...and if we can't have a special section of the boards (fair enough), can we at least have a hot-link somewhere on page one to all of Ogrepuppy's posts, which will effectively be the same thing.
And what makes CoC more enjoyable to me, is that there are no umpteen differenct senses that different player races may or may not have, or a kajillion feats/spells/powers & options with which the players can muck up* a simple scene (a paladin's detect good springs to mind)...
You've got normal folks, armed with not-nearly-enough, facing weird and alien threats and
human treachery. As a GM, I love being able to focus on setting a scene for the players to explore, and focusing on what is perceived
(and, significantly, not
perceived) which is usually what hooks my players. If I describe something odd as cloaked in deep shadow, it challenges the players to decide to get closer or not... simply that. And that moment in the right context, gets players fired up, whereas the dwarf responding with "Hey, I have Darkvision" kills any mood.
Maybe it's just my shortcomings showing, but I can never quite get a mysterious or unsettling or creepy mood going in D&D, where the attitude boils down to "I'm sure we can deal with it; lemme check my bag of holding..." CoC has a more relatable emotional and physical experience to it.
Don't get me wrong: D&D is great. It's a party, with swords and magic.
CoC is just that
much greater.... It's a hair's breadth away from what you know.
* I use the term 'muck up' with affection. The best games are often the ones where the players inadvertantly drop-kick the plot into terra incognita. But sometimes, that same suite of abilities can squash suspence like a bug.