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Cosmic55

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  • RPG Biography
    Opinionated Casual Gamer since 1983
  • Current games
    D&D (player) - occasionally running Call of Cthluhu, D&D - high hopes for 1879, Pulp Cthulhu
  • Location
    Atlantic Canada
  • Blurb
    Call Center working Druid Geek

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  1. LoL This is what I came here to discuss! LoL The pros: I appreciate the effort, and that it was made at all. Sets, costumes, and to a lesser degree props were amazing (I though there were too many props). The players are so likeable, and the character concepts seemed interesting. To be blunt, it was great to see “not D&D” in the spotlight. Constructive criticism: lack of rules familiarity hurt the experience for me. Critical Role literally changed how people approach D&D, and now half a million people have a poor understanding of the CoC rules. Personal preference/lost opportunities: I am frustrated that so many people think a CoC game success is measured in character body counts. This session felt like it perpetuated that, to me. If a story needs PCs dying to establish a feel of horror, I think the GM and/or story writer has failed. I felt bad that such great character concepts and portrayals ended with what seemed like dejected players that realized they never had a chance - although rules unfamiliarity and inconsistency was also a factor. Why would they choose to play that again? I also prefer games where characters are involved, rather than just things happening to them. Missed opportunity - to me - to show people CoC can be a rich horror story telling game. Be more familiar with rules. Less props, more engaging story. Let characters have victories. Don’t build in expectations of character death. Those sincerely are intended as constructive criticism. I think it’s great they did it. I expect as they play more, they’ll improve - as we all do when we start a new game. And it did make me feel like I should run CoC more, so that’s a win. They should be proud! It was an amazing accomplishment!
  2. I’ve been saying I want to want to buy a Nintendo Switch, but the games just weren’t calling to me. Between this and the Friday the 13th game going there... plus a new Mario Kart... this might be enough.
  3. I ran a few games of Pulp Cthulhu when it first came out, and it went over well. I approached it as a Cthulhu game but I added elements of the Pulp. I wonder this time, though... maybe I’ll approach it as a Pulp game, but add elements of Cthulhu in the distant outside. I’m curious what kind of balance others are using? Have you tried both, and found one or the other suited you better? Do you find players are less excited to play THE Call of Cthulhu when it isn’t the traditional 20s? (I think that’s what I’m worried about)
  4. I’m curious if anyone uses the Big Gold Book for a more generic fantasy game? I’m trying to transition my group away from D&D once in a while, so for my annual Christmas game I’m thinking Savage Worlds or BRP. It’s a pretty standard fantasy game, dwarves and elves and what have you. Lower magic than some, with a horror and fae atmosphere. I’m still examining the options, specifically with how much prep work would be needed. It’s a 4-6 short session game, so I don’t want to spend all my prep time figuring out what rules to use. Does anyone have any suggestions or advice? Things that worked well or didn’t? Things to avoid or absolutely include? Thanks in advance!
  5. I noticed that too. LOL I assumed it was intentional. It does draw attention to another great IP: "Supernatural", as in the tv series. Or "Friday the 13th: the Series", which is an under appreciated classic. Or how about a "Ripley's: Believe It or Not" game? :)
  6. This is probably the idea that made me the most excited, and I jumped right to "War of the Worlds". BRPs strength, to me, is to get the rules out of the way and allow the atmosphere and story to flow. The rules are simple and straight forward enough, though, that you can have a firm grasp of who your character is. WotW is a 30s setting, possibly pulp. It's a scifi horror setting, taking advantage of BRPs reputation for doing horror well. Instead of insanity, you do something with hysteria - throwing back to the real life radio show panic. You do not explain what's happening in the whole world - and that ignorance is a part of the setting. It's small and local, personal and gritty. Supplements start with new cities, big and small. The resistance may start to follow the rantings of the mad man, but you keep it in cells so there is no true global effort but you still can have people showing up with news or advice or asking for help with a slightly larger plan. Rare or infrequent alien tech falls in to your hands, but - like CoC - you're never comfortable or familiar with it...it's alien. You don't exaggerate it, you don't make it super heroes or steampunk. On a different path, I really think BRP would do a great modern supernatural game. I'd love to see what White Wolf does, but simpler with BRP. The hard part is that White Wolf does a great job with the basic character concepts...you'd need some strong writing to compete with those iconic concepts, with the restraint to keep it simple. Talking about IP, kind of wonder if "Dark Shadows" (not Depp version) would be a neat start. Dream IP? Universal Monsters. Gothic horror. Again, though, don't over complicate. K.I.S.S. play the monster hunters, or play the monsters. Atmosphere heavy. Historic or modern day.
  7. I don't mind them being options, just not the only options. Love BRP though...this is very exciting news!
  8. I believe a sci-if setting can be measured by it's alien races. Variation on humans, animal/human hybrids, fantasy races as aliens...don't get me excited. I think FrontierSpace has the best original aliens I've seen in an RPG.
  9. Would be a great system for that.
  10. Yes, thank you. So a bit more complicated, but then I guess a normal Call of Cthulhu game isn't really a combat fest. Might be more relevant for Pulp Cthulhu. Not unmanageable, and not unrealistic considering what other rules systems are doing. Ranged I think is pretty straight forward, with the only significant changes being Diving for Cover and the Penalty Die for multiple shots with say a pistol. And the change to DEX order for Firearms (+50), which I almost feel is optional. Going to review them now to see if I have any other clarifications.
  11. And I see after Diving for Cover, all a character can do is further Diving for Cover...so if attacked in melee they'll get the boots put to them. Since the point of Diving for Cover is to inflict a penalty die, I'm guessing it wouldn't cause a melee attacker to get a bonus die...? But I also wouldn't give a chance for the character to inflict a Penalty Die with a roll against melee, after Diving for Cover from ranged...?
  12. Just want to make sure I grasp this. LET'S START WITH MELEE: When attacked the first time in a round, characters can Dodge/Fight Back but then any and all attacks for the remainder of the round have a bonus die. They can still Dodge/Fight Back on each future attack, with no further repercussions...? So with multiple attacks or attackers the norm could be the attacker attacking with a bonus die, but the defender getting an active defence roll. Also, with the default being the monsters Fight Back, does that mean after the first character attacks the monster then the rest of the Investigators are going to get a bonus die for the rest of the round? Or in theory the character could NOT Dodge/Fight Back, give the attacker and all future attacks/attackers that round a straight roll (to avoid bonus dice from Outnumbered - not sure if it would be worth it). Or if everybody is only attacked once, it doesn't matter. Does this sound right?
  13. I played Runequest a handful of times in the early 90s, and remember it was fun. If I'm honest, I'm a little intimidated by the world and backstory. I hope those are also a bit more user friendly. Looking things up online is a crazy melange of every earlier edition and I'm not sure where I start.
  14. I've been using 5th edition after losing 3rd, and always miss the earlier editions. I never saw a reason to update. This new edition, however, felt like a refinement to me. Intelligent optional rules and gorgeous art and layout, high quality and useful Keeper's Screen. No I don't like stats as % - I prefer tradition, especially so I can say "give me an Intx3 roll". Never bothered with chase rules. Pretty much everything else, I like...and yes, it's fun to suppport quality efforts to advance the game. Honestly, D&D 5th made great strides to refine their game but almost every other old game just keeps piling more and more granularity and complexity. I'm encouraged to see another classic game refine rather than data dump. I hope more follow suit.
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