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Share your progress! Locked

A topic by Glitched Tabletop created May 29, 2026 Views: 242 Replies: 11
This topic was locked by Glitched Tabletop 18 days ago
Viewing posts 1 to 7
HostSubmitted(+1)

Wanna share the progress you’ve made, or get help on a part you’re stuck on? Share it here!

Submitted(+1)

Finally getting around to making a Cthulhu campaign, trying to thematically echo each act of the story. Any feedback would be appreciated, especially around where to trim or condense things as it feels a bit too long. I’m also curious if the weird experiences in Act 2 are fun (or even just how to make those interesting) and if the Act 3 mechanics sound fun.


It’s still work in progress but I like the general arc of it so far. 

https://docs.google.com/document/d/1Fy_v1TfMCoyCqcCFkfhpq7ewSR8aGErIOU8fZNG21iY/edit?usp=drivesdk

Submitted(+1)

Did a ton of edits, think I got the third act's chase mechanics finally hammered out into something simple but runnable. Will try to look into how to make the dream-realms in act 2 interesting from a gameplay perspective, I'm looking to get that weird but still interesting feeling from God's Light. 

Submitted(+1)

Started working in a third draft to hopefully bring the ideas home. Working on making Act II interesting from a mechanical perspective and liking that more. I’d love to cut more to bring it down to 60 pages but I have no idea where that will be lol. 

Submitted(+1)

Finally finished a layout draft. Hoping to do some kind of new layout but that's that for now. https://docs.google.com/document/d/1wA5IT0XikUDsQqybobUNxAl3bYmk8TE6ZxnCvjxG65g/edit?usp=sharing

(+2)

I've basically fully outlined mine in the abstract, getting ready to put it to paper. It's about witches and ghouls in NYC fighting to summon different cataclysms after COVID. I also made a cover image, attached here:


(+2)

Sorry it's so big

HostSubmitted(+1)

Love the cover!

Submitted

It looks super cool!!

HostSubmitted(+2)

We had the quarter-way voicecall yesterday. Everyone in the VC’s making exciting progress, and we were able to help each other with some roadblocks:

  • My CORAL NOMAD campaign (attempt #3) is making fine progress, with the player chapter complete, the skeleton for the GM introduction present, modifications to the random mission generator made (still need some more random tables), and the first scenario (of four) outlined. The main obstacle I had with the first scenario was whether I want the NOMADS to rescue a single weird spaceplane from the ocean, or if I want to have two near-identical spaceplances with near-identical crew to rescue. The voicechat convinced me to do the latter, since it has a more blatant “weird” factor to hook players. The plan is to finish that draft, hand it off to a newbie GM, and use my mission generator to create the second mission by mid-July.

  • Evelyn B is expanding her FISHER KING WWII adventure into a three-part campaign, breaking the existing bits into two halves and adding a third part at the end. The current struggle is choosing what to trim (although she’s already cut a good chunk of excess words) to make room for part 3, since the OG FISHER KING already borders the 30,000 word cap. Very excited to see what she cooks up for Part 3.

  • Dr Perky is cooking up a revenge-fueled conspiracy inspired by the ending of The Killing of a Sacred Deer. He’s still trying to determine the main objective and shape for this campaign, but he has an exciting hook and subject. He’s targeting having part 1 worked on by mid-July.

  • MrDaBeef is working on a Shub-Niggurath mini-campaign built around Tormsen’s shotgun scenario Mother’s Brew. He wanted to incorporate some ideas from the players’ relationship with Baast in God’s Teeth. He’s settling on giving each player a “Siren” that visits their dreams during Home Scenes, offering to either come closer to Shub (in exchange for cool magical powers) or resisting Shub’s call (costing SAN). We brainstormed some ideas of what those could be, and he seems excited to toy with them. His current plan is to have the modifications to Mother’s Brew complete, and start work on the other four parts by the mid-June check-in.

  • Nik is planning on making a three-part Phenomen-X campaign set in the UK against the Shan. We spent some time brainstorming each of the three parts, and coming up with justifications to rope the players in and keep them hooked, despite the danger and the lack of normal DG obligation. The current idea is for players to make PX crewmembers with motivations the mini-campaign will explicitly hook into, offering players relevant latitude in making characters while not accidentally breaking the campaign. Nik’s planning to get part 1 written up by mid-July.

(+2)

I've changed my campaign to one that should be less demanding. It is now about the Shining Trapezohedron, and a series of thefts that pass it between unnatural parties.

Submitted(+1)

I changed... a lot since the first meeting.

Originally, I was only going to feature the Sirens to slowly drain SAN and push the Agents toward The Mother, but I asked an important question: "How can I make my Agents worse?

The answers I came up with are a little extreme. One is to introduce an inclination toward unnatural drugs for the Agents, risking their jobs and relationships due to increasingly worse POWx5 rolls as they become addicted. This ranges from legal stuff (Fuco Loco, a local alcohol distillery, a coffee featured in a scenario, etc.) to the real stuff (Coco Loco, Reverb, etc.). 

The second is more involved, introducing the Brotherhood of New Potential as a group that the Agents can pursue on the side. We got one Agent in our campaign looking into them at the behest of their Siren, and I'm wanting the table to roleplay the other members, encouraging their straight-shooter FBI agent ally to go deeper. And yes, Potential Recruit was the inspiration; I'm in love with the BNP's potential here!

I'm not sure how to best execute this strategy, nor how to prevent the session from becoming a 4-hour game of playing house, but I'm excited nonetheless! The goal is to have a mix of Brotherhood inductees and former federal agents brought low by addiction by the end of the campaign.

HostSubmitted locked this topic