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Mike M

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Posts posted by Mike M

  1. 5 hours ago, Hiro Protagonist said:

    Just checking, I noticed the handouts PDF listed for the game was supposed to include premade investigators, but I didn't see any. Was that an error or am I only supposed to get those if I buy the PDF version? It will change if I get it through the store or my FLGS.

    Hi., yes., that's correct - this is getting fixed and the pre-gen PCs will be added to the download.

  2. 5 hours ago, Charaina said:

    Will there be information or material on creating aspects of crazier elements, like alien dreamworlds?

    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).

    • Like 1
  3. 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.

    • Like 2
  4. 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).

    • Like 4
  5. 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.

     

     

    • Like 1
  6. 1 hour ago, SunlessNick said:

    Is it ok to make a request/suggestion for a subchapter?  Specifically advice on customising the presentation of the Dreamlands to match the atmospheres of your other setting books - what to play up or down, or shift a bit, and so on - for Berlin, or Harlem, or India if that campaign's out by then.

    Way ahead of you

     

    • Like 5
  7. 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?

    • Like 3
    • Haha 1
  8. 13 hours ago, Meow said:
    Book I, Page 106
    APP of Spawn of Nyogtha's human form is  (2D6+9)*5, which will possibly exceed the human limit of 99 (with a maximum of 105)
    Is it meant that monsters with human form don't have to comply with human limits?
     
    Book II, Page 20 & 23
    Abhoth used to be an "Outer God". I looked back into 6th and 7th edition of rulebook and  they both said that Abhoth is Outer God, along with Daoloth and other entities. 
    Is this an intended change or a mistake?
     
    On Page 10-11 of Book I, smell is emphsized as an important element for building up horrific and scaring atomsphere. My problem is that, do investigators have to pass any skill roll to detect the smell of monsters (or maybe to tell it apart from scents from daily life)? If yes, what skill is the most appropriate? (Spot hidden?)
     
    And on Page 12. 
    "In Ireland, a ghoul might be considered a banshee, a grogoch, or a pooka, while
    in China it might be thought of as a mogwai."
    As a conclusion, "yaoguai" is better than "moguai" as in this case.

    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. 

     

  9. 3 hours ago, trystero said:

    For Horror on the Orient Express, my biggest map issue was that the “Routes of the Orient Express” handout map shows red "campaign-relevant" stops for all of the campaign chapters, including several which are not mentioned in the clues the investigators find to trigger the train journey. I coloured these over with regular black city/town markings so I could hand it to my (clever and very suspicious) players without them saying, "Oh, so what happens when we get to <city>?"

    Why forewarn them? 🙂

    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.

    • Thanks 1
  10. 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.

     

    • Like 2
  11. 6 hours ago, Meow said:

    I noticed that some of the Blessings have negative effects. Are they meant to be bestowed along with other beneficial blessings?

    Also it seems strange that Nyarlathotep does not have any possible blessings.

    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. 

    • Like 1
  12. 5 hours ago, klecser said:

    @Mike M, just to be clear, we're not saying you're doing a bad job or anything. This is your cheering squad. ;) That doesn't mean we don't have opinions about what we'd like to see, of course. I am super psyched for the future of CoC!

    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. 

    • Like 1
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