
Originally Posted by
tesral
...I would favor a gradual slippage. Every time you blow a sanity roll, you pick up phobias, quirks and manias until your character slowly goes over the deep end. You might even design the PCs insanity tree before hand. But that gives you a chance to play with it, have some fun with it. Not simply see it as having the character ripped away from you...
The (admittedly few) times that I got to run CoC, gradual descent was how I handled it. As the PCs dug deeper and deeper into the "truth" of reality, their mind developed quirks as a defense mechanism against things that it could not comprehend. The player still kept control of the character and had fun role playing them getting weirder and more unstable as time went on. And there are paths to recovery in CoC. They are slow, arduous and require commitment...which is part of what makes them fun. If it was easy to recover from madness, it would kind of lose meaningfulness.

Originally Posted by
tesral
...The relentless and unstoppable slide to madness is the reason I don't play CoC. You lose, so why even start?
One of the players in my group has a similar perspective on CoC and while I respect his (and your) right to hold that opinion, it always bugged me. The only time you "lose" in CoC (or in any RPG really) is if you give up.
CoC is about a subtler and more personal kind of heroism. The PCs are like candles in the darkness, striking out in the name of defending everything they know against the encroaching and oppressive darkness. Like the man who stood before the tanks at Tiananmen Square, refusing to yield in the face of utter obliteration, because taking a stand is the right thing to do.
The point of CoC is that you are hopelessly overwhelmed but that you fight back anyway, refusing to surrender to despair, defeatism and cowardice, both because that would be worse than death and because you can still make a difference, if only to push back the darkness for one more day. The PCs are just "normal" people, not kings or warriors or people with great power. Because of that, they can be more heroic because they put themselves in very real, meaningful danger every step of the way. They are willing to sacrifice themselves to hold their world together just a little longer.
Heroism in CoC is rescuing a little girl from a group of cultists who want to sacrifice her, or killing a mad priest before he can turn the townsfolk into mindless slaves. It's not about epic powers and slaying armies, it's about holding together the threads of humanity and being the hero that no one else is willing to be. The intrusion of the maddening "reality" of the Mythos should be one of slow, creeping realization that everything the PCs understand to be "true" and "real" is actually just a thin layer protecting their minds from forces beyond their comprehension.
When played right, CoC is a lot of fun. You can't stab your way to victory in CoC. You have to rely on intelligence, wisdom and courage to guide you. And there are victories in CoC, even if they are victories on a smaller, more personal scale than most RPG players are used to.
Last edited by Webhead; Tuesday 09-09-2008 at 09:37 AM.
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