Designer's Comments
Gothic Horror Roleplaying megagame inspired by the works of HP Lovecraft.
Richard, Jim and I all played and ran various Call of Cthulhu role playing games and a megagame on that topic looked an interesting challenge. It proved to be a very complex game as there was the problem that if a player was only involved in one ‘mystery’ then the game would potentially be over for them if the mystery was solved. We handled this by having an over-arching theme of cultists wishing to open up a portal to the immortal ‘old god’ (which they did, the only megagame I’m aware of in which the game ended with the world destroyed) and those opposed to them. Each player would also be involved in three mysteries so that they would remain involved in the game throughout. Players could, and did, also stumble into other mysteries to the confusion of themselves and others. The complexity then came from linking 40 odd players to three of about 20 plots. Fortunately, it was a quiet time at work. Given that the three of us had constructed the plots and characters, it was interesting how many obvious linkages and crossovers arose when we started to put them together. Yet another game I’d like to re-run and have been giving some serious thought to recently and thus only the handbook is available not the briefings.
Richard, Jim and I all played and ran various Call of Cthulhu role playing games and a megagame on that topic looked an interesting challenge. It proved to be a very complex game as there was the problem that if a player was only involved in one ‘mystery’ then the game would potentially be over for them if the mystery was solved. We handled this by having an over-arching theme of cultists wishing to open up a portal to the immortal ‘old god’ (which they did, the only megagame I’m aware of in which the game ended with the world destroyed) and those opposed to them. Each player would also be involved in three mysteries so that they would remain involved in the game throughout. Players could, and did, also stumble into other mysteries to the confusion of themselves and others. The complexity then came from linking 40 odd players to three of about 20 plots. Fortunately, it was a quiet time at work. Given that the three of us had constructed the plots and characters, it was interesting how many obvious linkages and crossovers arose when we started to put them together. Yet another game I’d like to re-run and have been giving some serious thought to recently and thus only the handbook is available not the briefings.
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