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commandercrud

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Everything posted by commandercrud

  1. My players agonize over choosing to push a roll because they know I'll bring the pain if they fail.
  2. Try playing the game before diving into deep analysis about why you think it's bad. It works great in practice at my table.
  3. You have players that want to read Lovecraft? Great. Recommend your favorite stories. How is this a problem?
  4. I wasn't going to get this until I saw that HPLHS was doing a prop set for it. Their stuff is amazing and makes all the difference. I'll be converting all of these to 7th edition.
  5. I've never played RuneQuest but would like to learn how to play before introducing it to my group. I see there is a SoloQuest book for an older edition available? How hard would it be to convert that for use while learning the game?
  6. 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.
  7. Getting the starter set out there ASAP is a good idea.
  8. 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.
  9. 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?
  10. Hand them all 6 and let the players pick which ones they want to play.
  11. Guns are pretty much point and click. Not much skill required.
  12. Pretty much in the same boat here. I'm willing to give play by post a try.
  13. The new Cthulhu Invictus is very cool. I'd recommend using that.
  14. A Time to Harvest was a great campaign and not humongous. Took our group about 8 sessions.
  15. 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?
  16. 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.
  17. 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.
  18. That's exactly when a monster should chase.
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