Sometimes you succeed completely, sometimes partially, sometimes you fail. It is often to solve the mystery of what is the strange scary, nasty thing & how can it be stopped without allowing it to cause suffering or significant harm. In CoC games the challenge isn’t about tactical combat which many other games focus on. And frankly, I really doubt most players would be cool with being bluntly told "You're not the protagonist."Ĭlick to expand.Yes it is possible to have a game (of CoC or others) that is challenging without high lethality. But it's immaterial because unless all the players at the table are cool with that, then it places the GM in conflict with one or more players in a pretty substantial way. Otherwise, though, I already acknowledged that some people are fine with disposable characters. Although more broadly, yes, there is a link between adventure structure and character investment, because sandboxes require proactive PCs, which means some degree of character investment, whereas a lack of character investment works fine in railroads, and arguably works even better because there's no worry about a proactive push that the GM ignores. I didn't draw the connection between adventure structure and character investment - I commented on the connection already made in another post. Where the characters don't really matter and it's the mystery/horror that does or, in other words, the story that the GM's trying to tell and, in the example made, the characters are pretty immaterial - they are just there for the ride. And cave-girl very explicitly drew a comparison to stories where the characters are a blank slate and saying the PCs aren't protagonists.which again, means a railroad. I mentioned railroad because if the players are just a viewpoint for the GM's mystery, that's a railroad.
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