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About Daucuscarota

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  • RPG Biography
    25 years reading RPG books. Just played a couple campaigns.
  • Current games
    Call of Cthuhu and Lamentations of the Flame Princess. Abandoned Conan 2d20 because the rules are impossible to comprehend.
  • Location
    Mexico City
  • Blurb
    I'm a writer.

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  1. Come one! Really? That's mean. You deny or minimize your own responsability and exacerbate the "bad players" guilt. That not professional, man. In my own experience, the book is a chore to read. I haven't finished the character creation chapter yet and I feel fatigued. It's been a couple weeks since I opened the book, I really don't want to go back to it; it should be a pleasure, not a bore.
  2. I didn't consider this, but I don't think it's that important unless you really need more realistic probabilities. I guess I will choose what my players want. The resistance table is not hard to use, it only takes a few seconds to calculate. I will run both ways in different adventures to see which they like the most or which suits better our style. But this, on the other hand: This I guess is what really matters here. As CoC is not focused in combat, it can get away with it, but RQ will benefit a lot from this.
  3. I will check on it. After Crimson Letters and a couple bleak scenarios from The Things We Leave Behind (my friends really dig it! We have yet to run the rest), we want some other moody adventures where nobody really knows what's happening. We prefer one-shots and short adventures, we really can't engange in long campaigns (we are old now, have jobs and families to tend to and books to write... you know). We never finished Masks of Nyarlathothep. Nameless Horrors, you say? "The Space Between—What was planned as a fantastic new feature film is turning into the shoot from hell. The lead
  4. Ok, I'll buy it. It's just not the style I prefer for this game, but it's a good thing this exists for those who like it (or for me to adapt it into another game). I can't travel, I don't have a Visa, but thank you!
  5. Well, I agree that the chase rules are really good, I even incorporated some parts in a Savage Worlds campaign based on Mad Max classic movies. Now, rules for chases are just natural in a post-apocalyptic world where everyone is fighting for water and gasoline, but not in a story about discovering the nature of reality. I resolve chases in my CoC games with simple opposed STR, CON or DEX rolls. These chases are actually to escape a danger, they don't need a lot of rules and rolls. Car chases might be resolver with opposed Drive skill rolls. Yeah, the rules are not bad, they are useful for
  6. There are many pages about chase rules, yeah. It's an entire chapter, actually, and that has to mean something. The chapter devoted to academic research (De Rerum Supernatura) was eliminated altogether, and that has to mean something as well. Yeah, some of us play the game as it was intended to be in previous editions because we know those previous editions. But the 7th edition, which for me contains the best set of rules (asadie from the chase rules should jut be a couple of pages, not an entire mini-game), is aimed for more action and pulp adventure, even the first scenario was written
  7. Yes, this is the best book to run Call of Cthulhu. The author understands Lovecraft way more than Sandy Petersen and anyone in Chaosium does. For starters, what with those cultists everywhere in CoC games? Graham Walmsley seems to have read and re-read all HPL works, because he realised there were no cultists in the stories as written. Cultists come from D&D: Cultistst are the Cthulhu goblins. But CoC is not supposed to be a dungeoncrawling game, you are not supposed to fight and fight and fight. The books states that clearly more than once. Well, 6th edition did. 7th edition is about
  8. In short terms: Do you know any good cosmic horror/lovecraftian adventures for Call of Cthulhu? Either 7th or previouse editions. In not to short terms: I have been playing Call of Cthulhu since the 5th edition, but all the published adventures I have read and run are not exactly what one would call cosmic horror or lovecraftian. The classic haunted house is a ghost story, and one of the scenarios in the Keeper's Rulebook isn't exactly horror/mystery, but more gun action oriented (as the 7th edition tends to be, anyway). The second scenario is much better but terribly wordy and hard to pr
  9. Call of Cthulhu 7: It says opposed skill rolls are only for Player versus Player and Melee Combat, not for regular skill rolls or contests versus a NPC. "Outside of combat, the Keeper should avoid using opposed rolls between non-player characters and investigators", unless, and only when, an opposed roll enhance the drama. Skill rolls On a regular basis, CoC 7 says only players should roll dice. Before the player rolls any dice, the Keeper must determine a difficulty level: Regular, Hard and Extreme *Regular difficulty level: You must roll equal or less your full skill or charac
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