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Mike M

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Posts posted by Mike M

  1. 25 minutes ago, klecser said:

    Thanks Rick. One last question: In my brief skim I didn't see any suggestions for approximate length. What time frame is this intended to be run within?

    How long is a piece of string?  Play time of scenarios varies by Keeper and group - I see scenarios that I would run in one or two sessions being talked about on forums as taking some groups 8 or more sessions.

    In my view, I could run this over 2 two sessions, but equally could condense timing to a convention single slot. I'm sure some groups could take 3-4 sessions.

    • Like 1
  2. Hi,

    Just to say that Chaosium will be at NecronomiCon Providence in a couple of weeks and hope to see some of you there!

    We'll have our booth, with copies of Berlin: The Wicked City and the special The Shadow Over Providence, as well as plenty of other Cthulhu goodness.

    We have some Call of Cthulhu panels - on historical settings, and favourite scenarios on the Saturday and Sunday.

    Paul Fricker, Christopher Smith Adair, Oscar Rios, Jon Hook, Lynne Hardy, Matthew Sanderson, Scott Dorward, myself, and many more authors and artists will be about and happy to chat, not forgetting Sean Branney and Andrew Leman of the HP Lovecraft Historical Society! You can also meet Nick Nacario, Call of Cthulhu layout wizard, and James Lowder, Chaosium's executive editor and fiction sorcerer!

    And games! Loads of Call of Cthulhu on offer by Chaosium authors and the good folk of the Cult of Chaos, plus Extra Life charity games and a full run of Gatsby and the Great Race! 

    So, if you're town, please drop by the Chaosium booth in the Omni trade hall, and say hi. We'd love to see you.

    F'taghn for now!

    Mike Mason

     

     

     

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  3. Gateways to Terror is 3 short-play introductory scenarios. The cover is designed with introduction in mind to a more general audience. For core books, we aiming for more like the Berlin cover moving forwards. Art is subjective and some folk like what some others do not. Here's a sneak peak at one small element of the forthcoming Dreamlands cover.

     

     

     

    Dream Crop copy.jpg

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  4. The cover art for Gateways for Terror is by Chris Huth. It is three introductory scenarios that have been used to demonstrate Call of Cthulhu at conventions, the key feature being that they are all designed to be played in a one to two hour time slot, and are ready to play with pre-made investigators with minimal set up time (other than reading them over first before running them). 

    The cover art shows three investigators running away from some nameless horror. 

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  5. The short answer is yes.

    I do suggest you pick up the Call of Cthulhu Starter Set (across the 4 scenarios in that set, combat is not the only solution, and in most cases is the wrong solution). Also Doors to Darkness, Reign of Terror, Petersen's Abominations, Nameless Horrors. Doors to Darkness and the Starter Set are specifically geared to newer players and Keepers.

    Combat is a valid solution sometimes, but isn't the only solution  - most scenarios written the last few years understand that, and provide advice or suggestions on a range of solutions. Ultimately, it's down to the players to decide how they deal with the situation they uncover. Older scenarios tend to be more focused on combat as the only solution, but even these can be tweaked to allow different outcomes. Also, remember, there are many monsters who are unaffected by bullets.

     

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  6. The rules are by necessity an abstraction. 

    Also, no one stands still in a chaotic combat situation - it isn't clinical - we tend to lose that when looking at static miniatures on floor plans, or marks on paper. People move around quickly, getting nearer and further away, moving left and right, deceasing and increasing their height. The point blank rule for shotguns/rifles applies because of this, in part. 

    How you choose to read a specific situation at your table is up to you, however. Just make sure you apply the same to bad guys too, then all's fair.

     

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  7. Hi all

    I'm currently working on a new version of Call of Cthulhu's big book o' monsters. So it'll be packed with all manner of monstrous devilry.

    One of the topics I'm considering to include is a 'how to make a monster' guide - enabling Keepers to design their own monsters with some advice. 

    Now, with this in mind - what would you prefer to see:

    1. some tables to pick and/or roll randomly for monster attributes (forms of attack, appearance, goals, special powers, etc.)

    2. more general advice and notes (what's good, what to avoid), how to take an existing monster and reskin it, etc.

    3. both 1 & 2

    4. something else or "we don't need help making monsters"

    Let me know your thoughts.

    Mike

  8. 21 hours ago, klecser said:

    Depending on how it goes and how much engagement they have with Lawrence or Arthur, one of them could be firm that they can't go through another transformation again, encouraging players to act before a full moon.

    You can also throw a complete curve ball at them. Eloise has gone through enough "full moon transformations" to no longer "require" a fool moon. The "Fool Moon" has now turned into a red herring...

    Yes - ghouls aren't werewolves - the change can happen when you want. 

    • Like 1
  9. 5 hours ago, Merudo said:

    So if use a firearm and a creature attacks you in melee, you get a penalty dice on your turn for Firing into melee combat?

    That would clear things up - the description of the rule on page 116 makes it sound like you only get the penalty if you shot at a target engaged in melee with a friendly.

    And wouldn't the Point-Blank Bonus offsets the disadvantage of firing into melee, too? Or do you not get that bonus dice when firing into melee?

    I have a similar question regarding the Pipe Bomb.

    The Pipe Bomb does 1d10 damage within 3 yards, half that damage within 6 yards, and a quarter of that within 9 yards.

    Does this mean the Pipe Bomb does 1d5 within 6 yards and 1d2 within 9 yards? Or do I roll the dice and divide the damage manually?
     

    Ok - yes apply the penalty for firing in melee (the rule assumes you are outside of the melee, but when in melee yourself, firing a gun is going to be with at least one penalty - try aiming while moving and weaving to stop being hit by your attacker). Again, context is king - are you firing as you enter melee (i.e. you haven't entered melee until the monster attacks you), or has the monster attacked you and you are then firing on your turn (definite penalty die if the Keeper even allows you to fire).

    Bonus and Penalty dice always cancel each other out. 

    Pipe bomb - roll 1D10 damage, then apply modifier - thus if 6 rolled, half is 3 damage, quarter is 1.5 (rounded down to 1). If you want to modify the dice roll (1d10 / 1D5 / 1D2) that's ok too, but I find it quicker to roll the die and then divide the number.

     

    • Like 1
  10. Hi

    Fighting Back - (p108)

    - missiles are spears and arrows, etc. (projectiles)

    - thrown weapons could be knives, spears, rocks, etc.

    - firearms (bullets) are not missiles or thrown.

    - you may attempt to Dodge a missile or thrown attack if within 1/5 of DEX of the attacker (this does not include firearms - you cannot "Dodge" a bullet).

     

    p103 - deals with melee fights (not firearms) - in melee, firing a gun is problematic (you are unable to take aim and shoot wildly while defending against the opponent's assault against you - because use of a firearm in melee is likely to miss, hit your opponent, or hit yourself - in equal measure).

    If engaged in melee, a firearm is more useful as a cudgel/club to fend off/knock back the attacker, get some space (move away), and then fire on a later round.

    You may fire (and/or be shot at) before entering melee (on your action) - you may gain Point-Blank bonus (see below) in doing so, but once you have engaged in melee, your firearm is far more useful as a lump of heavy metal (you cannot fire it as a 'Fight Back' reaction). You might (if the Keeper allows) disengage from melee (Dodge roll and move back), allowing you to shoot on the next round on your action (this would presume a wild shot with no aiming, imposing a penalty die).

    - I'm explaining this situation, as firearms and melee are all about context, who is where and doing what etc. One size does not fit all situations - and the Keeper should judge the situation and use the rules to convey reality and fair play. But in short, bullets cannot be used to "Fight Back" and your firearm is only fired on your action in the round. If you are being shot at, you may attempt to "Dive for Cover" and lose your next action.

    Firearms (p113) - see Point-Blank Range.

    The only reaction to a gunshot is to "Dive for Cover" or stand there and hope they miss.

     

    Half Damage Bonus - halve the roll (1D4 becomes 1D2, 1D6 becomes 1D3). In CoC, you always round down. For negative DB, -1 becomes 0 (there are no fractions) - or just keep it the same (it makes little difference).

     

    Armor - use defender's Luck roll to determine if better protected area is hit - or use the optional hit locations in the Rulebook.

     

    Movement During Combat - (p127) - answers your question.

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  11. Each PC gets to do one thing on their turn in combat. Thus, throw something is one thing. A kind Keeper might allow two things thrown (one per arm) but this would add a penalty die (as it's basically the same as multiple shots with a handgun).

    If insane, again a kind Keeper might allow more than two things  - let's assume manic throwing - but penalty dice would also apply - this all depends on how nice a Keeper you are......

     

  12. Let's not do this. 

    Despite my rule (as King of RPGs) that everyone play how I want, I understand that everyone wants (unbelievably) to play things their own way. ; ). 

    Seriously, we all do things a little different from time to time, so let's play and write nice, please.

    In terms of Dreamlands scenarios  - you already have Sense of the Slight of Hand Man, and the Dreamlands book - reworking one the Dreamlands scenarios sounds a easy way forward. Alternatively, The Dreaming Stone  (OOP) offers a full campaign.  

    We are working on a new edition of Dreamlands, and a score of new dream scenarios, but I'm afraid they are not ready yet, so don't help you at this time. One idea is to pick a scenario you like, and transpose into the Dreamlands.

    The plan you have looks great - go with it! 

    • Like 1
  13. Having spent 2 years, on and off, working on the latest edition,  Chaosium has no plan to rework or add to the campaign.  We believe we have published the definitive edition. Thanks. 

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  14. Having used Book 3 to run games at various RPG stores, I've been manhandling it during play and when reading it in preparation for games. I often bend the pages back when running too.  And, have to say, the book is holding up really well despite being a softcover - no pages falling out, no real damage, and so on. In my line of work I tend to be hard on books, as I use them to play.

     

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