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Everything posted by klecser

  1. I want Call of Cthulhu to grow and thrive and be a welcoming place for the influx of new players. I believe that means that experienced players have a responsibility to do a little bit of PR for the game, whether we like that or not. Many of you may feel inclined to ignore me. More power to you. But I’m posting this because I’m trying to actively grow this game and make sure that new players here get the help they need. There are simple steps we all can take that can help us maximize new players. Let’s start with what I consider to be a reasonably agreed upon fact in gaming: Most new players to any game usually go the official Boards/Forums of the company that produces it to seek out answers to questions and ideas. I think that begs the next question: How can we use this board as a vehicle to support and keep new players? I think there are two things that we need to keep pursuing. 1) Veterans of the game need to be active on this board. There is nothing inherently wrong with lurking. If you don’t feel comfortable posting, don’t post. But how might posting here help to affect the feel of this board? Responses on this board do not come rapidly. There are often very few responses to new topics. I don’t think that helps us welcome people to the game. “Most people are on Yog-Sothoth. New players should go there.” Yog-sothoth is a fine thing and I’m there too. But the truth is that most new players don’t know about Yog-Sothoth and are more likely to come here first when they have questions and need ideas. That means that veterans need to respond just as quickly here as there. There is nothing more disheartening to new or veteran players than to ask questions and be ignored. A new player that doesn’t find Yog-Sothoth and then doesn’t get an answer may not feel inclined to continue with the game. “You’re saying I should quit Yog-Sothoth?” No, I’m saying that we should be BOTH here and there! Right now, most of the community is there. The responses come quicker there. And I’m of the opinion that the presence here hurts our mission to attract new players. You can disagree and that’s fine. I just want us to do what’s best, not what passes for ok. 2) We need to gush a “your game is your game and that’s ok” attitude. Gamers that don’t curate the image of their game often find that their game doesn’t grow. We can control the attitude towards Keeper and player preference that exists on this Forum. Most people here do a great job of welcoming new people. One of the things we need to keep striving for is the recognition that different people have different playstyles no matter what game we are talking about. And that’s ok. There is no one “right” way to play Call of Cthulhu. And while I hear that message loud and clear from the Chaosium design team (it’s something I love about them), I think we can do even better to espouse “Your Game Will Vary” here. “How well does my post welcome different approaches to the game?” is a question we can all ask. And if it isn’t welcoming, it may not be encouraging people to stick around. You are entitled to your opinion. Your opinion also sets a tone. How can we be sure that tone makes new players stick around? Please consider ways that we can be part of a positive image for Call of Cthulhu.
  2. Thank you for the suggestions Mike. Good point that I could port any Scenario into the Dreamlands. And perhaps "re-skin" it with a Dreamlands feel.
  3. Eric, your "suggestion" was: "I don't think you're playing the game right." That isn't a suggestion. I didn't ask for your opinion on how I handle my group or how I Keep. I posed specific questions in my post. And you didn't contribute to either of them.
  4. I was wondering this too. Thanks for asking.
  5. My players will likely choose to enter the Dreamlands shortly (this choice is possible in my game) and I want to give them a great experience. The purpose of the excursion is for them to find levels of Gate knowledge that "doesn't exist" in the Waking World. Once again, my spin. They have a Cat of Ulthar ally who has been with them for a while, giving them subtle aid and dropping them Dreams periodically. But, now they will likely choose to walk the staircase. So far, I've mostly focused on Dreamlands 4th and Sense of the Sleight of Hand Man to give them their own "QOUK" but with the end goal of finding the Gate knowledge. I need to rely on published materials for a lot of what I do as I have limited prep time. Tentative plan: 1) Staircase as presented in Dreamlands 2) Intro to the Lost Woods and Ulthar 3) Suggestion to visit Randolph Carter, loosely following the Ilek-Vad chapter of Sense. Along the way they meet the Black Man and get their first real introduction to one of the major Outer Gods of my campaign (so far it has been just lesser independent races). Saving Randolph Carter will get them the knowledge they need. 4) Seek out The Book of Keys and Gates highlighted in Sense. Does anyone have any suggestions for other Dreamlands scenarios that might fit into this? Or other "tasks" they may need to complete in order to "earn" the Book of Keys and Gates? I also considered that training/practice of the Dreaming skill could be a component. They will have to warp their experience to ultimately get the book. I will not be using the "notch" system in Sense. Update: I think that I'd also like to add another sandbox option where they can get a tip to visit a sage/sorcerer that can give them insight on the main campaign villain (Serpent People).
  6. Also worth noting that, even at 100%, a character will still only attain a critical success 5% of the time. 100% skill only guarantees a Regular success. Thanks for posting TC! As others have said, it's your game and you can choose to alter any parameter. There is no rule that says that anyone has to play any RPG "as written."
  7. As an avid Call of Cthulhu Keeper, I've come to appreciate what a well-constructed scenario looks like. Whether sandbox, branching, or linear, there are a lot of potentially great elements that give players and GMs options to tell fun stories. That said, CoC is a game of avoiding combat. Heck, a lot of the rewards for scenarios are based upon preventing a group of people from being harmed or simply getting out alive in retreat. And I love that. But every game is different and it just strikes me as prudent for Chaosium to have IPs that complement each other so well. So, I'm coming to Runequest with a largely DND-focused martial perspective. I'll be the first to admit that I saved scenario reading in my slipcase until now simply because I made the poor assumption that it would be "here is the list of things to fight and where they are." Sweet Orlanth, was I fool. Reading Defending Apple Lane is teaching me how combat might look very different in Runequest from what I am used to. And I like what I'm reading. If you are a reader of DND supplements, you know the drill: "There is a monster here. It attacks the PCs." Absolutely riveting. <<< (That's sarcasm.) Defending Apple Lane is breathing life into the enemies, their goals, and their plans of action. These enemies, in an intro adventure, hold back reserves, have contingency plans, have perspectives for taking and ransoming prisoners, have retreat conditions, and future plans if they do retreat. I'm not saying these things don't exist in DND supplements. They just read as afterthoughts in those supplements, or are tactics/strategies that are "reserved for boss monster entries." And there is indeed an optional boss monster here - Redeye the Boar. But you better take "optional" very seriously before choosing to fight it. You gonna get wrecked. I've always appreciated martial games where things outside your skill set can exist anywhere your characters may be. And anyone assuming that they're going to take out Redeye where he is presented, without a detailed plan, is in for a shock. But I'm not done. I'm also noticing how the reward structure for this scenario plays into the themes of the wider world as a whole. Will you become Thane of Apple Lane? Sounds great. It comes with extensive responsibilities. Head to Clearwine, get recognized, defend the village, watch out for the common good, you have five households under your jurisdiction. The scenario can get the group the classic "home base," but deeply rooted in the culture of the world. That is modeling how Glorantha works at it's finest. It's truly a teaching scenario. As a professional educator, I appreciate sound modeling that invites new players joyfully to the hobby. If you look at the recent Call of Cthulhu Starter Set, that is a case study in game introduction for new players. The revamped writing of those three classic scenarios is coming from the perspective of easing players into how Call of Cthulhu "works." The same thing is happening with Defending Apple Lane. Am I the only one that thinks that Chaosium is just leading the HOBBY right now with writing and production values? I know I'm fan-gushing a bit here, but if not here, where?
  8. klecser


    I did not know that Robin Laws was involved in Runequest. Cool.
  9. I think the key is that there is space for everyone in gaming so long as everyone is welcoming to everyone.
  10. As a person brand new to Glorantha but very experienced with the internet and role-playing, I can't express how much I appreciate this post. In my time, I've seen games rise and fall and an immutable truth that keeps cropping up is that players of any game have a hand in how the game is perceived and thrives. We all have a responsibility to a little bit of PR for games we love, whether we want to or not. I will admit that I have stopped reading some of my posts as the discussions shifted. I have a very positive feel about this board and a super majority of fans have espoused a "YGWV" open approach to gaming! But I can also imagine that gamers with less patience could reach a tipping point.
  11. If, in the family history section, the rolls advise you to "add X Passion," but you already have it, what is the outcome? +20% to that passion?
  12. What about the Sartar Companion? For the last week I've been thinking about getting the Glorantha Sourcebook, but I'm now wondering if the two Sartar books are more relevant for "day-to-day" game execution.
  13. I co-designed and wrote the text for the Star Wars Strategy Showcase puzzles for Star Wars Miniatures that appeared on wizards.com in the mid/late 2000s. Not even close to the level of work it sounds like your wife did. Her name is on my shelves. As an educator, I'm used to being "on camera." I have another YouTube Channel about mechanical pencils with a decent amount of Subs. We all dabble in a lot of things, right? First video is uploading, focusing on an Intro and selecting a Homeland. I'm going to go all-in on Family History for the series. Update:
  14. My mistake. Thank you! I like the idea of a Sartar character learning the Moon Rune secretly so as to "know thy enemy." Lots of conflict possibilities there!
  15. I actually thought you were being coyly political about DND by using strikethrough. 😜 And I take spreading the hobby and keeping it inclusive very seriously and always have. I think one thing that a lot of gamers just don't understand is that popularity and engagement follows the kind of experiences new players have. And you can break a game's community when it becomes too toxic. Boards where experienced players seem more annoyed and standoffish with questions or insights (or don't respond at all) aren't helping their games. 😕 That said, I've decided I'm going to go ahead and post a series of videos about detailed character creation in RQG on my YouTube Channel (RPG Imaginings). I'm not pretending to be an expert. I think it's fun to see new players working through something for the first time. It will not be definitive or the best. I'm doing it because people are more likely to dive in when someone helps them. The first of a multi-part series for each character creation step will go live later today.
  16. LOL, thanks. I'm kind of at "where the hell has RQ been all my life" point right now. The "four food groups" mentality makes role-playing games so bland. The attitude that "these are your choices and here's how its optimized" is just so incredibly asinine, sad and basic. Part of the reason why I've gotten into BRP in general (this and CoC) is because it is a deliberately simpler/more elegant system that compels creative decision-making. Are my examples of use of the Moon ruin kind of on the right track for creative use?
  17. Clearly I need to do a more thorough reading. I think that my DND background is causing me to unintentionally disrespect this setting. Looking back at pages 44-45, I see that each rune has that list of suggested "augments." I love this concept and it's flexibility. A mechanic example might be that I use the Moon rune to try to augment my Spirit Combat? A story/investigative example might be that I encounter some arcane location and I use my Moon rune to try to figure out what magical influence has been present?
  18. I see what you're saying. I'm not opposed to challenge driving creativity and role-playing. As I've said before recently, this group of gamers doesn't seem like the type whose going to say *scoffs* "you've built this wrong!" I've encountered that kind of gamer frequently and I'm a bit sensitive to it. It's part of the reason why this Community seems to be a breath of fresh air for me. Next question: Picking Runes. Clearly there is some "back planning" that is involved with this, right? I picked "Moon" for one of my high-level runes and I'm not finding many Moon focused Rune spells for Sartar/Orlanth. I have Air, which seemed obvious, and I picked Movement as one of the 75s. But it looks like Moon isn't going to really do anything for me. So, the actual question/realization is: Characters should be picking Runes that are aligned with their culture and deity so that they can actually use them. Correct?
  19. Woah. I'm surprised no one else mentioned this. As a Call of Cthulhu player, I was not aware that you can gain characteristics. And I now see that POW has a check box! I'll read some more. Thanks to everyone above for responses! My current plan is to complete my character and I'd like someone to check it, if possible. Like, not a detailed point-by-point check, but just look at it for glaring errors. I'm looking at the numbers for pre-gens and my characters numbers are WAY lower than the pre-gens. I don't know if this means that I'm leaving out bonuses or if I'm just picking kinda random choices that should be more "stacked" bonuses. I picked Hunter for my Occupation and I see that this is not recommended for a Sartarite. I see that there aren't really video guides on YouTube for character creation. That leads me to want to make one on my Channel, but it would be a "Watch a New Player Mess This Up!" video, not an actual guide.
  20. So, total newbie and I have a literal crap ton of rules questions. I don't want to be the guy that starts a billion threads and maybe there is a better place to ask small questions than here? Let me know. What if new players posted very simple questions in this thread so they were all in one place? I'll start simple with a few: 1) I picked Orlanth Adventurous as my Cult/Subcult because it seemed logical to start Sartar. The rulebook says that you get +20 to one cult skill and +15 to another. Can one of those bonuses be stacked with the "+10 sword skill" for Adventurous? Or do I have to pick Orate/Sing/Stormspeak? 2) The rules refer to additional Rune spells being attainable by "sacrificing POW." So, if I start with 12 POW, I could go down to 11 to get another spell. How exactly does POW regenerate? Coming from CoC, so sacrificing POW is something I would do if I were trying to get my character to go insane. Do people tend to pick high POW scores at creation and immediately buy it down for a bunch of spells? What's "typical?" 3) I see the benefit of the family history section and I plan to do it when I have more time. Sartar has three bases passions. The "skip family history" box says to "add three passions." Is this IN ADDITION to the base Sartar passions?
  21. Thanks for the correction on the hit location table. I didn't mean to say that there isn't armor at all in CoC. I can see how what I typed doesn't match what was in my head. What I meant is that you don't regularly track armor and hit points for individual body locations as a regular part of CoC like in RQ. A CoC investigator doesn't gear up with a head piece, vambraces, leg pieces, etc. That may exist as a variant rule in Dark Ages. As you say, someone might be wearing a vest, and you check to see if the vest is hit. But it doesn't alter the fact that your hit point total is what would be reduced, not a chest region hit point value. TC clearly wants to know if they are similar and I think it is fair to say that they are not.
  22. CoC does not have hit+locations nor armor for separate locations, and as far as I know not even optional. As someone very experienced with CoC and a veteran role-player for quite some time, the elegance of Runequest's utilization of BRP was immediately interesting to me. I've never seen a game do so much with so little. And I mean that in a complementary way. I don't think RQ and CoC combat can be fairly compared. CoC is, by its nature, a very anti-combat game and the mechanics reflect that in their hyper-simplicity. I do think that the TC should pick up the RQ quickstart because it sounds to me that they will like RQ combat based upon the bits they like about CoC combat.
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