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Joe Kenobi

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  • RPG Biography
    Played through a Masks of Nyarlathotep campaign, recently began Keeping for the first time.
  • Current games
    1920s Call of Cthulhu
  • Location
    Minnesota
  • Blurb
    Horror RPG fan, Star Wars fan

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  1. This post cannot be displayed because it is in a password protected forum. Enter Password
  2. I'll throw a vote toward Dead Reckonings as an older scenario collection I'd love to see reprinted. It predates my time playing and running Call of Cthulhu, but I hear good things.
  3. @sgtscott658, can you say more about the quality and breath of the driving chase tables in Highway of Blood? My group plays almost exclusively 1920s adventures, so I'm unlikely to run the scenario, but I'd be willing to shell out the $11.95 for the PDF for the inspiration tables alone if they're decently comprehensive--feature a large number of hazards & barriers, preferably with offerings intended for city driving and separate ones for more rural car chases. I bought Bayt Al Azif #1 primarily for the foot chase inspiration tables and have no regrets. But $11.95 is a little more than I'd want to spend to "risk it" without some good intel that they're likely to prove a broadly useful tool with high reusability in multiple car chase settings.
  4. Thanks, all! Additions & revisions made.
  5. Bridgett was a great addition in the most recent episode of the Miskatonic University Podcast—great to hear she’s taking on even more in the community and expanding her voice!
  6. I will also point out--not to undermine your point, but as a counterpoint to soften it--there is a documented perception of increased crime counter to underlying crime statistics that is often driven by improved communication, technology, and media coverage. I have not done my homework on changes between the 1870s and 1920s, but I have seen studies showing this change in perception with the dawn of the television, then the dawn of the internet and social media. It wouldn't surprise me to learn some (not all) of the increased perception of violence in society was actually driven by improved news communication, not just changes in the true underlying statistics.
  7. I love the idea of a player-facing, “in universe” guide to the Miskatonic Valley! It would be so much fun to provide something like that for my players.
  8. My coauthor and I submitted Prisoners' Dilemma. Honestly, would be thrilled to see ENnie recognition of any of the great titles in the Miskatonic Repository!
  9. Thanks, @AlonsoAguilurk! That's a helpful list. I've run Edge of Darkness and Dead Light, and played in Missed Dues; you're right, those definitely fit the bill. And I have copies of Crimson Letters and Whispers of Harlem by virtue of owning their respective books, but admit I've never read through those scenarios specifically. Will definitely give them a closer look! The others I'll have to look into--though while I've heard great things about Crack'd and Crooked Manse, I've also heard to expect it to result in a TPK (not sure the veracity of that intel?).
  10. I like the penalty die solution: it's not that your player can't--especially if the player insists they want to give it a try--it's just that the attacker is so close he can't wield the rifle as effectively as he would under other circumstances.
  11. This is all sensible advice, especially the bit about inserting real-world consequences when players become too murderous or prone to gunplay. But I'll second @MandilarasM's concern: Despite the notion that in Call of Cthulhu, violence isn't a good answer, a great many of the most popular scenarios condition and encourage players to see it as a solution (in many scenarios, it is the solution). So I can advertise the game to my players at the start as, "Using violence will only get you into trouble," but then playing through -- to name just a few common early scenario examples -- immediately demonstrates otherwise and often punishes them if they didn't load up on combat skills. I'm currently running for a group; good luck making it through that one without an ability to hold your own in a fight (or, indeed, without turning to violence as your solution at least once in nearly every scenario). I've also found it's often difficult for players to detect when they are "supposed to" stand and fight, versus when they are "supposed to" surrender, versus when they are "supposed to" flee. Many modules feature a similar buildup where the scenario then "expects" one of these outcomes--are two PCs supposed to try to hold their own against four Deep Ones, or is surrender/accepting capture a better option? Many modules assume one outcome, without direction as to what happens if the PCs surrender in the former scenario or fight to the death in the latter (well, it's clear what happens there, but not very satisfying and generally not clear how the PCs should know the NPCs aren't going to fight them to the death in this case). Certainly I've found ways to get around this as a Keeper, but it often amounts to railroading a capture. That's a long buildup to this question: What are good scenarios to run that involve no assumed violence on the part of the investigators, that have at least a moderate degree of survivability, and that are set in the 1920s? (I know there are Modern scenarios that do this well, but I prefer to run Call of Cthulhu in its classic era.) Running these kind of modules early would seem to do a lot of the legwork toward training players away from becoming Murder Hobos.
  12. Eh, I'm a little more skeptical that it's a reflection of a discerning analysis on the part of buyers. My guess is it has more to do with "Ooh, pirates!" That's a flashy, eye-catching theme (vs. the other Kickstarter project that didn't have nearly as clear a unifying theme). Regardless of publisher, the Call of Cthulhu Kickstarter projects defined by a clear time period & locale seem to be among the most successful. But I'm admittedly someone who backed the other project and will probably sit this one out--because I prefer my Call of Cthulhu in the 1920s, and because while I wish more Kickstarter publishers were clear-eyed and up front about their actual production timelines, I've come to accept that a project delivered to completion within 12 months of the advertised finish line is more-or-less on time. I'm probably part of the problem for accepting that.
  13. Bumping up this thread to share the news that Rolling Boxcars has published a review of our scenario! We've also picked up a couple of nice reviews over on DTRPG itself.
  14. Looks cool—putting it on my Wishlist!
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