Tuesday, March 22, 2011

008 - The Horrible Secret of Monhegan Island 05 (Providence Cycle)

A quick note about this episode - we're trying out some live, in-game sound effects which worked out really well. However, this required a change of recording software and the one used is a bit buggy. At times, Jim's audio is a second or so ahead of the rest of the Players'.

Skype of Cthulhu presents a Call of Cthulhu scenario: The Horrible Secret of Monhegan Island, by Gary Pilkington. Published by Grenadier Models, Inc. 1984.

Monhegan Island, Maine
Thursday, June 05, 1924

After a dramatic, although perhaps ill-concieved, escape attempt the Investigators find themselves captured and at the mercy of the islanders. What are Mr. Martensen's intentions now? Can the Investigators find a way to break free of their captors? As is there no one else on the island to help?

Be sure to join David, everyone's favorite investigative barber, at Ravencon 08 - 10 April, 2011 in Richmond, VA.


Mark said...

Liking the sound effects they really add to the feel of the story.

World Traveller Jim said...

Appreciate the feedback Mark, thanks. Everyone who has had something to say on the subject has been positive about them, so I expect they'll stick around.

Jonathon M. Johnson said...

5 sessions and over 14 hours later... Whew...

Once again... Great investigative play and group.

Sound effects were good but unexpected when all of a sudden they came into play without a warning; seemed a bit out of place sometimes; should have been used throughout the whole podcast to provide uniformity.

Still issues with skype dropping, but that could be expected.

Time for a shorter podcast; maybe something under 4 hours. :-)


Jonathon M. Johnson

World Traveller Jim said...

Thanks Jonathon. This was a fun scenario, to be sure. The side effects have definitely gone by the wayside for a while now, but I think I may bring them back for the next campaign we're starting once the current scenarios run their course.

Shimmin Beg said...

I'm glad you played through this rather than me! It's a fun premise, and I enjoyed the characters, but it seems like some parts would be rather frustrating - and the mass brawls go on for ever, thanks to CoC dice mechanics. I admire all youse's patience!

Shame about Diane, eh. I held out hope until the last, what with all that brave struggling.

This particular one also reminds me of a minor pet peeve, which is how nobody's ever scared of getting hurt in RPGs. I don't want to knock the Keeper's handling of things, I just wish games would build in some kind of psychology so mobs of thugs are at least a little deterred when someone points a gun at them. It'd fit the literature better apart from anything else. Ah well!

World Traveller Jim said...

Thanks! It would be interesting to play a scenario with some added firearms details which apply to characters whose backgrounds don't lend themselves (e.g. police and military exempt). A SAN roll when shooting at someone or being shot at. A POW roll to keep from fleeing when being shot at. Something like this. Not sure I would want to do it all the time, but in some games it would definitely make for some interesting times.

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