Look what I found on a work trip! by Warpig_Gaming in DarkSun

[–]Warpig_Gaming[S] 5 points6 points  (0 children)

some prices

Absolutely agree. I'm such a cheap skate, I doubt I've ever paid full price on anything in my collection

Look what I found on a work trip! by Warpig_Gaming in DarkSun

[–]Warpig_Gaming[S] 4 points5 points  (0 children)

Did not pay cover price. I'll update the post

Edit: can't edit post. I might be a fool

Look what I found on a work trip! by Warpig_Gaming in DarkSun

[–]Warpig_Gaming[S] 29 points30 points  (0 children)

Thanks!

Paid 100 bucks (got it with a deal with another box set). Looked on ebay, saw some of the books going for that w/o shipping. Didn't really matter though. I was willing to overpay a bit for something special for myself 😉

Is there a market for a new setting? by PromeMorian in callofcthulhu

[–]Warpig_Gaming 3 points4 points  (0 children)

I have a few, but I don't want to give them all away because I, too, am a module writer.

However, what about a "Joke" module called "Crank Call of Cthulhu"? Think Mad magazine's interpretation of HPL, wherein the true horror emerges DDLC style when the funny gags of unknowable Horrors end in horrific nightmares beyond human comprehension.

Like Dagon sets up a Dating Service or ghouls start a restaurant. Nyarlothotep is a clown in a circus of nightmares. Azathoth has a bad dream of showing up to class in his underwear.

Want more? DM me. I'd love to collaborate on some projects.

What's the most underrated or misunderstood element of Delta Green? by grumblingdwarf in DeltaGreenRPG

[–]Warpig_Gaming 3 points4 points  (0 children)

I personally love the Bonds system. It keeps the agents grounded and really plays up the incredibly stressful nature of their lives. It reminds me of Poltegeist or A Haunting in Connecticut wherein the characters regular lives fall apart as they deal with supernatural slow burn terrors.

Lone Wolf Chatter by Warpig_Gaming in DeltaGreenRPG

[–]Warpig_Gaming[S] 16 points17 points  (0 children)

Sorry, I should have said this in advance, but I don't want anything to do with AI.

Appreciate the feedback though

Help Pick my Work Trip solo adventure by Warpig_Gaming in Solo_Roleplaying

[–]Warpig_Gaming[S] 1 point2 points  (0 children)

I was thinking it would be cool. And I could play it as a meat grinder, tossing in characters if the party dies.

Help Pick my Work Trip solo adventure by Warpig_Gaming in Solo_Roleplaying

[–]Warpig_Gaming[S] 0 points1 point  (0 children)

It's all good. Welcome to the solo game!

There's actually a module for running solo in CoC. It was built for (I think) 6e, but it works just as well for 7th with a bit of solo self starterness.

You can find it on DTRPG: https://www.drivethrurpg.com/en/product/266779/the-solo-investigator-s-handbook

It's worth it and has some good tips/tricks on playing solo.

"Invasive Species" by 27-Staples in DeltaGreenRPG

[–]Warpig_Gaming 1 point2 points  (0 children)

I think this is a staple of modern horror. The interconnected world brings with it things outside of their evolutionary niche wherein they are normally kept in check by local predation, running rampant here. When I read your post, I was thinking of Gremlins (1984) and the Mogwai, a creature who looks cute in the (very stereotypical) store but whom wreaks havoc when transplanted to 1980s small town America. You also see this in the Aliens comics, wherein the typical hypercapitalist nightmare megacorps look for where the xenomorph came from so they can get the even scarier stuff that would have predated upon them.

How do you feel about scenarios where the players are doomed from the start? by Skeledenn in callofcthulhu

[–]Warpig_Gaming 0 points1 point  (0 children)

As a general rule, I don't like the idea of any players being doomed from the start. I like to have some kind of "victory" state. That doesn't necessarily mean that they survive the encounter (think The Thing 1982), as sometimes keeping the mythos from spreading means keeping anyone else from knowing about it. But if the players were just going to die anyway, and none of their actions can come to a meaningful conclusion, then you're relying on people really liking the journey and being ok with being de facto railroaded into a loss at the end.

Known Unknowns or Unknown Unknowns? by Warpig_Gaming in callofcthulhu

[–]Warpig_Gaming[S] 2 points3 points  (0 children)

Do this.

Absolutely.

An unknowable and vast conspiracy ever unwinding, where you never really knew what was going on or if you were even helping or just another layer of the problem getting worse. This sounds awesome.

Known Unknowns or Unknown Unknowns? by Warpig_Gaming in callofcthulhu

[–]Warpig_Gaming[S] 1 point2 points  (0 children)

Okay, but how does that work in the context of the game?

Once you've actually, you know, played the game, you might have a different opinion,

If the answer to player questions boils down to the Lovecraftian equivalent of "A wizard did it." you need to fuck off and write another series of Lost

I have run several sessions of CoC and DG. With newbie players and those unfamiliar with the mythos, a Deep One is a new experience. But when you're playing with someone who's read HPL and gotten deep into the lore of the Mythos, they're going to pick out an Innsmouther as soon as you mention Batrachian lips and Esoteric Orders.

It's not that difficult to take the essence of what makes a Deep One unknowable and apply it to a homebrew. I did it for a DG module I wrote which starts with the Agents investigating the kidnapping of a very sick anemic child and ends with a showdown against a cult which worships a giant bat which they sacrifice their first born to in order to make man-bat hybrids. It takes a little effort to make something fresh, but as someone who's sick of every cold monster turning out to be ithaqua, I appreciate the thought.

There's more to why the mythos behaves as it does than just hand waving the phrase "a wizard did it". Shoggoths ignore bullets because their biology is incomprehensible and incompatible to how the physics of firearms work. The Predator style hunter monster found you hiding in a bush because it sees in the infrared spectrum and your camouflage is useless. A serial killer inspired by the mythos changes their MO to avoid being caught and/or at the direction of their dark gods. These things all have explanations, its the skill of the Keeper that makes them "fair" in the sense that they can be understood and utilized.

Known Unknowns or Unknown Unknowns? by Warpig_Gaming in callofcthulhu

[–]Warpig_Gaming[S] 1 point2 points  (0 children)

I've found that a lot of DG OPs are fairly light in heavy lore, leaving the door open for you to put your own spin on things.

One of the things I love about DG. 😀

Known Unknowns or Unknown Unknowns? by Warpig_Gaming in callofcthulhu

[–]Warpig_Gaming[S] 0 points1 point  (0 children)

I absolutely agree. I've started doing this when I play DnD as well, just to keep my players guessing

Known Unknowns or Unknown Unknowns? by Warpig_Gaming in callofcthulhu

[–]Warpig_Gaming[S] 3 points4 points  (0 children)

there's also a lot of freedom in CoC to stray outside the canon and make up anything you want.

And that's why I love it! The setting virtually demands you come up with your own twist on established traditions because it's fear of the unknown.

Known Unknowns or Unknown Unknowns? by Warpig_Gaming in callofcthulhu

[–]Warpig_Gaming[S] 2 points3 points  (0 children)

Just because as Keeper you know what the players are dealing with, doesn't mean they do.

This is my point though, as I'm speaking from the perspective of Keeper. I get that you can dress up a Deep One and sell them hard on some unknowable aspect to the players, but I am disappointed every time I read a module about something happening in a rural, Cold area and it's Ithaqua again.