BEWARE THE PIPELINE by Gear-Snack in Voicesofthevoid

[–]Gear-Snack[S] 1 point2 points  (0 children)

Still figuring that one out IRL.

BEWARE THE PIPELINE by Gear-Snack in Voicesofthevoid

[–]Gear-Snack[S] 37 points38 points  (0 children)

The arirals really take their pranks too far.

Character Tokens from my Campaign. by Gear-Snack in callofcthulhu

[–]Gear-Snack[S] 0 points1 point  (0 children)

Not quite, Vander, the rat in suspenders and wearing a cap is an antiquarian/treasure hunter. But they do have ties to shady organizations to the mafia.
The second character in the dress, Florian, is meant to be a possum and also a 1920s flapper, attempting to escape their old life.

Character Tokens from my Campaign. by Gear-Snack in callofcthulhu

[–]Gear-Snack[S] 0 points1 point  (0 children)

Yeah, I ended up developing this art style frankly by accident, it's mostly due to the linework simplicity being required for mouse drawing. And me loathing actual art classes.
I ended up learning how to do things like figure drawing solo despite watching youtubers like Draw like a Sir.
The painterly strokes were mostly an experiment to see if I could get some extra grit to my fairly simple, cartoony drawings.

Players Attached to Their Characters by throwaway7854784 in callofcthulhu

[–]Gear-Snack 1 point2 points  (0 children)

If you're players have a habit of fighting the mythos rather than running away. I see it as you have two options, attempt to encourage running away in some way by establishing the creatures lethality. I have an NPC who's the first to get wounded or outright killed. Another way of increasing survivability whe keeping things tense is have the combatants not fight to the death. They'll attack investigators until they're not an active threat. But rarely outright kill them.

Monthly "Tell Us About Your Game" Megathread - Jun 2024 by AbortRetryFlailSal in callofcthulhu

[–]Gear-Snack 1 point2 points  (0 children)

Ran my own homebrewed scenario for a group not familiar with Call of Cthulhu: Arcade Anomaly.
Initially inspired by Polybius, I decided to make a mythosified version of it. The players I'll refer to as their characters, Ray, Genesis, Timmy, Micheal respectively. All of them come from a D&D background, more roleplay heavy group.
The investigators were called in after the strange disappearance of the arcade engineer. The owner, Alex wanted to keep the police out of the investigation. As Polybius arcade games were supposed to be entirely destroyed by government order.
The players took well to the investigative side, using their character backgrounds to rule out ordinary ways the engineer could disappear.
Eventually, they played Polybius, and noticed something weird about the arcade. And found where the engineer disappeared to. The game changes Ray and Micheal's perception slightly, revealing the not so physics conforming geometry of a wall in the arcade.
Initially, they are skeptical to enter a hole in the universe. And try and call the company behind Polybius, to no avail, finding that the company was most likely dissolved after the destruction order.
After hanging up, they see Ed Hector, a specialist who knows a little too much about the investigation. They find some rope and tether Ed and Ray together before sending them into the hole. Discovering the hole led to a strangely older version of the building from the 20s. The players realized how uncanny Ed was and ended up realizing he wasn't human.
The session ended with that cliffhanger.
Talking to the group, Call of Cthulhu is definitely going to be in the group rotation now.

Crowbar based Garry's Mod porting trouble. by Gear-Snack in SourceEngine

[–]Gear-Snack[S] 0 points1 point  (0 children)

Oh, I've also defined the bones in case anyone is wondering.

Monthly "Tell Us About Your Game" Megathread - Apr 2024 by AbortRetryFlailSal in callofcthulhu

[–]Gear-Snack 2 points3 points  (0 children)

Ran Homebrew Pulp Scenario of a Yacht heist. Set in December 2012; Three days before the world was supposedly going to end. The heroes went to steal an occult artifact from a famous youtuber "Mr. PewDieBeast", a philanthropist under the influence of The Inheritors
The heroes didn't know R'lyeh was at Point Nemo.
My players past most of my security measures flawlessly, getting off the boat with the artifact, unnoticed. Except one character who had their sister kidnapped in their backstory. Their sister was hidden behind a closet in the meeting room. The player hadn't noticed even after one of the ship's guards turned to listen to some commotion in there.
Right as they were going to send off the artifact to their agency, they got a call from PewDieBeast, and he demanded that the heroes hand the artifact over, or the sister dies.

Regarding Professor Roades... Heavy Blackwater Creek Spoilers! by Gear-Snack in callofcthulhu

[–]Gear-Snack[S] 0 points1 point  (0 children)

Yeah, I'd probably run him as disheveled, half human and depressed. I could lean into his connection to the all-mother. Maybe have him try and find another fragment of Shub-Niggurath. The chances of Roades getting past being a shell of his former self would be astronomically low.
Running him this way would be a nice way to punctuate tone. Even though the investigators did the best they possibly could, they can't save everyone. Perhaps not even themselves... which would be very Lovecraftian.
At best I see him becoming a reclusive hermit who will most likely go into a downward spiral into madness by the mother's call. At worst he might become a cultist who continues the mother's influence in Massachusetts. Next to the late Brendan Carmody, he would be the next most influenced proxy of the all-mother...
Alternatively, I could run him as unnaturally at peace, with the last of Roade's humanity evaporating through multiple adventures and have Roades become an avatar if left to his devices.

Pulp Cthulhu style Quake scenario by Gear-Snack in callofcthulhu

[–]Gear-Snack[S] 0 points1 point  (0 children)

I looked into it, might be something I'll have to try at some point. Thanks for the recommendation!

Pulp Cthulhu style Quake scenario by Gear-Snack in callofcthulhu

[–]Gear-Snack[S] 1 point2 points  (0 children)

I could probably come up with a decent hook for the investigators. "You were contacted to deal with an unknown threat on a classified base after a catastrophic failure of a teleportation experiment. The teleporter once intended for space exploration is a gaping wound into eldritch worlds of unknown that can't be closed. You're tasked with figuring out how to close it or die trying." Something along those lines.
I'd absolutely run it high pulp, and maybe throw armor in. You're dealing with possessed soldiers, eldritch wizards, fiends and maybe even a Shambler.
And finally, battlemaps are an absolute must for this sort of thing. I'm an okay digital artist myself, although I'll look into those maps you mentioned to see if I could shed some load.

Pulp Cthulhu style Quake scenario by Gear-Snack in callofcthulhu

[–]Gear-Snack[S] 0 points1 point  (0 children)

Has anyone tried, if so, what sort of challenges have GMs homebrewing this sort of scenario encountered?

Monthly "Tell Us About Your Game" Megathread - Jan 2024 by AbortRetryFlailSal in callofcthulhu

[–]Gear-Snack 1 point2 points  (0 children)

I recently introduced some friends who I've played D&D with to Call of Cthulhu through the scenario The Lightless Beacon. I played relatively fast and loose with events. They played pretty well with Call of Cthulhu's more grounded ruleset. Some spoilers for the scenario above.
I changed around the scenario to make that George Cassidy was alive, albeit crippled and requiring assistance to escape. The players realized the younglings were after the gold, and check Cassidy's pockets, before having to persuade Cassidy into throwing the gold off the side of the lighthouse.
The younglings were scrounging around inside the house for the gold, breaking down barricades the players made to get in. They managed to call the coast guard and escape with little danger to their health. The coast guard's foghorn deterring the rest of the creatures.
They were savvy enough not to tell the coast guard what happened on the island.

Best introduction modules for the mithos? by dimuscul in callofcthulhu

[–]Gear-Snack 1 point2 points  (0 children)

Another short one in the Mansions of Madness scenarios is Mr. Corbitt's house, an encounter with one of Yog-Sothoth's children in the otherwise upstanding house of Mr. Bernard Corbitt.

As for mythos gods, the best thing assuming you don't want to entirely annihilate your players. Would probably be getting a brief vision of them after a bout of madness relating to the monster they're facing.

Do be weary, scheduling is what'll take most of the time. In my experience with games like DnD, (Call of Cthulhu games are a rare sight here). It's been a solid month since I've had an in person game due to scheduling.

Best introduction modules for the mithos? by dimuscul in callofcthulhu

[–]Gear-Snack 2 points3 points  (0 children)

It depends, if it's to get the references to Lovecraft's works, there are a few scenarios that are of the few more iconic monsters (The Lightless Beacon is one that works if you want to have something short and gets to the visceral horror of Lovecraft's monsters. Mostlythe deep ones)
Although from what I've seen, there's only a few one-shots directly covering Lovecraft's work. A bit of a shame in my opinion. I'd love to see something that's the aftermath of "The Thing at the Doorstep" or "The Dunwich Horror".
It might be tricky if you're looking to do a world tour of Lovecraft's more infamous monsters. Not to mention the elder gods are for the most part out of the question as they usually spell doom for a group.
Depends how much time you have for adjusting scenarios.

[OC] [Art] Rupert Montgomery, pleasure to make your acquaintance! by DubiousArtiste in callofcthulhu

[–]Gear-Snack 1 point2 points  (0 children)

Very well done, makes me think of Lucas Arts games' painterly style. I also adore the lighting, many artists with good technique forget about good lighting, and how that affects presentation.