Jump to content

commandercrud

Regulars
  • Content Count

    22
  • Joined

  • Last visited

Community Reputation

26 Excellent

About commandercrud

  • Rank
    Member

Converted

  • RPG Biography
    hi
  • Current games
    hi
  • Location
    Indiana
  • Blurb
    hi

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. 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.
  2. 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?
  3. Hand them all 6 and let the players pick which ones they want to play.
  4. Guns are pretty much point and click. Not much skill required.
  5. Pretty much in the same boat here. I'm willing to give play by post a try.
  6. The Mansions of Madness board game (also a good game) and Reaper are both good sources for both monster and investigator minis.
  7. The new Cthulhu Invictus is very cool. I'd recommend using that.
  8. That's a game master problem not a game system problem.
  9. A Time to Harvest was a great campaign and not humongous. Took our group about 8 sessions.
  10. 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?
  11. 1. The second attempt is a pushed roll. Make sure the players know there can be dire consequences of failing a pushed roll. 2. Time pressure depends on the adventure you're running. Sometimes the investigators can take as long as they want, sometimes they can't. They might get fired, the monster might murder more victims, anything. 3. Try asking the less active players what they want to do. Ask each player before resolving any of the actions. It can also help to alleviate the other two problems. But yes, more active characters will improve more. In the end, that's their fault.
  12. Have two plots going on. Some cultists full of crap who need help from the investigators because they're being swallowed up by real Cthulhu cultists.
×
×
  • Create New...