I am dipping my toe on GM experience with extreme circumspection but... I have always like Call of Cthulhu setting and atmosphere and I think it could do an extremely interesting game experience if done with the right people. Also the fact that the system is extremely easy and has a lot of freeform into it, makes it in my opinion particularly suited for play-by-forum experience.
What I would like to see is if I can find a chore of hardy and possibly (sugh...) considtent players willing to play in a dark 1920 setting where life attempts to go on normally while nameless horrors out of 'other' places seep around to conquer the world.
There is space for action and investigation... and also romance and more hard-boiled situations.
Here follows (shamelessly wiki-stolen) some explanations on the game and setting. I'm willing to explain the system to those who do not know him.
Setting:
The setting of Call of Cthulhu is a darker version of our world, based on H. P. Lovecraft's observation (from his short essay, Supernatural Horror in Literature) that "The oldest and strongest emotion of mankind is fear, and the strongest kind of fear is fear of the unknown." There are three primary eras of the original (BRP) game: the 1920s, the setting of many of Lovecraft's stories; the 1890s Gaslight supplements, a blend of occult and Holmesian mystery and mostly set in England; and modern conspiracy (Cthulhu Now). Recent additions include 1000 AD (Cthulhu: Dark Ages), 23rd Century (Cthulhu Rising) and Roman times (Cthulhu Invictus). The protagonists may also travel to places that are not of this earth, represented in the Dreamlands (which can be accessed through dreams as well as being physically connected to the earth), as well as travel to other planets or the voids of space.
Gameplay experience:
The players take the roles of ordinary people drawn into the realm of the mysterious: detectives, criminals, scholars, artists, war veterans, etc. Often, happenings begin innocently enough, until more and more of the workings behind the scenes are revealed. As the characters learn more of the true horrors of the world and the irrelevance of humanity, their sanity (represented by 'Sanity Points', abbreviated SAN) inevitably withers away. The game includes a mechanism for determining how damaged a character's sanity is at any given point; encountering the horrific beings usually triggers a loss of points of SAN. Also, to gain the tools they need to defeat the horrors – mystic knowledge and magic – the characters must be willing to give up some of their sanity.
Call of Cthulhu has a reputation as a game in which it is quite common for a player character to die in gruesome circumstances or end up in a mental institution.
Rules:
For as long as they stay healthy (or at least functional), characters may be developed. Call of Cthulhu does not use levels, but is completely skill-based, with player characters getting better with their skills by succeeding at them.
I'm looking for descriptive posts and pople looking forward to a challenge. And also I'm looking for consistency over prolificity... better someone who writes two posts a week but KEEPS playing than someone who floods the game with posts and then quits after a month.
Let's see if this interests someone.
^^