This Call of Cthulhu game I am running now really has my blood pumping!
Players are bringing their A-game, and so far they have made 2 innovations that have blown my mind.
1) SAN AS MORALE
I mentioned this before, but a player had the bright idea to use SAN as morale. One of the 3 investigators had just taken a slash from the leader of 4 knife wielding cult thugs. A cowardly PC ran off, while the 2 remaining pulled their guns and managed to wing their assailant.
How would we determine if the gunfire would scare off the thugs?
One player chimed in that we could use SAN. If they succeeded, they would realize it was crazy to bring knives to a gunfight. If they failed, they would charge into gunfire. They passed, and naturally fled the scene.
I only realized later on reflection how genius this decision is.
In Call of Cthulhu especially, SAN is an important resource. Ironically, cultists and their ilk have less of it, and thus are more likely to disregard danger in their service to their dark gods. Normal NPCs, however, are more likely to make the sane choice of running from danger. This means cultists and their ilk are more likely to keep coming in the face of superior firepower, which the PCs often have.
This is a Grad A+ houserule that I am keeping.
2) OUTSOURCE RESEARCH
One of the possibly tedious procedures of CoC is research, namely rolling for success repeatedly over days. This is why the Gunshoe system used in Trail of Cthulhu does away with rolls for clues in favour of automatic clues based on abilities.
My players went a step further.
One of them spent a morning researching, but wanted to go adventuring the next day. His solution? Rock up to the university and hire grad students.
As a former broke grad student, I can affirm that this is brilliant. Said player's character quickly got sliced up in an altercation, and the week he is in hospital students have done all his homework for him. He is out $5 a day for 3 grad students for 7 days, on total $105, but with a sheaf of clues to go on.
Worth every penny!
CONCLUSION
Call of Cthulhu 1-6E is an old mechanical system. However, my players are showing that with a bit of thought on how to connect the flesh of roleplaying to the mechanical bones of the D100 system they can make useful innovations. And Keepers should be just as willing to snag a player suggested houserule for their arsenal as they are to implement their own.
TGIF!
The SAN roll idea is really clever, I made a note about it. One of the reasons I like CoC 1e-6e is because it's an "old mechanical system" with no superficial bullshit.
ReplyDelete