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Stormkhan Cogg of Pavis

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About Stormkhan Cogg of Pavis

  • Rank
    Advanced Member


  • RPG Biography
    Started 'back in the day' with AD&D, was introduced to an excellent campaign of RQ (Pavis/Valley of Cradles), delved deeper into all RPGs. Became founder member of a games club which, over time, developed into one of the largest in the UK (branches all over the place). While the club grew, I developed a second job - that of freelance RPG/board game reviewer for several UK magazines. Loads of conventions, loads of different games, loads of drinking, socialising, magazines ... yadda yadda yadda.
    After a decade, the club changed, I left to persue other interests - both professionally and developing my writing.
    Still got my games though.
    Now, getting back into things - "old school" games such as RQ, Call of Cthulhu (of which I've had a couple of published bits ages past), Paranoia, MegaTraveller.
    I'm getting my mojo back!
  • Current games
    I live in an area where gamers are scarce. Looking to gingering up some players ... though being in my 50s, it's tough to find contemporaries.
  • Location
    Filey, N.Yorkshire, UK.
  • Blurb
    Middle aged, married, kids, pets, my own business, bills to pay ... but still holding out for 'old school' TTRPG being better than computer-based games. :-D

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  1. Like death in creation of Traveller characters. Vide "Dagon", "Facts Concerning Sir Arthur Jermyn" and "The Hound". Very acceptable according to source material but, really, a last ditch consideration in a role-playing game. We play people who want to live. Regardless of what we think, the characters are operating from the consideration that a) they want to live and b) there must be an alternative. Now, in games which involve magical healing, resurrection etc., players act as if there's a loop hole, a get-out clause which means that suicide is really discounted as an option.
  2. Thing is, picking locks is directly related to the mechanics of the locks at that time. Back in 1920's, you just needed one or more 'levers', two or three 'rakes' and perhaps a 'bar'. When Chubb and Brahma brought in cylinder locks, you could use the same tools but it took you longer. Bear in mind that picking a lock required your knowledge of how that lock works mechanically. Hence in RPG's, especially CoC, those who are craftsmen as locksmiths automatically know how to pick 'em!
  3. It's a matter of interest that in the Dorothy L. Sayers book "The Nine Tailors" (published/set in 1934), a crook-housebreaker claims his job was made easier by having access to the local smithy/mechanic in order to make his own 'new' set of picks.
  4. Not to be dismissive, at all, but read/re-read The Case of Charles Dexter Ward to get the feel of it. None of the ... ah ... victims were subject to a spell but once they were recovered whole, I assume they were subjected to some form of treatment.
  5. That's why when Homer Simpson plays CoC, a fumble results in the player saying "D'oh!"
  6. As long as you don't hold the gun the wrong way round, bullets go in one end and come out of the other. As said, you can fire it. You might hit something with luck.
  7. While I've always known of and seen "Dagon" on You Tube, and I have a DVD of "Horror Express" (not Lovcraftian as such but definitely a 'watcher'), I'm thankful for the heads-up for "The Lurking Fear". I didn't know it had been made - and I aint seen it yet - but this is one of my favourite Lovcraftian/CoC 'game' stories. I'll tell you if I'm grateful for the film after I've watched it! Bugger - Tubi is non-EU/UK!
  8. In aikido, one principal of handling an opponent holding a weapon in close combat (and retreat is a poor option) is to move yourself not away from the weapon but position yourself oblique to it. E.G. you're facing an opponent that's holding a knife, gun etc. in their right hand - and isn't actually firing - then move forward and to the side of the weapon, say the left of the attacker. You present your body sideways ... then do your stuff. The attacker has to aim across their body, you are presenting a slightly smaller target and brings them into your reach. Then you concentrate on which d
  9. Eh. Takes me back to the 2nd Ed. (?) rulebook with a couple of witty songs. I still recall ... "Pardon me, boy Is this the lair of Great Cthulhu? Where the mould and the slime Gets you ev-er-y time!"
  10. Sorry, but that is far from my intention. I never said Investigators shouldn't use magic. A Keeper always gauges the mood and intent of their players - that's why Table Top RPG's endure; the personal interaction which may be lost online. I am not advocating the restriction of Investigators; if magic is there then it can be used ... for good or ill. I'm experienced enough of a Keeper (and referee of many RPGs) in that I think I can handle the styles of my players*. I try never to forget, it isn't just The Game. It's meant to be fun and the players - and myself - should play it for fun. Met
  11. Pulp looks fun to play and a welcome addition to any RPG collection, but it seems to me to be using CoC background and most of the system to run adventure games based on Indiana Jones, the modern Mummy movies etc. Well, 1930-1950's "pulp fiction" style anyhow. I've never played it, true, but it looks fun. I can't possibly 'diss' the game at all. But I think a bit of me, the deep-down fan of HPL, feels it's ... um ... not Call of Cthulhu. I suppose I'm the sniffy one who thinks it takes the mickey of the original source work and turns it into a light-hearted romp. Nowt wrong with that, of
  12. Thanks, all, for replying to my post. Some very good points raised and plenty for me to ponder on. I'm sorry, Klecser, if I offended you by raising these discussion points. I was not stating fact, only my opinion. I was not telling people what is "good" CoC or bad. I was only airing some worries that affected my playing in the past. It's down to style of play - if you are comfortable with Investigators and magic then fine. I'm not the one to tell you to stop it. If I'm stating the obvious to you, or to anyone, then ignore it. CoC magic rules are far more harsh than other, earlie
  13. I see many posts on here, discussing how to handle players and spells, investigators and "Mythos Magic", how a Keeper should handle players who want to delve into the Forbidden Arts and so on. I'd like to put forward my own take on this subject, discuss it and leave options 'revealed' for Keepers to use in future games. Before I start, I must declare certain, ah, strictures: This is game use in long campaigns; considering how long it takes to digest a Mythos tome, possibly benefitting from knowledge of spells, one-shot or single-session scenarios needn't worry. Unless, of course, th
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