commandercrud
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Posts posted by commandercrud
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12 minutes ago, malkaviano said:
I never played CoC 7th or any other edition.
Try playing the game before diving into deep analysis about why you think it's bad. It works great in practice at my table.
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You have players that want to read Lovecraft? Great. Recommend your favorite stories. How is this a problem?
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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.
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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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Watched a few episodes. This show is great.
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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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That's a game master problem not a game system problem.
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A Time to Harvest was a great campaign and not humongous. Took our group about 8 sessions.
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11 hours ago, Dethstrok9 said:
So you think of the game a little more like a video game with its sense of accomplishment ect. Not as a storytelling game where the dice really should not be used much anyway.
Which makes sense, but just is very different than how I run and play. The dice are not the gods of our world, we are.
If there is a mentality that one can "win" a role-playing game. Otherwise, it is not cheating to collaboratively tell a compelling and engaging story better with the occasional die fudge. But I agree that if the players know it could very well ruin part of the game for them, and so my next conclusion is to generally not let players know you ever change rolls. Or which ones you change for that matter.
In the end I will also put the disclaimer that my opinions on this are all based around Call of Cthulhu specifically. This rather general thread title implies an end all be all, but it depends on game, group,and subjective opinion whether fudging is okay or not.
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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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.
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And Chong!
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Most any of them.
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8 hours ago, Merudo said:
not chase the PCs if the party has a slow investigator
That's exactly when a monster should chase.
My critique to push roll with simulated numbers.
in Call of Cthulhu
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My players agonize over choosing to push a roll because they know I'll bring the pain if they fail.