> I'm having a little trouble figuring out how to use the narrative rules to
> "simulate" on-going degradation of the player characters.
> If I wanted to run a game in the Call of Cthulhu setting how would I achieve
> a slipping of each character's sanity? Presenting a challenge against them
> for environments or creatures that "attack" their sanity makes sense, but
> how to I represent a continued slip in the ability to resist such challenges
> and how to I measure the thresholds when new traits (phobias, obsessions)
> should be added. And how would I measure, in a dramatic sense, when a
> character should become unplayable because the sum of sanity-breaking
> elements has become too great?
We use cumulative Lingering Penalties.
Jeff