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Revolting Green And Slimy Edition

Tell us about your horror settings, games, etc. Share inspirational art, prompts, etc.

>List of games:
Call of Cthulhu, Chill, Cold and Dark, Degenesis, Delta Green, Don't Rest Your Head, Dread, Esoterrorists/Fear Itself+Book of Unremitting Horror, Fall of Delta Green, GORE, Into The Shadows, KULT, Little Fears, Mothership RPG, Nemesis (free on Arc Dream's website), Nights Black Agents, Silent Legions (Mostly for the tables), Stalker: The SciFi RPG, Symbaroum, Ten Candles, Trail of Cthulhu, Unisystem (All Flesh Must Be Eaten, Witchcraft, Conspiracy X, etc.), Unknown Armies, The Whispering Vault

>Inspirational stuff:
Caitlin R Kiernan, Castlevania, Doom Watch, Fear & Hunger, George Romero, Ghostwatch, House of Leaves, I Am In Eskew, John Carpenter, Kolchak the Nightstalker, Laird Barron, M.R. James, Nick Cutter, Old Gods of Appalachia, Quatermass, Ramsey Campbell, Remedy Series (Alan Wake, Control), SCP Foundation, Scarfolk Council, Shaun Hutson, Silent Hill, Stand Still Stay Silent, The Evil Dead, The Magnus Archives, The Secret World, The Stone Tapes, Thomas Ligotti, Twin Peaks, Vault of Evil forums, toomuchhorrorfiction

Other News:
Degenesis is currently free on the sixmorevodka website V4.
https://degenesis.com/

Current Book Club Topic:
Slugs (1988)

Questions for the thread:
>What is the best way to depict monsters that are clearly unnatural, but who have taken on elements of 'normal' life?
>Have you ever attempted to make a game where the ordinary threat (zombies, werewolves, parasites, etc) gets supplanted by/revealed to be an eldritch one?
>How do you ensure that your group takes the threat of the horrors seriously?

Questions for Horrorverse refugees:
>What should be our next book club topic?
>How do you feel about human-turned-monster villains?

Previous Thread: >>81151551

Please try to keep arguing to a minimum. Don't respond to bait/drama posts.
And as usual, try and keep it alive, or at least undead.
>>
>Only the case officer knows the DG agent's code names
Alright, guess I CAN put smee, maimen and dr. pavelier on the flight plan.
>>
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God DAMMIT, MISSED THE TITLE AGAIN.
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>>81290721
Which is more horrifying:
>Worshipers are enthralled by their gods so after death the soul mindlessly praises their patron(s) for eternity.
>The ignorant, wicked, and weak are tortured for all eternity, and almost all are ignorant, wicked, or weak.
>Oblivion, either genuine soul death or perpetually trapped in a pure white or black reality with no sense of direction or scale.
>The empowered and righteous spend forever fighting, dying horribly over and over again.
>Forced reincarnation into the same caste after having any ambitions that survived death squeezed out of you. But those strong enough can cast themselves into a different karmic cycle in a futile and vain defiance of fate.
>>
>>81291883
>Oblivion, either genuine soul death or perpetually trapped in a pure white or black reality with no sense of direction or scale.
This one right here officer.
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>>81292131
At least you're not really suffering for forever.
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>>81292131
I guess oblivion would only be spooky if you know it's coming since you can't be horrified if you don't exist.
>>
>>81292596
Well, if it's the second one where you're on some endless colorless plane with only a sense of yourself but nothing else, that's pretty terrifying. No touch, taste, smell, sight, or hearing. No way to orientate yourself and determine where "you" end and "everything else" begins.
>>
>>81292585
>>81292596
The second one is inherently worse than any of the other options save one.
>>
>>81294241
And which one do you feel is even worse?
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The Town in it's planing stages. All the seeds I've planted so far. This will be a very amateur work and free to all once done. I'll try my best but expect mostly text and perhaps a map or two at the end.
>>
Took me long enough to find this ygolonac story but it was worth it. Jesus.

https://youtu.be/vuuoPXWGBd4
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>>81294529
The park within The Town has a river running north to south on the west side. A few ornate stone bridges cross it, allowing for foot and bicycle traffic. During the day the slow moving waters look calm and peaceful. At night however, the dark waters form an unsettling void that seems to drink in the light. The northern most bridge is the oldest and most ornate. At night, during the summer, children will dare one another to cross over it at a walking pace. It is said something lives under the bridge and will devour anyone foolish enough to cross it at night. What lives under there you say? Rumor has it that an old woman with green hair and teeth that just loves the tender young flesh of little children.
>>
Anyone ran The Star Chamber for delta green? I think the concept sounds cool though after skimming it I'm wondering how I can make this work.
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>>81294333
>Worshipers are enthralled by their gods so after death the soul mindlessly praises their patron(s) for eternity.

This one isn't "worse" than the Oblivion one necessarily, but it's still pretty bad.
>>
>>81297148
It depends on the roleplayers.
>>
I'm making a map based in an old abandoned Mattress warehouse for a game coming up.

if ANY of you have TOKENS of old nasty mattresses or piles of mattresses let me know.
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>>81298381
Alright fess up, who are you and what's your relation with the tiles guy?
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Argent, I ran that version of the Puppet scene in the bathroom.

I could just hear the noises from that player.
I also made it a tad more explicit by the girl they were investigating having a Indiana Jones action figure in her room, and he found the missing whip for it in the bathroom seconds before it talked.

>"I See You. Not as you are now, but as you were. Not your face, but the strings behind your eyes. In that way you are the same, though you play a new role."
>"There is another here who follows our steps, so I am not needed. You may see it. Some call it a king. "
>"Regardless, You will not see me again. They only let me tell you as you do not understand."

Not sure if the player recognizes that it's the same thing but... I think he got it.
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>>81296003
There's a flower shop called The Crimson Petal, run by and older couple in their 50s, Elaine and Tobias Cooper. Two part time assistant florists help cover the shifts. Elaine is part of the local ladies gardening society and a queen bee of gossip. She has a soft spot for romance and the bereaved. Neither she nor her husband will tolerate rudeness or threats.
>>
Give me your best Gothic Horror plot pitches, anons. I'm feeling cozy.
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>>81300351
Have you got a chance to play it yet? On the fence about buying it.
>>
>>81301670
Not yet. But the mechanics and general bits of little world outline they've done so far? 10/10.
>>
>>81301434
You've inherited an agricultural estate, but your relative's will makes it very explicit you're not to cut down to gnarled old oak sitting in the middle of the wheat field. No matter how dead it might appear.
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>>81300468
Also my favorite detail was that they found those words written on the bathroom mirror with their finger after it finished.
I didn't need to add much, you could just FEEL the palpable fear at the end of that session when that came up.

>>81300351
They feed on fear, right?
>>
>>81301434
The king is mad but... he's right...
and as such he is doomed.
>>
By the way I backed up that last asking A-Cell for the end of the kickstarter so I can save John's response on CoC D20. It's really rare we hear about projects like that and CoC D20 minus the systems stuff shouldn't be forgotten.
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>>81303164
>They feed on fear, right?
Yup. Finally came out.
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>Nephren'viccomn Czuocor IV, outlaw Piquol-sorcerer, wandering through the wastelands of Eire Dirgour, Orepirrus.
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>>81290721
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>>81300468
Context? Sounds pretty spooky and i really enjoy nonsensical cryptic speeches from unknowable entities. Is the creature talking about previous incarnations of the PC here? What is the king?
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>>81305368
It's The Puppet, related to "The Absence", a concept I have been working on to directly integrate Thomas Ligotti's style of horror, implications about the universe, and some of his creations into a CoC game without making them typical gods or etc. It also added an additional level of mystery as now there is something out there BEYOND the Cthulhu Mythos. Something worse and infinitely more subtle. Notice I said our CoC game.
The example was in our Delta Green game. The two do not share continuity and it talked to the same player it used to torment (a player who played an indianna jones type character in the CoC campaign). It lured him into a bathroom, the place the player associates with the puppet and... said that.
Not the character. The Player.

The King is the king in yellow/DGs Hastur, which has a similar function to The Absence. The Puppet is not the master, it is but an employee in the grand and invisible work of Show Business.
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>>81290721
System I use is my favorite, the Unisystem. As for the setting, I blatantly stole it from my previous GM and tweaked it till only the general idea is left. In my game there's a localized apocalypse in densely populated areas. As during a new year a ritual was preformed, opening gates to hell made out of flesh of the people who are cursed by a sort of a virus that spreads via visual virus in form of angelic runes. It works by molding anyone gifted with supernatural powers into a literal hell portal, breaking their body and ripping it, contorting till it creates an oval shape. The victim is alive, serving as a tether to hell, with one half of them being in hell and another in real world. As the gates opened, the gifted people got powers and magic was revived in the world
The hell itself is nothing but meat, bones and human refuse, with demons being a byproduct of it. People in it die, get devoured, raped and so on, then the flesh that is the ground spits a new version of them, repeat for eternity.

Mechanically it works like this, players have to roll willpower checks, every time they see a rune. When they fail, they take essence damage and roll again at a -2, repeat until they are saved or turn to gates. Also, fail or succeed, I describe a hellish vision to them, as nasty as possible. One PC being raped by their father, on the suffocating corpse of her lover. Another one was drowning in a pool of shit and puss, as her NPC's were blaming her for failures and she saw her dead brother drowning in a burning rubber and plastic under a car, that was dripping onto his face. Third character saw himself cutting the people he cares of open and fucking the wounds.

Players like the game enough and don't think it's magical realm, even with all the rape, mind break, water elemental made out of puss, blood and sewer water invading intimate places of one player.

Pic related, a player made a drawing of demon crossing a gate that other player became.
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>>81305368
>>81305423
The Puppet was bad enough that despite it never touching players, or directly harming them, they would leave a building if they found it. It inly moved when it wasnt being looked ay and that is NOT its original appearence nor even close to it.

The Puppet has appeared in the CoC character's dreams, in their childhood, but never once has it touched them.
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>>81291718
Now you have to read all of fuan no tane at night.

[SPOILER] and fuan no tane plus [/spoiler] get crackin!
>>
Kickstarter Shilling time

SLA Industries 2e Collateral Sourcebook and Species Guide 1 is 36 hours from finishing, it brings all sorts of awful horrors, street people and player options to the game.
If we can get to 65k Pounds we get the option to play as Terminator-style robots which ran out of flesh and now takes other people's skin.

https://www.kickstarter.com/projects/nightfall/sla-industries-2nd-edition-collateral
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>>81305579
Damn, nice.
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>>81305449
>fuan no tane
That manga gave me nightmares for months, had to stop reading.
Thank you for reminding me of that.
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>>81291883
>>Worshipers are enthralled by their gods so after death the soul mindlessly praises their patron(s) for eternity.
I like this myself.
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>>81305579
That actually looks nice. Any place I can download it for a 100% discount?
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>>81305627
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>>81305627
Have you read plus yet?
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>>81305743
>>81305750
Yes, Kouishou Radio by the same author has some even better stuff.
Also, the main series is still going on in Japan as Fuan no Tane*, need to try to catch up.
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>>81305633
Not printed yet, go back it so we can all have our terminator campaign.
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>>81303513
>>81300351
>>81301949

Could you provide .pdf ?
It peak my interest
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>>81306276
Nah man. I will buy it after I download it and judge the quality for myself. Like Lancer, fuck that gay shit, even if the system is good. So the faggots who created it do not deserve my money
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Has anyone read any Ballingrud?
I'm rereading this while waiting for his second collection, Wounds, to get shipped to me. He definitely has some really good stuff in here, even the weird Modern Day Nazi story has some spooky shit in there. I'd definitely say he writes horror, but it's very character focused (atleast this one is) and he really seems to do a lot with a little. My favorite story in this I'd say is The Waystation, which is a really creative take on a haunting, and Sunbleached which is the rare modern vampire story that's actually really damn good.
>>
>Look at mothership's Drain adventure, which is like a funnel style module where each character plays 4 people with shit stats.
>chief premise is that a bunch of religious corporations are fighting over something that's broadcasting the 3rd Testament.
Well maybe I can update the worn out christians bad premise and replace it with something else...
> The end of the campaign tells you the artifact can open gates to the actual hell
Oh... well okay that might be a bit harder to convert
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>>81305579
Anyone actually played SLA 2e?
>>
How would you guys run a horror game where there's a good chance that the players actually achieve a solid victory? For context, my players usually play high/low fantasy stuff, a la d&d. Lately, we've run some one shots in the shadowrun universe (but in a simpler system), and they quite liked the grittier narrative over the normal fatnasy heroics that they were used to. More importantly, they especially liked the parts where I got weird with magical fuckery and they were somewhat out of their depth. So I've been looking at stuff like delta green, call of cthulhu, control (the video game), bright (the tv series) to make a setting for them that they might enjoy.

The problem I'm having with most delta green and CoC stuff is that it seems that it's more a case of the players ultimately surviving the encounter/session, but no real victories over whatever it is they're fighting can really be achieved due to the nature of the adversaries you face in those games. I personally don't mind that too much, but knowing my group I think they'll get not enjoy that so much. We very much have a thing going where suffering and struggling are perfectly fine, but if a character perseveres through they tend to manage some kind of victory.
Essentially, I think that if I go "Congratulations, you sacrificed much to fix the immediate problem. But just like last time it's only a matter of time before it comes back and fucks everything up. Tune back in next session to lose another couple of friends and get hurt all over again", they'll start growing jaded. Their characters growing jaded is fine, fitting for the genre, but I'd like to keep my actual players to become jaded with it. I don't suppose any of you have had similar concerns or problems?
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>>81308946
I don't see the issue there are plenty of cases in fantasy where even though you "win" the core problem isn't necessarily resolved. Just because you killed the big bad necromancer or the high priest of the evil god doesn't mean all knowledge of necromancy is gone or the evil god has ceased to exist and someday someone will fall to their promise of power to start it all over again. Victory over an aspect of a dangerous intangible foe is still a victory to be celebrated especially if there is loot and glory to be had at the end and you don't have to make these foes reappear within the lifetimes of the PCs so you could essentially call them "defeated" for the purpose of your campaign.
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>>81308946
>no real victories over whatever it is they're fighting
This is bullshit. For a start "defeated until the stars are right again" can mean a millennium of safety. For seconds, cops can't defeat the concept of crime but every killer off the streets is a valuable thing.
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>>81308946
>>81309359
>>81310700
I agree with these two annons, the problem seems to be you think 'winning' means BBEG dies, everyone cheers, roll credits. Get that frame of mind out of your head. Horror is closer to real life in that bad shit happens and has far reaching consequences. Does that mean this has to be all misery porn? No. Rather than some lynch pin bbeg, you should have a series of brush fires that they have to go take care of and then clean up. Now a fire put out and area cleaned can lead to a 'safe zone'. If they deal with a group of locals that, if nothing else, will call them when needed. Better yet if they spend time training said locals, they can handle minor things on their own before they get too big. Having your players receive a letter/text/email saying "More of those cultist/minor demon/werewolf/ect showed up, be we got 'em before they became a problem. Just checking in." Can make players feel like they're doing something. Little victories, they've not saved the whole world, but they make progress step by step. Think small and local over epic and grand.
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>>81308946
As a D&D grog just drifting through this general who has never actually ran a CoC game, here's my two cents.

Cent #1: If you want to get your D&D players use to the idea of horror, get them use to the idea that enemies don't play by the same rules as them. Literally. Don't be afraid to say that some ritual or magic or monster or whatever is beyond the party's means to understand. Knowledge is power and keeping your players in the dark by either removing or limiting info-gathering tools is critical for trying to do horror in D&D, and I assume the same holds true in traditional horror games.

Cent #2: It can be very discouraging when players give it their all, plan well, take risks, and... still fail. But failure is an important element of TTRPGs because you can't have consequences without the possibility of failure and you can't have agency without consequences. So a DM- for any system, be it D&D, CoC, Shadowrun, whatever- needs to avoid getting stuck in the idea that success and failure are binary. The party can succeed and fail at the same time, and in fact I generally think it's more interesting when they do. They might fail to ultimately stop the BBEG's plan but achieve some smaller victory, or they could successfully foil the enemy but suffer a personal cost. These successes convince your players that their efforts are worth something and the failures show them that the world is dangerous. So to maintain an ongoing adventure, you need to string the party along with a series of successes. I like to use those successes to tie a campaign together. For example, maybe the PCs are too late to stop the bad guy from sacrificing a kidnapped NPC. They arrived just in time for him to finish up, taunt them, and escape to the next city over. Shit sucks. But the silver lining is that they stopped his plans HERE and they have found clues that will help them sleuth out his next plot.
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>>81300468
Nice. It's always good to hear that it's still very effective at getting under your players skins, anon.

>>81305368
The Puppet is a servant/agent of the Absence in that anon's ongoing CoC game, which is basically Nethescurial from Ligotti's work. It was directly addressing the player in said dialogue.

The King it was referring to was DG Hastur, who works nearly identical to the Absence.
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>>81300944
Jack O'Bannon, his wife Jessica, their daughter Katie and son Owen own O'Bannon's dairy on the outskirts of The Town. Having been in the family for six generations the dairy is well worn but well cared for. Coming from old Irish stock the O'Bannnon's hold on to more superstitions than most, leaving out bowls of fresh cream for 'the little people' and using iron to ward off bad spirits. In addition to milk and cream, the dairy makes it's own ice cream and cheese they sell locally. Despite being a dairy, the fences are strong and thick, as well as having security cameras around the house and barn. All of the family are excellent shots.
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>>81309359
>>81310700
>>81311013
>>81311830
Right, I can see what guys are saying and I agree. Just got off work a bit ago and had some time to mull it over, and you're totally right. I guess my concerns got sorta affected by the fact that I just got off reading two horror stories where the main characters, in hindsight, never stood a chance from the very beginning. But obviously I can just make sure that no scenario I choose/make is quite that bleak.

I'm still worried that I'll accidentally make things too hard or too dark and that it'll put my players off of the whole horror thing before we even really get the ball rolling. Playing less savory characters in shadowrun was fun, and I really want to make this horror thing work.
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>>81312106
Just start small. Change the cannon of the world if you need to. You're the damn GM, not a slave to what some game designer you've never met. Just stay internally consistent and you'll be good. The whole "World is fucked nothing you can really do about it" BS can safely be ignored and you can do your own thing. Misery porn is dull as dishwater. Always feel free to run ideas and scenarios past us, most people love to help (or at least give their opinions).
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>>81312106
In my opinion control is the key to horror particularly when working with experienced players. Your monster doesn't have to be some unkillable eldritch beast from beyond, what it does need to be however is unknown and dangerous. If they know they are going to face a kraken they can easily plan for it and feel in control making a horror atmosphere hard to form. Similarly they shouldn't learn too much about the area they are operating in at least at the start. Going into yet another cave or ruin to stomp some baddies is well within their experience and that lends them a degree of confidence, you want them to be unsure about whether they really want to go into that mysterious hole in the ground. They should be able to learn about these things as they investigate albeit at a risk. Horror is best formed when the players feel that they aren't quite in control of the situation without going too far because that just makes it discouraging instead of tense.
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>>81312251
Thanks senpai. My initial scenario that I'm thinking of is a sort of more occult version of the cult level of SWAT4. Which also serves as a way of getting characters from different background/agencies together, if need be.

It starts off with the players getting contacted by a nice elderly couple. You know the kind, live on a small farm outside of the city, grandpa is gruff and likes gardening, grandma is plump and all smiles and enjoys baking. They want help finding their missing grandkids. They haven't seen them for a week now, and they suspect their daughter's new boyfriend of being up to no good. If the players dig around, they can find multiple kinds of leads. In short:
- Mom quit her job
- at their house they find info and an address for a new ago religion
- further digging reveals the religion is a front for a cult, the Children of Taronne. Lead by Marcus Taronne, an charismatic leader who preaches the end of the world and only the worthy will get into paradise
- The same day as the mom quit her job, 1 other child was reported missing.
- The cult is under surveillance of the police, but so far they haven't done anything overtly illegal. The best they've got is stockpiling guns (not illegal) a suspected break in a museum where several object were stolen (no concrete evidence)
- 9 other kids have gone missing in the past year, 3 kids every 3 months.


If they go to the address, it's a large mansion type house. There's only a couple of guards around, most not even armed. The majority are upstairs where Taronne is leading a mass of some sort. If at any point they go into the basement, they'll find that the floor has been broken up and 9 small graves are in there. Small trinkets and flowers are on the graves, along with writing on the wall along the lines of "We'll meet again in paradise, sweetheart", "Mom and Dad love you, wait for us in the gardens of the faithful".

Depending on how much times the investigation took, 2 scenarios can unfold (cont.)
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>>81314223
Scenario 1: The players have gotten their info within X amount time. They get here well before sunrise and have the option of, through whatever means, break up the mass. Most of these people are not combatants, so calling in backup or taking out the 4 or so armed guards will make the rest comply. As long as they can keep Taronne from completing his mass, they can arrest/incapacitate him without much trouble. inspecting a book and artifacts (from the museum) on the table behind him, this was supposed to be a ritual to [wip demon] to sacrifice all the assembled faithful in return for power. The kids were sacrificed as a sort of initial start to the ritual. The 3 recently kidnapped kids arein a side room, unharmed.
Decision: Seeing as at least 1 of the players will be from a government agency, they are supposed to bring in Taronne and the evidence. However, Taronne has a supernatural charm at this point, so taking him in alive might prove dangerous. Destroying the book and artifacts is also an avenue, but that could very well cost them their job.

Scenario 2: The players did not get their info in time. Entering the mansion, Taronne completes his ritual. Outside, the city dissapears and is replaced with a dark desert. The sun rises, but instead of the normal warmth, it bathes their surroundings in a malevolent red glow. The sun itself is crimson red with the sigil of the demon on it, and light not so much radiates from it but more like oozes off it onto the world. The faithful are stripped of their souls, their bodies now shambling, bleeding husks slowly trying to pin the players down.
Until the sun completely rises, Taronne is not yet at his full power. The only thing he has going right now is that he is invisible to the naked eye and that his faithful puppets are an obstacle for the players. killing him will end this and take them back, but the cult people will be dead and they'll have to deal with that

Needs some work still, but that's where I'm at.
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looking join a game
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>>81314398
Should have looked in the gamefinder thread, now my delta green game is full up (unless someone runs away)
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>>81314605
>>81314398
Same on that front. My DG game is also full.
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>>81314605
actually a spot opened up, search the archives if you're okay with eurohours.
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>>81314223
>>81314233
Sounds good. Now a few red herrings, such as the boyfriend and what ever he is mixed up in. Perhaps he's part of a drug and prostitution ring. Have a few flyers for religious groups scattered around the house (she wasn't sure which one to join), checking her email/text/diary will point to the right one.
As for the Scenario 1, what gives them probable cause to show up with out a warrant and investigate? Sure they can ask to be let inside, but when they say no (A meditation session is going on, perhaps tomorrow?) Might be best if they have the kids held off site and are given the tour (Not the basement of course, renovation/electrical work/ect) Throw in some clues, esp if they can have one slip off while the other distract. What if they decide that 'joining up' is the way to go? Maybe not all, but at least one might decide to go this route.
Scenario 2: Ok, they messed up, how do they get out? (I'm assuming a parallel world/pocket dimension). Perhaps it takes him a certain amount of time to absorb the power, they have to disrupt or kill him to do so. Maybe have the museum head or a professor working with them recount the 'myth' of what the items were used for or some such. Failing that, the guys diary should hold some clues. Maybe not all the faithful were that faithful and someone caught halfway, struggling to maintain their humanity clues them in, begging them to stop him before it's too late (This can be someone they save if they are quick enough.)
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>>81315157
Closed Again.
Hopefully the ones I did find don't read this thead.

Anyways I'm going to GM Delta Green for the first time and have some questions.
I'm going to run Last Things Last and noticed that the GM who ran it for me some time ago added some extra stuff to the module (mostly having us take extra steps to find out about the property and hiding the box) anyone know of any other ways to add a bit more "challenge" to the scenario? (at minimum I'm going to make it so they have to talk to the apt manager or break in instead of getting the key)

Also how should procuring the "Tools of the Trade" be handled. Should I just let them have all the cool ass rifles as long as the Program writes them a "we iz cunter terrirists" note or should I require them to rely on civvie weapons if they don't want to attract extra scrutiny. Obviously teams of glowies tossing nades will make people think and it's better a certain someone has a car accident but I'm wondering how easy it should be to have the grenade as an option.

And lastly, since I'm new to CoC and doing all the prep last minute what's a useful but not too useful ritual I can give to the players if they choose to bargain with a certain evil entity?
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>>81316994
Add a dead deer on the property The Other can bodyhop to once its dead.

>. Should I just let them have all the cool ass rifles as long as the Program writes them a "we iz cunter terrirists" note or should I require them to rely on civvie weapons if they don't want to attract extra scrutiny. Obviously teams of glowies tossing nades will make people think and it's better a certain someone has a car accident but I'm wondering how easy it should be to have the grenade as an option.
My bet? I base what the program gives them and how much cover they have on the scenario and the risk of exposure. In this case? They aren't likely to get much beyond what's in Tools of the Trade which is basically what they can just be expected to have on them, due to the low level of threat of exposure. You CAN take away their car however and forcing them to get a police car is always fun.
When I played through it I hit The Other with my cop car bought some deer blood, warmed it up and sprayed on the windshield of the washed off car. Said I hit a deer.

>what's a useful but not too useful ritual I can give to the players if they choose to bargain with a certain evil entity?
Play on the player's backstory items once it starts bargaining
"I can tell you where your father was when you were in the hospital with a broken leg..."
"And you... I can tell you why your mother killed herself. I know the nights you have stayed awake thinking about it..."
Dig those talons in deep.
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>>81316994
Adding the Metamorphosis shotgun scenario to the end could spice things up but it can be pretty lethal.
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>>81317390
>They aren't likely to get much beyond what's in Tools of the Trade which is basically what they can just be expected to have on them, due to the low level of threat of exposure.
I'm just wondering since most of the gear is mostly legal and probably isn't locked up in a secure armory when not in use but the Spec Op gets grenades. I mean, REAL AMERICAN HERO Chris Kyle had to get his own rifle for his REAL looter shooting.
I think a dead deer on the property would be too coincidental. A live bear(or hiker as the one gm used) that might become unlive due to trigger happy agents.....

I want the entity to teach them a ritual since the next adventure on the agenda is extremophelia and that says you can get a certain ritual from a certain source (though I'm not sure how to explain to the players that they can use the source to learn magic)

>>81317470
I heard good things about that one, or at least I think it was that one. I'll check it out, maybe I can shove it in.
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>>81317977
>I think a dead deer on the property would be too coincidental. A live bear(or hiker as the one gm used) that might become unlive due to trigger happy agents.....
That's the point. It was shot by some hunter and dumped there as it was a doe and they shouldn't have legally shot it. The point is that it becomes The Other's next vessel, getting up with a broken neck and running off.

>I want the entity to teach them a ritual since the next adventure on the agenda is extremophelia and that says you can get a certain ritual from a certain source (though I'm not sure how to explain to the players that they can use the source to learn magic)
This is going to be hard. They basically have to take the thing's head before it dies to do this. It might be best to throw it in a journal in the green box.

Spec Ops implies active service not retired. Tools of the Trade are what they would likely have due to their job but there's still a million ways to strip it from them if you want i.e. they didn't have time to put their guns through the TSA customs properly and as such cannot take them.
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>>81318066
>This is going to be hard. They basically have to take the thing's head before it dies to do this
The base module has rules on having study sessions with the other (the entity in question) I just want them ro result in something more immediately useful than points in unnatural.

>there's still a million ways to strip it from them if you want
I can strip them naked if I want, I'm just wondering if I should from a realism standpoint
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>>81318066
You need to be careful with rituals and hypergeometry, they are fairly taxing on pc SAN. You'll have to think up some convincing reasons why command is allowing the agents to willingly invoke the occult instead of marking them as traitors/compromised too unless that is part of the plan.
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>>81318372
For >>81317977
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>>81318225
Realism standpoint is Tools of the trade are what certain groups are likely to just have on them due to their job. In that case they'd have all of that. Also note it says OR on the long-arms. FBI tend to have shotguns for tactical situations. The AR is a backup https://www.youtube.com/watch?v=q7BduWEJX8Y
Both get +20% to hit.

I'm still gonna say have a notebook with the ritual in it in the greenbox as a backup. That seems a more reasonable way to give it to them than trying to this situation that your players will need to be in the right frame of mind for.
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I kinda want to start our new CoC campaign with a series of 1-on-1 one shots. Our schedules are all over the place, so that's the best we can do for now. Is anyone aware of any such scenarios other than Paper Chase and the 3 on Monophobia (2 since I didn't like Robinson Gruesome, and actually those first two seemed pretty brutal)? Modern-day stuff works too.
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Haddonfield anon here: Still being worked on just... slowly and not every day. I'm trying to do a reorganization of information if possible and move it into easier to read sections before I submit the next draft and I'm not up for working on it every day.

Here's a repost of the anon's PDF of the original posts.
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>>81307407
>Well maybe I can update the worn out christians bad premise and replace it with something else...
Is it? I mean event horizon did it with little trouble.
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>>81318719
yeah but that was about christian hell in scifi
this is more like christian caricatures fighting each other over a macguffin and shit getting literally real happens in the next module (gib moni for kickstart)
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>>81308247
Maybe one day
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>>81318694
Don't worry anon. We can wait. Just do it at a pace you feel works best for you.
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>>81319750
Most of the creative work aside from backstory and historical accounts of it occurring is done so now it's slowing as we're going into revising the text so it's less shit, and then finally balance on top of filling gaps like All that Remains. I'm going try to cram as many investigative abilities in there without feeling contrived to maximize usefulness of niche skills in various groups.

I have a fun ability I'm trying to balance which allows The Shape to be "stumbled" or knocked down by firearms for a turn as one of the few consistent rules for Myers in the movies is he can be affected but not killed by guns. Basically every time it's hit, it rolls a d6 against the damage and if The Shape is equal or higher, it doesn't flinch (might make it 2 states 1 of being hit and standing the other of knocking it down)
The Shape has +2 armor against firearms so that's a 50/50 chance for heavy firearms to stumble The Shape.

What I want to avoid is stun-locking the shape, more like unloading rounds on it to let others get away since the inconsistency even when using a shotgun or a rifle is far from reliable.
I also have a very strange love for those shitty scenes (multiple) in the franchise where Myers just gets unloaded on by a group of cops. I think because it's basically a bottleneck where either 1 of 2 things can happen, especially from a gameplay perspective but I'll go over the reasons and etc. Just musings on the idea and why The Shape can sometimes be killed by bullets etc. even though that goes against part of the entire concept of this invincible monster. Feel free to disagree on any of these.
I'll post them in a separate post
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>>81320205
1. It's very likely to happen at some point due to players and cops. It won't be a problem so long as its "numbing" ability is active, but it becomes a story bottleneck or like a U shaped blocker.
>If Shape kills the cops it has to be close to the end of the story or this will be big fucking news unless you pull some misinterpreting bullshit. In that way you get an "OH SHIT" moment after it just shrugs off those rounds and continues to kill the cops and continues to go after them
>If they kill The Shape, the story can start again after it is clearly not dead and comes back through its transformation. However this cannot be a frequent thing they can pull off or let happen. The point of the entity is that there is going to be no consistent way to "deal with it". But it is not some constantly evolving thing, it might shift slightly or unleash more of what it can do, but instead it keeps hammering the same hole over and over with the hammer and the strength of god until the nail is down no matter what it is in the way until the nail or hammer breaks and then it finds another and continues again.
It if has traps they are simple and brutal and because it has few other options.You'll never get some rube goldberg machine, just something amoral with a maximum of 3-5 moving parts.
It's a strange problem, but I don't think I'm gonna have to write around that, at most write advice for it. When you have an unstoppable untiring killer/stalker you need to come up with odd solutions. It's deliberately a hard to solve problem you have to survive to solve, and there might not be a solution. (depending on gamemaster choice)
I do still hold onto the idea that this should have a set number of sessions and a planned arc rather than a campaign of being followed by The Shape that could spiral on endlessly.

>>81169106
WoD already has its own spooky Carnival btw. But yes something wicked is dope
https://youtu.be/A6DHtYc3BWg
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Unrelated but I was just watching this video and wondered how amazing of a hook playing with ideas like this could be, and the sort of methods of thought the Japanese have. Imagine characters realizing they are WRONG after spending this many people to death for what they did.
There is a lot to mine here for story material. Not sure if it's on topic with the thread, but I could easily see a great campaign that starts with or integrates their ideas.
https://www.youtube.com/watch?v=Yj7SGe7FcYE
Christian horror in general is an interesting concept to play with. I largely talk cosmic gods and nihilism here, but there is something to be said for how to properly portray Demons, or even just sinful behavior or aberrant behavior in a way which is still effective in a modern age.
Just because we no longer believe do not mean that in the world of our games these things no longer exist. That is the horror of demons in a modern age.

Just like curses.
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Its dying...
its... its all dying
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>>81314605
gamefinder thread?
like individually make one?
We both know people do not enter other threads
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>>81321734
>HATE. HATE. HATE. HATE.
AM was really nuts. Even compared to some other AI horror villains.
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>>81321857
The "All of Humanity is dead and all thats left is an AI" story is one of my favorite types of speculative SciFi Story.
I genuinely don't think you can get enough of them.
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SLA Industies 2e Collateral Kickstarter is only 10 hours from finishing. Tons of stuff unlocked and more coming.
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>>81318694
Good to see you still working on this.
>>81320205
Just put a CD on his stumble, say the first 1-2 work, then he can't be effected for X combat rounds. Describe the air as 'getting colder' and have a stiff breeze blow, even inside. This will be a big hint that some supernatural shenanigans are going on.
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>>81323140
I did CONFIRM that the first the the players try it it will always work so players will know they can do it. If in testing it starts turning to bullshit I'll add like a +1 for every subsequent shot but I want THIS to be possible in the game.
https://www.youtube.com/watch?v=RTsRR43AUMY

It's too good of a moment in fact being able to knock The Shape out of a window was the original reason I wrote the ability in the first place. No matter what I do, it needs to be mechanics and math light enough to be easily done by the GM at the table so they don't just throw it out outright because they are lazy.
It's a weird thing to hold onto but maybe I'll make it 3+
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>>81323284
+1 resist it, but it's 4AM and I'm sharing my love of shit elsewhere with a list of scary firearm scenes etc.
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>>81323284
Random idea but... Why not put in a table of "observed wake-up" powers? When his stun ends, one of six things happens unless he's unobserved. Say "something he previously sabotaged explodes" or "he springs up unexpectedly, with a powerful attack" or something. Let slip to the players that whatever reanimated him is harmful to them, and it's to their advantage to run while he's down.
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>>81322553
I wish there was an option to get a BW version of all the Dave Allsop art, lot of it just doesn't translate all that well into color
(though some designs need more than that to be salvaged)
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>>81291883
I mean all of these just seem like less horrible versions of Ligotti's
>Everything was created by a single grand design that split itself into little bits so it could masturbatorily self-mutiliate forever and ever. Death has no meaning and life has no pleasure as you are specifically constructed to suffer, not by what is done to you, but your very being.

It's some Joker Quest The Black tier shit.
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>>81305449
>fuan no tane
If that's the hair one, I got bored and dropped it.
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>>81323760
In Ligotti's case though, despite being purpose-built for suffering by an evil insane godhead, said power rarely goes out of its way to directly fuck you over unless you search it out first. Like Nethescurial, or the Great Black Swine, or Thin Mountain. They're too vast and all-encompassing in their malevolence to single out a single person unless you go out of your way to try and draw their attention towards you first.
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I'm running Last Things Last and then Impossible Landscapes. IL starts in 1995. Agents are all Outlaws in 1995, yes?

If that's true, how do I handle starting equipment? The Agent's Handbook seems to assume the players work for the Program, which doesn't exist in the 90's. I assume it would be harder for the agents to have the gear they need if they're still part of the illegal conspiracy.

Could someone help me figure this out? My players' Agents include a Navy SEAL, a CIA Case Officer for the Clandestine Service, and an unhinged scientist that works at McDonalds.
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>>81326709
You can always rule that they are not Outlaws. Don't slave yourself to cannon. Now if you want to reduce/restrict them in some way, just say 'budget cuts' and say they can't have it.
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>>81325753
So they're not omnipotent at least.
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>>81312029
Father O'Conner takes care of his flock at St. Mary's Church. An older gentleman in his 60s, the good Father has weathered many a storm in his time. While he would never break the sacrament of confession, he does keep a book of 'story ideas' in his room. What if's and the possible responses. It's known that at least 3 of the 'Knight's Errant' attend mass here regularly and he is known to bless them and their accoutrements.
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>>81290721
I did a kind of cosmic horror game a while back where the players woke up in hospital gowns in a facility where they were subjected to stressful psychological tests, only to be greeted with a 'Good, none of you fell into a coma. That means its worth actually talking to you'.

Basically, years ago some kind of alien artifact visited Earth and started fucking with the weather and the sanity of everything around it. We nuked it to shit and actually destroyed it, but when it blew up a bunch of people around the world fell into comas from the psychic backlash, and every living thing within a certain range of the object just outright melted into a grey goop. The people who got mindblasted into a coma got put in hospitals to see if there was anything to be done for them, and everyone tried to move on with their lives.

So what the players are told is that they each now have a machine implanted in their chest that keeps them awake and un-comafied, but not everyone gets the full results from it and some people fall back into a coma if subjected to emotional shock, and the ones that do don't seem to wake up a second time. So the initial testing was to see whether the players were ones that would last more than 5 minutes in the real world or not.

After this they are allowed to have the run of the medical facility, but it becomes increasingly obvious that this is NOT a hospital. There are no windows or doors to the outside, just more hallways, and the 'hospital staff' are some kind of paramilitary group.
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>>81323773
no that's PTSD radio
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>>81329581
The players engineer their escape from the hospital and make it into tunnels and living areas they are not supposed to be in, and find this whole underground civilization they seem to be trapped in. During their escape they finally find an elevator to the surface, and what they find is an airlock. Outside is just the night sky and ruined buildings in a barren wasteland.

Backed into a corner they demand answers, and what finally gets revealed is that the Earth is FUCKED. The best guess anyone has is that the alien probe was some kind of terraforming machine, and when we blew it up we didn't stop the process, we just removed any kind of control from the situation. Instead of Earth turning into an alien ecosystem, its just become a dead world. We can't actually explain where the air went, or why the oceans dried up. All we know is that its all fucking gone. Earth no longer has an atmospshere or any open bodies of water anywhere on its surface. The plants are dead. The bacteria is dead. Everything outside of a few shielded arcologies is dead, and the lack of microbial life or oxygen means that most of it is disturbingly preserved. Whole cities of dead people who haven't rotted, just dried out.

The players are important because the same machine in their chest that keeps them from falling into a coma, as long as it keeps working, also shields them from the worst of whats out there. So once they are acclimated, they can go further out into the dead earth than anyone else can and come back alive. They don't have to accept this plan, but if they don't the organization that revived them will just take their machine back and put it in someone else, which means putting them back into a coma.
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>>81329748

Things got even more fucked after the big reveal that none of the players had ever actually been in a coma before. In fact, none of them existed prior to about half an hour before they woke up. The machine in their chest isn't for bringing your out of a coma, its for trying to bring people back out of the 'melted into goop' state. Which kinda works, but you don't get a specific person out of it. Just a mishmash of stuff from random people.

Each of the PCs is absolutely convinced that they are a real person and that their memories make sense and are internally consistent, but in actuality every single memory they have comes from a different person than any of the others. Its just stitched together in such a way that they don't realize the errors or gaps.

If the machine fails or gets damaged or taken out, they have about 6 hours before they melt back into goop. And even if the machine gets turned back on after that, while a person will be put back together from the goop it won't be the same one that melted. Just another roll of the dice, a different combination of random memories.
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>>81315280
Those are all excellent suggestions, I'll be sure to work them into it. Thanks bro, you've been very helpful.
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>>81326709
Agents of the Outlaws can still have higherups covering their asses. They just dont have the resources. Its why both published adventures for the OG book involve armed guards and cops being under their command.

Also they could be a MAJESTIC investigator team in the 90s if you want.

Tools of the trade is from their official job, not the program. Its what they would have access to before they even joined. If you are worried about longarms/grenades, Just take their longarms saying they couldnt get them on the flight/transportation or they needed to clear them with their jobs before taking them out and they didn't this time.
Last things Last they shouldnt have much beyond pistols or a shotgun, or maybe they left their big guns back home not expecting much from this.
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>>81330331
Any time, that's what we're here for.
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>>81330331
And cause I can't think of more than one thing at a time... the boyfriend and the prostitution ring, checking with the local pd (or just having the local pd pull the files) shows that all prostitutes are of age, cause under aged stuff means much more heat that their little gang can't cover. They don't do it out of some kind of nobility, it's that they're too small fry to cover up that kind of heat.
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>>81307066
I own this book and have read some of it, I like it pretty well. I will keep the reccs in mind
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>>81326709
They can still get access to stuff from their jobs as outlaws they just have work harder and bullshit better to pull it off since they don't have official support to fall back on. Also don't be afraid to use smugglers and black marketers to give them access to gear they can't fast talk their way to if you feel they have to have it.
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>>81329796
that’s a cool premise
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>>81313388
Gemini Home Entertainment is actually a treasure amidst the shitty Local 58 ripoffs
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>>81312017
I was going to make a post earlier objecting to "identical" but from the player's perspective it would be very, very hard to differentiate the two. That's a problem since part of the point is to make The Absence an "other, other" never explicitly named as such but identifiable largely by feel of their encounters.

It sucks that it will be a long.while before I can play with The Absence again, but i've been writing up.and trying to hash out more ideas for "Pawns" or "Puppets" if you like. Entities all the way from the Teatro Grotesco, The Clown Puppet or The Showman, types to unexplainable occurences within a space or unknowing/unaware accomplices like Domino or the protagonist of the.I Have a Special Plan for this World short story (not the song. The creator in the song is definitely knowing).

The forner are also getting descriptions for their state inside "The Abatoir/The Cloister/The Sepiatone The Caretaker apartment building/lodge complex I mentioned earlier".

I'm trying to avoid naming them ala Teatro Grotesco, but some will have to get names ala Dr.Thoss.
Pic Related inspired one, a set of arms which emerge from darkness forming shapes..
A figure made of hundreds of human hands and armd which emerges from darkness, taking the shape of faces, bodies, or whatever it wishes to envision. It cannot speak except with the use of devices. The hands can come from anywhere unseen and manipulate anything. There is a tradecraft to it allowing the victims to see what it is doing while others do not...
If someone shoots, cuts or destroys an arm, impossibly it is someone who should not be there, innocent, with no recollection of how they got there or why. The environment and memories will shift to support these new crawlspaces or added passages.
In the cloister it is solely a pile of flexing, individual disembodied arms in an empty dark room, individual, unable to communinicate or cooperate).
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>>81333809
One more note is that the purposr behind this is to directly avoid a "Monster Mash" but create the expansive idea of how infinitely large this structure may go and how many places amd people may be involved.
You will rarely if ever see more than one "pawn" per investivation unless they are a package deal.
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>>81328088
Pretty much. They're Gods, no doubt about that. But not a single one of Ligotti's villains is actually omnipotent. His setting(s) would be a MUCH worse place to live if they were.
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>>81334135
>His setting(s) would be a MUCH worse place to live if they were.
Ligotti is an anti-natalist. I think he looks to make these places as awful to live in as he can.
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Of the list provided, which ones would be best for a series of October one shots? I'm totally going to wrap in Delta Green, but which of the rest are good for online play?
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>>81334201
I should add that I am 100% down for any homebrew system you have. Night Shift is also on my radar for this.
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>>81334135
Anima Mundi and the Black Swine are already omnipotent. There's no need to have an active antagonist. However, Domino is a good example of how powerful his monsters can be.

But you're looking at Ligotti wrong if you're thinking about 'power levels' when it comes to his horror anyway.
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>>81334216
>>81334201
For october I'm planning to run Music from a Darkened room. There's a lot of prep and you'd have to accelerate it to make it a one shot, but it is very much a "Haunted House but so much worse" scenario. It's also great for a one shot as you don't need to care about the fate of THAT ONE CHARACTER.

Don't Forget and Last Things Last have a very horror movie setup. (Shotgun scenario/need to know). You could easily integrate a group or monster into Don't Forget.

Kali Ghati is effective but it'd have to be long to be a one shot.

If you run fantasy stuff or your players know OSR, run A Wizard by Donny C with full illustrations for a really fun time. Start it as the most generic fantasy adventure possible during setup etc. and let it slowly seep in as they realize what's going on. I ran it with BFRPG with letting them start around level 3. The dev recommends letting them level up each level they ascend but find your own solution. Play Netherworld Shanty by Incomptech if they get the "bad end" aka "die".
https://www.youtube.com/watch?v=JOt2Lzl4fAk It's so damn fitting.

Ten Candles is excellent if you can meet in person. I have yet to see it fail.
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>>81334416
Thank anon, I'll check these out.
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>>81334135
>>81334191
>>81334287
You can live a fairly normal life in Ligotti's worlds and never encounter anything awful, is the point. Yes, John Doe might steal someone's kid to super-rape Hell. Or some dumbass digs too deep and gets consumed by Nethescurial and Thin Mountain. The Red Tower might mail you some cursed shit that fucks you over forever and so on. But most people live average lives without ever figuring out that reality is a horribly nightmare created by impossibly evil godheads who hate you specifically.
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>>81334287
>But you're looking at Ligotti wrong if you're thinking about 'power levels' when it comes to his horror anyway.
There are threads literally over a decade old on the biggest forum to discuss his work talking about powerlevels in regards to his horrors anon. Lovecraft ALSO wasn't made for powerlevel discussion, as was most horror stuff, but here we are.

And it's not like we're saying that you could punch them out like some retarded capeshitters would. It's mostly just a discussion of the fact that reality in his works isn't as bad as it could be, despite Ligotti's worldview and the scope of his horror.
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>>81334287
>But you're looking at Ligotti wrong if you're thinking about 'power levels' when it comes to his horror anyway.
This is also why I don't stat anything related to The Absence.
>>81334676
>You can live a fairly normal life in Ligotti's worlds and never encounter anything awful, is the point
Also this. The protagonist of The Cocoons walks away with nothing further in his life. That's the entire point of "The Cloister/The Abattoir". It sounds shit from a gameplay perspective, but you are basically wandering through a place you should never, ever, ever have seen and touching or trying to hard to interact with things is what will get you.... in worse circumstances or ceasing to exist.
The players are meant to end up in there, and not realize what it was until later on after they have left behind behind that curtain.

I'd also argue in some ways Ligotti's world is deliberately less nightmarish than how he sees our own. There are wonders, terrible wonders, but they exist and in some cases can be momentarily used like with Ms Pyk who is all but gone later.

It isn't really until MY WORK IS NOT YET DONE's final story THE NIGHTMARE NETWORK that the machinations become hellish to all those around us and only over a long period of time. Corporations greed, and business are just a faster way this... THING has found to execute what it was already doing. Perhaps it did not even intend this.

Only The Absence itself is omnipotent, but it is not even really thinking. Forces within its machinations think and move and... and those orders from above have to come from somewhere right? RIGHT? RIGHT?!!?!?!
There... there can't just be nothing up there!
THERE CANNOT JUST BE NOTHING

MALIGNANTLY USELESS BUT NOT NOTHING
WHY WOULD WE DO ALL OF THIS IF THERE WAS NEVER A DRIVER

WHY WILL IT NOT LISTEN TO MY PRAYERS? WHY WONT IT LISTEN TO MY PROVOCATIONS AND CALLS! I HAVE TAKEN SO MUCH, LOST SO MUCH AND TAKEN SO MANY.
THERE MUST BE SOMETHING BEHIND THE RED TOWER!!!! SOMETHING!
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>>81334287
>>81334676
>>81334746
Anima Mundi also pretty explicitly isn't actually omnipotent. It spends the better part of several paragraphs explicitly stating that its plans for Faliol were ruined by the efforts of the mage, and later Faliol himself. Even after it extinguishes his mind and leaves him to be used as entertainment and a testament to its own power, it outright completely fails to stop him from gouging out his own eyes and killing himself, denying it its final victory with his death.

Ligotti's villains are merely arbitrarily powerful and immensely cosmic. You may not be able to defeat them, but they can be defied and even in some of the worst case scenarios, there are so many points it becomes clear that they do not have true absolute power. This fits with Ligotti's personal view where he adamantly refuses make soemthing TOO disturbing, because in his mind, fiction is still entertainment. It ceases to be such if something becomes too bleak and a truly unstoppable horror would probably cross that line and then some.
>>
>>81335476
Another very fine note is Ligotti never directly states his stuff is connected aside from certain story cycles and some callbacks.
This guy KNOWS Lovecraft and his methodology, so to some degree this is intentional.
>>
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>>81307066
Got the new book on my hands now. It's larger and loner than NALM but it's still just six stories.
The first one, The Atlas of Hell, is really damn fine. Gives you the idea of a really cool relic to poach and it's effects on the world that could fit into about any setting.
There's a bit in here about 'astronauts' that really got my attention, but there's little to nothing about them other than a small reference of how it got here.

So yeah, definitely recommending this already.
Sadly it suffers really badly from Modern Book Cover syndrome, complete with a a big ugly sticker saying SOON TO BE A MOTION PICTURE (which other than a god awful Hulu series of loose 'adaptations' I couldn't find any information on) but as long as the contents good I can always get over that after some grumbling.
>>
Post for Thread Mascot.
>>
>>81336358
Begone, Mystery Man. No one shall be playing the Ocean Game today.
>>
hello thread, i've become interesting in running a CoC oneshot soon, but im not sure what edition to play. is the most recent a good choice, or is one edition superior? and whatever the answer, if you could point me in the direction to find a pdf of the rules that'd be lovely
>>
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>>81336687
7th is the easiest to teach rn.

There are very, very few things "better" in it than the previous editions unless you really like additional genuinely pointless math.
7e Is the current and best to teach, and the most player-friendly in more ways than one. Nobody is still a super hero it's just at MOST to the bitchboy grognards in the back: players can fuck themselves over going for a retry of things outside of combat.
6e is pointlessly bloated.
5e is the most stripped down and playable in case you really HAVE to play a retro edition and want to explain more rules and a "resistance table" to your players.
1e Won't even let you regain sanity.

All of the things in the prior editions can be done in 7e with easy houserules or ignoring optional rules. It is without a doubt the most backwards compatible edition of the game to date
>>
>>81335292
The Red Tower is behind the Red Tower, anon. I thought you knew this.
>>
>>81290721
>Tell us about your horror settings, games, etc. Share inspirational art, prompts, etc.
I'm running a 1 for 1 resident evil outbreak campaign.
>Questions for the thread:
>>What is the best way to depict monsters that are clearly unnatural, but who have taken on elements of 'normal' life?
The Last Samurai or Dances With Wolves, just show the monster in their own habitat.
>>Have you ever attempted to make a game where the ordinary threat (zombies, werewolves, parasites, etc) gets supplanted by/revealed to be an eldritch one?
Yes; Dead Reign, before the changes, had an old-one disguising itself as an asteroid. Once close enough, it ate the souls of half the planet. Those that died came back to life so they could regain what was stolen. Players found out via communications with the space station and had been tasked with stocking up before blasting off into space.
>>How do you ensure that your group takes the threat of the horrors seriously?
I don't. . . It's a game after all. You may control themes through story craft, and immersion to a lesser extent, but it is the players alone who decide if they want to be immersed in you world.(or not).
>Questions for Horrorverse refugees:
That's Gay
>>What should be our next book club topic?
Perhaps something more contemporary, though I'm not sure what (we could always mix it up and do a movie).
>>How do you feel about human-turned-monster villains?
Meh, I use them but the same people who REALLY like them are people who would have becomes furrys if it wasn't for the intervention of mythology.
>>
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>>81337298
It calls for you in dark infinites
>>
Bumping
>>
>>81337427
>I'm running a 1 for 1 resident evil outbreak campaign.
Hey anon, I'm planning to do several one-shots 1 on 1 (it's only me and my friend), can you give me suggestions/materials to run a game like that (like, 1 PC + 2 NPC and so on)?
>>
>>81336687
>if you could point me in the direction to find a pdf of the rules that'd be lovely
The pdf thread is your friend
>>
>>81336375
I'm disappointed they followed up on that, and actually revealed some stuff about that whole Ocean Game thing.
>>
I am planning the next mission for my Delta Green campaign.
All the people in an entire small town in West Virginia was vanished into thin air. The Agents investigate.

What happened is, the most powerful people in the town (the mayor, the sheriff, a wealthy businessman) were Cthulhu cultists. They botched a rite, the townspeople fell into warped space.

Point is, I need creepy stuff and disturbing things to learn about the Cthulhu cultists when the Agents search the town. Like, what kind of horrid stuff did they get up behind closed doors? What is in their basements and attics? Their safes? Take inspiration from RL cults, or infamous serials killers or abusers.
>>
>>81339428
*didn't
>>
Only ever played dnd and I would like to try something different, what do you suggest? I got told to try Call of Cthulhu but there are so many editions I don't even know where to start.
>>
>>81339620
didn't see someone had a similar question earlier, so i guess i should go with 7th edition. Still, is CoC better than the remaining game systems? Gumshoe games seem cool
>>
>>81339214
I plan on using Dead Reign as my system (though I will be removing armor class).

Just use single player games as a template for your story, it's literally made just for one person. It's a very quick way to build a game, works better with a detached campaign (like RE: outbreak, which has 5 separate scenarios) so you can customize it's length.
>>
>>81340626
What about NPC to help the PC with skill or jobs he can't do it but are needed for the resolution of the game?
Do you use them a lot?
>>
>>81314605
someone ran away or had to hide.
http://archive.4plebs.org/tg/thread/81228485/#q81248847
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>>81340895
In these cases, skills should only act as a reward and not a barrier to continuing. In video games, and campaigns, invisible barriers exist to funnel the character down a specific path.

So if your character fails a lockpick check then maybe they just have to take a less convenient route. Maybe the skills are solely for bonus items, i.e. reward, like an M16 located inside a locked locker (something that happens in RE: Outbreak). Just think about it in terms of 'Fallout' when it comes to skills: allow multiple routes and multiple skills. You can also use horror games generally as a template, who rely on puzzles to advance the plot.

If you employ both, skill checks simply reward the player with extras while a "puzzle" (find a key, help an npc, etc) let you keep the story moving forward.
>>
>>81341514
Thank you, I'll try it out tomorrow.
>>
>>81339620
7th edition is where many are told to start.
>>
Is there any chance of Delta Green getting another campaign book after Impossible Landscapes? Did it sell well?
>>
>>81343889
Impossible Landscapes is probably one of the biggest hits in recent memory when it comes to RPG stuff, so I'd say that we can expect another campaign. Just not any time soon.
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>>81343889
>>81344035
God's Teeth should be nearing completion (I hope) and we have Falling Towers to look forward to after that. Beyond that, I don't think any major campaign books have been announced. We've got Final Passages which will be a scenario collection that looks like it's largely being written by Caleb Stokes, and then more source books on the way with Pisces, Deep State, and Those Who Come After. Couple that with the eight books that were greenlit on Kickstarter in the campaign that ended just a few days ago and we've got a great... decade? ahead of us for Delta Green.
>>
>>81343889
>>81344035
>>81345712
Future/Perfect is also a campaign. There's also Iconoclasts with will come out "soon", even though it's been so long it's now historical fiction. Fall of Delta Green also has the Borellus Connection coming out "soon", and there's also the crossover campaign with Cthulhu City, Operation YANKEE IREM.
And I guess with The Conspiracy, we'll see a re-release of The New Age, which is technically a campaign, albeit a short one.
>>
Delta Green dudes did a two hour twitch stream to go along with the closing of their campaign.
And going by one of the moderators of the project backerkit links go out in a month or so once the money is all confirmed so then we can order our sweet, sweet adds.


Haven't watched the stream yet but very interested in the stuff we're getting so that'll be nice.
>>
>>81328775
Yuri Kristoff is a first generation immigrant from Russia along with his wife Olga and daughter Sofia. While he understands English perfectly well, he plays up the 'broken English' when speaking mainly for his own amusement or when he doesn't want to deal with someone. He's also noticed that it makes people assume that he isn't as intelligent as he is. Yuri also speaks German, Turkish, Mandarin and Farsi. He owns a garage where he works as a mechanic (Ursine Motors) and runs tow truck company (A&D Towing) where he's employed his nephews, Dimitri and Alex as well as a few locals. The nephews speak with only a slight accent (unless they're trying to charm some ladies, then they pour it on) and are hard workers and very devoted to their uncle who took them in after their parents died. While quick to make small talk (they notice this puts Americans at ease) they are slow to trust but solid friends and dedicated foes.
>>
>>81348053
You masturbate in public, don't you
>>
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>>81348163
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>>81348053
six languages (across four different writing scripts) is pushing it
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>>81348321
I said speak, and not all of it fluently. The hint, and I'll spell it out for you cause it looks like you ate wall candy as a child, is that he's ex-KGB.
>>
>>81347972
This is the one where I got John Scott Tynes to talk about Cthulhu d20. Also Glancy is an idiot for 5 seconds but a lovable one. You'll know it when it happens.

>>81344035
I have a strong suspicion it's going to get a reputation like a second Masks albeit a more acquired taste.
>>
>>81348421
even when none of it is fluent, six languages, at least in this particular combination, is pushing it
>>
>>81348605
https://www.sciencefocus.com/science/what-is-the-record-for-the-most-languages-spoken-by-one-person/

I cordially invite you to go suckstart a shotgun.
>>
>>81344035
>Impossible Landscapes is probably one of the biggest hits in recent memory when it comes to RPG stuff

Is it actually good? I read the "apt building that's a portal to carcosa" adventure which is supposed to be a part of it and I remember it was more of a "hey look at this weird shit" tour than a proper investigation

>>81345712
>and we have Falling Towers to look forward to after that.
WTC, nice.
>>
>>81348053
So he's childishly conversational at best, often asks where the toilet is in the wrong language, but passes it off as "keeping his cover as a harmless moron" as if he's genuinely clever.
>>
>>81348630
Go play Russian roulette with a semi automatic, fag.
>>
>>81348652
Night Floors is supposed to an introduction to the general weirdness that is Hastur. A Volume of Secret Faces has more freedom in where you can go, at least until you stay at the Dorchester House past nightfall.
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>>81348053
Learn to language
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>>81348754
>>
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>onwards with decay in universal perplexity on congestion and acclamation of quintillion worms
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>>81318675
I can't really think of much unless you wanna use the "Alone against the-" series and act as a prompter.
>>
>>81339428
>>81336375
Fun fact: It's not Allsop's fault it's Pagan. He gave them a weird fucking manuscript-thing and they still aren't sure of what to do with it. At this point I'm partial to just them releasing it with no formatting.
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>>81350494
*pelgrane.
To be fair both Kenneth Hite AND John Scott Tynes have fucked it up too so it's not surprising.
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>>81298458
I am NOT the Tiles Guy nor have I had relations with him.
Here is my poo poo map I've got done that I based somewhat off building plans for two separate furniture stores.
I don't think it looks grimy or cluttered enough or has enough piles of mattresses.
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Secret rooms, secret doors. Rooms are easier to hide underground, but a large enough house/building could easily contain a small one with out being noticed. I think it's an underused concept in most modern day campaigns and while it shouldn't drag the game down with players having to crawl every inch of a building every session it should be something that happens every now and again. Such as, where are the kidnap victims being kept? See pic related. How is the bad guy getting around so quickly with out being seen? Secret doors to spaces between walls. Now the cramped rooms require a good amount of space (it was in the guys basement, as in dug into the earth) and the space between would have to be a large enough building where it's not noticeable. But even a modern home or building can have a hidey hole where a brief case's worth of material can be hidden. The trick is to leave clues that such a thing might exist.
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>>81350899
cool shit bro
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I love u guys btw.
Some of you dont agree with me and thats ok.
But Thanks for fostering creativity and good shit.
This place is tryna to be fostering to creativity and cool ideas and thats fine.

Politics are gay and stupid and you should feel sad for making them determine your actions.

make cool shit. Get advice.
Make more cool shit
Eventually you might publish it
who gaf about what they think
just make shit
make cool shit for your friends
and try to be happy
You dont have to make your characters happy
just be scarry
but be happy as a gm
u deserve it unless u do bad things irl but u know who you are.
>>
>>81315280
That's not how cults work. People don't pick and choose from which one to join. They are approached by representatives of one and hooked in using psychological manipulation
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>>81351576
People pick and choose religions bro.
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>>81351576
Well not directly. But there are those that have a false front and would host 'workshops', have some kind of community outreach like soup kitchens and the like.
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>>81333809
https://youtu.be/OrDzu_xveDo?t=50
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>>81318675
Spark of Life https://www.drivethrurpg.com/product/278700
The investigator is supposed to be a Miskatonic student with a rare physical trait (like heterochromia or a big port-wine stain in the face).
>>
>>81348053
Is this the same guy writing all this junk?
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>>81350899
This the guy that kept three women as sex slaves?
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>>81354428
Yes. Creepy fucker. Got away with it for years.
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>>81291718
You have to watch clanned and stop when the daughter dies, that's the true ending now.
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>>81355049
What a strangely mid-2000s thing to say anon. I want to go back.
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>>81318455
That's kind of the hardest part about building these encounter, what should your players know and when should they know it.

There are just SO many monsters in mythology, folklore, legend, and cryptozoology (and horror generally). Unironically the SCP wiki has it all figured out, as it likely would take a horrific amount of deaths just to identify some random (lethal) anomaly. Giving out players too little information and they'll just get themselves killed, but too much information only allows the players to act immediately.

Anyone who uses vampires or werewolves at this point, without some additional hook, is a fucking retard.
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>>81355128
>nostalgia for a place that never existed
Existential horror at its finest.
>>
Rule clarification help needed for CoC 7th edition:
In case of opposing POW roll with the same success level, does the attacker wins (like in fighting) or the one with the higher skill points?
>>
>>81355296
>the 2000s didn't happen here
I knew I shouldn't have installed pickyeater on my phone.
>>
>>81355371
That could make for an interesting scenario. Pick a decade, it didn't happen in an area. Oh, the time passed, newspapers have the dates, but none of the cultural zeitgeist or events from outside are known. No media made during that time can be found from outside the place affected. To the people there, the previous decade's ascetics and attitudes just continued on. So why? Some kind of wrinkle in time-space? Some strange ritual performed for unknown reasons? Could some unfathomable creature from beyond reality 'eaten' that period as a meal? Or perhaps something else even more bizarre occurred.
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>>81355352
Lower roll proportional to skill points.
tl;dr higher skill points.
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>>81355538
Thank you!
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Where were you when the most kino classic horror monster finally made its comeback?
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If some loses Strength because a Vampire sucks their blood, does the Strength ever come back or is a permanent loss?
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>>81308946
>How would you guys run a horror game where there's a good chance that the players actually achieve a solid victory
The same way I always do: have them earn it.
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>>81357696
I would assume you would regain your strength once you regenerated your blood unless there is some curse involved.
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>>81357696
>>81358482
What annon said. The whole 'the victim gets weaker and weaker until they die' comes from the vampire returning night after night until they've killed them. Now I'm assuming you mean in general and not some specific system, cause some of em do make drains permanent for what ever reason.
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>>81357696
It's going to time and its possible but not for a while and without work.
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What was that RPG Detwiler did set in an insane asylum?
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>>81361180
No why are you going towards it, stop!
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>>81290721
What are good occult "principles" or Gods?
I'm stuck cause I like Cultist Simulator and the Magnus Archives, and at least one of my players is familiar with the latter, but I would like a logic to my planned Occult Bookshop/Bookheist game.
I was thinking Major Arcana, but it might be hard to fill out without filler. I am tempted to use the minor arcana as PC stats.
Swords = Harming others directly
Wands = Resisting said harm
Cups = Relating to others and persuading them
Pentacles = knowledge of and connection to the Weird
Roll under d12. Knight, Queen, and King are supernatural ability.

My first idea is The Spire, the principle of authority, knowledge, tyranny, and paranoia. The cult is primarily (but not universally) policemen, and they occasionally ritually sacrifice a person to their patron. The corpse then sprouts an eye-leaved tree from their head, and starts speaking secrets from it's sap-rimmed mouths. It always starts with the secrets of those present (which reinforces the cult), but then starts speaking opaque truths about the cultists' charges. Vaguely alluding to crimes without much detail it wants to encourage vigilantism
It does occasionally lead them to a right bastard who needs locking up, which is why the cult still exists.

They'd probably end up as adversaries to the bookshop crew, generally frowning on the supernatural and it's use for crime.
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>>81362164
But he said he had candy!
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>>81362407
And you believed him?!
>>
>>81339658
I have ran both the Gumshoe "Trail of Cthulhu" and the standard Chaosium "Call of Cthulhu 7e" and much prefer CoC over ToC. ToC tries to solve a problem that doesn't exist - PCs hitting a clue/investigation roadblock over shitty dice rolls. The fact is that if you are a decent Keeper, this shouldn't ever happen in CoC anyway; if it's a plot-necessary clue, then it's up to you to get it to them in an organic way that makes narrative sense. If you can't hand them the clue, and they botch up every single fuckin roll they make, have zero luck points to spend, and fail even when they push the rolls... then simply have them come across the necessary info through other narrative means.

ToC, while an interesting system, REALLY just kinda tosses your investigators out into the world; for the players to have ANY sense of direction, you have to borderline railroad them... and their "if you have any points in the skill you automatically get the necessary info" mechanic just results in your investigators mechanically going "I try skill A.... no? Ok I try skill B.... no? Ok I try skill C..."

In my opinion, while an interesting idea, ToC tries to fix a problem that doesnt doesn't exist while simultaneously feeling like a game system that is 75% finished at best. CoC on the other hand has a few mechanics that feel slightly clumsy to me, but they are easy to handwave/improvise/homebrew away if they become an issue with game tempo. Most importantly, it actually feels like a complete game with a decently functional system.
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>>81362897
Uh...yes? Who would lie about candy?
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>>81363648
I hear that. If it's a really important clue, just going and looking should turn it up. A successful roll should turn up more detailed information or insights. Really just go with a "These critical clues will be found just by looking" With other useful, but non critical clues still needing to be looked for. Or you could go with given X amount of time the clue will automatically be found, successful roll reduces the time to Y.
>>
>>81363727
Now don't get me wrong, I don't HATE ToC... in fact I own quite a few books. Also, you'll almost universally have an easier time convincing players to try d100 CoC over ToC... for some reason, as mechanic-light as ToC is, it scares players away. I think cause it takes some serious narrative buy-in from the players, and that intimidates them a bit.
>>
>>81363971 again
That said, ToC has some great actual content, and I use a good deal of it by sloppily adapting it to CoC on the fly.
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Posting the rest of chapter 6 of Yajin since I have some time.
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>>81363996
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>>81364004
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>>81364018
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>>81364032
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>>81364042
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>>81364053
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>>81364059
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>>81364070
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>>81364081
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>>81364085
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>>81364094
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>>81364099
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>>81364150
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>>81364160
And that's the end of the chapter.
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>>81363987
I hear that. Sometimes I'll read through the adventure/settings materials of systems just to convert them to another system whole sale or just skim for choice bits. And I really get that sometimes convincing people to try new systems is like pulling teeth.
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>>81359815
Found it. It's Insylum
>>
Is there an optimal reading order for Ligotti? I find myself wondering where to start
>>
What do you think of Symbaroum? Thought of picking it up for my players
>>
>>81368016
I haven't played it but the reviews I've heard for it are all: Great setting, really shitty/meh system.
>>
>>81367373
>Is there an optimal reading order for Ligotti
Just nab Songs of a Dead Dreamer. It's two volumes of his stories and contains some of his best stuff so it'll give you a wide selection to see if you like him. Then you can go grab the other stuff.
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Any recommendations for a ghost hunters/scooby doo style game? I'm more looking for adventure scenarios/inspiration instead of a system. Converting an adventure is easier than getting my players to switch. Any books/shows/movies/ect are welcomed too. Thanks in advance.
>>
>>81371261
Quartermass and Carnacki's Ghost Finder series both fit the bill for inspiration for stuff like that.
>>
>>81371261
Ghostwatch is an amazing thing to see.
>>
>>81373497
>>81375221
Will check these out, thanks!
>>
I'm about to run Call of Cthulhu for the first time for my DnD players. What are some good introductory scenarios for new players and keepers?
I heard that The Haunting is the classic starter CoC scenario. Is it as good as people say?
>>
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i posted about running "Last Things Last" adapted to be a prequel to Impossible Landscapes a while ago. it went really well.

well we just finished session 2 of impossible landscapes. they are being super aggro with all the NPC's because of how paranoid they are, it rules

them boys stuck up in the nightfloors now pray for them
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>>81378181
tips for anyone gonna GM it
1) Get ready to characterize the shit out of Thomas Manuel. you know why
2) read the book twice and take notes, make handouts for EVERYTHING
3) dog is good boy
>>
Could you help me with this, /tg/?

Over 10, maybe even 15 years ago, I ran a few Kult campaigns, and my group liked them. We mainly played D&D 2e though, but sometimes we played others for a campaign or two, like say Vampire the Mascarade or, as I said, Kult, which I ran.

This group stopped playing eventually. But when the pandemic started, we got together again via discord, and later google meets and owlbear rodeo, to play D&D 2e again. And we've been having fun in Ravenloft. But I was asked to run, not Kult, but Cthulhu, once the current D&D campaign is over.

Back when I ran Kult, I focused on Madness magic. I was an avid magical realism reader, so it came naturally, and they loved the way I played with it. A few of them got nightmares and all, and this is the reason they now want me to run horror again - but they want Cthulhu. And there's a clear way for me to transpose it: Hastur. But it should be said: they (we, really) are CoC novices.

So I got to work. Gave them the archetype lists, got the system clear, and started reading supplements. One that caught my fancy was Edge of Darkness, but I felt it wasn't scary enough (we've been playing Ravenloft for a year and a half after all) and I also wanted Hastur. So I eventually arrived at Delta Green's Impossible Landscapes, and started planning a rework to have it 1920's. Maybe inject some of Chambers' characters, the church in his stories being related to the cult of the King in Yellow (or is it only the paranoia of the characters, ambiguously as In The Court of the Dragon and The Yellow Sign?) and whatnot.

But after yesterday's game, I was told they wanted a small adventure, maybe 4 sessions tops. Not a big campaign. So now I'm thinking of going back to Edge of Darkness, heavily rework it so madness plays a big role. Maybe Chambers' characters too. Get that Hastur, psychosis and paranoia nicely woven. Details not really present in such a straightforward module. And it isn't really fitting.

Got any advice?
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>>81378260
probably not what you want, but the first section of Impossible Landscapes "The Night Floors" has a standalone adventure version that could last like 4 sessions

fuckin spoilers

http://www.delta-green.com/wp-content/uploads/2012/10/Night-Floors.pdf
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>>81378323
That's exactly what I was planning on running. But what's the point of running The Night Floors if you don't use the other 4 adventures? The real horror of Impossible Landscapes is the realization of the clash between reality and the real reality, and I guess the uneasiness of the role played by Carcosa.

Not to mention it, like Edge of Darkness, is just not scary enough on its own.

As for why Edge of Darkness is not fitting Hastur, there's lots of points where I start thinking I can weave them together, and then it all falls apart - ie the magic club being actually part of the Cult of the King in Yellow, which when you first think of it fits nicely and gives you lots of room to insert madness - but the guy who gets the party into the adventure has lived for like 50 years since that shit happened. And that goes against the live fast lose SAN die young way of the cult.
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>>81378412
awww, i think the night floors is plenty compelling on its own. you just gotta beef up the content with the tenants and cut back a little bit on the stuff with really far reaching implications. the cuts will give you room to seed more CHAMBERS CONTENT
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>>81378449
I hear you...

How would you make it viscerally or existentially scary though? The madness thing is definitely an aspect of the tenants, which can be exploited to cause at least eeriness. But how would you make the PCs experience madness - experience Hastur, and in a way REALITY - in just that section of the whole campaign, hopefully from the first session?
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>>81378659
shit like this

also lots of weird and dangerous time loop evidence. SHOW what happens to people who get stuck in the night floors. maybe slip in some victims of Ligottian bad-ends like that dude who got got by the teatro grottesco. and claim a PC or two yourself. really hammer it in that exposure to The Play has shattered time and space here, and fates worse than death await those who fall between the cracks
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>>81378181
>well we just finished session 2 of impossible landscapes. they are being super aggro with all the NPC's because of how paranoid they are, it rules
I hope they haven't antagonized the clown child though. That could go very poorly.
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>>81378449
Wait, no, you're right.

I guess I got disillusioned because I was planning a huge campaign, so I started thinking about just dropping Impossible Landscapes and getting Hastur into Edge of Darkness instead.

But if I focus on getting having existential horror with a focus on madness in the first part of Impossible Landscapes, I won't need to spend any efforts slipping Hastur into the story - because he's already there.

Just focus on building the terror instead. Definitely sounds like a plan.

>>81378747
No, not really like that. I don't want them to see that weird shit has happened, but for weird shit to actually happen to them. And not much for killing PCs either. That doesn't really scare players. I want to get them as close to an existential crisis as I can, not jumpscare them with an insta-death.

But The Night Floors does allow for psychosis, and I can certainly build paranoia from it. And of course, the cracks. The implications. Yeah, I may get it to work.

Thanks a bunch, anon.
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>>81378815
they have named him "The Capering Man", they caught a brief glimpse of him in my adapted "Last Things Last". they seem to have caught the import of him and have given him a very healthy distance during all sightings
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>>81378825
godspeed anon only you can know what scares you and your bros go give it to them
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>>81378841
I always like it when players name a foe. Makes it feel more personal and they tend to invest more in it. Especially in the retelling of the story years later, "Remember when we fought The Nighthowler? Man, good times!" over "Remember when we killed that werewolf, no the other one, no the other one...."
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>>81377608
The Haunting is the classic standard scenario for CoC, you can't go wrong with it.
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>>81365068
Is it any good?
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Having finally read it, I'm in love with Impossible Landscapes and saddened my players are far too unreliable for me to run something so long term.

Has anyone here ran the middle section? It's fascinating to think the sorts of wild tangents players can possibly go on driving cross country while being wanted by Delta Green
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>>81378841
Very wise.
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>>81290721

I have this dumb idea that isnt entirely fleshed out. Its lovecraftian but only in the sword and sorcery sense. ie Cthulhu only sends civilised men insane, barbarians are too stupid/world weary to care why a monster has exactly 666 tentacles.

Anyway the big bad of the setting, is a lovecraftian entity about the size of a small moon who has completed devouring all the energy of an entire universe (including an epic last stand against a fleet of sentient battleships) He managed to make contact with some priests in this universe, they tried to summon him into containment, it failed because one priest legitimately loves the entity, and so he is kinda trapped between worlds. Can slide a long tentacle through to feast on a little bit of soul but just enough to not die.

Now heres the kicker. If/when the party explodes him with the power of stupid barbarians, I am thinking some detritus from the space fleet gets through and lands in fantasy bronze age mesopotamia. What set of cool scifi things would also be suitable as unknowable evil entities?
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Call of Cthulhufags i'm playing a game outside the starter for the first time and rolled up some stats that leant to building a mafia goon. Is the following legal?

>occupation: Bootlegger/Thug
>age: 42
>STR: 70
>CON: 50
>SIZ: 80
>INT: 80
>DEX: 70
>APP: 45
>EDU: 35
>POW: 50
>Sanity: 50
>Move: 6
>HP: 12
>MP: 10
>Luck: 80
>Damage Bonus: +1D4, 1 Build

Occupation and Personal Skills:
>Drive Auto: 40
>Fighting: 65
>Firearms: 45/50
>Stealth: 30
>Sight of hand: 50
>Intimidate: 50
>Fast Talk: 55
>Psychology: 20
>Spot Hidden: 55
>Listen: 50
>Law: 35
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>>81386593
>Cthulhu only sends civilised men insane
This was basically the intent of the original stories from Lovecraft, for the most part. The majority of his entities didn't have auras of madness that drove you insane on contact, but merely destroyed the notion that humanity was the centre of the universe as was prevalent during Lovecraft's lifetime.

>What set of cool scifi things would also be suitable as unknowable evil entities?
Death-robots controlled by an invasive fleshy biomatter. A Thing-like Superorganism that assimilates and replicates anything it consumes. Stuff like that.
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>>81387274
Wasn't his specific wording something like "the mind is a jar that can hold the truth and madness or ignorance and sanity but not both and pouring in one drains the other"?
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I was thinking of using a "radioactive" threat in a DG scenario to follow last things last. I'm still early in the planning phase and any advice would be appreciated since I'm still new to DMimg in general.

First off things will be hinted at indirectly by using the skydevils paper the party would find in the cabin to suggest native tribes out west on the Colorado Plateau were in contact with aliens. It's really going to be the Mi-Go but there is no way I would let them learn that so early. This is all sorta background info so it's not super important if they don't read it but it will be there.

As for the actual scenario I'm thinking of having their cover being FBI contractors assisting in a missing person search or an EPA team going in to investigate local mines for potentially dangerous run off that endangers the locals. Regardless of choice they are going to be sent to a small former mining town in northern New Mexico that peaked in the last century during the height of Uranium and Vanadium mining. Said town will have recently gone through a scandal where there was an attempted murder from what was reportedly an drug induced rampage where a local man was exhibiting near super human strength attacking the local bar and it's patrons that ended with the suspect being shot, his brother is still missing. This would be the starting point where the suspects autopsy came back wierd putting DG on the case. Examining the body will show no drugs in his system but he will have strange tumorous growths that give off a low radioactive emission. His boots will also have mud on them that if subjected to a lab test show elevated natural uranium isotopes such as what you would find in a mine. Said mine will not be publicly listed as many former mines have been forgotten about but by canvassing the locals and searching old records and papers at the library three potential mines in the region show up, one of which will have the brothers truck out front.
cont.
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>>81387095
Yes although you.should aim to have at least one skill higher but then again your EDU sucks while your physical stats are great.
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>>81377608
The Starter set Scenarious. Its hard to fuck up Edge of Darkness.
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>>81388015
This works pretty well so far. Make sure you have several ways in through strings of clues and have things that are gated by skill reqs not rolls.
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>>81382287
Rules wise no, fluff wise its a precursor to impossible landscapes.
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>>81388015
As for the resolution, in the mine will be a Mi-Go artifact of some sort and the brother who has been mutated into a mindless monster by the strange radiation given off by the artifact. The party will come into conflict with the brother once they enter the chamber with the artifact and should they defeat him be free to collect the target to return to the handeler or set explosives to destroy the mine and bury everything. They could find this equipment in a green box out of town (lead lined ore boxes, mining explosives) along with radiation detection and safety gear. I sorta want to have consequences for staying near the thing without protection but I don't know to do that right now.

Do you all think something like this would work? Looking at it written down it doesn't seem very high stakes or spooky now to be honest.
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>>81388213
It seems solid.
As for spooky focus on the weirdness of the situation. What kind of monster did you have in mind?
Worst case he could've been turned into a proto shoggoth.

Future Perfect pt1 shares some similarities and its free however so you could check that out. Don't treat it like its perfect though.
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>>81388213
Read the first part of future/perfect which has an indepth explanation on how to build up fears of radiation poisoning for going into the mines and handling radioactive goods.

Also try to think about the fact that most times a straight up fight in DG will be a bloodbath so have some of the clues they can find point to the alternative of bombing the mine closed.
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>>81388213
>>81388015
Also the Mi-Go might want to find this artifact too. If you'd like I can link stats for their fucky protomatter spies.
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>>81388387
>>81388470
>>81388530
I haven't really gotten around to fleshing out the monster other than deciding it should be there just in case the players decide to throw wisdom away and charge the mine. It probably shouldn't be too crazy thinking about it because this would be the second scenario in this campaign so maybe I'll just have him be mutated into something like a gorilla or Left 4 Dead tank with some natural armor to make sure it isn't too soft. As for the artifact itself I was envisioning it as essentially garbage left behind by the Mi-Go at some point that would sill appear fantastic and mysterious to a human like in Roadside Picnic or have it be the extra dimensional equivalent of a glass bead given to a tribe long ago. So not something that would intrest them enough to bother recovering.
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>>81388091
but paper chase in kind of super bland.
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>>81357407
Watching Sark get his shit pushed in by it, where were you?
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>>81390314
I first thought you were talking about Dead Man Stomp for some reason and was gonna "defend" it as if I need to.

Paper Chase is kinda bland. I'd only really criticize the new art and how short it is. The new art doesn't even fit with his description in the scenario (likely to keep a PG13 tone the Box Set seems to try for in terms of art, but later stuff they did DOES NOT) It's a solo player scenario and a very early one at that.

I see Paper Chase sort of like a "Tutorial" for CoC if Alone Against the Flames wasn't that already.
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>>81355230
>Anyone who uses vampires or werewolves at this point, without some additional hook, is a fucking retard.

This. Even just nature is terrifying enough. I mentioned it in another thread but right now I am converting the lifecycle of the emerald cockroach wasp (Ampulex compressa) to using humans as the host for its larvae.
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>>81393219
>>81355230
You still very much can do the traditional monster and still make it work without a sense of amnesia, you just need to take it back to its roots, the aspects of the monster people have forgotten.

Vampires are a great example of this. Strip out the majority of their abilities, make them killable but not destroy-able by gunfire fullstop (CoC 7es rulebook has a great way to do this), and remove most of their weaknesses and the painful aversion to holy symbols, get rid of the fangs, have them draw blood through one tiny hole which seals up except under forensic analysis, keep the hypnotism, the pack mentality, make it one of your player's friends/allies and BAM it works again.
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>>81393847
One of my favorites of these is that werewolves are... oddly sexually attractive to those who might be attracted to them. Then let one of the players get bit and main the transformation painful. Now they have this continuous cycle of people being attracted to getting close to them, those people die, and repeat ad infinitum until the werewolf is dead.

The horror of a werewolf (as much as I love dog soldiers) is not a big scary dog but the ongoing horror of existence as a werewolf.

Also dead werewolves become Vampires.
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Biological zombies and mystical zombies in the same setting, yes or no? I'd like to include both, with biological zombies starting out as rabid sprinters that eventually degrade and die, while mystical zombie last as long as the magic does and derive their traits from the magic. Biological ones would spread by biting, magical ones would be limited in number or only functional around a fetish of some kind.
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>>81394063
I try to separate them.

There's a lot of small differences. Also Voodoo zombies are a whole different ball game. Spiritual Zombies can't be killed by headshots.
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>>81394063
Isn't that kind of similar to that one zombie apocalypse game where zombies are more like a psychospiritual infection that devours life energy from other beings left behind after a passing cosmic horror succ'd most of the planet to death?
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We should have a "meta"/Surreal horror discussion sometime about appropriate ways to fuck with players. Sandy Petersen has a good one I need to share on here sometime about giving a player an existential crisis, probably by accident, during a game.
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https://youtu.be/FBca33v8oGM
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The thread is probably too close to finish, but I'll just try my luck and repeat in the next one if necessary:

Any experience with Little Fears? How was it? Are there any hints you could share with someone who will run it soon without prior experience? I can give more context if necessary.
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>content warnings on individual chapters
>of a HORROR comic
Why are Koreans like this?
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>>81297556
Eh it's not that bad you wouldn't know
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>>81336010
Finished Wounds. Really really great. Reread a few stories to get a better grip of them but they're not dense at all.
This is an entirely different feeling from NALM, the horror is at the forefront but there is still a lot of style in there. The central sort of theme for all these stories is Hell, in one sense or another. There is a LOT to mine in here if anyone wants to put in the effort to convert them, so it's definitely good in that sense. It ends on two novellas, tlThe Visible Filth drags a bit but has an ending that left my stomach turning (in a good way) and the Butcher's Table felt like it came out of somewhere else entirely but really is one that tried everything together.
I really recommend this guy to anyone looking for a contemporary horror writer.
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>>81395350
That could be pretty fun.
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>>81395978
Because most of the stories are published in magazines chapter by chapter before being collected into volumes.
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Gonna be playing DG for the first time soonish. I'm just struggling to find a character concept I'm "latching on" to. Anyone got agent prompts or ideas?
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>>81399665
What kind of character do you see yourself playing? There are the broad archetypes of cop/federal agent, scientist/professor, and soldier which you can tune to your specific RP goals.
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>>81387274
>>81387660
It's the idea that something so alien and horrible and inhuman can exist and be so obviously superior to humanity. Of course, it doesn't help his creatures often had hideously disgusting apperances, incredibly powerful psychic abilities and were able to easily explain why humans can never achieve anything of worth, happened accidentaly and will leave no impact on anything before they cease to be.
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>>81399665
Professional armed robber who stole something they should never have known about. Now they're a fully-deniable operative of DG and whose methods differ drastically from his compatriots.
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So how did you guys go with The Haunting?
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>>81401315
>preferring to rent to northern europeans is racist
lol seems like common sense to me
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>>81401315
The programmed session had to be postponed.
Probably gonna do it this weekend.
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>>81399665
Silver tongued professional thief who got in way over his head and has now been made into a DG asset, playing a very different ballgame compared to his allies but somehow managing to avoid a grisly death all the same.
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>>81399665
Navy Blue Jacket.Cyan Shirt. Tan cargo pants.
Stance? Power.
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I have nothing to contribute, waiting for a game to start and dropping a picture to pass time.
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>>81404754
Just remembered, anyone have a picrure that I can use as a roll20 background for my delta green game?
You get one if you google it but I don't like that one so much.
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>>81399665
A CIA/FBI Accountant with a gun who is REALLY good at cooking the books. You basically become the "yes I can get you that" guy. Charisma build ontop of that.

Accounting is underrated as its basically library use + You can raid cult's tax information.
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>>81408132
Y'golonac is so fucking gross.
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>>81408422
That's a big part of the point.

This illustration was actually reused in Love's Lonely Children.
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Should be more horror set in the dirty 30's. The dust bowl displaced a great number of families and the dust itself killed plenty due to respiratory issues. The number of migrants that can just 'disappear ' is unsettling. How do you know if something got that nice family from Oklahoma or they just heard about work the next town over and moved on? It's, pardon the irony, fertile ground for horror stories.
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Thread's dead, make a new one.
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>>81409759
No u
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New thread. Migrate when ready.
>>81410332
>>81410332
>>81410332
>>81410332



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