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Everything posted by klecser

  1. It turns out that there is an "ignore" feature that I'm making use of for some posters.
  2. We didn't bring it up. We are questioning comments that prevent people from enjoying the hobby of role-playing. If that doesn't win me friends @rsanford, I'm PLEASED that I'd lose those potential friends.
  3. It is. It is mental gymnastics to avoid having to be responsible for what one says. seneschal, your perspective is based upon how you WANT the world to work, not how it actually works. And that is insulting to people in marginalized groups. And MLK is rolling over in his grave right now based upon how egregiously you've misinterpreted his goals.
  4. There is a whole segment of the hobby that wouldn't feel welcome at your table if you truly believe this. I don't believe this at all. The purpose of political correctness is respect. You respect a person and their experience so that they can feel welcome. You have it completely backwards if you ignore who your players are and don't attenuate to what language they decide is respectful or not. And that's the thing that you don't seem to understand. YOU don't get to decide whether the language you use hurts someone. You can't tell someone how they should feel. And you can't dismiss how they feel just because you don't want to grow and work on your language. I got news for you. I would not feel welcome at your table. And I'm a white man. To everyone else in the audience: You are welcome in gaming. There are groups who are capable of acknowledging who you are AND can give you a great story. We will not ignore your experience and we will listen to your needs.
  5. Whether you are willing to acknowledge it or not, there is a market for it. It has been shown many times over the last few years. If you aren't the market, you aren't the market. That doesn't mean you deny the market to those who want it. Gaming is for everyone. And everyone has different tastes. This discussion started because people expressed their tastes. Some found the art contrary to their tastes. Some liked it. But nobody said: "Stop the book because the art doesn't appeal to me." It kind of sounds like you are saying "stop the theme because it doesn't appeal to me." Have YOU thought this through?
  6. Update. We have: -A Silver Mostali -A Pixie -Two humans -One undecided. Everyone has great ideas as to how they will weave together interacting. The posts here really helped!
  7. Making them up is always an option too. I know you're looking for a time saver, but there doesn't seem to be one that you and I are aware of, besides what has been referenced.
  8. Of course, the England section of Masks. If you wanted a cheaper version, you could target the 4th Edition (of that book, not ruleset) version. Many of those scenarios can stand alone. The first section of Horror on the Orient express starts in London. The first part of Tatters of the King starts in London. Age of Cthulhu: Madness in Londontown Trail of Cthulhu: Bookhounds of London and The Final Revelation. It is not difficult to convert Trail to Call.
  9. I remain confident that Jeff and Mike understand how to craft products that appeal to the BREADTH of their market. And that is really the key word. Markets are broader than most people think. Jeff's anecdote illustrates not only how extremely individualized some gamers are in their art preferences, but it also shows the sense of entitlement gamers have over products. It is one of the least appealing aspects of the hobby. "My preference is the RIGHT preference, and if only these foolish designers would do what I say, they'd be more successful!" The disrespect for professionalism in our society is palpable.
  10. I mean, folks, seriously. This was perfectly fine when it was "I dislike the art style." But this comment reads to me as incredibly disrespectful to Mike Mason, as a professional. You aren't line editor for Call of Cthulhu. You aren't the art director. When the chips are down, you aren't the one feeding their family with products. Just out of curiosity, for which products have you been the art director? You realize that most new Call of Cthulhu players are coming from DND, right? The future success of Call of Cthulhu is not going to be based off of what veterans do and do not purchase. It's going to be based off the strength of recruiting new players. The art makes complete sense, from a marketing standpoint, targeting the likely audience. "But I'M not that audience!" Well, then I guess you aren't that audience. That doesn't make the decision inappropriate.
  11. I'm super late to the party here. I had heard of Chris' Wild West setting, but somehow this announcement completely slipped through my radar. Ringworld is one of my favorite novels and I think I need to read Ringworld Engineers in anticipation of this game...
  12. Update: We are making characters tonight! This thread has given me some good ideas to go with. Chiefest among them are ways to integrate Elder Race backstories with humans of Dragon Pass and to encourage players that play Elder Races to write backstories. I copied many of your comments into a document to use for future reference. Thanks everyone!
  13. Personally, I like both covers. They are different, yes, but every artist has their own style and interpretation. Art has breadth. And while people can have their own preferred styles, saying that a certain art style "should" prevail, when one is not sitting in the editorial driver's seat, is a bit of a stretch, in my opinion. Mike chose a different artist and style than the preference of some. Shucks.
  14. I think that one of the great unspoken divides in the hobby is convention versus campaign thinking. People can be successful with both, but I find that many GMs tend to gravitate towards one or the other, for whatever reason. And there is nothing wrong with either of them, unless they get in the way of Maximum Game Fun. Convention scenario thinking is often fight-this, high-risk, high-death. I think part of the reason for that is that when people take the time to go to a convention, they want "action" to happen, whether that is a natural aspect of the game in question or not. Campaign thinking needs to take a different tack. If there is a high death rate in a campaign, you don't really have a campaign. It is actually just a series of one-shots stitched together with different characters. For people to tell good stories, we have to see our characters grow, learn, and go on journeys. And the best way to do that in CoC is with existential dread and fear of the unknown, not physical threat. The Sanity mechanic is a way to keep track of this. Why not use it to its fullest? If a character dies, the Sanity mechanic becomes irrelevant except in the moment. Of course, every game group is different. Doors to Darkness is very much designed to transition groups away from the "fight everything" mentality of DND/Pathfinder. That can be difficult though, because people do find that fun. So what you see in Doors to Darkness is the compromise: scenarios with monsters that the players can fight, but also plenty of investigative fodder and really beautiful settings. Here is how I switched up Darkness Beneath the Hill: I don't see a spoiler option on my edit bar, so don't read if you don't want to be spoiled: <spoiler>Darkness Beneath the Hill reads as if it assumes that the Ghasts will attack player characters. I played them as intelligent body guards that were more bemused that the players dared to enter the realm, and who waited for S'syaa H'Riss to give them the go-ahead before attacking. But that doesn't mean that they aren't described as incredibly menacing. I had also intended for the players to have the option of working with the Serpent Sorcerer if the conversation went amicably, so I stationed a Ghast in the egg room to deter the players from destroying them. And it not only worked, but it created this awesome encounter where a character with PTSD had a Bought of Madness and attempted to attack the ghast. And it became the party trying to subdue the player to STOP an attack on a ghast. All while the ghast is licking its chops, but clearly subservient to its master. And now I have a campaign situation where the players are loosely allied with First Empire Serpents against Second Empire Serpents, and shaping up to be a lead in to The Two Headed Serpent.</spoiler> So, published adventures are tools. Nothing more. It is ok to not have a convention approach if your needs are different. It is ok to develop beginner scenarios to be more robust if you are ready for that. Your Game Will Vary and that is ok. Don't let anybody tell you that there is "one right way" to play Call of Cthulhu. They're wrong.
  15. Thanks for posting! Think of published scenarios as a set of tools, not an established end point. The challenge of writing scenarios for a wide audience is referencing the myriad of possible outcomes. At the end of the day, investigative role-playing is about investigating. How a scenario is play-tested can have an impact on its final form too. While scenarios do sometimes make the assumption that players will fight it, I approach any scenario as a Keeper with a "this is available for use" mentality. But just because a monster is stat-ed-out or the module says the players should fight it, doesn't mean you can't do better with your players. Also, consider that part of the mystery can be trying to figure out HOW to fight something. And the answer to that question might be something specific, or the answer may be that it isn't possible to fight it. I find that a big part of transitioning players from combat-focused games to CoC is to "prove" to them that combat often isn't a viable option. It's better to prove that through clues than in combat itself. Description can be the most powerful tool here. The more horribly you describe it the more likely your Investigators may see it as foolhardy to attempt direct conflict. Also, consider trying to avoid the "perfect timing" fallacy as a key way to up the horror and minimize the combat-focus. Further reading:
  16. If "off the mark" means seeing the forest for the trees, then I'm happy where I am.
  17. I appreciate the quality of the art that Chaosium commissions and don't think there is any "danger" of this art style miscommunicating the game's flavor.
  18. I don't think its wrong to ask a player if their character even cares about family history either. But is that in the "spirit of Runequest?" I know YGWV is an answer. But that isn't the only answer either.
  19. This is a great question. The answer is that they are attracted to the concept of detailed family history during character creation. They know even less about "canon" than I do. So I can see an argument being made for "make it what you want" and calling it good. I'd like to challenge them to just write a character history that smells of "bronze age" and "mythology-focused" (as opposed to "high fantasy").
  20. Right now I have a prospective Green Elf and Duck. What might be some examples for them?
  21. In what ways would you alter the "Family History" step of character creation rules for Elder Races? Would you alter it at all? The Family History section seems to assume that players are human? Did Elder Races participate in conflicts like The Battle of Grizzly Peak?
  22. His content IS recommended in the Starter Set!
  23. Calling all Call of Cthulhu fans to show their support for ALL Chaosium-affiliated products! http://www.ennie-awards.com/vote/2019/
  24. Calling all RQ fans to show their support for ALL Chaosium-affiliated products! http://www.ennie-awards.com/vote/2019/
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