Posted: Mon Oct 22, 2007 2:46 am
First I'll deal with the last point of your post.
ANY large shift in focus in a game has the potential to throw a group off, and ruin their fun. There is a reason you don't walk into a Sports bar during playoffs and change the channel to X-Files. That being said, having a big change in a game's focus does not NECESSARILY throw off a game, and can in fact make things far better. Part of it is chance, but a lot of it is how you handle it. Generally, you need some lead up. It doesn't have to be a lot, but maybe in the earlier sessions of the game have the players experience some strange dreams where the players are gods among men, but are doing battle against a terrible foe. Then a few sessions later, have them stumble upon some cryptic prophecy from the cult that predicts the creation of immortal champions from mortal men. Try to lead up to it a bit, so the players don't come in one day and go "Wait, we're gods now?"
Now, as for a Cthulhu type game...
The book that you should definately DEFINATELY get your hands on is Rifts Underseas. Look up a little baddie in there by the name Lord of the Deep. Basically, the Lord of the Deep is Cthulhu, with Palladium stats. The Lord of the Deep resides at the bottom of the Marianas trench, in eternal slumber, with nightmarish dreams that reach out to sleeping mortals around the globe, often offering them great gifts in exchange for service. These worshipers have formed the Cult of the Deep, and the priests tend to develop strange mutations and mishapen bodies, not at all unlike the famed Innsmouth Look from H.P. Lovecraft's writings. Maybe you won't use the Lord of the Deep himself, maybe you'll make him just a minion of the elder gods you want to use, but read over everything in there, and read over the section on the Whale Singers too (a faction that is attempting to destroy the Lord of the Deep) in order to get a really good feel for how to use a cult in Rifts, and how to work with something built of pure terror and power that rests at the bottom of the sea. The Whale Singers section talks about a prophecy that was made which predicts the downfall of the Lord of the Deep, and that section will help you get a feel for how to use prophecies and dreams in mysterious and terrifying ways.
For the beginning of your campaign, the other advice you have received is good. Have a lot of perception checks sometimes for the smallest of things. If players don't know which perception checks are going to be important and which ones aren't, then the players aren't going to realize if they missed the sound of a monster burrowing up beneath them or if they failed to hear a bum mutter an insult under his breath. Fighting will not be as tracking and investigations. Don't have NPCs say "And then this tectonic entity came around the corner, possessing a pile of garbage, and it attacked the robinsons! Murdered them all!" have them say "I only saw it for a moment, there was a swirling cloud of...of...of things, like opened cans, and newspaper, there was a lot of newspaper. At first all I could hear was the alley cat screaming but then I heard the Robinsons *shudder* I can't get that sound out of my head, like some ghastly wailing, and the next thing I knew, there was blood spattering on the walls, all over the walls...It, it was...*sob* It was the Robinsons...it was all that was left of the Robinsons!"
Keep things mysterious. Avoid giving details. If they succeed on Lore checks, then give them several possibilities that all fit with what little information they have.
Another key element to Lovecraftian stories like Call of Cthulhu is insanity. Now, you might not be wanting to drive any of the characters insane, especially if you're going to be turning them into gods, but make sure that the elder gods leave a trail of insanity in their wake. The people that are having dreams of the sleeping evil? Make them go crazy. Maybe just a little at first. Maybe they don't like going near bodies of water, maybe they're overly afraid of things that are slimey. If the characters run into them later on again, make them crazier. Maybe even institutionalized.
You asked if the tidbits that you listed were 'bad' or 'misleading'. None of them are bad, and misleading is EXACTLY what you want to do. You want them to think that there is someone sneaking up behind them when there isn't. You want them to think that they are safe when they aren't. You want them to think that they managed to wake up from the nightmare they were just having, only to walk out the door to grab some breakfast and be swallowed whole by the monster they were dreaming of a moment ago and then wake up again to realize the attack was just another dream. You want to make the players/characters unsure of what is happening, and you want them to start wondering what is real and what isn't. Even if they aren't going crazy, you want them to think that maybe, just maybe, they are.
Beyond the Supernatural is based around giving the sort of feeling of a Call of Cthulhu game. Yes, it's low powered, but that's generally the point of a Call of Cthulhu game. It might still have some good ideas for helping you build atmosphere though.
You should definately read more of H.P. Lovecraft's writing to get more and more of a feel for the tone. Lovecraft was basically of the mind that there was no way for mankind to ever understand everything in the universe, and the farther we keep probing, the more likely we are to find things that are so far beyond our ability to comprehend that the very act of seeing it or even knowing it exists is enough to drive you mad.
Oh, and as for the hook in Atlantis about something killing off the Atlanteans, you are aware that it is actually the Sunaj assassins, right? The rogue clan of Atlanteans that are out to kill all their brethren?
ANY large shift in focus in a game has the potential to throw a group off, and ruin their fun. There is a reason you don't walk into a Sports bar during playoffs and change the channel to X-Files. That being said, having a big change in a game's focus does not NECESSARILY throw off a game, and can in fact make things far better. Part of it is chance, but a lot of it is how you handle it. Generally, you need some lead up. It doesn't have to be a lot, but maybe in the earlier sessions of the game have the players experience some strange dreams where the players are gods among men, but are doing battle against a terrible foe. Then a few sessions later, have them stumble upon some cryptic prophecy from the cult that predicts the creation of immortal champions from mortal men. Try to lead up to it a bit, so the players don't come in one day and go "Wait, we're gods now?"
Now, as for a Cthulhu type game...
The book that you should definately DEFINATELY get your hands on is Rifts Underseas. Look up a little baddie in there by the name Lord of the Deep. Basically, the Lord of the Deep is Cthulhu, with Palladium stats. The Lord of the Deep resides at the bottom of the Marianas trench, in eternal slumber, with nightmarish dreams that reach out to sleeping mortals around the globe, often offering them great gifts in exchange for service. These worshipers have formed the Cult of the Deep, and the priests tend to develop strange mutations and mishapen bodies, not at all unlike the famed Innsmouth Look from H.P. Lovecraft's writings. Maybe you won't use the Lord of the Deep himself, maybe you'll make him just a minion of the elder gods you want to use, but read over everything in there, and read over the section on the Whale Singers too (a faction that is attempting to destroy the Lord of the Deep) in order to get a really good feel for how to use a cult in Rifts, and how to work with something built of pure terror and power that rests at the bottom of the sea. The Whale Singers section talks about a prophecy that was made which predicts the downfall of the Lord of the Deep, and that section will help you get a feel for how to use prophecies and dreams in mysterious and terrifying ways.
For the beginning of your campaign, the other advice you have received is good. Have a lot of perception checks sometimes for the smallest of things. If players don't know which perception checks are going to be important and which ones aren't, then the players aren't going to realize if they missed the sound of a monster burrowing up beneath them or if they failed to hear a bum mutter an insult under his breath. Fighting will not be as tracking and investigations. Don't have NPCs say "And then this tectonic entity came around the corner, possessing a pile of garbage, and it attacked the robinsons! Murdered them all!" have them say "I only saw it for a moment, there was a swirling cloud of...of...of things, like opened cans, and newspaper, there was a lot of newspaper. At first all I could hear was the alley cat screaming but then I heard the Robinsons *shudder* I can't get that sound out of my head, like some ghastly wailing, and the next thing I knew, there was blood spattering on the walls, all over the walls...It, it was...*sob* It was the Robinsons...it was all that was left of the Robinsons!"
Keep things mysterious. Avoid giving details. If they succeed on Lore checks, then give them several possibilities that all fit with what little information they have.
Another key element to Lovecraftian stories like Call of Cthulhu is insanity. Now, you might not be wanting to drive any of the characters insane, especially if you're going to be turning them into gods, but make sure that the elder gods leave a trail of insanity in their wake. The people that are having dreams of the sleeping evil? Make them go crazy. Maybe just a little at first. Maybe they don't like going near bodies of water, maybe they're overly afraid of things that are slimey. If the characters run into them later on again, make them crazier. Maybe even institutionalized.
You asked if the tidbits that you listed were 'bad' or 'misleading'. None of them are bad, and misleading is EXACTLY what you want to do. You want them to think that there is someone sneaking up behind them when there isn't. You want them to think that they are safe when they aren't. You want them to think that they managed to wake up from the nightmare they were just having, only to walk out the door to grab some breakfast and be swallowed whole by the monster they were dreaming of a moment ago and then wake up again to realize the attack was just another dream. You want to make the players/characters unsure of what is happening, and you want them to start wondering what is real and what isn't. Even if they aren't going crazy, you want them to think that maybe, just maybe, they are.
Beyond the Supernatural is based around giving the sort of feeling of a Call of Cthulhu game. Yes, it's low powered, but that's generally the point of a Call of Cthulhu game. It might still have some good ideas for helping you build atmosphere though.
You should definately read more of H.P. Lovecraft's writing to get more and more of a feel for the tone. Lovecraft was basically of the mind that there was no way for mankind to ever understand everything in the universe, and the farther we keep probing, the more likely we are to find things that are so far beyond our ability to comprehend that the very act of seeing it or even knowing it exists is enough to drive you mad.
Oh, and as for the hook in Atlantis about something killing off the Atlanteans, you are aware that it is actually the Sunaj assassins, right? The rogue clan of Atlanteans that are out to kill all their brethren?