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Cthulhu, Guns, and a Sanity Check

Celebrim

Legend
Call of Cthulhu very famously declares that knowledge of archeology or the Dewey decimal system is at least as important for ensuring the survival of investigators as being well armed. This is supposedly because of the alien, inscrutable nature, of the foe and its nigh immunity to the weapons with which humanity might arm itself. But consider the following case taken directly from the 5e RAW:

A big game hunter on safari with considerable skill in firearms (80% rifle), accidentally startles a black rhino at a range of 30 yards. The Rhino, immediately charges. Fortunately, our intrepid hero already has his heavy rifle in his hands, having just exchanged his lighter weapon with the one his native rifle bearer was carrying precisely because he feared this sort of circumstance. Now, in reality this is truly a life threatening scenario. The hunter must make this shot or in all likelihood he will die. Fortunately, the hunter is very skilled and the player throws a 40 on his dice indicating a hit. So the player dutifully throws 3d6+4 with the result of 15 damage. The GM marks this down to 5 on account of the animals 10 point hide. But the hunter is well equipped, this being a double barreled rifle, he lets fly the other barrel with the rhino now at point blank range and rolls a 16, indicating a an impaling attack. He again rolls, this time indicating 30 damage, which the GM marks down to 20. The rhino, wounded but still not dead, gores the hunter for 20 damage instantly killing him.

From this example, it can be seen that the black rhino is emphatically as immune to firearms in the system as almost all alien horrors. Only a fool would hunt such a beast with less than a 1920's era vehicle mounted heavy machine gun, since less than that certainly favors the rhino. All the .38 caliber police specials, .25 caliber vest pocket guns, .45 caliber Colt M1911's and the occasional double barreled shot guns that the investigators normally carry are no better at protecting them in this situation than they would be against the alien horrors that they are supposed to be afraid of. Indeed, where the whole party equipped with elephant guns they might be only slightly better off. In the game world created by these rules, a 1890's or 1920's investigator ought to be just in horror of animal life as they are of things from beyond.

The reality of course is that even armed with spears and arrows, humanity has been quite able to eradicate to the point of extinction any normal life it chooses to hunt much bigger than a rat, and that by the 1920's the balance of power had shifted to the point that no more than a few thousand European hunters would nearly drive the megafauna of Africa to extinction all on their own. In the game, an elephant gun has only about 50% chance on the first ball of killing a lion or tiger, yet in reality such powerful weapons are generally not used against game as small as the big cats, as the impact will quite literally rip the animal apart and thereby completely ruin your trophy. In reality, the worry with a charging rhino would be that you did not have time to switch to your heavy gun, thereby leaving you needing to a make a perfect shot through a thinner part of the skull or that in the excitement you would not be able to train such a heavy weapons as your elephant gun accurately and that you'd miss, or that the weapon would misfire. Against a rhino, that you'd strike the target and not kill it was not so much of a worry. Against an elephant, that was a more real worry, but even then the elephant gun was 50% likely to get the job done even with the low velocity 4 and 6 bores of an earlier age, much less the large caliber nitro express weapons available from the 1890's on.

In short, two things are completely clear, either the black rhino is vastly overrated, or guns are vastly underrated. The reality may be some of both, but of the two it's the firepower of the guns that is more obviously lacking. One thing that is immediately obvious looking at the firearms rules, is that the writers know nothing about guns. Guns are at times mislabeled, misidentified, poorly described and sometimes given the wrong calibers, or at least the wrong standard calibers. Worse, they seem to have no real clear understanding of the difference in stopping power and lethality of different sorts of guns. For example, let's suppose that the number given for 9mm parabellum of 1d10 damage is believable. If that is the case, then the number given for .25 caliber ACP or .41 caliber short for vest pocket guns of 1d6 is also believable, as is the 2d8 damage assigned to 5.7mm NATO. But the authors seem to have absolutely no understanding how much less stopping power 5.7mm NATO has than high caliber hunting rifles or earlier age battle rifles like the .303 Lee, .30-06, or 7.92x57mm Mauser - all of which do but 2d6+4 damage despite having more than twice as much energy. The minimum damage on these weapons goes up, but the maximum damage doesn't change, which is rather the opposite of what we'd expect of a projectile with more energy since getting clipped through a thin portion of your body is about the same in both cases, but hitting bone or going through thick masses of flesh or punching through armor is a very different proposition. Even crazier, weapons as extreme as the .50 BMG or the 13.2mm TuF meant to destroy vehicles and which are complete overkill versus human targets, only do in the system 2d10+4 damage. In reality, a shot by such weapons have about 5 times the energy of even a hunting rifle, blast a man sized target apart - killing with hits that would not otherwise be lethal - and a single bullet would go through the skull of a charging elephant and travel the 12-18 feet to rip out of the other side.

Musing on this leaves me with tons of questions.

1) First, even with the rules unchanged, the game seems to assume that the players with futz around with .38 colt revolvers, .25 vest guns, sharpened fencing foils and broken table legs as weapons. I think that in reality - especially in the long run - this is unlikely, and we'll see the whole party arrive on site with elephant guns, 10 gauge shot guns, high powered rifles, Tommy guns, braces of Remington model 1890 revolvers firing 44-40, Colt 1911's, boxes of dynamite and 40 gallon drums of gasoline. You wouldn't go hunting even deer or elk with the sort of weaponry they seem to expect investigators to carry, why would you go hunting monsters with such popguns. Even with the rules unchanged, I think this more 'realistic' and 'ruthless' approach vastly changes the dynamics of most published scenarios. All of that is pretty much legal and readily available in 1920's America, which might be why you don't see many mythos creatures around now. Anything less than a Elder God has learned to keep their head down. The reality is that even in the 1920's, mythos creatures appear to be endangered species.

Has anyone had experience with investigators that don't cower in horror and instead take this realistic and ruthless approach to scenarios? If so, what's it like?

2) If we change the firearms rules even slightly to make them more realistic - say changing the damage from a high caliber hunting rifle or battle rifle from 2d6+4 to 3d6+2 so that it realistically can kill a great cat - then the 'ruthless' approach gets even more favorable. Running gun battles might become even less desirable of a thing for investigators to get involved in regularly, but the approach of gunning down mythos monsters starts to become really viable. Lesser races generally would go down in a hail of bullets. Although there are still some great old ones you wouldn't want to fight with less than a pre-sighted artillery barrage, shooting up certain great old ones is not out of the question if the investigators have enough firearms and enough firearms skills. The fact that mythos creatures are largely unknown to society seems in this case to do more with the face that avoiding open warfare with the primitive but savage and dangerous humans is not a bad idea.

Is this scenario all that different than the way the game could actually play now, or would changing the firearms rules to make them more realistic with respect to hunting just be a bad idea all around? If we made the firearms rules more realistic, would we need to tweak the mythos creatures to compensate or would eventual sanity drain and the general doom that comes to anyone that gets within tentacle reach of a mythos creature still get the job done?

Any advice by an experienced keeper would be appreciated.
 
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murfman

Villager
Call of Cthulhu very famously declares that knowledge of archeology or the Dewey decimal system is at least as important for ensuring the survival of investigators as being well armed. This is supposedly because of the alien, inscrutable nature, of the foe and its nigh immunity to the weapons with which humanity might arm itself. But consider the following case taken directly from the 5e RAW:

A big game hunter on safari with considerable skill in firearms (80% rifle), accidentally startles a black rhino at a range of 30 yards. The Rhino, immediately charges. Fortunately, our intrepid hero already has his heavy rifle in his hands, having just exchanged his lighter weapon with the one his native rifle bearer was carrying precisely because he feared this sort of circumstance. Now, in reality this is truly a life threatening scenario. The hunter must make this shot or in all likelihood he will die. Fortunately, the hunter is very skilled and the player throws a 40 on his dice indicating a hit. So the player dutifully throws 3d6+4 with the result of 15 damage. The GM marks this down to 5 on account of the animals 10 point hide. But the hunter is well equipped, this being a double barreled rifle, he lets fly the other barrel with the rhino now at point blank range and rolls a 16, indicating a an impaling attack. He again rolls, this time indicating 30 damage, which the GM marks down to 20. The rhino, wounded but still not dead, gores the hunter for 20 damage instantly killing him.

From this example, it can be seen that the black rhino is emphatically as immune to firearms in the system as almost all alien horrors. Only a fool would hunt such a beast with less than a 1920's era vehicle mounted heavy machine gun, since less than that certainly favors the rhino. All the .38 caliber police specials, .25 caliber vest pocket guns, .45 caliber Colt M1911's and the occasional double barreled shot guns that the investigators normally carry are no better at protecting them in this situation than they would be against the alien horrors that they are supposed to be afraid of. Indeed, where the whole party equipped with elephant guns they might be only slightly better off. In the game world created by these rules, a 1890's or 1920's investigator ought to be just in horror of animal life as they are of things from beyond.

The reality of course is that even armed with spears and arrows, humanity has been quite able to eradicate to the point of extinction any normal life it chooses to hunt much bigger than a rat, and that by the 1920's the balance of power had shifted to the point that no more than a few thousand European hunters would nearly drive the megafauna of Africa to extinction all on their own. In the game, an elephant gun has only about 50% chance on the first ball of killing a lion or tiger, yet in reality such powerful weapons are generally not used against game as small as the big cats, as the impact will quite literally rip the animal apart and thereby completely ruin your trophy. In reality, the worry with a charging rhino would be that you did not have time to switch to your heavy gun, thereby leaving you needing to a make a perfect shot through a thinner part of the skull or that in the excitement you would not be able to train such a heavy weapons as your elephant gun accurately and that you'd miss, or that the weapon would misfire. Against a rhino, that you'd strike the target and not kill it was not so much of a worry. Against an elephant, that was a more real worry, but even then the elephant gun was 50% likely to get the job done even with the low velocity 4 and 6 bores of an earlier age, much less the large caliber nitro express weapons available from the 1890's on.

In short, two things are completely clear, either the black rhino is vastly overrated, or guns are vastly underrated. The reality may be some of both, but of the two it's the firepower of the guns that is more obviously lacking. One thing that is immediately obvious looking at the firearms rules, is that the writers know nothing about guns. Guns are at times mislabeled, misidentified, poorly described and sometimes given the wrong calibers, or at least the wrong standard calibers. Worse, they seem to have no real clear understanding of the difference in stopping power and lethality of different sorts of guns. For example, let's suppose that the number given for 9mm parabellum of 1d10 damage is believable. If that is the case, then the number given for .25 caliber ACP or .41 caliber short for vest pocket guns of 1d6 is also believable, as is the 2d8 damage assigned to 5.7mm NATO. But the authors seem to have absolutely no understanding how much less stopping power 5.7mm NATO has than high caliber hunting rifles or earlier age battle rifles like the .303 Lee, .30-06, or 7.92x57mm Mauser - all of which do but 2d6+4 damage despite having more than twice as much energy. The minimum damage on these weapons goes up, but the maximum damage doesn't change, which is rather the opposite of what we'd expect of a projectile with more energy since getting clipped through a thin portion of your body is about the same in both cases, but hitting bone or going through thick masses of flesh or punching through armor is a very different proposition. Even crazier, weapons as extreme as the .50 BMG or the 13.2mm TuF meant to destroy vehicles and which are complete overkill versus human targets, only do in the system 2d10+4 damage. In reality, a shot by such weapons have about 5 times the energy of even a hunting rifle, blast a man sized target apart - killing with hits that would not otherwise be lethal - and a single bullet would go through the skull of a charging elephant and travel the 12-18 feet to rip out of the other side.

Musing on this leaves me with tons of questions.

1) First, even with the rules unchanged, the game seems to assume that the players with futz around with .38 colt revolvers, .25 vest guns, sharpened fencing foils and broken table legs as weapons. I think that in reality - especially in the long run - this is unlikely, and we'll see the whole party arrive on site with elephant guns, 10 gauge shot guns, high powered rifles, Tommy guns, braces of Remington model 1890 revolvers firing 44-40, Colt 1911's, boxes of dynamite and 40 gallon drums of gasoline. You wouldn't go hunting even deer or elk with the sort of weaponry they seem to expect investigators to carry, why would you go hunting monsters with such popguns. Even with the rules unchanged, I think this more 'realistic' and 'ruthless' approach vastly changes the dynamics of most published scenarios. All of that is pretty much legal and readily available in 1920's America, which might be why you don't see many mythos creatures around now. Anything less than a Elder God has learned to keep their head down. The reality is that even in the 1920's, mythos creatures appear to be endangered species.

Has anyone had experience with investigators that don't cower in horror and instead take this realistic and ruthless approach to scenarios? If so, what's it like?

2) If we change the firearms rules even slightly to make them more realistic - say changing the damage from a high caliber hunting rifle or battle rifle from 2d6+4 to 3d6+2 so that it realistically can kill a great cat - then the 'ruthless' approach gets even more favorable. Running gun battles might become even less desirable of a thing for investigators to get involved in regularly, but the approach of gunning down mythos monsters starts to become really viable. Lesser races generally would go down in a hail of bullets. Although there are still some great old ones you wouldn't want to fight with less than a pre-sighted artillery barrage, shooting up certain great old ones is not out of the question if the investigators have enough firearms and enough firearms skills. The fact that mythos creatures are largely unknown to society seems in this case to do more with the face that avoiding open warfare with the primitive but savage and dangerous humans is not a bad idea.

Is this scenario all that different than the way the game could actually play now, or would changing the firearms rules to make them more realistic with respect to hunting just be a bad idea all around? If we made the firearms rules more realistic, would we need to tweak the mythos creatures to compensate or would eventual sanity drain and the general doom that comes to anyone that gets within tentacle reach of a mythos creature still get the job done?

Any advice by an experienced keeper would be appreciated.
I see where you are coming from here, and I've run games where the group has decided to take the militant aspect far more seriously than CoC normally would being armed to the teeth. But the thing you forget, is that many mythos monsters and beings are partially or totally immune to mundane weapons. So regardless of the realistic nature of the firearms damage that you impose they may only take 1 point per successful hit.

Now when fighting cultists or some other mundane foes, sure your damage adjustments will make it feel more realistic, but with CoC the combat is deadly. A single hit is often enough to severely impair or kill a character, even before your adjustments are made.

So while I agree that the stats for firearms are not entirely realistic, I'm not sure that it really matters as much. If one of my characters went up against a black rhino on his own, for instance, I'm almost certain that he would be a dead man. I would have imposed a disadvantage die on his rolls due to the stress of the situation.

Now if we are talking about the new Pulp Cthulhu rules, sure it is entirely likely that they would survive, but in normal CoC? Whether it is a black rhino or a shoggoth or even a byahkee, the odds are against the player. And I'm fine with that.

Not sure if that really answered your question, but it's just my two cents on the subject.

Sent from my SM-N900V using Tapatalk
 

Celebrim

Legend
I see where you are coming from here, and I've run games where the group has decided to take the militant aspect far more seriously than CoC normally would being armed to the teeth. But the thing you forget, is that many mythos monsters and beings are partially or totally immune to mundane weapons. So regardless of the realistic nature of the firearms damage that you impose they may only take 1 point per successful hit.

Except that there are actually very few creatures where that is true. Most take 'minimum' damage from impaling weapons or firearms which even in RAW is 6 points for a hunting rifle. Some take half damage before subtracting armor and so forth. Very few short of gods are actually completely immune to physical weapons (formless spawn, for example). And even taking but 1 damage per bullet still leaves the monster vulnerable to a half dozen men with submachine guns, unless we are talking about something as nasty as a Shoggoth that can legitimately rip apart six people all at once.

So while I agree that the stats for firearms are not entirely realistic, I'm not sure that it really matters as much. If one of my characters went up against a black rhino on his own, for instance, I'm almost certain that he would be a dead man. I would have imposed a disadvantage die on his rolls due to the stress of the situation.

But this in my opinion reduces the horror of the game, rather than increases it. It should be the grim logic of the situation that creates inevitability, and not the keeper's finger on the wheel. In the situation I described with the rhino, the character has a believable, realistic background for the setting and is believably and realistically equipped for the danger. A great many real big game hunters existed in the era, many of whom had survived the described situation several dozen times and who had in total killed literally thousands of elephants and rhinos. While it might be completely reasonable for most investigators to end up gored or trampled to death when facing a charging black rhino, this should happen because their firearms skill, natural history skill, and equipment is insufficient - but because a capricious keeper is bending reality to kill them. It's not at all reasonable to punish a player playing a big game hunter who is carrying a double barreled .404 Jeffrey rifle with capricious death when all logic suggests it is the rhino that ought to be terrified and is too stupid to realize it is rushing to its death against a foe it cannot comprehend.

Now, if the hunter is facing a Shoggoth in close quarters, then the terror ought to go the other way around and it is the hunter whose intelligence ought to doom it to insanity in the last moments before its body is pulled apart by an intelligence it cannot comprehend.

If the rules don't create that, then they are silly and the scenario is merely rigged.
 

Celebrim

Legend
Clearly, I'm in the wrong place for finding CoC keepers, but maybe I can find some gun nerds...

Consider the following progression of 1920's era pistol cartridges.

.25 ACP
.22 LR
.32 ACP
.38 Special
.45 Long
9mm Parabellum
.45 ACP

Does anyone have a problem with that progression? Now assume we start putting equivalents on that table.

Where would you put .32 Long? It naturally looks like it wants to fit in between .22 LR and .32 ACP, but there is no space. To see why, imagine the table as follows.

.25 ACP = 1d5
.22 LR = 1d6
.32 ACP = 1d7
.38 Special = 1d8
.45 Long = 1d9
9mm Parabellum = 1d10
.45 ACP = 1d11

Likewise, where would you put .38 Long? There is this strange situation I'm finding where most of the common pistol ammo of the era is roughly closer to .22 LR than it is to anything else. Now, that's not too weird. The .45 ACP was adopted IRL because the US military had found out the hard way that the common .32 Long and .38 Long rounds fired by pistols were not sufficient to stop a charging cultist from gutting you with a long sharp instrument even if you put 3-4 well placed rounds into their center of mass, which is a rather Call of Cthulhu sort of discovery. But I'm sure there is some gun nerd out there, possibly among my players, that would scoff (with some justification) if the rules treat .22 LR roughly the same as .38 Long, and I was wondering if someone might propose a solution for finding 'room' on the table that doesn't cause similar problems, isn't too janky in play, and doesn't inflate the value of large caliber weapons further.

My larger question though remains on the table? What do you do about players that take combat seriously, and how do you maintain the horror when the feeling of helplessness isn't being conveyed by the scenario or setting except in the most heavy handed ways?
 


Celebrim

Legend
45 Colt has more energy than 9mm in most loads, as well as 45 ACP. Modern cowboy action loads are pretty weak compared to loads for real world use.

Good catch. I for some reason wrote down the foot/lbs on the .45 Colt load rather than the joules that I was using for the other rounds when I sorted them. I am trying to stick to loads that would be available in 1920, which are considerably less hot than many modern loads.

But substitute in .44 Special or 9mm Glisenti for the .45 Colt column. The same problem of too many loads end up squeezed into the small end of the table remains, and I'm not sure how you ought to differentiate them - if at all. It feels weird treating everything from .22 LR to .38 S&W about the same though. I'm thinking maybe having the smaller loads have penalties against armor or larger targets, but there is still that "of course .38 S&W should use a bigger dice than .22 LR, the bullet weighs 4 times as much" feeling in my craw.
 

cthulhu42

Explorer
I think the beauty of CoC is it's simplicity. Getting bogged down in the realism of firearms is just going to bog your game down (although certainly people who really dig guns -and there are lots of them that play rpgs- will dig it).

My CoC players are always scared poopless no matter how well armed they are because I stack the deck against them and because if one of those monsters does get near enough to them to whack them, they are most likely toast. I keep them in the dark. Their flashlights fall into water and short out or their candles get blown out by a breeze. The lights in the old mansion won't come on; better head down to the basement to check the fuse box. Yeah, good luck with that! Horrible creatures jump out at them from hiding. I force them into claustrophobic spaces. And if they easily blow away a couple of monsters, there are always more monsters right around the bend. Plus, I've got no problem with tweaking a creatures armor so that it's tougher.

Just my two cents. Good luck with your game!
 

Celebrim

Legend
I think the beauty of CoC is it's simplicity.

I very much agree, which is why for the most part I've disliked every extension to the rules in every edition. I've never really liked the seemingly endless addition of skills. I didn't like all the variant professions that had special immunities or bonuses and/or which were notably weaker or stronger than the basic 'list out 8 professions' basic professions. I've been continually dubious of the ever increasing list of lesser grimoire spells. The 7e rules with their ideas borrowed hodge podge from other game systems seem like adding complexity to the rules for no good reason.

But for the most part, in revising firearms I'm not talking about adding complexity. Mostly I'm just trying to solve the problem that a high powered rifle is largely incapable of taking large game - sometimes even with an impaling hit. For that I'm doing slight tweaks to the damage inflicted by firearms, and adding one new rule - against size 20 or larger targets high powered weapons do a small amount of bonus damage because they do not over-penetrate. That bonus damage is easily calculated and shouldn't slow play, though it does change the balance of power between a well-armed party and say a shantak or a hunting horror. You wouldn't want to be a Shantak flying over say south Arkansas during deer season.

I probably will also add some rules that limit the effectiveness of very heavy firearms if you have low strength, but I expect those not to slow play much simply because it will be rational for a low strength investigator to use smaller, lighter weapons with less recoil as so avoid the penalties. This also has the favorable result of making strength - currently with APP the least important stat - matter somewhat more that it currently does.

My CoC players are always scared poopless no matter how well armed they are because I stack the deck against them and because if one of those monsters does get near enough to them to whack them, they are most likely toast. I keep them in the dark. Their flashlights fall into water and short out or their candles get blown out by a breeze. The lights in the old mansion won't come on; better head down to the basement to check the fuse box. Yeah, good luck with that! Horrible creatures jump out at them from hiding. I force them into claustrophobic spaces. And if they easily blow away a couple of monsters, there are always more monsters right around the bend. Plus, I've got no problem with tweaking a creatures armor so that it's tougher.

You seem generally happier to metagame than I usually am, but I do agree with the general point that well-armed or not, if you get into tentacle reach of a mythos monster, you are probably dead. And if you aren't in tentacle reach, you still have the problem of ongoing sanity drain. Also, a cultist with guns is going to be a serious problem. I'm hoping that the availability of more effective firearms don't end up creating simply a pulp Cthulhu vibe, but also create a palpable feel of grim hopeless warfare with investigators suffering PTSD or "shell shock".
 

billd91

Not your screen monkey (he/him) 🇺🇦🇵🇸🏳️‍⚧️
Call of Cthulhu very famously declares that knowledge of archeology or the Dewey decimal system is at least as important for ensuring the survival of investigators as being well armed. This is supposedly because of the alien, inscrutable nature, of the foe and its nigh immunity to the weapons with which humanity might arm itself. But consider the following case taken directly from the 5e RAW:

<snip>
The reality of course is that even armed with spears and arrows, humanity has been quite able to eradicate to the point of extinction any normal life it chooses to hunt much bigger than a rat, and that by the 1920's the balance of power had shifted to the point that no more than a few thousand European hunters would nearly drive the megafauna of Africa to extinction all on their own. In the game, an elephant gun has only about 50% chance on the first ball of killing a lion or tiger, yet in reality such powerful weapons are generally not used against game as small as the big cats, as the impact will quite literally rip the animal apart and thereby completely ruin your trophy. In reality, the worry with a charging rhino would be that you did not have time to switch to your heavy gun, thereby leaving you needing to a make a perfect shot through a thinner part of the skull or that in the excitement you would not be able to train such a heavy weapons as your elephant gun accurately and that you'd miss, or that the weapon would misfire. Against a rhino, that you'd strike the target and not kill it was not so much of a worry. Against an elephant, that was a more real worry, but even then the elephant gun was 50% likely to get the job done even with the low velocity 4 and 6 bores of an earlier age, much less the large caliber nitro express weapons available from the 1890's on.

In short, two things are completely clear, either the black rhino is vastly overrated, or guns are vastly underrated. The reality may be some of both, but of the two it's the firepower of the guns that is more obviously lacking.
<snip>

1) First, even with the rules unchanged, the game seems to assume that the players with futz around with .38 colt revolvers, .25 vest guns, sharpened fencing foils and broken table legs as weapons. I think that in reality - especially in the long run - this is unlikely, and we'll see the whole party arrive on site with elephant guns, 10 gauge shot guns, high powered rifles, Tommy guns, braces of Remington model 1890 revolvers firing 44-40, Colt 1911's, boxes of dynamite and 40 gallon drums of gasoline. You wouldn't go hunting even deer or elk with the sort of weaponry they seem to expect investigators to carry, why would you go hunting monsters with such popguns. Even with the rules unchanged, I think this more 'realistic' and 'ruthless' approach vastly changes the dynamics of most published scenarios. All of that is pretty much legal and readily available in 1920's America, which might be why you don't see many mythos creatures around now. Anything less than a Elder God has learned to keep their head down. The reality is that even in the 1920's, mythos creatures appear to be endangered species.

Has anyone had experience with investigators that don't cower in horror and instead take this realistic and ruthless approach to scenarios? If so, what's it like?

2) If we change the firearms rules even slightly to make them more realistic - say changing the damage from a high caliber hunting rifle or battle rifle from 2d6+4 to 3d6+2 so that it realistically can kill a great cat - then the 'ruthless' approach gets even more favorable. Running gun battles might become even less desirable of a thing for investigators to get involved in regularly, but the approach of gunning down mythos monsters starts to become really viable. Lesser races generally would go down in a hail of bullets. Although there are still some great old ones you wouldn't want to fight with less than a pre-sighted artillery barrage, shooting up certain great old ones is not out of the question if the investigators have enough firearms and enough firearms skills. The fact that mythos creatures are largely unknown to society seems in this case to do more with the face that avoiding open warfare with the primitive but savage and dangerous humans is not a bad idea.

Is this scenario all that different than the way the game could actually play now, or would changing the firearms rules to make them more realistic with respect to hunting just be a bad idea all around? If we made the firearms rules more realistic, would we need to tweak the mythos creatures to compensate or would eventual sanity drain and the general doom that comes to anyone that gets within tentacle reach of a mythos creature still get the job done?

Any advice by an experienced keeper would be appreciated.

I'd take a step back and realize that it's just a game and it's possible to spend WAY too much time on unimportant issues - like the variability of weapon damage against mundane (but dangerous) targets. They'll be relatively rare issues and investigators will generally not be facing them alone (just like most of those rifle-armed hunters driving megafauna to extinction across the European-dominated world).

With respect to tangling with mythos issues with heavier weapons, explosives, and gasoline - sure, it's been tried. But too much emphasis on that, from a metagame perspective, takes it out of the Lovecraftian genre and it loses much of its impact. Within the game perspective, it doesn't work all that well anyway. It's great for taking out relatively weak creatures and lots of cultists, but it often doesn't solve the situation. Take Masks of Nyarlathotep as an example. Nyarlathotep's body is quite often relatively fragile. Not too hard to kill with an elephant gun fired by a skilled investigator. Doesn't matter. He just comes back to plague you again (and again, and again) in various of his thousand disguises, rightfully increasing the menace and horror felt by the players (and their investigators who can only sustain so many 1d10/1d100 sanity losses). Moreover, it won't solve the problem posed by the campaign, only delay it and that's a weak resolution for the investigators to live with (assuming they survive at all).

For the most part, the firearm rules are reasonably suited to the game and the uses they will be put to - defending the investigators against the lower-scale menaces they'll encounter like cultists, deep ones, ghouls, etc as they desperately try to stop the agents of the Old Ones in this world and obtain the knowledge they need to stave off global horror... for a while.
 

Celebrim

Legend
Take Masks of Nyarlathotep as an example.

Funny you should mention that...

Yes, I am currently in the planning phases of a Masks of Nyarlathotep campaign. And yes, obviously I'm not all worried about the PC's ability to triumph over immortal Outer Gods by superior firepower. I mean seriously, how many direct encounters with Nyarlathotep could you expect and have the campaign continue? More than one seems dubious.

[SBLOCK]
(Speaking of dubious, the English cult ceremony has to be the worst designed encounter I've ever seen. What the heck is the point of an encounter with 9 (nine!) outer gods? Not many investigator so much as glimpse that scene and not go insane? And that's not even getting into the Shantaks, sane loss from observing the rites themselves, etc. And assuming you could survive the sane drain, if ever an encounter called for the party to have a couple of Vickers machine guns as an appropriate response, that would be the one. I'm at a loss how to even make that little surprise cool if the investigation turns in that direction. Even if you limit the SAN drain by calling it all one encounter, it's a ridiculous and likely campaign ending scene that the PC's have no good way to interact with. Most the party will need a couple months in an asylum to halfway recover from that.)
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Anyway, back on topic, while facing off against an Elder God with an elephant gun doesn't seem very bright, one of the easiest approaches I can see to dealing with the posed threat is build a party of expert snipers and just assassinate all the necessary sorcerers - preferably when they don't have a half-dozen lesser deities around draining your sanity. Large stretches of the campaign seem better suited to a special forces team than to Lovecraftian antiquarians and scholars.
 
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