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The Horror #35: God Save the Queen

The Horror
Getting my players back in action was no simple task. I wanted them to continue playing their characters, but at least one of them had heroically blown himself up trying to stop Cthulhu. I left the fate of the others uncertain. So where to start?

I decided it was time to change the campaign style yet again. The very first version of the campaign had a G.I. Joe-style, anything-goes feel to it. Several sessions later I changed the tone to a more Men in Black feel, but the agents were getting increasingly powerful – too powerful, really, to be intimidated by very much.

So I decided to take my action horror game back to its roots and make things more like the original game from which we took our inspiration: Delta Green.

Having established in a previous scenario that there were overlapping alternate realities, I used the nuclear Cthulhu explosion as an excuse for a tear in the space-time continuum. I took the agents back to a few seconds before their fated HALO drop to begin the mission. And then let all hell break loose.

There's a wicked little Tale of Terror called Fear of Falling. Basically, the characters discover there's a flying monster on the plane, the plane is going to crash, and the only escape is to parachute out. The problem is the monster can catch up to the characters, so it's a nail-biting race to freefall faster than the thing can fly, pull the chute at the last minute, and hope for the best.

I used an oft-mocked monster, the ocularon, to really make the scenario bizarre and creepy. I terrorized the agents, who managed to land safely but never did kill the beast. And then I dumped them in a truly foreign land: the United Kingdom.

Far enough away to be isolated, but still familiar enough to game in for an extended period of time (or at least, as familiar as Americans who don't travel much), the UK is filled with plenty of Call of Cthulhu opportunities, particularly in the Severn Valley. I "burned" the agents to keep them there, set them up in Goatswood, and gave them new marching orders: join the rebellion or submit to Shan-infested PISCES, the Majestic-12 equivalent. The agents switched from being Big Brother to the underdog.

Stripped of equipment, weapons, and support that they were accustomed to, I wasn't sure how the campaign would go over with my players. But by all accounts they loved it.

Your Turn: Have you ever changed the scenery to shake up your campaign?


You can follow Michael Tresca on Facebook at http://www.facebook.com/dredspace and Twitter at http://www.twitter.com/dreadspace.
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