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That's why I like Trail of Cthulhu, with its Drives system. When you make a character, you explicitly make the kind of person who, when faced with something terrible out there in the snow, decides to load up on shotgun ammo and head out to chase after Uncle Henry who swore he knew how to stop it. Whether it's academic curiosity, or a need for revenge, or a sense that, damnit, these things need to be done! Following your drive can strengthen your stability because you know that, regardless of the costs, you're doing the right thing. Denying it is a cause for stability loss, because you're effectively denying your Raison d'Etre.
Call of Cthulhu games are full of people who, when faced with unknowable horrors from beyond space and time, either quit town or lock themselves away, trying to pretend nothing's wrong. These people are NPC's. The players are investigators who, for one reason or another, want to investigate.
You call the cops
>We'll send some people to your location right away, don't worry.
10 minutes later, a police car pulls up, and a couple of burly officers step out. They don't look like they're here to help, in fact, they've got their nightsticks and tasers out. In fact, isn't that the symbol of the cult you can see tattooed on that cop's arm?
What, you thought that the massive cult that's apparently been murdering people with impunity doesn't have people best placed to cover their involvement up?