First off, thanks for the answers!
I'll check out In Medias Res (Thanks Trevlix
).Reading the summary, I really like the idea. I might actually use this
Dr. Gerard wrote:There's an excellent source book for Chicago and Marseilles out there, though I think it's out of print. Both sections of the book provide good scenarios set in the criminal underground of the 20s. Though I think the scenarios are largely meant for law-abiding PCs, I don't think it would be hard to run them for members of a competing crime family or mercenaries hired by someone in the underworld. The Marseilles portion has some really fun stuff about Corsican gangs, and the whole book is full of shady characters who get in over their heads. You could even tweak some of the details to turn it into heist-genre mayhem with various Mythos entities thrown in.
Thanks! I'll try to look it up
Dr. Gerard wrote:
A bit of unsolicited advice: even for a pulp game, I would recommend asking the players to identify what their characters do care about in the world. Are they intensely loyal to a crime family? Are they trying to get out of debt with "one last score"? Are they sending the money to a sick aunt? Are they funding a political revolution in Central America? I think playing a bunch of purely selfish psychopaths in Call of Cthulhu wouldn't be terribly fun after a session or two. And it's kind of hard to horrify characters with no moral compass at all.
But that's just my two pence.
Well, there IS stuff they care about. It's 3 players; One is the heir to a Russian criminal kingpin, out to prove their worth to the family. The two others are goons. They have at least some family / friend ties (I left copies of their character sheets home in Denmark, and can't recall the specifics right now >_>).
One of the characters has an intense fear of animals, and I already used that (/evilgrin).
KeeperMurph wrote:This post is a litte touchy on content since we are speaking about criminal characters and their habits. I don't think I can offend role-players but just to be sure, you have been warned.
For me, criminal characters are not that much of a problem. I do force those characters to give me some sort of connections that tether them to the real world as pennace for their potential criminal activity, however.
So let's say you want to play a character that is a stalking perv type of guy. OK let's not mince words, you're a rapist sexual offender. If you want to do that and the other players are OK with it, then fine. However, I am going to need some basic info from you, such as:
- The name of your most favorite person ever
- immediate family members
- a brief description of your modus operani
- and that one thing that makes you turn from mild-mannered dude next door into a Byahkee with a hard-on.
- etc...
Ah, nice stuff. To be honest, the players are bush league criminals...If you've ever seen Bugsy Malone, you'll know the type
(Or maybe Bugsy Malone mixed with a healthy dose of A Clockwork Orange..They do have a violent streak).
I'll definetely have to find a way to read over their character sheets again, and maybe ask them to flesh out their characters with the suggestions you listed
The key here is to remind your characters that this is your game. They are just players in it. The first time that a criminal player performs a heionous act, you should shift the focus of the upcoming investigation to some member of their immediate family. Sound cruel? Yeah, it is, but you have to maintain control, and aplayer just committed a crime that will likely derail all of you hardwark and preparation. And with a criminal player you are going to have to drop to his level to get that point across. So instead of the sweet old lady down the road, who dabbled in the occult, disappearing; now the criminal player's mother has been found eviscerated and you simply transpose her name into your scenario. This will force the player to open his eyes and see that this is not a murder and mayhem game, and that he has no ultimate control over what happens. A lot of players will try to force a GM to do evil/criminal characters in an attempt to get away with anything. In that case you must remind them who is god, you the Keeper, and that there is shit in this game that can TPK, read Total Planet Kill, not Total Party Kill. A player's occupation has no bearing on whther the Mythos eats them up and shits them out on the side of the woods outside Arkham.
Ooh. Well I didn't want to punish my players overly much on our first game session. But shifting the focus of the next investigation to a member of their family is a great idea! I'll definetely have to have the next investigation start with something horrible happening to one or more family members of theirs
Also remember asking for that little thing that sets off a character? Well use that to your advantage and force a POW roll for them to resist the urge to go temporarily insane and commit their crime of choice.
Great idea! O_o I didn't even think of that.
You have to make it fun. Make an example of him early on to set the rules for how this is going to go down and then back off a little. With any luck you will have forced him into making some better choices and made him a better role-player. At the worst he gets so upset that he/she backs out of the group. In which case you probably lost a trouble maker, so no worries.
Oh, I don't think it'll come to losing a player. We've agreed that the object is to have fun, by playing the game. I just allowed them a bit more freedom on our first session, so we could get to grips with the game system in a relaxed way.
I totally get you with those smilies
Keeper Dan wrote:The book that Dr. Gerard is thinking of is
King of Chicago. I agree with him that the main adventure in there can easily be worked into something where the PCs are members of the gang in the adventure, or maybe rivals.
That looks great!
Thank you so much for the answers, guys
lots of stuff for me to check out, so I can set up an investigation that suits the criminal investigators