Jump to content

greger

Member
  • Posts

    61
  • Joined

  • Last visited

Everything posted by greger

  1. Preparing to run this scenario tomorrow, but as the book has some errors and the text some problems I was wondering Has anyone made alternative handouts for Servants of the Lake? And would they share? Details in spoiler text There are also some minor problems in the text in the book, but they are easier to just modify as they are not in handouts.
  2. Have people played through the scenarios? Do I need to have Gaslight era rules to be able to run "Loki's Gift"? Or will the core rulebook be good enough? I really wish there had been some pregens for the scenarios in the book.
  3. It's from the Evil Eye (page 259 in the Keepers rule book), which the characters encountered in (scenario name in spoiler text)
  4. One of the investigators currently has a penalty die on all charcteristic rolls. The same investigator has also lost more than 5 sanity points in one loss. They are now going to have to do an INT-check, to see if temporary insanity occurs. Do the penalty-die come into play for such an INT-check? I guess I might be answering my own question as I am writing this, cause if I am to take rules as written here, I would say yes. Making the reduced capabilities of the character a good thing, in this instance, as they want to fail their INT-check to stay sane.
  5. Are there any pregens for the adventures in this book? Either officially, or has anyone made any? And, do I need more rules to play the gaslight adventure? I have never played in that setting, and I am thinking there are maybe things I should know when running it, that differs from the classic era? And if I need to make characters for it?
  6. Okay, I am going to give all my players a new skill (of their choice) the next time we play!
  7. Maybe you are able to find it in the list here: http://yog-sothoth.com/wiki/index.php/CoC:Scenarios edit: Sorry, saw now that that list was only for non-magazine scenarios edit2: There are magazine scenarios further down the page.
  8. I am not quite sure what you mean when you say "no explicit mechanical role/roll", but some of your suggestions are mentioned in the keeper rulebook. APP does give a person more occupation skill points, for some occupations. APP also works somewhat as Credit Rating, in that a character with low APP might counteract with high CR, and the other way around. And, to quote the books: "Appearance measures both physical attractiveness and personality. A person with high APP is charming and likeable, but may lack conventional good looks." and "APP may be useful in social encounters or when trying to make a good impression."
  9. I bought a PDF from Modiphius last year, or something, that is for 7e.
  10. Is there really no-one that can answer this? I want to be running games, and introducing new people to the game, and stuff like that, but it feels very weird to have to run a game in english, when all the people around the tabel has the same, non-english, native language.
  11. If both players had a bonus die, I would have both roll with a bonus die. Without having looked into the math of it, it would "feel better" for the players. If they have done something to have an advantage, they should feel they get to use it. In combat, when someone is attacked multiple times, the attack gets a bonus die on subsequent attacks againt that person/entity. So that would be bonus dies for the NPCs if they attack a player. But if they are to be modifiers depending on the situation, I would probably make the call on what is actually being done, and how things are affected. If an NPC does something to make an attack stronger, they get a bonus die on the attack. If a player does something to make it easier to dodge, they get a bonus on dodging. The die should be applied to the one doing the action, IMO. But I might change my mind if I think about it more.
  12. It says in the rules that "we only credit sessions run in English and encourage foreign language GMs to contact their local foreign language printer" I am in Norway, and there is no Norwegian edition of the books, and all Call of Cthulhu books I have are in english. But, does this mean, that even if we are all Norwegians around the table, that I will have to run the game in English if I want to get credit? Or is it just the matter of using the English books?
  13. Now I feel silly, because, as I was about to move the downloaded file into the right folder, I saw that I in fact, already had a plaintext file. That I am quite sure I could not find when I looked for it the other day. I am doing a SAN roll now.
  14. On page 33: "An investigator can move a number of yards (or meters) up to five times their MOV value in one round." MOV is usually between 7-9, allowing for quite a lot more than 25 feet. But, also, about combat, on page 127: With regards to melee combat: "A character can move a number of yards equal to their MOV rate and attack normally.", that is, if they don't use their whole round to move. And on using firearms: " A character can move up to a number of yards equal to their MOV rate and make their firearms attack (or attacks) normally on their usual DEX rank." And next point: "If the attacker moves their MOV rate multiplied by 5 in yards, they must fire while running and so lack sufficient time to take a steady firing position, taking a penalty die to their attack roll(s). The shots will normally be taken on their usual turn in the DEX order, but may be delayed if significant distance must be covered to reach a firing position (at the Keeper’s discretion)." Sounds pretty limited. Sometimes you want to ask someone a question. Sometimes you are not fighting a killer. Sometimes you need to punch out your fellow investigator, who has lost a lot of sanity. And, I really don't see how any of the previously mentioned rules contradict being a bit tactial. And to be fair, in the Player's Handbook for 5e, it says on page 189: "A round represents about 6 seconds in the game world.", so it is not set in stone there either.
  15. Are there any plaintext-versions of handouts for "House of Memphis"? I have a hard time reading some of them, and I also need to translate them before playing, and it makes it a lot harder when I also have to spend time figuring out what is supposed to be read from it. I have seen that there exists plain-text for some of the publications, but it really would be gold if it was available for all. For multiple reasons of accesibility.
  16. I would personally not worry about it. But, if they are physically located in a place where more is not available, and they have to redo a lot of it many times over a period, you could make them run a luck roll at some point, to see if they still have enough. Or similar. Most of the time though I do not do any detailed inventory of stuff. It doesn't really matter much.
  17. I rewinded back to 9:10 to get all the talk about NFTs in regards to Chaosium. And, they sound just more and more like a cult, when I hear them talk. They are talking about people not understanding what NFTs is about, but NOTHING of the common concerns that they bring up, are misunderstood to most people. This is just terrible. And he does say "They have suspended for now the planned drops they had for us in q2", so I am not thinking they will be back on in 2 months.
  18. Sure, that's fine, but, I don't understand why this post was made? That chances increase for succeeding on the whole action, by getting to roll again, isn't really surprising. But chances of getting bad consequences also increase, so it will always have to be weighed against what the context is, and how much getting a positive outcome is worth.
  19. Why would it be weird? First of all, there is nothing saying that something can not keep hurting an unconcious investigator. Second, under the first aid skill, it says: "Successful use of First Aid can rouse an unconscious person to consciousness." Also, if the major wound is an open wound, bleeding out is a possibility if not first aid is applied quickly.
  20. Well, Sly does write that when running published campaigns, you should just care about what benefits your game, and leave out the rest. For running such a big campaign, you will not get away with not reading it all, and know what happens. That is for sure. Cause there are tons of clues and info that, if missed, can make logical problems for the whole game, I guess. So, read it, and probably make some notes/mindmaps, etc, to see that you have the essentials down. The important points. To make it easier to run at the table. It might not be important what one of the NPCs look like, so you don't have to remember that, but the fact that he has a certain book might be relevant. Etc.
  21. I bought "The return of the lazy dungeon master" a few months back, and I really like the book myself. I do not GM D&D, so I don't prep games for it, but I am still hoping to be able to use some of the lazy techniques for CoC-games. For CoC I find that it kinda comes down to what you really want to do. And I find that it probably will be easier to apply to something custom, rather than something from a published module. I also think the whole thing really depends on what kind of characters the players have chosen. But if you use thinks like the "Secrets of..." sourcebooks for CoC, or you create your own, as they call it in Tales from the Loop, "Mystery Landscape", and spend some time on that, you can easily make a bunch of small mysteries in a given city, or whatever, and let the players just start exploring. And drop small things. I mean, does it have to be a big mystery they are trying to solve? Or could it just be that they are discovering that there is more to the world than they know? Pick a map for a city, find a few interesting locations, and add som mystery to each of them, as you mention yourself, that one bar, where the barkeep is a serpent-person. You can write down some of his secrets. Why is he there? Why a bar? What is really in those drinks he serves? What's the deal with the orphanage? Did some kids go missing? Why? Just... create a setting for youself. At least for the first few sessions you can see where the players are going, and then you can take those pieces and combine them into a bigger mystery to have some grand finale at some point. "Fantastic locations" can still be fantastic in our world. I mean, some buildings brings awe when you look at them. Or.. a small house might have a secret passage leading down into a cave. Also good to have found some intersting monsters you like, find out how they behave, etc, what attracts them. That might help you put them in some locations/story parts as well. Sorry if this was not very coherent, I just let loose my train of thought. And, I have been thinking about this a lot myself, how to prepare for more easily played stuff, when things go "off book".
  22. Only if there has not been spent any skillpoints in that skill.
  23. 20 pages in, and I like how easy it is to read. The layout is very plain, but not all books would benefit from an intricate layout. I am guessing also that it will look much nicer on paper. Books that are plain text on white background often get better from the paper structure, which might be all it needs. I do wish there was an indication on who each tip came from. At least the longer ones, that has some oppinion behind them. Like when a tip starts off with "The reason we run You Too Can Cthulhu...", it would come off more meaningful to know who the "we" refers to. I can deduce it if I start looking through the biographies, but when reading the book, it is easy to have thoughts that the "we" might be all the contributores to the book, or Chaosium, or, whatever. And when it says "Personally, I wholeheartedly recommend Seth Skorkowsky’s YouTube channel.." it feels weird not knowing which person this is.
×
×
  • Create New...