The Black Sun Also Rises (A Cthulhu Campaign 1920-1945)

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The Black Sun Also Rises (A Cthulhu Campaign 1920-1945)

World War One is over but darkness is ever-present. It is March, 1920 and in the shadows, the next war is beginning because evil never truly dies.

TYPE

Campaign

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
2 SEATS LEFT
$5.00

/ Session

Details

Weekly / Monday - 12:00 AM UTC

Mar 2 / Session 13

Session Duration / 3–4 hours

4 / 6 Seats Filled

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Schedule

Mon, Mar 02 | 12:00 AM – Session 13

Sun, Mar 08 | 11:00 PM – Session 14

Sun, Mar 15 | 11:00 PM – Session 15

Sun, Mar 22 | 11:00 PM – Session 16

Sun, Mar 29 | 11:00 PM – Session 17

Meet your party members

4/6

About the adventure

Using classic Call of Cthulhu (1st/2nd ed), adventurers will explore the world of the 1920s, 1930s, and 1940s in a thankless fight against the Mythos...and the gathering storm of World War Two. The world has always needed unsung heroes and they are never who you expect. Sometimes they are journalists, perhaps they are university students or eccentric inventors, or perhaps a jazz musician. Together, your heroism will never be recognized, though you will become friends and allies, celebrating victories and mourning the fallen as they save the world for one more day. In the fight against the Old Ones, there *will* be those who fall. Some will have quick deaths, others will meet grim fates through insanity, learning TOO much of what is invisible to the naked eye. Old age? Perhaps you'll suffer and come to the conclusion that with just a little work, even death may die. Is your fate to become one of the cultists you've fought against? Experience with Call of Cthulhu is *unnecessary*--there will be no need to own the game books or supplements at all. Knowledge of the period's history is unnecessary--you'll get to live it and rewrite it! All you need is a desire to have fun and role-play in a collaborative setting where player decisions will shape the campaign--players will not be railroaded onto certain paths through this universe.

Game style

Roleplay Heavy

Theater of the Mind

Game themes

Meet the Game Master

5.0

(2)

Published Writer
Teacher/Educator
Game Designer

Less than a year on StartPlaying

9 games hosted

Highly rated for: Creativity, Knows the Rules, Teacher

Average response time: 4 hours

Response rate: 100%

About me

I am CEO of the Dietz Foundation, the world's only not-for-profit game publisher. I've been playing RPGs since D+D used chits and through the years have played a ton of systems with a preference for Call of Cthulhu and Classic Traveller. Gaming provides one of the last opportunities in the modern world for people of all backgrounds and persuasions to come together for the sake of fun. I love meeting people through all sorts of games.

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Character creation

Creating your character

Characters will be created during the first session with each player creating 2-3 characters (Cthulhu characters typically have short lifespans or suffer maladies which will keep them unavailable for months or years of game time). If the campaign begins and players join in later, character creation in those instances will NOT take place during a gaming session but will be handled separately. It is suggested that the group be varied in their interests and professions, but if a group decides everyone wants to be university students--that's fine, too. Attributes will be rolled with no fudging (low attributes can be fun to roleplay) and the play won't harm the enjoyment and will actually enhance the role-playing.

The current party

Call of Cthulhu games always reward the ability to research. It is never bad to have practical skills to make repairs. The current party (3) include: Gangster (guns) Film Auteur (fast talk) Fantastic Stories Author (occult/library use)

What to expect

Preparing for the session

Players will need minimal preparation. They will need to have a set of role-playing dice (d4-6-8-10-12-20-%), paper and pencil. It IS important that players understand the genre and that characters die often and sometimes arbitrarily.

What Jim brings to the table

In college, 20th century US and European history were fields of study that were then fleshed out during years as a high school and college instructor--so that wherever possible, the history will be accurate (but only as long as it doesn't interfere with the fun) As a GM, I believe rules are guidelines not rigid and there are always times where the rules do not address a situation. Sometimes that means a GM decision, sometimes the consensus of the players. But once there's combat, once dice are rolled--that's the way the Mythos goes. When real history intertwines with the campaign, I'll make sure to find ways that gamers can explore those events on their own time--it's always great to have a new rabbit-hole to follow. From time to time as appropriate, art will be provided of the Old Ones and their minions--all with artist permission/rights ownership, of course!

Homebrew rules

I have a different system for skill advancement that I feel works 'better', given the quick deaths of CoC characters. This doesn't change the game's play.

Equipment needed to play

Internet

Computer

Microphone

Webcam

Safety

How Jim creates a safe table

The character-making session will cover topics that are uncomfortable. I'm happy to discuss things between sessions whether by email or other methods if a player is concerning. I also think the GM should be the last to log off afterwards--so to be able to do a review of the session--or if a player wants to talk privately afterwards. And of note--the 'content warnings' here have quite a few; it's hard to avoid the possibility of most of those during a Cthulhu campaign and since the campaign extends into the 1940s, there will be WW2 and the death of millions.

Content warnings

Safety tools used

Frequently asked questions