Considering a Mechanic to Negate Sanity Loss at the Cost of Improving Character Stats. Thoughts?
I'm going to be running an SCP themed campaign with the Call of Cthulhu 7e rule system soon (I know Delta Green Exists, but I'm working with what I've got). I'm considering allowing my players to use amnestics, SCP's in universe memory wipe solution, to allow them to negate sanity loss if they so choose. However, in an effort to balance this, I thought it would be a good idea to limit such players to not improve skills that were used during the period the amnestic made them forget. The idea being that because they don't remember what they did in the time period, they wouldn't be able to get better.
Now, is this a good idea, or would this break the point of having a sanity system in the first place? I can anticipate that it might make mechanical character progression a bore, as they'd never really get better at anything, but would it do so to the point it would break part of my game?
Posted Apr 10, 2019, 12:27 AM UTC
I feel like removing sanity loss from call of cthulhu is removing the main point of the RPG. It’s meant to be a horror where the investigators are scared to continue but their curiosity in the unknown drives them to seek further knowledge which leads to the crippling insanity and the “oh shit I shouldn’t have done that” moments when they discover the truth about the Mythos.
Alright. Do you think sanity loss reduction, as opposed to completely negating it, would work? So, they forget certain aspects of what they saw, but certain things are burned into their subconscious? And that being translated into some sanity points being returned, say 1/3 or 1/2 of what was lost, with repeat viewings of the same entity, or an entity with particularly strong mental staying power, rendering the amnestics less effective.