Call of Cthulhu has some great adventures I'd like to run. But the system is terrible, and I like letting characters accumulate Eldritch Majickes. After Sundown seems like a better paradigm, but there are some significant setting differences that need to be accounted for.
What do you need to keep in mind if you're converting a cult-busting investigation or a haunted house? Can you really get away with just saying that Nyarlathotep is an Ifrit? How many named characters in Dead Man Stomp should be full luminaries?
Converting Call of Cthulhu adventures for After Sundown
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Username17
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Monsters usually convert pretty well. Zombies are zombies, werewolves are werewolves, evil cultists are cultists and so on. The big unspeakable things probably don't need to be explained. You're not normally going to fight Hastur in any meaningful sense, so having it just be a dread name that is probably an Ifrit or something is probably good enough.
The big difference is the player characters, who are considerably more badass than CoC investigators are supposed to be. Just as many of those adventures kind of fall apart as soon as the CoC PCs decide to load up on shotguns and dynamite, so too do many adventures collapse if the PCs turn out to be immortal vampires or weretigers who can lift and throw a car. So you're going to want to upgrade the threat level on most of the "combat" encounters.
-Username17
The big difference is the player characters, who are considerably more badass than CoC investigators are supposed to be. Just as many of those adventures kind of fall apart as soon as the CoC PCs decide to load up on shotguns and dynamite, so too do many adventures collapse if the PCs turn out to be immortal vampires or weretigers who can lift and throw a car. So you're going to want to upgrade the threat level on most of the "combat" encounters.
-Username17