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Everything posted by klecser

  1. I started in a "new editions invalidate old editions" mindset, having come from DND. I started thinking I would only invest in 7th edition. I quickly realized (because I remained open-minded) that there was this unbelievable back catalog of materials to draw from and started collecting it all. Remember that, as an investigative game, the power of scenarios is in their clues and characters, not the stats. Heck, many monster's stat blocks can be replaced with "You have no chance unless you prepare in these X ways" and it honestly wouldn't change preparation or execution for the Keeper. Call of Cthulhu teaches us to get more from role-playing games than "There is a monster there. We assume you fight it." If you like that, that's great. I like it on occasion. But it barely scratches the surface of sophistication of the kinds of stories you can tell.
  2. Call of Cthulhu is different from many other role-playing games. As Mankcam points out, the conversion differences between even 1st Edition stuff and 7th edition take minutes. CoC has always been one of the easiest games to convert and that doesn't seem likely to change.
  3. I respect the fact that you are contributing free options. Everyone's financial situation is different and it is up to anyone to decide how much they are willing to spend on role-playing games. I think that it is worth mentioning that this is the official message board of a game company. Game companies have to make money to survive. They don't sell product, the game doesn't grow. My goal in creating this post was two-fold: 1) As an information resource to help prospective Keepers. I think it does this. Note that I suggest several free resources as well. and 2) To showcase some of the products available for sale that, as an experienced gamer, I think could be useful to people. You seem to be making the argument that I'm being disingenuous in making a bunch of suggestions for people. I am not saying to buy all these things. The post starts with "Pick up the Starter Set." The PDF costs 10 USD and the physical product is 25 USD. I then follow with a variety of options. I'm trusting the reader to make some informed judgments on their own. I recognize that you also may be interpreting the word "need" literally. I'm using "need" in a very casual way here. When I talk to gamers they ask "What do I need?" and I suggest several options to them.
  4. Copies of the Great Old Ones are difficult to find, but it is available on DriveThru. I don't recall that specific supplement being on the "short list" of updates that have been referenced by Chaosium employees at Cons. I want to say that Shadows of Yog-Sothoth is near the top of the list of old campaigns to get a redux? Regardless, Black Moon Rising is a classic scenario and deserves a look.
  5. Big Edit adding a lot of different resources. Daniel Harm's Encyclopedia, references to Good Friends and MU Podcasts, and Malleus Monstrorum as a great resource for how to play creatures.
  6. In case you didn't know about them: Daniel Harm's The Cthulhu Mythos Encyclopedia is an invaluable resource for Keepers wanting to understand the lore of the Mythos better. There are also two major Podcasts with an incredible backlog of tips for running the game: The Good Friends of Jackson Elias Podcast, and The Miskatonic University Podcast. Both have major authors/designers of Call of Cthulhu as hosts.
  7. You might consider some of the intermediate collections: The newly released Mansions of Madness Volume 1, or Nameless Horrors. I would still recommend Doors to Darkness even though it is an "introductory" story collection, simply for ideas. Most of those scenarios can be modified for more experienced players. Also, the two scenarios in Deadlight and Other Dark Turns work really well for groups of all experience levels. At present, published campaigns are either Pulp (A Cold Fire Within or Two-Headed Serpent) or niche (Shadows Over Stillwater, and Terror Australis and Berlin:The Wicked City aren't truly campaigns and are set in specific settings.) I'm thinking that Lynne Hardy's forthcoming Tibetan Campaign is going to be filling the gap of "shorter non-pulp" campaign that is missing in the 7E catalog.
  8. It is noteworthy that the flavor of the "Journal of Sir Hansen Poplan" flavor text is still present in this updated version. There is a lesson here of not judging a manuscript after having only seen a few pages of it. Also, @Mike M, thank you for drawing from and using community inspiration for the "creating monsters" section. My gut reactions: The depth of questions to ask at the start of the section is particularly thorough. I also appreciate that you included both "inspirational" and tabulated options to hit the varying preferences. I also like the page number references to likely monster spells in both the KRB and the GGCMM. Practical aides like that are critical to effective in-the-moment Keeping and planning.
  9. Great report. It is always useful to see how a Keeper works out the balance of player agency and prepared narrative. If everybody had fun, they were all the right choices!
  10. *Malleus Great job sharing your enthusiasm Daniel! Mike asked the Forums for input on Monster Creation rules a year or so ago. So fans had a hand in contributing thoughts!
  11. That cover art is incredible. Eldritch to the extreme. The split into two with a slipcase makes sense given the huge amount of original material that existed in the old MM. Nightmare fuel is a huge aspect of this game. Let's do it properly.
  12. When you post rarely, and show up and say that the entire direction of a line over six years isn't to your liking, it is really difficult to see it as anything but a troll post. You can't say "no offense, but..." as a get out of consequences for what you say. And looking back at your comment history...yeah, you may want to practice self-restraint. You seem to be generally fastidious.
  13. My real experience INFORMS my appreciation of the fiction. You asked how we felt about different locales. That's how I feel through my real-life lens. Every individual reader of fiction interprets fiction differently.
  14. Seth updated his Fudging video. It elucidates a lot of the arguments eloquently. Great skit too.
  15. For someone born, raised and currently residing in the MidWest, the "Old World," "lived in" feel of the East Coast can seem like a "far off, exotic place." And to people elsewhere in the world, the mystique of 1920s New England is likely that too!
  16. Thanks Mike. Clearly I assumed something was possible when it wasn't even yet! "7 March 1926: First transatlantic telephone call, from London to New York."
  17. They may not in Calcutta long enough, hence the desire to call.
  18. Hey everyone, I'm trying to keep my game quasi-authentic. This is not the first time my players have been overseas, but this is the first time they asked to attempt to do the following. This isn't happening in a game session, so I have a little time to research. If it happened in game, I probably would have just ruled that it could happen. My players are in Calcutta, India. They have a name and name of business of someone in New York. They do not have a phone number. Our game year is 1923. If they got connected to an operator in New York (assuming the connection weren't so bad that it was unintelligible), what access to information would a switchboard operator have in 1923? If you call them, and give them a business name, would they be able to look up the number? It seems like, at that time, they just followed the instructions of the person connected and a person had to know a number in advance. A dedicated Directory assistance number doesn't seem to have existed in New York until 1930. Now, there are ways around this, obviously. A New York contact finds the info for them using local phone books. I feel like even the best libraries in India won't have up-to-date New York phone books. Maybe that is a poor assumption because the British have an interest in keeping that info available? I just want to know what a realistic set of barriers would be for someone in this situation in 1923.
  19. What another spectacular surprise. I had been considering Aquelarre for months. As soon as I saw Chaosium distributing, it was a must-buy. Initial reaction to the PDF: Dang, this thing is DEEP. And looks like it will be solid inspiration for CoC, CoC Dark Ages and probably Invictus too!
  20. Please enjoy the latest from RPG Imaginings!
  21. Great report! You touch on some key things that make Keeping any system challenging. Chiefest of which is that it always requires hefty improvisation to give everyone a great experience. To some extent improvisation suggestions can be written into adventures, but in a world of attenuation to publication page counts it shouldn't surprise us that not a lot of text is devoted to it. You (re?)learned a key consideration right out of the gate! I also want to commend you for improvising right out of the gate by immediately ignoring the "suggested" player count and doing what you needed to do for your group. Written suggestions don't need to be followed, and YGMV (your game will vary). I see a lot of Keepers who struggle because they can't bring themselves to deviate from the written text because they hold game designers to a godly level of regard. But game designers are humans, and they have flaws, and they are also simply writing to a huge audience. You have already gotten to the "adaptation is necessary" axiom of Keeping. Welcome to the Forums and let us know how else we can help!
  22. Broken glass is such a strong phobia for so many people. It was a perfect choice for an antagonist.
  23. I think we've got at the heart of the matter: You see "improvising" and "fudging" as mutually exclusive. I don't. I think that "improvising" is a lipstick on a pig word that lets us all pretend that improvisation under circumstances you define as ok are ok, and improvisation under other circumstances that you don't prefer are not. It's a double standard, in my eyes. Yes, they are. I've never once seen players happy about a GM who doesn't act to affect an absurd game situation that a dice roll would make for an uninteresting story. I find it hard to believe that any experienced GM would think they can pre-write their way out of any problem that they encounter. That perfect anticipation is a thing. And that if a GM were doing it right, fudging should be completely unnecessary because any fudge-worthy situation can be prevented categorically. In 30 years in the hobby I have sat at hundreds of tables and I have not seen a single game situation that everything could have been anticipated in advance. The advantage goes to everyone. I'm going to bow out at this stage. Sleep easier knowing that cheaters like us aren't welcome at your table.
  24. And the players that I game with know all the GMs who can't improvise and read a table. This comment is really strange to me. If you improvise on the fly, you are a cheater, but if you write it out ahead of time it is ok? How can your players know what you write in advance? And if they don't know what you write in advance, how can they possibly know that "it's ok that you altered a narrative because you wrote it in advance?" It really sounds to me like you are stuck in this perception that there is "one right way" to improvise and that GMs have no choices as soon as dice hit table. I was waiting for this to happen. The idea that GMs can write scenarios that are good enough to be above mistake potential. Anyone who has GMed for any length of time knows that it is virtually impossible to write a scenario that is not subject to curve balls. We've gone from "fudging is bad because it removes player agency" to "you can avoid bad outcomes by not rolling dice at all." How does that not also remove player agency to some extent? You remove a players mechanical skill suite in favor of just the creativity. At the end of the day, does the Keeper not always make decisions that influences a story outcome and that are predicated on creative non-mechanical solutions? You seem to be questioning things that "people who fudge dice" do, but its ok for people who don't fudge to do similar things, so long as they dress it with rhetoric that makes it feel comfortable. I'm not asking you to agree with me. I know that isn't going to happen. I'm just trying to point out how "potayto potahto" the arguments seem to be. I don't think any GM can be effective without controlling narrative in some way. I think "random rolls make it fun" is just an illusion. Everything in a game is a lot less random than players imagine it to be. At the end of the day, the goal should be MGF. But I think its also worth noting to people that what produces that can be very different in different groups. And thats why the debate over "fudging" is a problem for the hobby, in my opinion, because it ultimately results in value judgments about what "acceptable" and "unacceptable" table environments are. And you get people saying "fudging has helped us have more interesting table story outcomes" and the response is: "you're all a bunch of cheaters." That's a real hobby-growing exchange right there.
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