Thanks for the nudge - I simply forgot to update it here. Away from home for another couple of weeks so may be difficult to change before then, but I'll sort it out as soon as I get back.
Gallus Games - Alun R
Creator of
Recent community posts
Thanks for your interest; you're not the first person to ask but, to be honest, it wasn't designed for that and I've never playtested it in that context. The inspiration came from Night's Black Agents. The difference (for me) us that Vamps, Fae & Demons can be 'killed', whereas when you confront the mythos you need a rule that says 'When you confront a mythos creature, describe how you die' - that's how one of my earlier games (Project Dark Prometheus) which is directly inspired by the mythos ... though from the Achtung Cthulhu perspective rather than DG ... deals with it.
The mechanics are inspired by Cthulhu Dark so there's only Stress rather than 'sanity'. Bonds between characters and with someone 'at home' can be modelled by the Against the Dark Conspiracy rules, but again not playtested in that context. If you want to check out the base mechanics from a very early implementation you could look at Alien Dark ... https://gallusgames.itch.io/alien-dark which is free.
If it was me, though, I'd probably look at a more directly DG inspired light-weight game such as ... https://moth-lands.itch.io/cthulhu-deep-green ... at least until I finished hacking Against the Dark Conspiracy for DG 😉.
Glad you're enjoying the game.
I try to introduce the option to seek relief from the horror very early, otherwise I find players are risk averse re: including their Stress die. Once they realise seek relief is always a possibility if they can create even the hint of some fictional positioning, then they get braver in choosing to include their Stress die.