Tuesday, June 28, 2011

Cthulhu Returns - June Ed.

Following our last Dark Sun game in May I felt a break was in order. My group had been rolling hard on 4e for a year straight. Two of them were brand new to table top gaming and 4e was all they had ever known. It was time for something different. So I asked my GM sensei to step in for a night and run Cthulhu for us. He was kind enough to accept and I spent the next month hyping up the game system to the group.

I loved the last two times I played Call of Cthulhu and have been wanting to go back to it ever since. It is heavy on story and role playing and light on mechanics. Where we all appreciate 5-6 page character sheets and loads of technical rules in 4e it is nice to take a break. One page and a character background given out by the GM means you can really dig in to owning your characters motivations.

I won't go into the details, but our group was a 1920's Boston based gang sent to the Pennsylvania Appalachians to broker a deal for cheap moonshine. What ensued was a journey into madness. Jumping in and out of each other nightmares. Confronting a village bent on sacrificing us to an ancient evil and an escape by the skin of our teeth. It was a kicking good time. Next month we will be back to Dark Sun, but this breather is just what everyone needed. It also worked to inspire me as a GM again. Doubling down on my planning to run the best game I can in July.

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The Wise Man's Fear
Dynasty of Evil
100 Bullets Vol. 07: Samurai
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100 Bullets Vol. 05: The Counterfifth Detective
100 Bullets Vol. 04: A Foregone Tomorrow
100 Bullets Vol. 03: Hang Up on the Hang Low
100 Bullets Vol. 02: Split Second Chance
30 Days of Night
100 Bullets Vol. 01: First Shot, Last Call
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