commandercrud
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Everything posted by commandercrud
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My critique to push roll with simulated numbers.
commandercrud replied to malkaviano's topic in Call of Cthulhu
My players agonize over choosing to push a roll because they know I'll bring the pain if they fail. -
My critique to push roll with simulated numbers.
commandercrud replied to malkaviano's topic in Call of Cthulhu
Try playing the game before diving into deep analysis about why you think it's bad. It works great in practice at my table. -
My players want to read what Lovecraft have written.
commandercrud replied to GhislainBlais's topic in Call of Cthulhu
You have players that want to read Lovecraft? Great. Recommend your favorite stories. How is this a problem? -
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?
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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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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 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?
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Fudging is cheating.
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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.
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What if the mythos was not that powerful?
commandercrud replied to Old Man Henerson's topic in Call of Cthulhu
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. -
And Chong!
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Most any of them.
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That's exactly when a monster should chase.