tag:blogger.com,1999:blog-5459604270859239874.post1087101119176854349..comments2023-04-02T05:39:54.807-04:00Comments on Back to (Role-Playing Game) Basics: Researching Cthulhu - Part 1: HorrorCinderellaManJJhttp://www.blogger.com/profile/01922766356502615925noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-5459604270859239874.post-72315946816393943672010-05-03T13:46:42.421-04:002010-05-03T13:46:42.421-04:00@Norman, I do want to keep it as simplified as pos...@Norman, I do want to keep it as simplified as possible. That said, there is something to seeing your mental strength/sanity points slowly dwindling; I think that adds a level of player anguish to the sessions. <br /><br />However, your comment did put me to thinking about if there would be any ways to restore mental strength. Perhaps only magical means. Or a good shot dwarven ale to give some liquid courage (only to be used in a more adult game, not wanting to encourage drinking for my younger players).<br /><br />Thanks for the comment.CinderellaManJJhttps://www.blogger.com/profile/01922766356502615925noreply@blogger.comtag:blogger.com,1999:blog-5459604270859239874.post-60262671671475110552010-05-01T23:04:13.562-04:002010-05-01T23:04:13.562-04:00Not in favor of another stat / "hit point&quo...Not in favor of another stat / "hit point" pool for sanity. I'd rather have table of afflictions/quirks/mental issues. Whenever character fails sanity save they roll on table. Thus accumulating neurosises, and slowly going (mechanically) insane. Character eventually having so many phobias, handicaps, and quirks that they are useless as adventurers and must be retired to some, nice quiet place in the country. <br /><br />Although, that is more towards the bleak than the heroic. So, proly not what you want.Norman J. Harman Jr.https://www.blogger.com/profile/01319655075997712313noreply@blogger.comtag:blogger.com,1999:blog-5459604270859239874.post-15236201030553665002010-04-29T12:01:42.738-04:002010-04-29T12:01:42.738-04:00@Trevor, thanks for the kind words. I like what yo...@Trevor, thanks for the kind words. I like what you said about the cumulative effect for seeing them multiple times. I'm thinking I would tie that in as a +1 per occurrence, but after a certain point it might be an automatic save. In that case not rolling would save time, but I think maybe still rolling to see if they get a 1 would put that edge into the encounter. You never know if your nerves will hold out.CinderellaManJJhttps://www.blogger.com/profile/01922766356502615925noreply@blogger.comtag:blogger.com,1999:blog-5459604270859239874.post-23686277809314974222010-04-29T11:44:10.137-04:002010-04-29T11:44:10.137-04:00JJ,
I really like this post as it hits on an aspe...JJ,<br /><br />I really like this post as it hits on an aspect of DnD that never quite gets properly implemented, Horror.<br /><br />No matter what level the characters are they should get some 'scare' from skeletons or various other undead coming upon them. Too often the 'horrific' in DnD is overlooked due to them being stalwart heroes.<br /><br />I try and implement the concept of the Fear and Horror checks from the 3.x Ravenloft supplements.<br /><br />The first time the players meet either a scary creature (most undead) or an abomination (mind flayer), I would have them make the appropriate check and recieve the appropriate effects of the check. Each time they meet the same type of creature they might get a cummilative +2 to their saves, as they should eventually 'get used' to them but still have the slight chance that the continued exposure might just wear on them (i.e. a mid level character rolling a 1 on the save and therefore failing their check despite having multiple +2's applied).<br /><br />Think of how you and I have probably seen hundreds of depictions of skeletons (from the first Monster Manual and the Sinbad movies to the modern horror art and modern movies) yet there could be a picture/scene next week that would that would just creep us out, despite our constant exposure.<br /><br />Undead and abominations are scary because they are a coupling of things that should not be 'alive' with forces beyond what should be. Therefore wandering into one while adventuring should no be 'just another monster' but something to remember and be unwanting to meet again.<br /><br />Keep up the great posts.<br />Trevor<br />The Crazy CanuckleheadTrevorhttps://www.blogger.com/profile/02485193605099122505noreply@blogger.com