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klecser

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Everything posted by klecser

  1. I'm ahead of MOB posting, but I just want to throw out there that the PDF length is 666 pages and I just think that fact is spectacular. I'm venturing that it was not deliberate, but fantastic just the same.
  2. It is now brutally obvious why this was split into two books. The first book alone is over 370 pages! WHAT!?! If anyone watching hasn't signed up for the email list, I recommend that you do. PDF of Table of Contents plus some art. Well worth it. This will be a collector's item as well as "the" definitive version of this classic campaign.
  3. The transport concept is possible but the paper reads as if they just anthropomorphically selected their favorite alien-lookin' creature and cherry-picked some reasoning. Makes me doubt the efficacy of that journal.
  4. If I am choosing between Doors to Darkness, Nameless Horrors and Petersen's Abominations, which would you recommend? My criteria (in order): 1) Inspirational/mineable material for adapting to other/my own adventures (although I do run published adventures as well). 2) I look for good maps/handouts as a critical aspect, especially if they could be adapted or ported to other adventures out of context. 3) Prefer Lovecraft Country settings in the 1920s, but if Abominations has a lot of mineable stuff I might reconsider. I don't run Pulp, so Two-Headed Serpent is iffy to me, unless you think the concepts in it warrant ownership, even for a Classic group. So, to sum up, even if I don't run an era/sub-system, mineable ideas/handouts is the most important thing to me.
  5. I think I see the distinction you're making. In other words: Does the overarching metagame of Call of Cthulhu railroad players into certain skills?
  6. https://www.rpgtablefinder.com/ Looks pretty new but as it generates ground swell it might be more useful.
  7. Most Cthulhu Investigations take place in every day buildings/towns. So, I don't think the way tiles have been used in most games would serve Cthulhu as well. And I'm thinking about a tile being an entire room. CoC would benefit from room part tiles. Even down to furniture. I imagine Cthulhu tiles being short wall segments and furniture tiles, giving the Keeper the freedom to build whatever rooms in buildings they want.
  8. All highly deserving. Was Down Darker Trails eligible in this award cycle? That is a fantastic product too. I just ordered the Grimoire and am excited to receive it. I hesitated at first because I think I was approaching it from a "DND" mindset. Damage/action-focused in other words. A few days ago I was reading the extra spells included at the back of Miskatonic University and realized that there are huge amounts of adventure ideas/hooks that can be mined from spells. So, I said to myself that I definitely needed to pick up the Grimoire after all.
  9. I don't think it's against community guidelines to post your desired location here? Or Yog-Sothoth.com?
  10. Call of Cthulhu only gives bonuses to specific occupations if it says so in the Occupation description. The game assumes that if you want a "typical" circus performer, you are going to invest in the skills that you deem matches that archetype. Pulp Cthulhu contains a lot of options for more "action-style" gaming that tends to feature class bonuses. As to Dodge, you can spend Personal skill points on Dodge. You can only spend Occupational Skill Points on Dodge if it is listed as an occupation skill or if you choose it as an occupation skill for occupations that list "one additional skill of your choice." If you are familiar with Dungeons and Dragons (where most people enter the hobby), Call of Cthulhu works very differently. Your CoC Investigator is a very ordinary person who has limitations as to what you can access. You really have to pick and choose what you want to invest in in this game. It's more "how can I get out of this?" than "how can I wreck this enemy?" If you want your game to be a little more DND-ish, Pulp Cthulhu might be more your cup of tea. Of course, you can make whatever house rules you want for your game!
  11. Worth noting that backing at even one dollar gets you the discount and counts toward the 4000 backers!
  12. Here's my idea for merging the games: The grad students start as characters in a MU-set CoC game and the Investigators get to know them. Craft a story around the basic premise of the board game. At an apropos point of the RPG session, bust out the card game and have players play it in order to obtain vital clues or artifacts. In some way, make grad student discards in the final round actual character deaths in the RPG, so that players have to decide whom to keep around. Of course, you'd have to set them up so they aren't just disposable Kleenex grad students. You might say that that is against the spirit of MU grad students. 😜
  13. I don't think we should make the assumption that someone would TRY to go toe-to-toe with Mythos nasties. The foes that most Investigators are most likely to succeed against are often quite common in the game: human minions. If you tell someone "POW is useless" and a player dump stats it, they are really going to struggle. You go from not being able to contend with Mythos creatures (never really possible to begin with), to not being able to shrug off a spell cast against you by a minion (was potentially avoidable until you dumped POW). The original question was "What are critical skills for Investigators?" The POW Characteristic has to be in the discussion, IMO. If I had a nickel for every time a published or homebrew product asked an Investigator to make an opposed POW check/Resistance Table versus a human minion... And given that it determines your Sanity score... I mean, am I completely misinterpreting the mechanics of the game? POW's relevance seems pretty big to me. Same goes for DEX. Against any serious threat, a good Dodge skill coupled with getting the hell out of there is usually your best option. It actually surprises me that I don't see more people improving Dodge on Character creation.
  14. I love, love, love my Switch, but this is exactly where the lower horsepower of the system hits me in my fandoms. At least I get Resident Evil: Revelations.
  15. I've heard some variation on what people consider the "Holy Trifecta" of CoC Skills, but mostly : Library Use, Spot Hidden/Listen, Dodge. I think it really depends upon what you want to contribute to the party. I agree with all the examples Atgxtg said above. Your investigation can really be positively influenced by one of the social skills. And POW and INT are the most critical attributes for the game, IMO.
  16. You're right. That should have been a 1/5 value. Edited.
  17. I just want to verify with everyone that I am running this correctly. If an NPC has a Power of 120, and their abilities call for opposed Power checks with players, the following are true: 1) They automatically get a Regular success on any roll (so long as they don't Fumble), because it is impossible to not roll below 120 on 1d100. 2) Any roll below 60 would be a Hard success, and 24 or below Extreme. Correct?
  18. As an educator, I can tell you that listening and observing are very different brain processes. It really depends upon what flavor of an investigative game you want to play. I can justify playing separate. Others will prefer combined for Listen and Spot Hidden. The long and short of all of your questions is this: it's your game. House rule anything you want, so long as your players agree.
  19. EricW, I honestly don't care how well supported CoC elements are in H.P.Lovecraft's writings. Lovecraft was a racist and an ableist and we don't have to match his precise writings in our games (or your perceived interpretations of them) if we don't want to. You aren't helping the OP by ignoring their original question and just diving straight into your "Canon at all costs" defense that you seem so eager to give at any inkling that someone would dare play CoC a different way than you. Please just stop. You don't have to agree with people. But a common rule of message boards is generally that if you can't contribute something constructive, consider not contributing.
  20. I can't help but think this thread started as "how can we pave a pathway for different language" to EricW explaining to people with mental health issues why they shouldn't need to request that. And that it should be seen as an advantage. "a few useful kinks in their psyche" Are you kidding? Are you or do you know people who are aneurotypical? Because I guarantee you that none of them view their symptoms as "useful kinks." And the defense of that perspective is with fiction written by a dead guy who can't comment on modern perspectives. Right now I'm struggling to see how that helps answer the OP's original question, other than to simply defend Lovecraft's archaic views.
  21. It is extremely irritating that you've had a Kickstarter that you promised in November that you're seemingly now dragging your feet on and prioritizing other products. It is March. Please don't make promises to people you can't keep. It would be different if it was "a bit late." I've seen one too many "eh, I didn't feel like it." updates.
  22. Mankcam is making another good point. There has always been the danger that able-bodied people are appropriating diagnostic disorders when they "play" them. Someone (I'm able so I don't feel like I'm the one) might consider doing what Chris Spivey did with Harlem Unbound but focusing on a friendlier vocabulary rule set?
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