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klecser

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Everything posted by klecser

  1. Answered by @ColoradoCthulhu in a thread from March (forum search can help): So, if you don't have the PDF that sucks. I would contact Customer Support and ask them if they would send you the Handout. There are audio recordings of the Handouts posted at Blasphemous Tomes: https://blasphemoustomes.com/downloads/ @Mike M there is no reference to this issue in the Errata document for the Keeper screen pack.
  2. It is just a shame that, for some people, the idea of someone else finding fun in different ways than them is just untenable. Josh777 started the thread with a critical premise: That they/their players don't find as much fun in the rule of increased difficulty for high NPC skill. I hope they've found the discussion interesting, but if they ultimately decide to ditch the rule and their games are more fun, then it's a win.
  3. Interesting. Thanks Mike. I can see arguments both for and against being explicit about it in a "system."
  4. I love the idea of the work of our Polish authors being introduced to a wider audience. Thanks Chaosium!
  5. With the release of Does Love Forgive? (https://www.chaosium.com/blogdoes-love-forgive-a-special-surprise-release-from-chaosium-for-gen-con-2020-/) Chaosium seems to be releasing a scenario rating system. Interesting. I wonder if this will become a common feature moving forward? Will past scenarios get retroactive ratings? Here is a screen shot of the system: The first scenario in the collection is rated a single star and one session. The second scenario is two stars and one session. Discuss!
  6. @Fred every book has an errata/corrections thread. I don't think that there is an announcement whenever there is an update. Like most errata documents, the last date of update is listed. I reorganized the original post to put some short scenario collections right after the Starter. This includes the addition of "Does Love Forgive?" one-to-one scenarios. I haven't read them yet, but they were released with the Polish version so I expect that they'll be good. I think being explicit about a one-to-one option is important here for people trying to find any way to play. Folks in rural areas or who are very busy with jobs/family frequently seek out one-to-one play options.
  7. Flexibility is the key. Every table is different and every group of people have their own interpretations of what is fair and fun.
  8. And I don't mind people disagreeing at all. There are certainly aspects of CoC (any version) I liked from the beginning, grew to love, or have never liked. People hate change. That is an immutable fact. I've worked in a profession for 18 years now and no matter how logical or beneficial some changes are, there will always be people immediately opposed to any change. One of my favorite game-related quotes of the past: "If boosters were filled with hundred-dollar bills, people would complain about how they were folded." And that you all get to hear about that repulsion...over and over and over and over and over again... I don't come here to be people's therapists or punching bags. Which is why I have a hefty Ignore list. Back on topic, I'm really glad that @Josh777 posted this thread, because it gives some of us another opportunity to hear insight from a game designer ( @Paul Fricker ) about the hithertos and why-fores of the design process. Like the final decision or not, I find the discussion of the choices fascinating.
  9. The nerdly cultural obsession with "canon" is an interesting aspect of our hobby. I've gamed with a lot of people, and in that time I've met many an enthusiast that get visibly upset when they aren't "on the side of canon." They treat the RAW as a sacred thing. "If its in the RAW, it must be 'right,' and if it isn't my perspective, the RAW's wrong." It strikes me as a need for belonging. A need for the "official authority" to jive with personal perspective. People will sometimes take derivations that don't jive with their personal beliefs of fairness personally (that is not a comment on Joshua's original question...it is never wrong to question.) The truth is that there is nothing sacred about the RAW. It is what the human designers did with a human creation at a time when they decided they were finished with playtesting and editing. In CoC Paul et al decided to have a tiered difficulty setting system rather than strict arithmetic comparison of rolls. And it fits the setting. If you are "world-class good" at something, it should be all the harder for someone to avoid your experienced and skillful eye. What is the real surprise to me is the continual raging that some people continue to have over 7th. Its just getting so boring. We get it. A designer took a different direction than you would have. The ship has sailed. The complaining doesn't accomplish anything other than continuing to poison the well of the fandom. Its hard to justify why someone would be so upset about something that they feel the need to ruin it for everybody else.
  10. Can anybody confirm for me that the "Temperance" secondary characteristic defined in the rulebook is the "Willpower" characteristic listed on the character sheet?
  11. The Section marked "Part 4: Conflict" on page 138 answers your question. Initiating an attack in the same space as someone you are pursuing costs a movement action. The seemingly contradictory summary on page 414 is simply addressing the exception: firearms when ranged.
  12. klecser

    Dynamite

    I thought I might address an elephant in the room this morning. Be civil.
  13. If you're interested, this video has me unboxing and giving overviews of the recently released hardcovers for Runequest and Call of Cthulhu. Time codes in the description if you are focused on one or two products. Smoking Ruins is up front for all the Glorantha fans in the audience!
  14. If you're interested, this video has me unboxing and giving overviews of the recently released hardcovers for Runequest and Call of Cthulhu. Time codes in the description if you are focused on one or two products.
  15. "Scene type" being the clearest example, I'd say. I personally find that labeling a scene a certain type from the start doesn't help me to manage encounters any better than I did before. But if it helps other people, more power to them.
  16. @MOB Can I clarify what this actually means? This means that not only will new products not be available for POD on DTRPG, but old products that the Choasium community has been clamoring for to become available as POD (Armies of Dragon Pass comes to mind as a popular request) are also unlikely to become newly available as POD, correct?
  17. I am fully prepared to contend that Gary Gygax was a human being, and not a god. And that there are aspects of his GMing that are not models for what we have learned over the last 40 years. And I recognize that is not a popular opinion in the hobby.
  18. Ian is making two critical points here. I very rarely describe the clues they miss. I agree with him that there are risks to pulling back the curtain too much. Attenuation to the mystery is an important Keeper skill and we shouldn't be putting on a magic show that is immediately followed by describing how every trick worked. There is also tremendous fun in not knowing things. The tone in which you engage matters. I think it critical that a Keeper has the skills to to be empathetic and not be emphasizing "well, you all really screwed that up!" That is not helpful or productive. In my experience, it is more along the lines of "You made a really interesting decision here and I had to work really hard to figure out how to respond to that effectively!" In other words, showing them how they are encouraging me to grow as a Keeper. And that I take their decisions as opportunities, rather than nuisance. You can spot a Keeper that treats their players as if they are a nuisance from a mile away. And I'd venture that they likely aren't as productive of a Keeper as they think they are. Don't be Gygax, unless your players explicitly tell you that is what they want.
  19. A "hybrid" is the best description. As a working professional, I simply do not have the time to build scenarios from the ground up. So, over the last two-and-a-half years, I have presented my players with a series of scenario hooks, tailored to their individual character goals, that gives them options for investigations. Each option is tied to a specific scenario that I think would be fun to run, from a wide variety of supplements, and that could match the overarching goals of the campaign in some way. These are some overarching themes to the campaign that I have engineered separately: 1) Serpent People are a major "terrestrial villain" of our campaign. 2) Nyarlathotep is the major Outer God "villain" of our campaign. 3) I have been slowly planting seeds that lead to Two-Headed Serpent. 4) The Great Race of Yith are operating as quasi-allies of the Investigators. "Ally" really is a stretch because, to some extent, the Investigators can't understand their motives and the Yithian's only care about the Investigator's motives so long it is acting in their favor. 5) Bastet is an Elder God ally. In this model, we have run scenarios out of a variety of supplements. We started with the Haunting. I've run scenarios out of (in no particular order): Timeless Sands of India, Masks of Nyarlathotep, Mansions of Madness (1E), Shadows Over Scotland, H.P. Lovercraft's Dreamlands, Sense of the Sleight of Hand Man, Idol of Thoth, Doors to Darkness, The Starter Set, and The Two-Headed Serpent. It almost always takes us three sessions to complete a single scenario. I'm struggling to get them to accept the Two-Headed Serpent hook to join Caduceus because they had familiarity of Serpent People in advance. But I think they recognize that working for Caduceus may be "necessary" for them to gain information. I'm patient. The section that required the most homebrew stuff was, by far, our Dreamlands section, which lasted nearly a full third of the campaign. I invented a Dream-echo of the Mary Celeste as a set piece for this section. My players also sailed as ableseapeople on The Serendipity as they searched the Dreamlands for ways to get an edge over the Serpent People. They met Randolph Carter and fought alongside of him. I believe very much that you go large, or you go home. "They meet Randolph Carter? They obtain the Silver Key? Are you crazy?" to which my response is wondering why people deliberately hamstring their games. Go large, or go home. But, YGWV and to each their own. 😜 Video I posted about my campaign journal:
  20. I'm fortunate in that my players don't read the Boards unless I direct them to a post.
  21. My campaign is currently in December 1923 and back in June 1923 my players discovered a prophecy that points to some nasty stuff happening in 1924. This was deliberately inserted for the purposes you explain here. "Deadlines" are great tension-builders. And this is a slow, agonizing tension-builder, because we track game time day-by-day. Is the spit gonna hit the fan in January 1924? December 1924? Who knows?
  22. I'll give you an example from our most recent session from this past Saturday. We are mid way through Timeless Sands of India. Trying to avoid spoilers, there is a part in the middle of the scenario where the timing of what the Investigators are doing and what the threats are doing really matters quite a bit. And my players made a series of choices that essentially resulted in them saving the lives of dozens of civilians. I went in fully expecting a ton of civilians to die, and player actions lead to forcing a confrontation in a place I didn't expect. And it happened to be an ideal place for protecting those civilians. And it isn't like it was "you randomly succeeded." The actions they took made complete sense and were proactive. So, I emphasized with them that I had not expected that and they had saved a ton of civilians. But here is the icing on the cake. I looked at the back of the module to see what rewards, if any, there were for saving civilians. And there are none. So, this was an opportunity to emphasize how much they influence my Keeping. I said: "Let's see what rewards there are for saving civilians. Drat. There are none. Well, I think that is bullspit. Ya'll are going to be getting a Sanity reward for saving civilians!" And the enjoyment was palpable.
  23. The answer to most of those questions is "sometimes." But I will tell you that I always tell them how much they do that I didn't expect and how awesome that was. People like to hear when they violate other people's expectations. It's like a badge of honor. I also like to celebrate players who really shined.
  24. I agree, it does not. But GUMSHOE pretends like it does. 'Cause marketing.
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