Editing How to Run:Call of Cthulhu

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[[Category:How_to_Run|Call_of_Cthulhu]]
 
[[Category:How_to_Run|Call_of_Cthulhu]]
 
==How to Run: Call of Cthulhu==
 
==How to Run: Call of Cthulhu==
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This is the corollary to the standard advice given to most CoC Player's: "Don't Split Up The Party!" If you can create a situation that encourages the party to split into two or more sub-teams, it makes it that much easier for you to apply "Rule the Seventh". Because players will start to take the advice above to heart, a useful trick to keep this play alive is to arrange things so the players are faced with a damned if you do, damned if you don't choice: if they don't split up the party, they will be safer because they are sticking together but then some great calamity will befall friends, family or other innocents in the direction they didn't go; if they do split up the party, you get your opportunity to smack them around and chip away at their sanity a little but they stop (or at least delay) the various calamities that might otherwise occur.
 
This is the corollary to the standard advice given to most CoC Player's: "Don't Split Up The Party!" If you can create a situation that encourages the party to split into two or more sub-teams, it makes it that much easier for you to apply "Rule the Seventh". Because players will start to take the advice above to heart, a useful trick to keep this play alive is to arrange things so the players are faced with a damned if you do, damned if you don't choice: if they don't split up the party, they will be safer because they are sticking together but then some great calamity will befall friends, family or other innocents in the direction they didn't go; if they do split up the party, you get your opportunity to smack them around and chip away at their sanity a little but they stop (or at least delay) the various calamities that might otherwise occur.
 
'''[Optional] Rule the ninth: Sanity is expendable!'''
 
 
The most fun and atmosphere I ever had were in games where roleplaying some form of madness long enough and detrimental enough to your character would give you some sanity points back (those were more precious than ammo if you read one of the books that tells you how to stop bad things). This worked in dark humor as well as serious atmosphere games, and introducing it progressively one step at a time made it so much more addictive!
 
 
'''[Optional] Rule the tenth: Not all myths are true!'''
 
 
After 10 games or so, let 'em go on a wild goose chase and see how much trouble they get themselves into until the police shows up. Or perhaps the escaped crazy people catchers if you've got a group of bookworms...
 

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