Editing How to Run:Call of Cthulhu

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'''Rule the Fifth: know when to run.'''
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'''Rule the Fifth: ...who know when to run.'''
  
 
CoC is more about outsmarting the antagonist rather than killing.  Head-on conflict tends to produce dead characters and frustrated players.  The GM should try to instill the idea that running away to fight another day is better than your friends filling a hole with your remains in the cemetary.
 
CoC is more about outsmarting the antagonist rather than killing.  Head-on conflict tends to produce dead characters and frustrated players.  The GM should try to instill the idea that running away to fight another day is better than your friends filling a hole with your remains in the cemetary.
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'''Rule the Sixth: Render Unto PCs Their Victories'''
 
'''Rule the Sixth: Render Unto PCs Their Victories'''
  
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Lovecraft believed in an uncaring universe in which we are to the Mythos as an ant is to us, but the players should feel they've accomplished something meaningful at the end of an adventure.  The darkness has been thwarted for another day, and humanity is still in blissful ignorance of the cosmic terror just beyond their senses.  (Lovecraft never had to maintain a gaming group, you do...and it will be harder if you tell the players that what they did doesn't matter 'cause the Great Old Ones are coming back anyway' as the GM.  After all why do something if it's futile, right?  The players will eventually find some other game where they think they can make a difference.)  In at least one way, the characters are very heroic, no superpowers, extremely powerful adversaries, the characters surviving on their cunning and intelligence alone to save the day.
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Lovecraft believed in an uncaring universe in which the Mythos is to us as an ant is to us, but the players should feel they've accomplished something meaningful at the end of an adventure.  The darkness has been thwarted for another day, and humanity is still in blissful ignorance of the cosmic terror just beyond their senses.  (Lovecraft never had to maintain a gaming group, you do...and it will be harder if you tell the players that what they didn't doesn't matter 'cause the Great Old Ones are coming back anyway, as the GM.  After all why do something if it's futile, right?  The players will eventually find some other game where they think they can make a difference.)  In at least one way, the characters are very heroic, no superpowers, extremely powerful adversaries, the characters surviving on their cunning and intelligence alone to save the day.
  
  

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