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2015/10/04 15:52:35
Subject: Seeking feedback and brainstorming from Call of Cthulhu keepers
So in the next couple weeks, I'll be launching a CoC campaign with some friends. I've been wanting to do this for awhile, but at the same time, I want a second set of eyes on my notes and core ideas to see if there is something to add, or if anyone has a big cool idea that eluded me.
The core idea of my campaign is that I want to run a campaign that avoids most of the 'celebrities' of the game. So no Cthulhu, no Azatoth, no Hastur and so on so on. They will still be present, of course, but they are not going to be the hinges on which the campaign turns. Likewise, I want to avoid the usual CoC tropes of outright party meatgrinding. It will still be an insanely dangerous game, nor am I planning to pull punches, I just find the usual philosophy of 'how fast can we kill investigators' a bit dull.
Here are my overarching campaign notes, sort of the core plot that I want to explore:
Spoiler:
Overarching plot:
The sorcerer Ollianus Marcus has been in pursuit of power and, more importantly, immortality since the early 1700s, though possibly longer. He has been able to extend his life with the use of magic, transferring his soul and mind into a willing or unwilling sacrifice whenever his current body was too old, weak or broken to continue. He has maintained this act for over 300 years. However, he is finding it harder and harder to get away with these acts and still maintain the life he wants. So he is looking into a greater form of immortality by beseeching Quachil Uttaus to make him and his body truly immortal. Ollianus can gather great influence, but due to his shifting nature and appearance, he does not lead a massive cult. He prefers working in the dark arts alone, but maintains followers enough to suit his purposes at the time.
The investigators will first uncover hints of him in early tomes and journals. Since Ollianus’ mind moves, but the body is dead, it will not be instantly obvious that he is the source of the plots and activity. The players may indeed encounter him multiple times and not know it. Ollianus is a master manipulator, and comfortable playing any part that ensures he is not suspected or caught. If he is found up, he can invoke spells to kill or debilitate his foes before going on the run. Usually, he will work to transfer his mind soon after, letting another corpse slow or distract pursuers.
The investigators will eventually obtain an item necessary for the summoning of Quachil Uttaus, one that Ollianus desperately needs to conduct his ritual to obtain true immortality. To the investigators, it will be a curious, if unnerving relic but has little value until they research it. Once they do, or begin to use it in attempts to unlock its secrets, Ollianus’ attention will be drawn and he will begin working towards its capture. While he can use damaging spells, Ollianus’ brand of of arrogant insanity makes him prefer infiltration and corruption from within. Ollianus (in the guise of a friendly face or NPC) will try to integrate into the party, either as a member of outside support, or as one who joins them on their investigations. Ollianus cannot take the relic immediately, knowing that to do so would tip his hand, so he bides his time, waiting for the right time for his ritual. In the meantime, he will work to break down the investigator’s will, figuring he can make use of them and, should worse come to worse, provide him a fresh new body to transfer into when he desires.
My question for other CoC players or keepers here is if anyone sees any glaring flaws in the core idea. Also, what kinds of adventures do you think would lend itself well to the campaign? I'll be happily cannibalizing and re purposing some of the published scenarios (like the Sanatorium) into my modern setting, but eventually, I'm gonna want to come up with something new and unique, both in terms of adventures, and horrid critters for the party to deal with.
Honestly, you might be better off asking the guys over at yog-sothoth.com for their assistance. They are a group of seasoned CoC players/keepers and they can give you some excellent help.
I'm back!
2015/10/06 22:16:12
Subject: Re:Seeking feedback and brainstorming from Call of Cthulhu keepers
Your idea is built on a single NPC. I'm not sure if the NPC's concept is interesting enough to drive a story but I'll go with it anyway. If the sorcerer NPC burns through bodies pretty quickly, you will at least have a plot (follow the bodies). But the plot has to start somewhere and I'd suggest that you have the sorcerer possess a common acquaintance of the Investigators. Furthermore, (a) that acquaintance needs to have disappeared and (b) each of the Investigators needs to have a motive for tracking him down (maybe some less than charitable). I'd suggest that this arc be fairly slow-burning. You can use handouts (e.g., the journal excepts you mentioned) to demonstrate to the Investigators the marked change in the acquaintance from when they knew him. Why is this important?
"Wizard seeks immortality" shows up in a couple of HPL tales. The one that most closely corresponds to your proposal is The Thing On The Doorstep, right down to consciousness transferal. I am going to assume you have read it. Some people consider this story one of HPL's weaker efforts but I really like it. To me, it works largely because the only insight the narrator has into Asenath and her father is through the impact she has on Derby. The story is really a study of Derby's breakdown, rather than Asenath/Ephraim/Kamog. It was quite brilliant of HPL to show the fantastical in its effect rather than try to describe it directly. He does this even more masterfully in The Colour Out Of Space (his finest work IMO). HPL does not waste time trying to describe a color that defies the basic human conception of color. Rather, he conveys a sense of the alien by showing how familiar things -- a rural landscape, a stolid neighbor -- transform into unfamiliar things. Similarly, Upton and Derby are close friends -- in fact, Upton can only recognize the eponymous thing on the doorstep because of this.
It sounds like you want to drive the "PCs chase NPC" plotline to a climax, where the PCs obtain the McGuffin, and then reverse the action for the final act, where the NPC turns around and starts chasing the PCs. That could be really fun, especially if the Investigators have some clue as to the true nature of what is pursuing them. One thing to completely avoid is letting the Investigators have anything but a very fleeting glimpse at the awful truth: (a) it should always be a choice as to whether they "look," so to speak and (b) the price for "looking" should always be high. It will ramp up the tension if the fleeing Investigators are hampered by their mental instability.
This message was edited 2 times. Last update was at 2015/10/06 22:18:07