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JonHook last won the day on February 6 2017

JonHook had the most liked content!

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About JonHook

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  • RPG Biography
    As a kid: <br />
    D&D, Marvel Superheroes, TMNT, Call of Cthulhu, Traveller, Gamma World, and a ton more. <br />
    <br />
    As an adult: <br />
    Call of Cthulhu and Star Wars
  • Current games
    Call of Cthulhu
  • Location
    Shawnee, KS (Kansas City metro)
  • Blurb
    I'm a husband, dad, writer, and podcaster

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  1. For me, if the door itself is a puzzle, or the lock is an obstacle, and the investigators can't just blow through it that does pique their interests as they zoom-in to more closely examine the door. The door could be magically warded, or the lock could be trapped. Puzzling through a mysterious door can be an entertaining encounter. As for the hit points... Soft wood -- 6 HP Hard wood -- 10 HP Metal -- 18 HP Thick / Hardy / Reinforced -- 25 HP These are just numbers that feel right to me. I haven't based them on anything that may already be documented in the core rulebook. This just feels like something I'd adjudicate on the fly at the table.
  2. Matt and I will be attending Necronomicon, and I bet we can get some time at the Chaosium table to sign copies too.
  3. This was a fun scenario to write, and my play testers said they had a fantastic time playing it. So, the adventure comes with six pre-generated characters. I happened to have only three play testers. During the course of the play test, five of the pre-gens got to be used! Two of the players had their initial characters die about midway through, so they picked up a replacement character, and the third player's character died in the finale. To be fair, there were some outstandingly bad dice rolls in that game, and the players took an investigative approach of, "Let's poke the bear to see what'll happen." Spoiler... the "bear" pokes right back at 'cha.
  4. Besides... if you make a monster exactly like one from your favorite book or story, then anyone whose read the story will know all the secrets. Make your monsters unpredictable!
  5. I also like the combo of #1 and #2, and I think you should include helpful advice on how Keepers shouldn't feel confined by the tables. Hopefully the tables will help fuel the Keeper's imagination to expand it even more. Also, the Keeper's should feel comfortable in using literary sources as the seeds to create new creatures, but then use that literary creature as a template to expand and make something new and monstrous in new and different ways. Especially if the Keeper considers using that monster in a Miskatonic Repository publication.
  6. Yes! Macabre Tales is a very cool game. I love the design of it. I need to get a play of it in.
  7. My sincerest apologies. I really thought it was an authentic call-out to a pirated copy of your work.
  8. Sorry. Was I the only one who misunderstood? Sarcasm in text is hard to read.
  9. Cool. Pookie's post was unclear to me. It read less like a promotion, and more like an alert to me.
  10. The old adage of complementing through duplication. It sounds like Pookie suspects that the review pirates his previous work. Am I reading that wrong?
  11. Hmmm... is this a case of copying as a form of respect? Nah... I don't think so either.
  12. Sandbox... writing it... planning a game for my players... I find it to be THE most difficult thing. For me, it's just to much. I have a real hard time getting my head around the nigh-limitless boundaries. I've spent so many years now working within the limits of a mystery that needs to be solved, that sandboxing is where I lose my sanity!
  13. Thanks, Michael, good points. Yes, designing a scenario for a single player is different. The scope of the mystery is different. 1. I have discovered that a one-player game is best run if the entire mystery is resolved in 3 - 4 hours of play. To that end, the mystery is designed with a limited number of clue paths. By limiting the player's investigation options, a decision on a path of investigation is more easily chosen to be worked. 2. Design the scenario with little combat, or what combat is included us designed to be non-lethal. But, conversely, it's fun to pump-up the sanity loss. It's easier to continue the investigation crazy than it is dead. 3. I also find this kind of adventure is best run with pre-generated characters, versus weaving it into an existing campaign. The pre-gens allow the player to take risks that would normally be avoided with a beloved character. Hope that helps.
  14. Thank you, Michael. As an aside, I'd love to hear how your use of Timeless Sands of India and Starfall Over the Plateau of Leng go.
  15. If you haven't seen it yet, my latest Miskatonic Repository adventure was posted, the Spark of Life. One of the stand-out features is that it was designed to be played with the Keeper and one player; which is why I'm calling it "An Isolated Investigator Adventure." It is my belief that a Call of Cthulhu adventure can be more frightening and tension filled if there is only one lonely player/Investigator. My question to the group is this... are adventures designed for just a single player something you'd be interested in? Is the mystery more terrifying or just frustratingly more difficult when it's explored alone? https://www.drivethrurpg.com/product/278700/Spark-of-Life?src=hottest_filtered
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