Really couldn't think of a better title than this... and probably doesn't even come close to articulating what I mean..
In short.. What (if anything) have you done to make the gameplay in CoC (or anything else for that matter) more interesting? Main reason I did this with CoC is that the mechanics of CoC lend themselves to what I've done better than TiTS did for example.
For example, in a recent fresh playthrough I decided I would implement some dice rolling mechanic into my gameplay. Rolling a d100 (or 2d10) and if the result is greater than, or equal to my in-game corruption value I do the "right" thing that would be something the hero would do, or result in corruption loss or minimal gain when no better option is available.
I've gone on to extend this to food where when the character gets hungry and I have multiple options available, I'll roll (based on food choices) to determine randomly what food item to eat.
I've enjoyed the feeling of a real "tug of war" between the character and giving in to corruption, and the true feeling of a slippery slope as the deeper they fall, the harder it gets to return. Though this little system I've been toying with is far from perfect, it can greatly slow down gameplay having to nearly constantly fumble with some dice or a dice roller program, and some aspects of the game just don't lend themselves at all to this little house rule I created.
So has anybody else experimented with creating their own homebrew "modification" to CoC, etc? Care to share?
In short.. What (if anything) have you done to make the gameplay in CoC (or anything else for that matter) more interesting? Main reason I did this with CoC is that the mechanics of CoC lend themselves to what I've done better than TiTS did for example.
For example, in a recent fresh playthrough I decided I would implement some dice rolling mechanic into my gameplay. Rolling a d100 (or 2d10) and if the result is greater than, or equal to my in-game corruption value I do the "right" thing that would be something the hero would do, or result in corruption loss or minimal gain when no better option is available.
I've gone on to extend this to food where when the character gets hungry and I have multiple options available, I'll roll (based on food choices) to determine randomly what food item to eat.
I've enjoyed the feeling of a real "tug of war" between the character and giving in to corruption, and the true feeling of a slippery slope as the deeper they fall, the harder it gets to return. Though this little system I've been toying with is far from perfect, it can greatly slow down gameplay having to nearly constantly fumble with some dice or a dice roller program, and some aspects of the game just don't lend themselves at all to this little house rule I created.
So has anybody else experimented with creating their own homebrew "modification" to CoC, etc? Care to share?