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klecser

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About klecser

  • Rank
    Senior Member

Converted

  • RPG Biography
    20 year role-playing veteran
  • Current games
    Call of Cthulhu 7, DND 5, Savage Worlds, Traveler
  • Location
    Omaha
  • Blurb
    Fun first.

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  1. klecser

    Call of Cthulhu Starter Edition

    Does this mean that Wednesday Dec 12 is the confirmed worldwide release date for the Starter Set?
  2. In my mind, "kind of seasoned" and "vaguely aware" are not synonyms. One scenario doesn't season anyone to the Mythos if the release of information is carefully controlled by The Keeper. The Peru Chapter for Masks 5th Edition can be run as low or high Mythos with some thoughtful decisions, for example. A group of characters could have lots of familiarity with some aspects of the Mythos that give them absolutely no advantages in tangling with The Crawling Chaos. I think the bigger question is: What is Jackson Elias' purpose in the narrative? To die? Well, why should him dying matter? Somebody you don't care about or know dying doesn't carry much weight in role-playing games. The purpose of Jackson Elias is to anchor and invest the players in the story so that they have a reason to drop everything and tour the world on short notice. If your players are experienced role-players, perhaps they will just "play along." And if that is the case, no problem. Some role-players not only enjoy, but expect a narrative that gives their characters a reason to investigate. So, what are your players like? Do they need a reason, or will they just "play along?" Personally, I feel like I owe it to my players to give them a reason, whether they expect it or not.
  3. klecser

    Before I buy 7th edition

    This. And we may be splitting hairs at this stage. At the end of the day, all editions can be played.
  4. klecser

    New Cthulhu Mythos magazine "Bayt al Azif"

    I really love what you are doing here Jared. I'm the guy who tweeted to you about the magazine "speaking to me" like olds ones do. My hard copy should arrive in the mail soon and I will give more specific feedback when I get it in hand. I just can't effectively organize my thoughts from a PDF. 😕
  5. klecser

    Before I buy 7th edition

    We agree on that. Expressing views invites critique of views.
  6. klecser

    Before I buy 7th edition

    When I watched that Runeslinger video a year ago, I remember thinking: "Wow, I couldn't disagree with this guy more." I don't need to "get to terms" with anything, my friend, because my games run just fine, with any of the systems we've discussed.
  7. klecser

    My problems with the chase rules

    I think you solve your own concern. And I think it is worth noting that the intention of the CON check is to determine if an unplanned chase should happen, in case it has the potential to bog down a game. The CON mechanic does not prevent a Keeper from saying: a Chase is part of the natural story-telling of this section and it is happening. Is that railroading? Maybe. Telling a story is a balance of player agency (very important) and aspects of the narrative that just make sense.
  8. klecser

    Before I buy 7th edition

    And it could be that you are less adept at running BRP, right? I'm getting a strong read from you that your perspectives are more personal than they are grounded in the actual facts of the scope and execution of game mechanics. No offense intended, I'm just sensing a preconceived bias that you're intent on not liking 7. And just so I'm clear, you can not like 7th and that's fine. That's your opinion. At the end of the day we seem to agree that people should play games and play whatever they enjoy. Yay. Go team. And "team" is why I'm continuing this, just so we're clear. Right now we're also giving advice to another gamer and I want that advice to be as accurate, broad and deep as possible. And I don't think it is correct to advise people that CoC 7 is crunchy to run. It could put people off, needlessly. If a player has played 6th they are going to likely see very little difference. Now, your opinion should definitely be part of the conversation, of course. Making a statement that Savage Worlds runs faster than BRP? That is a pretty unbelievable statement to me. The only game I've played as much as DND and CoC is Savage Worlds. Savage Worlds is very much a much crunchier game than BRP at the very base. There is WAY more to keep track of in combat. There are far more modifiers that can affect combat. Heck, Savage Worlds IS a combat game. CoC games are inherently not. It is investigative. When I think of the time spent dealing out initiative playing cards every round, counting exploding dice, spending of bennies, checking all the modifiers, reflecting stuns and wounds, shaking and unshaking, players who build characters that stack perks that all can influence a single game roll, etc. And this is from playing Savage Worlds many times at the very heart of Savage Worlds Country: Tacticon in Denver. Savage Saturday, baby. For many years I was a member of Rocky Mountain Savages. Did you know that Pinnacle has a document for "Quick" combat rules that ditches the dealing of the cards and streamlines some of the other mechanics? Why even put that document out if the game runs "so fast?" I don't see how you call BRP a slower in-game run. Maybe if the Investigators are fighting heavy Mythos beasts with Armor? Why are they doing that except rarely? And if they are, isn't it likely to be a monumental event that players will feel good about trying to succeed at and find the time justified? As pointed out by andyl, most of the time spent with the Fifths table happens BEFORE a game session. Very rarely during. People spend hours building characters in every single role-playing game. Its part of what we all love about the hobby. The legitimate criticism that has been leveled at Savage Worlds is that it runs FASTER than DND (true), but rarely in execution does it run FAST (I challenge you to poll a wide breadth of gamers on this). Savage Worlds combats are not 5-15 minutes long unless the threat is minimal and it is fluff combat. It would be having combat to say that you got to play a combat. I challenge anyone to actually clock a Savage Worlds combat encounter. Rarely have I seen a Savage Worlds game with any more combat encounters in a three hour period than DND. They are probably shorter. People are PERCEIVING that it is fast, but those of us who actually pay attention note that combats can still take a ridiculous amount of time. Maybe not DND 3.5 ridiculous. Of course, some of that, once again, is table management, group pace, and how Keeper and players approach the structure of games. Now, I love Savage Worlds. But the intention of the game and the reality of it depend whole-heartedly on how and who is running it. Your comments just don't add up to me on how 7 runs. Having run 6th and 7th, the adjustment to my Keeping that happens is pretty minimal and my players move rapidly through both investigation and conflict. Mechanics are not even close to the most important factor for my prep and execution in either of those versions.
  9. klecser

    Before I buy 7th edition

    Page count doesn't make something crunchy. Execution does. Maybe we should clarify what we're talking about when we say "crunch." When gamers use "crunch" as a criticism, they are implying that a game runs slower when there are more mechanics. Right? That is the concern? How fast are our games? We prefer faster games not "bogged down" by mechanics, right? And less a resistance table, I'd say the game still runs faster than most role-playing systems out there. You may want faster. Great. Ditch what you don't want, right? None of the things you mention as "crunch" concerns make 7E run any slower in the hands of a quality Keeper. If someone's 7th games are running slower than their 6th games, that isn't mechanics doing that. That's Keeper execution and table management.
  10. klecser

    Before I buy 7th edition

    If anything, this tongue-in-cheek comment illustrates perfectly how 7th Edition got even more intuitive. Prior products are rife with rolls like: "Make a DEX X5" or a "Dex X2" roll. I find defining three clear levels of success to be far more intuitive. Now that all scores are based off 100, it is easy to compare to "below, half or fifth" values to determine success. I'm prepared to call early editions a bit too THACO for my tastes. "POWX3" for difficulty is inherently less intuitive than just basing everything off 100. If someone likes THACO, more power to them. I will tell you that THACO-like rules limited the accessibility of the hobby. Skill X[Integer] "difficulties" were far more crunch. I'm sure people will call this splitting hairs, but my area of expertise is learning and "Roll your skill, did you get under, half or fifth?" is far more intuitive for most people than "Multiply your skill times a number that is different every time and try to roll under that new number." There is one less mental step, and that makes a big difference for people. Whether or not someone thinks that "they should be able to do the math" needs to spend less time judging others and more time thinking of how to make things accessible, in my opinion. This is supposed to be fun. Doing a bunch of mental math isn't FUN for a lot of people. And nobody should ever tell someone how to feel about anything. Do we want a bigger hobby? 7th opens it up for a more accessible, less intellectually cliquey hobby.
  11. klecser

    Before I buy 7th edition

    I disagree that it is crunchy. The major changes are simply a move to percentile stats, pushed rolls, penalty/bonus dice and new Chase rules. Minor clarifications to how tomes work. All of these things are designed to make the rules make more sense, not less. And yes, there are aspects of prior editions that don't make sense, whether people are willing to admit that or not. To call this "all kinds of new rules" is a bit dramatic and sensitive, in my opinion. I think we need to mind our biases. If you actually take the time with the Chase rules and give them a serious chance, they very elegantly set up some mechanics around chases that give players choices without being overly complex. It is basically a number line with hazards. 7th is easily converted into 6th. Just like in any game, no one is "forcing" anyone to use any of the rules. Given that, why NOT get into 7th? That is where all the new content is. The production values of the books are superb and CoC is finally getting the publishing level that it deserves. I think part of the role-playing zeitgeist that nobody seems to want to talk about is the hobby attitude that if you buy an edition, you "HAVE TO" use the rules. Do you have money to buy CoC products? Have you liked call of Cthulhu products in the past? If the answer to those are "yes," the absolute WORST that can happen is that you have beautiful books with great ideas and you simply ignore the 7th rules you don't like.
  12. klecser

    Masks Slipcase is now available

    Not in the slipcase handouts. Perhaps as suggested above in the PDF.
  13. klecser

    Masks Slipcase is now available

    I'm the videographer. Yeah, lots to unbox. It was a 2.6 gig file and I was worried it wouldn't upload. I set my phone on a frozen lunch pack as it uploaded to YouTube to keep it cool. 😜 . There is also a slight audio glitch at 33 minutes because my phone doesn't like me shooting such long videos. But, I didn't feel like a two-parter was really worth it either. Thanks for posting here Michael. From one Michael to another.
  14. "Later this month" turns into "14 hours." I'll take it. First impression: Artwork is amazing.
  15. klecser

    How long till the Masks of Nyarlathotep slipcase?

    SMASHED. THAT. ORDER. BUTTON!
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