says:
April 25, 2008 at 06:29 PM

Thanks for the compliments; if I have time, I’ll be updating it with some more side stuff while we’re in between sessions. The people I play with tend to prefer interaction over heavy combat, typically, so they took to it very well. Lovecraftian tales are, by definition, very cerebral though, so it’s not for everyone. Too much of it, or if it’s run too often, it can get old even for those that do like it; there’s only so much suspense someone can take before they just snap. Which is fun when it’s the characters, but not so much when it’s the players. ;) I have noticed that there needs to be a balance between the investigation/intrigue and some actual tangible resolutions. At the end of the night, the players need to walk away feeling they’ve accomplished something, even if they never completely break open the full story.

says:
April 25, 2008 at 06:10 PM

Absolutely dig the description of the campaign. I’ve always wanted to do a Lovecraft style story of slow discovery and the horror/madness that follows said discovery. If you’ve played any of this, how did the players take to sessions that involved more investigation than action?

My own group of players would probably get quickly frustrated and either quit or burn the area down.

says:
April 25, 2008 at 04:14 PM

Hey there; as of right now it’s kind of on hold. So many campaigns, so little time…in my group, I tend to run when no one else feels like it, so my campaigns are kind of the backups. Part of the reason why it’s nice to be able to log stuff here so we can keep track.

says:
April 18, 2008 at 03:08 AM

Did this campaign go anywhere?

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