My Call of Cthulhu Campaign

This is the top-level page for my Call of Cthulhu campaign. I’ve been running CoC for years, used to own the old boxed set, etc. I’ve also been running Delta Green from darn near the beginning as well. Currently I’m using the 7E Call of Cthulhu rules (tweaked as mentioned below), setting the game in the 1920’s aka the Classic Era.

Unlike D&D I don’t exactly have an ongoing world history for CoC, the nature of the game and the setting doesn’t exactly lend itself to that. On the other hand, it is not uncommon for me to recycle old NPC’s, old plots, and the like – often suggesting that many of these adventures exist side-by-side as it were, in the same universe. I’ve also run oddball games like a “CthulhuNam” scenario at GenCon back in the late 80’s or early 90’s using the “brand new” CthulhuNow supplement. I also ran a CthulhuPunk game using the Cyberpunk 2020 rules before the crossover rules were published in Interface magazine or the GURPS supplement.

It is worth noting that I am using the rules for Pulp Cthulhu as well as some extra tweaked rules to reduce Sanity loss – these can be found on the appropriate page. Currently these are mainly tweaks from the 7E Call of Cthulhu rules, but I may include a rule or two in the future from Delta Green as well (the Break Point rule for Sanity loss seems pretty good actually).

The antecedents of this particular campaign started in a short series of adventures set in 1918 Paris during the Great War, with character playing members of the American Expeditionary Force in one form or another. They struggled with ghouls and French-Vietnamese deserters, investigated strange doings at the Grand Guignol and then eventually things came to a hiatus as we focused on different games.

Picking up again (a couple of years later real-time) with more Investigators, the year is now 1920, in Chicago – the original hometown of the previous Investigators (one of whom is present, the other of whom has mysteriously disappeared).  One rich character lives out in Oak Park with her chauffer/handyman, while the haunted house they are investigating is located in Lincoln Park, with a ruined church on the very edge of the Lincoln Park. Tensions between the North Side Gang (the Irish Mob) and the South Side Gang (the Italian Outfit) have already impacted the party’s investigations while the rampant political corruption of the city complicates their attempts to research events from the past. They decided that a trip out to Elgin State Hospital isn’t worth the effort yet, though this could quickly and easily change if progress isn’t made soon…

 

2 Comments

2 thoughts on “My Call of Cthulhu Campaign

  1. Sounds like a fun campaign. I love CoC, but my players hate it because they don’t like doing investigation.

    • I think that Call of Cthulhu can really swing both ways. This campaign had/has room for both – and running a Pulpy game gives lots of space for combat and action and the “investigation” can simply be following up on “clues” dropped by mooks. In general I tend to subscribe to the “three clues” rule for building investigations, as well as simply having the “investigation” spell out how easy or complicated the process was not, not if they figured out where the next “thing” was.

      In any case, thanks for commenting!

      D.

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