because everything was in a dimensional time marble, and it all reset, basically, so the people who had died horribly, or gone mad and eaten their comrades or grass or died of hydrophobia, all lived. We found out that out time traveller (who is modelled somewhat after Doctor Who) also 'regenerates', or more properly, another 'her' is pulled from another dimension into this one, with different appearance or personality. We received our rewards, rolled our checks, and have one last leg of the campaign, which is supposed to be even harder. The whole thing has been about distraction and misdirection, something our game master is an expert at. We've seen two avatars of Hastur and have lived to tell the tale. Let's hope we can make it three, or at least prevent the third. This is all out of the Call of Cthulhu book 'Ripples from Carcosa', published by Chaosium. There are three adventures: one in Rome in 80 CE (shortly after Mt Vesuvius erupted), Norman England, and the 22nd-century future. The first adventure is 'Adventus Regis' ('The Coming of the King'). The second is 'Herald of the Yellow King'. I don't know about the third yet; that shall wait till next week or, more likely, after, assuming we actually complete the adventure hale and sane.
Our Call of Cthulhu game is a little unusual. For one thing, ours is an ongoing campaign and has been running in real time weekly or so since July of 1991. In game terms, we started at the same point and are in July 2012 currently. Our characters have undergone multiple transitions and transformations, saved the world countless times, lived, died, had children, gone mad--all within that timeframe, going forward in an interactive and ongoing story. In it we are trained martial artists and weapons masters (and mistresses) living in Arkham, Massachusetts right outside of town (we kind of got kicked out of the town itself, after several incidences, from the dreaded pizza boy incident (let's just say we do carry-out now) to the gas explosion that was really a super genius child building an interdimensional transporter in a microwave. It includes aspects of horror, science fiction, mystery fiction with occasional forays into westerns or even romance. The game master has incorporated several systems into our game. While Call of Cthulhu, by Chaosium, is the basis, he has also converted things from Witchcraft, RIFTS, The World of Darkness, GURPS, Nightbane, Star Wars (the roleplaying game), Ars Magica, and Hârn, to name a few. This has made it very rich, indeed.
Over time there have been several players, lots of characters (my original one is actually on this mission, and I rolled her up that fateful day in 1991), and it's all been done around a table with dice, paper, and pencil and a lot of actual roleplaying (not dungeon-crawling, or shoot-em-ups, or stuff like you find in so-called computer 'roleplaying' games). Nor is it live-action roleplaying (LARPing), where you actually act out the story, although I had a guy in a hair salon tell me otherwise, that that term is being used to refer to old-style roleplaying vs. computer games.
So anyway, it was an enjoyable game. We all got some action in (Brenda's male character did a lot, as he was the guy, and well, it was Norman England, so the women spent their times mostly sewing until everything hit the fan, and then there was swordplay. His female character nearly died from a blizzard, only to be torn apart by a Spawnling of Hastur, but she got better. So all in all, we did well. Let's hope the last leg works out, too.
Good night!
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