If your players aren't burning down some kind of building on average every 2 sessions, and a player character's can last over 4 sessions without dying or more likely being in a sanitarium/jail your not playing CoC at a fun levels :). Admittedly my players have survived 3 sessions as Nazi's and nothing has yet being set on fire (explosives have been used i will admit, a lot of people have died from waisting disease/insanity), but its likely fun times are coming next session and if you do it right just right the players do the heavy lifting :) the monster we fear the most are the monster within For a long time I could not conceive how one man could go forth to murder his fellow, or even why there were laws and governments; but when I heard details of vice and bloodshed, my wonder ceased, and I turned away with disgust and loathing. P/S nothing wrong how your running it Nigel I'm just joking around. Nigel W. said: Hi Tom I run a fortnightly long term 1920's CoC campaign on alternate Wednesdays 7pm to 10:30pm UK time. We're have not actively looking for new players but you could pickup one of the many NPCs we have for a couple of sessions to see if its for you. Fair warning, its not a traditional campaign. The pace is very slow, investigation, interaction with NPCs, problem solving and discovery are the core of the game. Heavy fire power combat methods are entirely unhelpful. If a high-octane, short story arc, battle every session game is what your looking for you'd hate it. Think Enola Holmes//X-Flies/Laundry Files/Invasion of the Body Snatchers not Dog Soldiers or ZombieLand. Not all mythos entities are entirely hostile and grey-zone lesser-of-two-evils moral decisions are a definite feature of the campaign. The main theme is a mythos related conspiracy centred on a tiny village the characters happen upon. The extent and significance of the conspiracy just keep getting bigger. After years of play covering about a month of game time the players still grappling to understand quite how big.