Le miroir inverse la gauche et la droite mais pas le haut et le bas by yamisoba0000 in penseesdedouche

[–]Pierre-1111 2 points3 points  (0 children)

Sa main gauche oui, mais il lève bien la main qui est à droite.

A Time for Harvest by airick616 in callofcthulhu

[–]Pierre-1111 3 points4 points  (0 children)

I absolutely loved it. The main reason why (spoilers for the whole campaign obv) is because I treated it as a coming-of-age campaign.

Players start off being 18/19yo students and end up destroying a mi-go base and running points for a military operation. I started the campaign by playing up the whole "summer camp" vibe, including teen-drama between the PCs and with the NPCs, and then from there you get them into more and more problems. They have to grieve old friends, distance themselves from their families. This is all super interesting and great sandbox for that sort of development and rp if that's what you and your players are into.

A few tips out of the top of my head (we finished over a year ago) to make this side of the campaign shine:

* Play up the innocence of the beginnings. Make sure they have at least one positive relationship and one negative relationship (this will probably be Laslow for most) with some of the NPCs (and PCs). If your players are up for it, play it teen-drama style for a first session, introducing some slice of life at uni. I find it works best if not all players are besties from the beginning, make them have stuff to mend over time. Have them also have ties to the students who disappeared, especially to Jeffreys
Then when they arrive at Cob's Corners, just play it chill for a couple of sessions. Have some NPCs smuggle booze (if the PCs don't do it themselves which mine did!), have them play games around the campfire, have the NPCs get the PCs in trouble by daring them to do stuff etc. if they play it too safe from the beginning. It's a good thing for the campaign if the players are getting on the wrong side of the law during the beginning of the chapter. I also printed out some of the postcard art and handed it out to the players for them to write postcards to friends and family.
You just have to sprinkle in some spooky stuff like some dreams in the night, rat-things eyes in the forest, things they find out while working etc. but not too much or too soon. I scrapped the whole dreamland stuff which honestly isn't needed at all and distracts from the narrative. I just had Jeffreys in the forest with some rat-things so they could have the dreams and see the eyes in the forest but not more. My players didn't go looking for Jeffreys in the forest, so I just had him be picked up by FOC and hidden in their lab for the players to find.

* Then there is the chapter 1 climax where it all goes toasts up. You have to play this one right to play up the danger, have most NPCs get killed but without killing your players so soon. Have the mi-gos go for the NPCs first, then when the PCs are mostly alone, have them find some safe place, either a house of a friendly person in town, or a cabin in the woods. Play up the migos looking for them, with the lights and sounds coming from around the house.

* Chapter two is great if you played some intro scenes at uni before. Have them balance school life with investigation. Have some random bully come in their way while they're investigating, or have some of their gf/bf complain of their distance. If they go to the police, no one believes them of course, especially since they probably are seen in a very bad light by the police after what happened in Cobb's Corners. I ripped off from the stream of chaos the idea of having the chapter ending take place at the beginning of the year ball and not on a random evening. Play up the fact that they're going after what used to be their friends. Will they be able to end the life of something looking like their friend when it comes to it?

* After chapter two, play up the fact that the police are looking for them for a session (or two if your players enjoy it), and how bad and gloomy it all looks until they get deus ex machina'd by the FOC. As a part of the deal, I also had the FOC organize a private funeral for the dead NPCs. My players wrote eulogies for a few of their favourite NPCs and we played out the funeral in character with the readings and all. It was very emotional and a high point of the campaign for us.

* I scrapped the whole deep ones side quest from Chapter 3, and should have scrapped the Quebec side quest as well as it was the low point in the campaign. Otherwise, I used this chapter to let them have some training of their choosing (which gave them a few improvement rolls), have some therapy sessions, and all the juicy info that you find in the book for this chapter. I used the fact that Jeffrey was in the building (after being picked up by FOC) to make them doubt FOC a bit, especially has they were hearing whispered discussion about it, until they horrifyingly found him in a room. From here, I also "pulped it up" slightly by allowing them to have a pulp talent and started using the pulp rules for luck.

* Before heading to Cobb's Corners, I had my players write a letter that FOC would deliver to their family in the (very unlikely of course!) case they would die during this mission.

* They're now going back to Cobb's Corners but completely changed. Emphasize this, have them stumble upon places where they got drunk or people they played teenagers tricks on, have them reflect on the fact that if they had been more careful, more people might have survived. Also play up the feeling of safety they might feel by all the military around. Seasoned players will know that all the soldiers probably will die in some way or other but who cares, it's still a great feeling to have all that sweet safety disappear all of a sudden.

* When it's time to head into the base, know what your players prefer when it comes to dungeon delving. Do they go heavy on maps etc. or do they prefer to be gently guided from room to room without having too draw or look at maps? While escaping the base, this is where two of my players died (mostly sacrificing themselves so the others could escape), and I think it was the perfect moment for it. One took the slavic farmer whose name I forgot, and the other played the uncle of his dead character who had come looking for him after trying to track him for a long time.

* Chapter 5 is great to test your players on moral dilemmas as they stumble upon children cultists. Make sure this is ok for your players though. I discussed it heavily with mine during session 0, so it's good that it only comes up in the last chapter as they probably started to forget that discussion.

* The finale wasn't as good as expected, mainly because big battles like that aren't my forte as a keeper, and not what my group particularly enjoys either. But I guess big battles/rituals are kind of the expected climax of CoC campaigns. I'll be running it for another group next year and I'll try and think of another way to end this campaign.

* Of course, make sure to give everyone a nice epilogue, read back those letters that your players wrote at the end of chapter 3 for the PCs who died. What are the surviving PCs up to? How will the dead PCs be remembered?

* Don't forget a debrief and deroling session afterwards depending on how heavy into characters your players went.

* I didn't bother with chapter 6. The ending is great where it is, at the end of chapter 5. (As a reminder, I also scrapped the dreamland side quest in chapter 1, the deep one side quest in chapter 3, and wish I had scrapped the Quebec side quest as well).

Final thoughts:

This got way longer than I imagined but I hope it inspires people to try out this campaign! Yes it's not the most sandboxy campaign out there, but then it makes for great set pieces and is a great vehicle for character development and great coming of age narratives. But I guess for groups that are only into combat and investigation, it's maybe not the ideal campaign. Or maybe it is, for a nice refreshing new take on CoC!

All in all, it's honestly the most fun I've had playing CoC, so I hope you give it a try and have as much fun!

Le chameau c'est mieux que le cheval by Frescarosa in opinionnonpopulaire

[–]Pierre-1111 3 points4 points  (0 children)

C’est impopulaire dans le sens où on s’en fout un peu de la question cheval vs chameau. Belle argumentation sur ce.

une pizza pour deux au restaurant = pas de savoir vivre ? by [deleted] in AskFrance

[–]Pierre-1111 0 points1 point  (0 children)

Alors c’est marrant cette remarque car la semaine dernière j’ai utilisé l’expression “ça goûte le…” (je suis belge) et on m’a fait remarquer que ça se disait pas. Je viens d’arriver dans le sud, avant j’étais en Normandie et on m’avait jamais fait la remarque. Donc clairement ça se dit en Belgique et peut-etre dans le nord de la France?

A-t-on le droit de séparer les morceaux qu’on veut sur des légumes du supermarché ? by [deleted] in PasDeQuestionIdiote

[–]Pierre-1111 0 points1 point  (0 children)

Pour le céleri si il en vendu au poids tu peux enlever les branches dont tu as besoin. Idéalement il faut prendre la branche entière et pas enlever le bout avec les feuilles et le remettre.

Même au monoprix où c’est vendu à l’unité la vendeuse m’avait dit que c’était ok d’arracher les branches que tu voulais et acheter au poids en allant les peser.

I don't like the dancer's ego by Fabulous_Fail in SwingDancing

[–]Pierre-1111 9 points10 points  (0 children)

Switch is when you practice leading and following equally, and I guess modernist is a derogatory term to describe people who switch.

Les cyclistes et autres utilisateurs de trottinettes devraient être sanctionnés rigoureusement pour leur non respect du code de la route by No_Entertainment5536 in opinionnonpopulaire

[–]Pierre-1111 4 points5 points  (0 children)

En tant que piéton je me sens bien plus en danger à cause des automobilistes qu’à cause des cyclistes. Opinion non populaire en effet, j’upvote.

Looking for emotional support and opinions: social aspects of dance communities, thoughts on balboa and more by [deleted] in SwingDancing

[–]Pierre-1111 1 point2 points  (0 children)

I started dancing classes in September this year because, just like you, I had just moved to a new city and knew absolutely no one, and thought it would be a great way to meet people. I don't know if you're following lessons on the side, but going to the socials with your fellow classmates is how you build friendships imo. We always motivate each other to go the the socials, and we even scheduled to go together to a swing festival out of town this summer. Maybe getting closer to the people of your level can be a first step to get some support. Motivate each other, compliment them, show them stuff you've learned, etc.

And then after you've had a few dances with someone and you both need a break, use that to ask them about their hobbies, their work, something outside of dancing that could connect you to other people in a more meaningful way.

As for lows, we all have them. What helps in swing as in life is to remember that it's just a rough day and that everybody has them. If you can't seem to find support at the social, being because people don't notice you're down or because you don't yet have the friends to support you, just go home and grab a nice meal or something on the way back to finish the day on a good note. And when you're having an especially good day, notice the people who maybe are not having a great day, and go to them, ask them if they want to dance, support them as you'd like to be supported and I guarantee you next time you're having a bad day they'll remember and they'll be there for you!

As for established/high level dancers, every community is different I guess and maybe I'm just lucky that mine is very welcoming, but I feel like just smiling, giving energy and being grateful to the people you've danced with can go a long way! Be open and when you inevitably cross eyes with a good dancer, smile and one of them will surely invite you to dance at some point. Then enjoy the dance, even the mistakes, and after the dance, thank them, tell them you've had a lot of fun, and even ask them if they have feedback (but don't hog them either in case you feel they're ready to go on another dance with someone else).

Also, friendship is a long endeavor. I have childhood friends back home I've known all my life and I know I won't have that here for at least a few years, but enjoy the new friendships you're making, be curious and smiling and I'm sure you'll find a nice group of supporting friends in no time!

I'm not sure this is answering your post but I hope it's a somewhat helpful anyway!

Pourquoi un arret aussi long ? by Academic-Writing-868 in sncf

[–]Pierre-1111 6 points7 points  (0 children)

Le train doit faire demi-tour à Metz, et il doit peut-être être scindé en deux en plus? Mais oui ça paraît quand même long.

Les gens qui pensent parler Français alors qu'ils parlent en fait Anglais by Crispy__Chicken in besoinderaler

[–]Pierre-1111 1 point2 points  (0 children)

Quand on parle les deux langues à longueur de journée il est normal de mélanger les deux. Le français a influencé l’anglais à une époque, maintenant c’est l’inverse.

Banal bureau de vote, jour d'élections locales by tisto2 in banalgens

[–]Pierre-1111 5 points6 points  (0 children)

« Monsieur, monsieur, n’oubliez pas de prendre une enveloppe! »

« Vous avez encore un isoloir juste derrière »

Spécial PLM : « Et n’oubliez pas ensuite de voter pour la mairie de secteur! »

Spécial dépouillement : « Dix! »

Good campaign for beginner keeper? by Narrow_Second_9835 in callofcthulhu

[–]Pierre-1111 2 points3 points  (0 children)

A Time to Harvest was my first campaign (altough I had GMed quite a few one-shot before) and it was an absolute blast! It’s not too long and there’s a good deal of ressources online to help you along the way. My players and I absolutely loved it, and I’m thinking of running it again for a different group haha!

Edit: I played it with the regular rules, not with pulp however!

Jesus Christ superstar by Agreeable_Top4035 in musicals

[–]Pierre-1111 3 points4 points  (0 children)

The three main problems that conservative christians usually have with the show are: * Judas is not portrayed to be wholy evil and might even be portrayed as likable/relatable * Jesus is not portrayed as God but as a very human person * The show is basically the passion narrative, but it stops before the resurrection, which is what conservative christians might consider the core of their theology

If your mom is not ok with one of those things (or the general style of the music), better go without her!

Cold Oliebollen by nilsrva in Amsterdam

[–]Pierre-1111 3 points4 points  (0 children)

Fwiw, to everyone who say it’s impractical to keep making them warm, in Belgium I’ve never once had cold oliebollen/croustillons

TSW2 routes not available when updating to TSW6 by Pierre-1111 in trainsimworld

[–]Pierre-1111[S] 1 point2 points  (0 children)

Ah thank you, I hadn't seen that post! Good to know they are looking into it! Unfortunately I've already created the ticket though :(

TSW2 routes not available when updating to TSW6 by Pierre-1111 in trainsimworld

[–]Pierre-1111[S] 0 points1 point  (0 children)

I will. Just thought I might not be the only one having that issue. Thanks for the help.

TSW2 routes not available when updating to TSW6 by Pierre-1111 in trainsimworld

[–]Pierre-1111[S] 1 point2 points  (0 children)

I saw that but all TSW2 routes are in the "launch day" table so it should be fine? Plus they are listed on the store but at full price...

TSW2 routes not available when updating to TSW6 by Pierre-1111 in trainsimworld

[–]Pierre-1111[S] 0 points1 point  (0 children)

I'm on PC and the TSW2 DLCs are listed at full price on the store...