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Mike M

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Everything posted by Mike M

  1. Hi., yes., that's correct - this is getting fixed and the pre-gen PCs will be added to the download.
  2. Yes, I purposely left that out, as I was inclining Pharol to be a unique entity that 'could' be killed.
  3. Maybe... what would you specifically find useful? That question is thrown open to all BTW - just be realistic (I can only siphon about 60 mins worth of Azathoth's dreams per day).
  4. so, everyone wants everything. : ) I could give you a big list of new and classic books we are/will be working on, but I shall not temp the Old Ones wrath. ; )
  5. Hi - just to say the PDFs have been updated with all corrections input. You can download the new Pdfs from your order page at chaosium.com or drivethru accordingly. Thanks
  6. Ultimately - dice rolling is about making things happen (ideally, very well or very badly). Hence, why skill rolls should be used when its dramatic to do so (i.e. no Drive Auto rolls when driving to pick up your groceries). Negating a critical, fumble, or malfunction with Luck tends to work against the aim of creating drama, and allows the player to buy their way out of trouble, hence why it's not really allowed the rules. However, as I always say, the game comes first - if the Keeper feels that by allowing a player to use Luck on such things would aid the moment/drama, then I'd be cool with that. After all, burning Luck brings its own consequences, just later on. Using a 2 for 1 formula for Luck spend against a fumble etc is certainly a possibility if you want to flag the added danger to that kind of action. Again, it comes down to you and your game. If the players know they can spend Luck to buy their way of really bad dice rolls, they are probably going to spend Luck points to do so, which in the long run means their Luck will fall and enables the Keeper to come up with creative ways to ask for Luck rolls later on, bringing the consequences to bear to further trouble the investigators.
  7. Call of the Deep Ones.... For a time, there was a bunch of stuff with deep ones in them - in fact, I seem to recall forum posts along the lines of 'can we have some scenarios that don't use the deep ones?' ; ) Flotsam & Jetsam primarily concerns deep ones - this will be coming out in book forum in a year or so. Escape from Innsmouth - is on the slate for updating (next year), and around then I'll probably take a look at gathering some 'Innsmouth/deep one' material together in a supporting book (looking at After the Fall and some other scenarios feat. fish-frog people).
  8. Lol - rather, did I write it wrong... 😀
  9. Hi - all of you read the Luck rules on p 99 of the Rulebook 😀 Any amount of Luck can be spent to adjust a roll. The original roll can be Extreme, Hard, Reg, or Fail, and Luck can be spent on those rolls to make them any of those results. I.e. you failed - spend Luck to turn that into a Reg, Hard, or Extreme success. Crits, fumbles, and firearms malfunctions always apply and cannot be bought off with Luck points. But, of course, the Keeper can overrule that.
  10. @Danial - yes, this should be x 5 on both - I think my brain was melting by the time I got to this one.... Thanks
  11. Thanks. Yes, Spawn of Abhoth was an oversight (using the original stats) - this now changes to Fighting 60%. Also, Gnoph-Keh, whose attacks should now be: 4 (claws, bash) or 1 (horn gore).
  12. Spending Luck - I use in every game. I just allow players to use their normal Luck value in any game - with enough encouragement, they spend it all. It's about player enjoyment of the game, and if spending Luck helps that, then it's all good. People get hung up on the amount of Luck points players might have in a one-shot - if they are not spending it, or it seems they have too much, ask yourself - am I throwing enough at them? I love the fear in a player's eyes when I ask - do you want to spend Luck on that roll or would you rather push it?
  13. Thanks - we have picked this up (as well as updating the investigator sheet) and have corrected the PDF - the new version should be available to download from Chaosium.com and drivethru by now.
  14. Firstly - continued thanks to Danial, Meow, Sunless Nick, davewire, oldschooltommy, and Phaedra for successful Spot Hidden rolls. We are correcting the files before print. To answer some of Meow's points: Yes, I agree - the Spawn of Nyogtha's APP seems too high (this is the original version in MM1) - and have decided to lower to 2D6+5 x5. Abhoth - yes he did, but has been changed to GOO. As have a few others. Such human categories are invariably meaningless though. Smell - usually, detecting a strong smell requires no roll. If the Keeper feels the situation warrants one, then I'd call for a Spot Hidden in 99% of cases. Thanks for yaoguia -for some reason my research erred (I can't remember the source I was referring to) - but yaoguia is better and I have changed this. We are aiming to send files to print at end of next week - so please post any remaining corrections and we will endeavor to use them - if any do come up later, please post them here, and we will continue to correct things for the PDF and future reprints as necessary. Thanks again.
  15. I'm afraid I arrived at Chaosium a few weeks before that campaign was released and I did what I could, but was not the project lead. But, I will be aiming to sort out remaining issues in any new release of that campaign.
  16. Interesting comments on the maps. Use of maps comes down "when" they might be given to the players. My view is that you do not give players the map until the Keeper has described what they can see, and once the scene moves forward (once the players have the lay of the land), and the map can then be given - revealing what the players already know. Unlike other RPGs, Call of Cthulhu is not really a map based game, the maps are primarily for Keeper use, and may be used with players if desired, but should not replace visual description by the Keeper. But, I understand your concerns and perhaps the use of maps as aids (for encounter/combat scenes, rather than replacing Keeper description) could be better highlighted. With the Starter Set, my view with the maps was that they were scene aids; thus, the information was provided in the keys to help novice players and Keepers. Whereas, with Masks of Nyarlathotep, the keys were removed from the player maps (or had common information on them). In general, we aim to remove 'scenario' information from player version maps, but a conscious decision was made to keep certain information on the player versions in the Starter Set. I can see why a few people wild prefer otherwise, and will bear that in mind as we go forward.
  17. Yes, that is correct. There are good and bad things. Bestowing blessings is the job of the Keeper. Most times, a cultist would get one blessing, some may have more than one. Some may be really useful, others less so. The affect a Mythos god may have upon a human is varied and changeable. Yes, that is also correct. With the varied masks, the Keeper should determine what blessings (if any) mighty be granted (see p13), and can base ideas on the mask's own powers (using diluted versions) or create their own. The whole point about 'possible' blessings is that they are not set in stone, and provided only as ideas. With a significant page count already devoted to Nyarlathotep, I felt the Keeper would enjoy determining a mask's possible blessings themselves. There's plenty of examples in the book to draw inspiration from.
  18. I know and understand. In the thread, there was a request for episodic campaigns - just pointing out that we have two of these in case people are unaware.
  19. Flotsam and Jetsam is a 4 part campaign, each part is independent and played like a single scenario, but forms a larger campaign. It will be out in book form later.
  20. Shadows Over Stillwater is exactly that type of shorter campaign, each scenario is pretty much stand alone but builds on the others.
  21. All of Chaosium's Call of Cthulhu back catalogue remains under consideration for redevelopment. But, I'm not just about doing greatest hits and nothing else. Thus, we put out Masks, OE as redevelopments, but also new campaigns like Two-Headed Serpent, A Cold Fire Within, Shadows Over Stillwater. Were possible, I try to combine the old and new, see the new Mansions of Madness. Older campaigns, such as Shadows of Y-S and Beyond the Mountains, are certainly on the to do list, as are brand new campaigns for Gaslight and so on. In fact, we have Lynne's campaign - The Children of Fear - in final editorial at the moment. There's some great older books we will revisit and there's plenty of new material to come as well.
  22. I like The Dreaming Stone, but on release there were some who didn't like it for various reasons. Is there a consensus to see it redeveloped and republished?
  23. This isn't a Keeper vs the players type of game. It's all about the story. You know that on average 6 damage is likely to cause a major wound, just as 12 points is probably enough to kill. But place it in the context of the story. Most will expend 3-4 MP to 'scare' off the PCs (1-4 points would scare off an NPC). Does killing a PC outright serve the story? If not, then limit the response - show the players the threat. If they can't handle it, they hopefully run to be better prepared next time. And, next time, is the villain better aware of the PCs and their capabilities ? Did 1-4 scare them off last time? Then it probably will again, and if not, then the villain can spend more against what they now see as real threats. if you fear meta gaming it - roll = 1D4 or 1D6 or if the villain perceived a real threat, then roll 1D8 or 1D10.
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