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dce

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dce last won the day on February 5 2023

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  • RPG Biography
    I write, design & occasionally publish material for Call of Cthulhu, a game that I've been associated with since 1983.
  • Current games
    Call of Cthulhu
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    I live in Adelaide, South Australia.

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  1. Hi @Napkin Pope, I am the designer who created the original versions of Chaosium's interactive character sheets for Call of Cthulhu 7th Ed. I'm not sure whether these are archived somewhere on Chaosium's website (you'd need to ask them) ... but I do know that they are still available for download from my blog -- this page collects links to all the fillable CoC7e PDF sheets for different eras, as well as character sheets I have made for other Lovecraftian RPGs. I hope these give you access to the files you're seeking. Cheers, Dean.
  2. In case it's helpful to anyone in the interim until Chaosium re-draws the published version of the Inner Sydney map, here's a version of my rough sketch that corrects the (future) bridge location as per @aldaron's notes above. D.
  3. You are absolutely correct @Aldaron -- my sketch map is also incorrect, but in a different way to the published one. Dean (from Adelaide)
  4. For the record, the "Australian Team" who wrote the manuscript didn't actually draw any of the final maps that appear in the Terror Australis book. Those were done by other artists based on reference sketches. Below is the reference sketch I drew for the Sydney map, which (correctly) shows the future location of the Harbour Bridge. The Farm Cove/Parm Cove confusion might have come from the font that's used in this sketch, however -- the sketch does actually say Farm Cove (I double checked by zooming in the original drawing) but at lower resolution it's kind of hard to tell. Dean (from Adelaide)
  5. What he said. The interview is in two halves: Part 1 Part 2 Dean
  6. Yes, and yes. Pulp Cthulhu Char Sheet, non-fillable, no paper texture: https://cthulhureborn.files.wordpress.com/2020/05/pulp-cthulhu-sheet-non-fillable-no-paper.pdf Hope this does the job for you @paladin2769 Dean (from Adelaide)
  7. @alter is quite correct. The best way to think about Delta Green is that it exists as THREE related settings/editions: The original DG, released in the 1990s-2000s by Pagan Publishing was a conspiracy-oriented modern-day setting for CoC 5&6 Arc Dream later published a standalone DG game which uses a d100 engine which is BRP-related but definitely not CoC. That is a very actively supported product line through to today. Pelgrane Press cut a deal with Arc Dream to publish "The Fall of Delta Green" (so far as a one-off book). This is a 1960s setting which uses the GUMSHOE system which also powers Trail of Cthulhu and other Pelgrane Games. Dean
  8. Also, a late thought -- you should probably also add Chaosium's "Atomic Age Cthulhu" (mostly a book of 1950s scenario but with a tiny amount of rules material for running games in the era). D.
  9. For Call of Cthulhu, you should probably add the French Revolution material by Chaosium (Reign of Terror and its forthcoming sequel). Chaosium have also put out Cthulhu Through The Ages which has basic notes for playing in other eras as well: Mythic Iceland Cthulhu Icarus (near future space exploration) Cthulhu End Times aka "The Reaping (Post Apocalypse) Two older Chaosium titles Strange Aeons and Strange Aeons II contain scenarios in unusual time periods, mostly historical (but in one case pre-historical). Also, while World War Cthulhu from Cubicle 7 did have ambitions to cover WW1 and WW3, the line folded before they got to either of those. So, really just WW2 and Cold War. Trail of Cthulhu doesn't exclusively deal with the 1930s; there are some excellent WW1 scenarios and sourcebook (probably the best that have been published so far for any Lovecraft RPG) and the surrealist take on the Dreamlands in Dreamhounds of Paris. A few of the excellent PDFs in the Pelgrane subscription series Ken Writes About Stuff also offer good advice on running games in intriguing settings -- the one that most readily comes to mind is Elizabethan England. Cthulhu Dark isn't really a "setting" as much as a rule system -- although the core book did have a few unusual settings sketched out: 1850s London, Arkham 1692, and Jaiwo 2017. There is also Punktown from Miskatonic River Press / Chronicle City. Arguably the Laundry line from Cubicle 7 might be considered part of this list also (although it's really it's own game, with a different tone to most investigative Lovecraft games) If you wanted to go even further afield, Lovecraftesque has tiny sketches of a lot of different unusual settings for Lovecraft gaming (of a narrative style). BTW I don't think it's accurate to call Delta Green a "minor" setting -- in the last few years their output has probably been more than Chaosium's CoC line. D.
  10. A few small ones: Front cover -- most authors names are in small caps, but Sandy Petersen is in ALL CAPS p29: The section titled "Northern Tropical Tablelands" covers both the tropical north of Australia (North Queensland, NT, and top of WA) but it also covers the south-west (coastal) parts of WA down to Perth, which are not at all tropical. Suggest either renaming the section or splitting it into a tropical and non-tropical part p72: right column, last bullet -- "QUANTAS" should be "QANTAS" p110: left column, last para of "Suburbs and Inner City Housing" -- text refers to the "Booth family from Gunditjamara" which makes it seem like Gunditjamara is a place; it's the name of the Aboriginal group whose lands that the Booths came from. It would be more accurate to say "Booth family from Gunditjamara country" or something similar. p174: right column, para directly under "Australian Cults" header -- refers to six organisations which follow, but there are only five. p191: right column, para directly under "Dark Spirit Powers" header -- refers to the "Provenance" of a spirit, but should be "Domain" as per the paragraph to the left p192: right column, para directly under "Defining Dark Spirits" header -- same as above Also, the maps of Adelaide (p118) and Brisbane (p124) do not mark any of the locations mentioned in the text. The Adelaide map also seems to label a few modern-day suburb names rather than 1920s ones; it also shows the city's main cemetery (centre left of the map, immediately west of West Terrace) as a lake. For a period-source, see: http://mapco.net/adelstreets/suburbs.htm Dean (from Adelaide)
  11. Although not directly related to Call of Cthulhu, you might be interested in this news update that I posted a few days back on the Cthulhu Reborn blog. We are actively working at present to create a book of d100-based Lovecraftian post-Apocalypse RPG scenarios -- though it probably won't see release until at least late 2018. Dean (from Cthulhu Reborn)
  12. Hi Elder Thing, As the guy who designed the DDT sheet ... I don't believe that Chaosium have released such a PDF, but it's easy for me to cobble it together given the parts at my disposal. The links below should get you to non-fillable PDFs for both the Pulp and CoC versions of the sheet. Because some people have also asked for versions without the paper texture in the background, I've also included versions which omit it. Non-Fillable CoC 7e Sheets for DDT with paper texture: https://cthulhureborn.files.wordpress.com/2017/12/ddt-non-fillable-coc-paper.pdf without paper texture: https://cthulhureborn.files.wordpress.com/2017/12/ddt-non-fillable-coc-no-paper.pdf Non-Fillable Pulp Cthulhu Sheets for DDT with paper texture: https://cthulhureborn.files.wordpress.com/2017/12/ddt-non-fillable-pulp-paper.pdf without paper texture: https://cthulhureborn.files.wordpress.com/2017/12/ddt-non-fillable-pulp-no-paper.pdf Dean (from Adelaide)
  13. Hi Jason, Dean here -- as is usually the case with Call of Cthulhu scenarios there are several possible ways that a Keeper might handle the player's reaction to the events described in "In A Different Light". What I would personally do is probably only about as valuable as what your own intuition says you should do. Having said here's what I think might be some options I would (as a Keeper running this scenario) consider. (sorry but I don't know how to format paragraphs to hide spoilers on this forum, so it's here in normal text -- look away if you you're a player!) The climax of the scenario as written involves the hidden creature in the cave being exposed to the moonlight -- and in your situation it seems like, despite the fact that your players have Duncan (or his proxy in your version) captive, they are likely to use his explosives to basically do the same job that he had planned himself. I wouldn't deter them from that path ... since it means that the big reveal can happen pretty much as written. I would suggest that perhaps the hidden creature might be exposed but initially invisible to most of the players, but that a massive cloud of the phosphorescent powder get thrown up into the air to waft over them. Hopefully a few of the investigators (or any NPCs the players have brought along) can become "awakened" by that, thereby providing targets for the extradimensional creatures to target as they aim to collect the final pineal glands necessary to bring the sleeper back to life. The twist for your group is that they have Duncan (or his proxy) in their custody the whole time -- this offers an interesting opportunity to mess with the characters and try to push the players towards a dramatic resolution (e.g., the above). By the time that they encounter Duncan he is not only hell-bent on applying maximum force to destroy what seems to be a perfectly ordinary cave (which is weird) ... but also dangerously paranoid. As a captive he will automatically assume that the investigators are somehow agents of the thing, somehow working to free it from its bonds. He will doubtlessly rant and rave while the investigators are preparing, telling them that whatever evil they have planned will likely doom the whole of humanity to a horrible fate (or something similar). If the investigators try to question him as to what the heck is going on, I would make his replies cryptic ... and also manipulative. While he is their captive, there is nothing to stop Duncan from trying to trick the investigators into doing the exact task that he was planning to do. So, perhaps he might hold out under questioning before finally telling them what he thinks they want to hear -- dressed up in a form that suggests that they blow up the hill to achieve whatever goal they seem to be pursuing. The other intriguing potential that you might like to explore is the fact that Duncan's perception is fully awakened which means that as soon as the sleeping monstrosity is exposed to the outside world he will gasp in terror, even if few if any of the investigators can see anything. This can be played for drama. Similarly, if the investigators are put off by the insane professor's insistence that they destroy the cave and instead decide to explore it first, he can be an NPC witness to the horrible scene inside the cave. Regarding what might happen if the creature is exposed but not defeated in combat (or allowed to escape) ... I think the best way of handling this situation is by highlighting the fact that there are still insidious things happening in Arkham that are basically feeding energy to the creature. Sure, it's not going to be an instant "end of the world" scenario, but if the players get convinced that their failure to comprehensively expunge the horror has left a lingering but persistent series of disappearances in the poorer streets of Arkham they should understand that nobody is really safe until the creature is destroyed. Whether Duncan (or his proxy) helps or hinders this effort is up to you -- and also how the events at the cave unfolded. Does the professor still think they are evil cultists? Does he blab to the local authorities? Does he decide that their actions have shown the investigators to be good guys after all? You could let the players initially think that they have "won" and even move on to a different scenario ... but then drop in subtle clues that people around Southside are still going missing in similar ways ... and then plan your own sequel scenario where the investigators need to track down the marauding creature as it lurks in some other nearby dark hollow or cave slowly building strength from the nourishment its servants bring nightly. You could either tip them off to the hiding place of the thing by some unnatural phenomenon (maybe all the local farmers' cows are mysteriously producing glowing milk?) or you could make them hunt down stray clues to narrow down a set of potential locations. One thing that you should definitely consider is penalising the investigators a small amount of Sanity for each disappearance that happens after they have understood the situation (since they should recognise themselves as partly responsible). I hope that gives you ideas to exploit. Dean
  14. Not really an answer to your question, but maybe of prop/handout use anyway ... There are some nice colour versions of the illustrations that appear in the Dreamlands Express scenario over on one of my portfolio pages. The artwork was all created in Photoshop using out-of-copyright colour pictures from old books -- the train interiors that appear in the backdrop of some of the character portraits probably came from some old book about the historical Orient Express. Dean (from Adelaide)
  15. Most of the items you mention were AFAIK only ever produced in quantities sufficient to meet the needs of the Kickstarter, so I'd be skeptical about them ever being released as after sale items (even if that was the original attention). The one exception to this is the Medallion of Ithaqua, which is available for purchase direct from the company Chaosium sub-contracted to make it: Mark Morrison's rather awesome Campaign Coins. Dean (from Adelaide)
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