/ysg/ - Yog-Sothothery General

Thread for all discussion related to Lovecraftian inspired Veeky Forums.

>The Texts of Lore that Men were not meant to know:
eldritchdark.com
hplovecraft.com/writings/texts/

>PDF Archive:

>Call of Cthulhu
mediafire.com/folder/h9qjka0i4e75t/Call_Of_Cthulhu

>Atchung! Cthulhu
mega.nz/#F!ywcHkIAA!ycphEhCOkbnjOvAQ4t7TBg

>Pulp Cthulhu
mega.nz/#!L9EFWSIT!o6clZxfdrVSOLkmcQz3wQ2Af9-hKsUxKc7214VynuY4

>Call of Cthulhu 7e
sendspace.com/file/8gje9p

>Delta Green
>The old:
mediafire.com/?njg3a0ne7v130
>The new:
>Need to Know
dropbox.com/s/6vc7fuxg5n5jyfd/Delta Green Need to Know.pdf?dl=1
>Agent's Handbook
uploadmb.com/dw.php?id=1461968691
mega.nz/#!8c5kFbJL!bAYHcyWX_RUbvoAMWI63E7XLUdfU19APQnWIv5tzamk


Questions to start off this thread: What do you prefere more, one-shot scenarios or a long-running campaign?

Other urls found in this thread:

en.wikipedia.org/wiki/1984_Rajneeshee_bioterror_attack
sannyasnews.org/now/archives/5566
docs.google.com/document/d/1LJ_beiUVa7mpeKJGPBvH2yQCMDVWXLGawz4K39Rea8Q
twitter.com/AnonBabble

Bump

>one-shot scenarios or a long-running campaign?
For Lovecraftian games I'd usually say one-shots are better in most systems due to the toll taken on characters. If I was running a campaign I wouldn't want the usual sanity system, I'd want something where the character change over time due to the mental strain.

If I get a decent party, I prefer long campaigns, where I mess with both the characters AND the players.

I once had a player call me at 4 AM and scream obscenities at me because apparently he had nightmares about his character. The bliss and joy I felt that moment is impossible to describe.

Hows the arkham card game?

Good

Anyone have the DG pdf from patreon that summarizes how magic will work in the new system?

This should be the one. Here you go.

Well, I've been running masks for the last month now, so I'd have to say a long campaign is better than a one shot

>The operation roll’s chance of success equals the caster’s Unnatural skill plus the caster’s POW plus the WP cost of the spell.

Functionally this means that the vast majority of spells cast will fail (the average agent has maybe 12 POW and 0 unnatural), which in-turn means that any scenario where casting a spell is required for success will either have to be rewritten, or run with the expectation that the players will run out of WP from unsuccessful attempts before they succeed, ending in a failure (and possible TPK).