
commandercrud
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29 ExcellentAbout commandercrud
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RPG Biography
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Location
Indiana
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This is, in my opinion, the best game for just one player. I generally don't change anything. If the adventure is particularly brutal for one, let them use Pulp rules.
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Getting the starter set out there ASAP is a good idea.
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Describe it differently each time.
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commandercrud started following RuneQuest
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I thought the same thing about the chase rules at first. But they play much better than they read. I don't miss the resistance table.
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My group is experienced with D&D and Call of Cthulhu, but we've never played RuneQuest. Which of these two adventure books would be the better choice for players new to RuneQuest?
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Hand them all 6 and let the players pick which ones they want to play.
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Get Down Darker Trails.
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Guns are pretty much point and click. Not much skill required.
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Pretty much in the same boat here. I'm willing to give play by post a try.
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The Mansions of Madness board game (also a good game) and Reaper are both good sources for both monster and investigator minis.
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The new Cthulhu Invictus is very cool. I'd recommend using that.
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Is or was the investigatives skills problem real in your games?
commandercrud replied to smiorgan's topic in Call of Cthulhu
That's a game master problem not a game system problem. -
Newish Keeper seeking scenario/campaign
commandercrud replied to Phil Hendry's topic in Call of Cthulhu
A Time to Harvest was a great campaign and not humongous. Took our group about 8 sessions. -
The dice are a tool to help direct the story, instead of it just being a GM/Player story hour. If you're ignoring the dice, you might as well just sit around a campfire and talk. The dice make it a game. You don't have to have a "video game" or "win" mentality to respect the role the dice play. As a Keeper, I can direct the story however I want, but if I decide to roll the dice, I'm going to use their result. If I'm going to just ignore what they say, then why bother rolling?