  compiling a list of general 'pointers' for lengthening what meager  lifespan your Host has seen fit to provide your avatar in this world of  fictional terror.
*Given special mention due to the fact that  this list had originally been conceived to serve as a general guide to  playing said game. Veterans of the Lovecraft mythos will no doubt spy  quite a few quality tips born directly from this initial focus.
-Always carry one more magazine than you expect to use.
-Have  you just inherited a mansion whose previous owner went mad,  died  horribly or simply vanished? Never ever sleep in the master  bedroom,  explore the unmapped caverns beneath the cellar and never try  to find  the source of that insane piping-sound going on at night. In  fact,  never ever visit the mansion in question.
-Wimps fondle guns. Real Men fondle Doomsday-devices.
-Conduct   investigations while the sun is still above the horizon. The common  idea  that night is the proper time for sneaking around and committing   B&E is even deadlier than The Thousand-Faced Rotting Bubble-Person   From Beyond ever could be.
-The abandoned mine never is.
-Always   bring a handgun, that way you can make sure that one of your friends   will be in no shape to run when your group is chased by   outer-dimensional hunting-creatures, thereby giving the horrible being   something other than you to munch on. Hopefully.
-If in doubt, empty the magazine.
-Old Nazis never die. Period.
-Reading books is for the colleague you keep locked up in the nice room with soft walls.
-Never  become  good friends with University professors. They are the living  embodiment  of trouble. In fact, watch out for people whose job is to  read books,  specifically old books, or 'tomes', as they like to call  them. They always  want help after having summoned The Horrible Horror  with a Shady  Reputation. Helping them will get you dead right quick or,  at the very  least, insane. Surreal happenings or outer-dimensional  summoning may be  commonplace in their lives; better not make it  commonplace in your life.
-Never let your less-than-sane colleague carry the explosives.
-Never go abroad. If you, for any reason, have to go abroad it better not be as a crew member on an expedition.
-An autopsy-room is not a "safe place".
-Egypt and Antarctica kills off more investigators each year than cancer does.
-Any dark strangers offering you gifts and favors should be avoided like the plague.
-Always   bring explosives. Not pansy explosives like grenades, instead bring   bundles of TNT. Going to your cousins wedding? Great! Just remember to   pack the TNT. TNT is good for some many things, like blowing up   blasphemous temples or horrible proto-masses. Failing that, TNT makes   great firewood for your final bonfire.
-When contemplating ways to execute your mission: think "Overkill".
-Never join a cult or sect. Enough said.
-Sleep is only a bad substitute for caffeine.
-Curiosity   did not kill the cat. Some unspeakable horror did. Not only that, it   also turned the cat inside out, had pseudo pods grow from every orifice   imaginable, gave it a taste for human blood and made it six times  larger  than before. Now the cat is coming for you.
-Any offer to let you "Experience the Other Dimensions" should be tactfully declined ... with a shotgun blast.
-Stay  well away from  mountain cabins. Every mountain cabin comes with an  obligatory  psychopath. Some cabin-retailers may allow for the  psychopath to be  exchanged for an Unknown Horror Existing in Far Too  Many Dimensions.  Beware cabins!
-If you have no social skills: try 'physical interrogation'.
-Try  not to live your life in England or New  England. In fact, you should  probably move to Sweden, a country where  Mythos activity seems to be  quite non-existent.
-There is no such thing as "too many guns".
-Avoid  anything that  can be associated with the words 'ancient', 'elder',  'forgotten', etc. I  cannot emphasize this enough. Contracting Ebola is  far more enjoyable  than being torn to pieces over the course of seven  years by the Ancient  Guardian-Monstrosity.
-Gasoline. Refueling cars is only its secondary use.
-When  dealing with beings of incomprehensible power, tread lightly. If  you  suddenly decompose, burst into flames, explode or suffer otherwise   along similar lines you know you have done something wrong.
-On   the other hand, if you deal with beings of incomprehensible power you   are a right git and deserve nothing less. Steer well clear of Outer   Gods, Elder Gods, Old Ones, etc.
-When you enter a government  facility and the toilet-doors are marked: 'Men', 'Women' and 'Other' you  might want to reconsider your position.
-Always save the last bullet for the moron who got you into this.
-If that moron isn't you, aim for the legs. If you're going to be eaten alive, so are they.
Probably a dumb question, but have you played Amnesia: Dark Descent? It seems right up your ally.
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