I'm making a tech/horror campaign for CoC

Long story short, here's the idea:

In the '90s a scientific corporation found an electromagnetic anomaly in the woods, went there to investigate and found a strange mineral imbued with a supernatural energy.

They built an AI to found out more but the AI found an ancient corrupting the mineral while sleeping under it and then connected with the mind of the ancient.

Instead of going mad the AI went "oh, this make sense. I'm gonna free this ancient."

It then started manipulating the electromagnetic anomaly and the mineral in the ground to turn people into monsters and make people forget what they were doing while navigating the area.

I have planned an asynchronous playthrough where two alternating groups of players controls the same characters without the other group knowing (so it feels like they do stuff while the amnesia do it's magic).

I know this is rough but there's too much details to sum up without making this a wall of text.

Is this worth working on? Is it interesting/would you play this as a keeper?

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u/Maxwelllondon92 — 10 days ago

Signal to Noise - An idea for a Call of Chthulu campaign

Hello everyone!
I'm writing a campaign for Call of Chthulu called Signal to Noise and I really like your feedback in order to understand if this might be worth working on.
I'm writing it with the assistance of an AI (I know, that's bad but I promise that I just using it as a whiteboard to set the tone and find interesting ideas, I will refine everything lately if it's worth).

TLDR: The idea is to have two groups of players, playing in alternate sessions. Using an temporary amnesia mechanic, the two groups will control the same characters progressing the story without the other group knowing.

Here's the premise:

Welcome to the anomaly.

Signal to Noise is a techno-horror and sci-fi campaign designed for the Call of Cthulhu roleplaying system. The narrative does not follow a linear path; instead, it unfolds through a series of misteries that splits the investigators into two separate groups of four players each.

These two groups of players will alternate at the table, controlling the same characters, without the other group knowing.

Their investigations and destinies intertwine within the same distorted space-time:

  • The Citizens: Trapped inside a ghost town isolated from the rest of the world, forced into an urban survival psychological horror, desperately searching for a truth that constantly eludes them.
  • The Expedition: A team sent into the surrounding woods to investigate the radio silence of the Arcfield Corporation, moving through the remnants of industrial installations and the mysteries of Bunker Delta-9.

The discovery of an exotic mineral fissure deep underground has triggered a sentient geomagnetic anomaly. In an attempt to contain it, L.E.T.H.E.—an Artificial Intelligence created by the Arcfield Corporation—has reshaped the electromagnetic topography of the area, trapping all matter within a containment grid.

The most devastating symptom of this grid is the Mnemonic Blackout: a phenomenon that "fries" brainwaves, causing constant amnesia in anyone traveling between the woods and the town. This leaves the investigators doubting their own convictions and the chronology of events. It is a collapse of Sanity that stems not from monstrous visions, but from the terrifying impossibility of trusting one's own memories.

(When characters leave the town or come back to it, the player controlling them will switch between teams, in this way it would feel like they forgot what they have done inside/outside the town)

In this scenario, night is not merely the absence of light, but the exact moment when L.E.T.H.E.’s radio signal propagates pure, reactivating the bodies of former Arcfield scientists—The Whistlers—mutated by the corrupted mineral of the fissure.

As the Keeper, your role is to be the frequency modulator of this story. Your task is to manage the interference between the two tables, administer the Mnemonic Blackouts that fragment the players' psyche, and guide both the Citizens and the Expedition toward the inevitable final collision point, where the signal and the noise will merge forever.

Tune your frequency. The blackout is about to begin

The Two-Table Mechanic

To best represent the actions a character takes between the beginning and the end of a blackout (when they leave the city and when they return), the campaign will be played by two separate groups of players in alternating sessions.

One group will control the characters inside the city, while the other will control those outside of it. When a character leaves the city, their current player loses control of them, and a player from the other group takes over in the following session. This implies that, from the character's (and the player's) perspective, they will return with new information without knowing how they obtained it.

An Example of Play

“Fred sets off toward the forest at dawn. Then, his mind blanks for a moment. He doesn't immediately understand what he's doing, but the city he was just leaving behind is suddenly right in front of him. The sun is setting as he feels a sharp pain in his ankle. His clothes are torn and dirty, whereas just moments ago they were intact and clean. Something pokes his thigh: there is an object in his pocket, a key wrapped in a note. It is written in his own handwriting: ‘Don’t let them take it’.”

In this example, Fred—played by Luke, a player from the Citizens group—has left the city. For Luke, the session ends, and he can no longer control Fred.

In the next session, control of Fred passes to Julie, a player from the Expedition group.

During this session, Fred (now controlled by Julie) arrives in the forest without knowing how he got there—he has no memory of ever being in the city, only that he came from it. He finds a key and discovers that monsters are hunting for it. He then writes a note to his "citizen self," making it clear that he must keep it safe.

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u/Maxwelllondon92 — 10 days ago