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Found 9 results

  1. I'm new here - so apologies if I'm posting in the wrong place - or not spoilering things I should be. I've not RPG'd for a long while, but with lockdown upon us it seemed it'd be a good idea to try my an RPG via Zoom with 3 regular boardgame pals. I decided CoC would be my weapon of choice, having played it waaay back (and I don't really like Orcs, Goblins, etc). My group are not previously role players at all - but are keen boardgames (preferring quite heavy eurogames), so I knew this would be a little out of their comfort zone. I rpg'd years ago regularly, but haven't played for ages - but I have bought and read lots of RPG stuff in the interim with the intention of starting up again at some point. This is that point, it turns out. I own the CoC 7e Keeper's (core) Book, and the Investigators Book - but the Starter Set seemed cheap enough that my players might enjoy the slimmer rules to possibly read through themselves beforehand (of course none of them did!). So I wanted to launch into Paper Chase the first scenario - which is written as a one-keeper-one-investigator to keep things relatively easy for the Keeper to control. I didn't fancy running this scenario three times with each of the players - and as I had hoped that I might be able to keep the investigators for the next scenario (edge of darkness), I thought three investigators having solved the same crime, three times - each in potentially differently ways, would be a bit jarring. Here's how 'Paper Chase' went (for us) ... I slightly modified the setting to allow, and justify the three investigators. I first used the full rules (Keeper's Book) to build investigators with the players, rather than using the pregens or 'quick build', of the Starter Set - because I wanted to give the players some agency over who they created and their respective specialisms - plus I reasoned that I could explain a little of what the characteristics and skills meant whilst they were rolling then up. I think that worked well, and I was surprised how quickly their stats led to them choosing professions. They had a free choice, and I mapped them to professions in the Investigator's Book. We ended up with a Cook who used to be in the army, a British socialite visiting the area and an American born mechanical engineer of Chinese heritage. These choices led to their skills options which the players enjoyed distributing their specialisms in (even if they barely knew what they meant at this point). Looking at the skills chosen, the mechanical engineer was an amateur magician, it turns out. I explained to them that the Arnoldsburg Library hosted the monthly meetings (first Tuesday of the month) for the "Society for the Exploration of the Unexplained" and told them they had turned up to this month's meeting... But immediately asked them to explain why weren't they in attendance last month? (Encouraging them to think a bit about why their character might not have been there, and gently develop the character a bit - the cook had a special order on at his bakery that he runs, the socialite wasn't even in the country last month, the mechanical engineer wasn't well). I'd decided that just the three of them were there to this month's meeting, because as they'd not been there last month the weren't aware that this month's meeting was cancelled. Then I moved into the 'hook' of the scenario - n.p.c. Timothy entering and looking for help from the Society with the mysterious robbery of some of his late/missing uncle's books. The scenario is quite simple, and not particularly dangerous for the investigators, so I'd gambled on them surviving this one - thus being able to use the same investigators for the next one. Luckily, they did survive - despite the cook blundering in somewhat recklessly during the sole dangerous vignette. I also deliberately had them leave the 'verbose' character traits and 'connections' from their investigator sheets free - and I'm going to revisit that before the second scenario. There was definitely a more gung-ho investigator emerging, and one much more nervous and considered. We discussed afterwards how the Socialite's ineptitude in rolls during the game, and bout of cowardice seemed entirely in fitting. I'll let them formalise this next time to make the 'role playing' more explicitly a part of them choosing their investigator's actions. I was happy to let the player rather than the character guide the actions for this scenario though. (As beginners to RPGs I think baby steps are probably needed). I'd considered using Roll20, but we chose Zoom (we're already Zooming socially, and one of them is a bit resistant to trying too many new things at once). We also had a web based dice roller for all the public D100 rolls - which I made them do often. I also nudged then away from "can I roll?" to describe "what you want to do, and I'll decide if it's a roll". By the end, they'd got that. I'd downloaded some extra handouts (diary entries, photo of a character) that I found online as "Paper Chase" as written in the Starter Set actually only had one handout (a map) and I thought that sending them to them via Zoom would 1. Break up the experience for the players and 2. Give me a chance to glance at my notes. The full Investigator's Book (not the Starter Set or Keeper Book) provided me with a list of typical names from the period. These were essential when players wanted to quiz other n.p.c.s, and I'm ad-libbing people that the scenario doesn't cover. If I had one criticism of the Starter Set for keepers (aside if that first scenario being a little handout light) is that it doesn't really warn you that your ability to come up with unscripted n.p.c. stuff can (will) be called upon - and having at least a few names to hand can be the difference between a character being seamlessly integrated or bring blindingly obviously not important. ("He says his name is ... Erm... Erm... Hang on....er John" being a particularly obvious way to spot an npc as being someone insignificant). My players (as you'd hope) defied all rational logic, and took surprising decisions in where they went and what they tried - but only on a couple occasions did "Timothy" have to return to nudge them into trying something other than creeping around his house. I don't think they felt railroaded though. I was also pleased my players encountered temporary madness through sanity loss, physical injury and opposed rolls which came up naturally within the scenario. Combat wasn't required (despite the gung-ho cook's efforts), but that'll come next time I think. Anyway - the unified skills and characteristics rolls make CoC 7e (my first experience with this iteration of CoC) a doodle for new players to understand how performing a "check" works, and "hard" and "extreme" is also very easy to implement and comprehend. I really like that, and it's very easy to explain to new players as you go. I ended the session with them rolling to see if their skills they successfully used were improved - which is also intuitive and logical in its operation. All in all I'm very impressed with 7e and the Starter Set. The whole thing - including rolling up and explaining what they were expected to do took the best part of 4 hours* - which I think we all felt was time well spent. Looking forward to next time (hope my player are too!). *obviously not including my preparatory reading of the rules, keeper book, investigator book, scenario and other people's hints/comments about running this scenario.
  2. Going by the title and cover (which I couldn't find a full version of or I'd attach it), it looks like 'Alone Against the Wendigo' finally getting update to Seventh Edition as 'Alone Against the Frost' and is next on the release docket. I'm glad to hear that we will now have all three of Chaosium's published Solitaire adventures in Seventh. https://rollingboxcars.com/2019/09/13/editors-desk-chaosium-announces-the-impending-release-of-alone-against-the-frost/
  3. Pookie's RPG review?...—Bud of @BudsRPGreview pirates a Reviews from R’lyeh review of The Derelict: A Tale of Terror for Call of Cthulhu, the scenario by Sandy Petersen and Mike Mason for use with Call of Cthulhu, Seventh Edition, published by Chaosium, Inc. for Free RPG Day 2016. https://youtu.be/BIGAEOw2PJQ #reviewsfromrlyeh #rpgreview #rpgreviews #BudsRPGReview #PirateReview #rpg #horror #Chaosium #CallOfCthulhu #CoC7e #ModernEra #FreeRPGDay
  4. Hi everyone! I have a short question on the topic of character improvement that is not stated openly in the books (as far as I know) and I would like your input. Upon changing an Age Category you should roll an improvement check for the chance to increase your EDU. The book shows that these increases in EDU, if the improvement checks are successful, account for a raise in the investigator's skill point pools as Harvey Walter's example shows. The question is: do further increases in EDU improvement checks for aging OUTSIDE CHARACTER CREATION result in retroactively gaining skill points? But now consider this: Mid campaign, an investigator turns 40, fails his EDU improvement check and assigns the age penalties to STR, DEX & CON and APP. What would happen if his occupation were also APP related, such as being an Actor (Stage Actor), and some skill points get derived from the now diminished characteristic? Would this result in retroactively losing skill points? Analyzing it all I would lean to: No. Changing characteristics mid-game do not result in gaining skill points. What is your opinion on the matter? Edit: added 7e tag.
  5. Hi all: First off, I want to say I hadn't played CoC since 4th edition and I've been so impressed with the quality of 7th edition products. Having said that, I have some questions. I'm looking at bringing new players into the game. As I look at the 7th edition rules, I see lots of places where I will need to be a 'rules apologist' during character creation. Or I see places where I will need to explain counter-intuitive or overly-complex items to the players. I think that starts the experience of playing CoC off on a sour note. So I'm asking these questions because I'm thinking of making changes and I want to know if there's a good reason not to. Why do Listen and Spot Hidden still exist as separate skills? Could they be combined into a skill called Awareness, Situational Awareness or Perception? Why is Education not related to occupation? Shouldn't they have ranges, like Credit Rating? Or at least a minimum threshold? I can see a PhD working as a cook (especially in a Modern Setting -- ha ha) but I can't imagine someone with an Education of 20 as Physician. Why do we still have Size as 'an average of height and weight'? Doesn't that automatically create a disadvantage for female characters? It's not STR, it's purely a measure of bulk. Although there certainly are tall and muscular women, if I want to create an 'average' woman, she will automatically have disadvantages in combat (HP + Damage Bonus). Has there been any talk of reskinning this attribute as something else? Like Body (muscle tone, athleticism, etc...) or does that mess up some other aspect of the Size attribute? The attribute Appearance is described in 7th edition as general charisma. I don't know why the name bothers me, but it does. If the name of the attribute requires explanation ('oh it's not just your physical appearance, it's also...") then I think it's not a good name. I can make changes on the fly when reading published campaigns, but is there another reason I need to keep the name the same for players? Is it referenced in player-facing material that I need to consider? Can we call it 'Social' without breaking anything? Psychology is really 'Detect Motives' or 'Assess Person' or 'Social Awareness', right? It isn't used for psychological healing. Is it ever used as a knowledge skill? I think calling it Psychology really 'buries the lead'. It's a crucially important skill in an investigative game and new players might not understand its importance. If you don't highlight the importance of the skill to new players, I think you'd likely end up with a bunch of characters that have Aspergers. the 10% baseline also feels very low for the description of a skill that 'everyone has'. Would it break anything to have it related to the Social attribute (APP)? Say SOC/2. Again, I understand the motives behind leaving a lot of this stuff the same in each edition of CoC. I think that it's admirable, really. And I'm honestly asking these questions because I know I don't know the nuts and bolts of the system as well as I should before I start changing things. Thanks in advance to all for their feedback!
  6. Chances are that if you have ever run Call of Cthulhu games set in the modern-day era, you will have bought a copy of Chaosium's excellent scenario anthology "The Stars Are Right!" First published in 1992, then again in a second edition in 2004, the book is Chaosium's only collection of contemporary scenarios published to date. It's writing team boasts some of the best names from 1990s era Call of Cthulhu (including Richard Watts, Kevin Ross, John Scott Tynes, and Gary Sumpter -- just to name a few). While the scenarios in "The Stars Are Right!" are generally well-written and tackle a bunch of modern-day horror themes, there's no denying that the fact that most of the scenarios are now 25 years old does lead to a few anachronisms. Most of these relate to the ways that technology -- in particular information and communication technology -- has changed over the past few decades. Fortunately, game scenarios being somewhat fluid things, the majority of the anachronisms can be easily fixed with a combination of small plot tweaks and conversions of old information sources from older to newer formats (e.g., printed newspaper clipping to online news article). To make this process of "modernising" the scenarios from "The Stars Are Right!" easier, Cthulhu Reborn have created a free PDF "upgrade pack" (which also updates the scenario's stats up to 7th Edition). This is available right now for download direct from our site. The upgrade pack contains Keeper resources which fall into three categories: New versions of each of the scenario handouts, converted to more "modern" forms and rendered in full prop-quality detail. For some scenarios we've also created new handouts (things that are alluded to in the scenario, but never explicitly provided as handouts) Some brief notes on ideas for tweaking plot elements in the scenarios to make them feel more "contemporary" -- mostly these are slight, but one of the scenarios (Steve Hatherley's intriguing "Fractal Gods") has some deeply embedded anachronistic elements that warrant some more significant rewriting [sorry Steve] Updated statistic blocks and skill roll descriptions, which bring the scenarios up to 7th Edition compatibility The montage below shows just a few of the 48 handouts that are included in the pack: We hope that fans of modern-day Call of Cthulhu will consider using these revised handouts and resources to revitalise the scenarios in "The Stars Are Right!" and terrorise their players anew. And if you *don't* currently own a copy of "The Stars Are Right!" the good news is that Chaosium still has print copies (and PDFs) of the 2nd Edition for sale on their website. [Legal Note: The Stars Are Right! Upgrade Pack is released under a Creative Commons license, and complies with the terms of Chaosium's policies on "fan material" which must always remain free of charge. The pack is not a standalone product, and will not be helpful unless you already own one of the two editions of the Chaosium book. Call of Cthulhu is a trademark of Chaosium Inc.] Thanks, Dean (from Adelaide)
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  9. I'm looking for advice from experienced Keepers & Investigators. Our group has been playing for a couple of months now via a weekly Roll20 game and I've found that I've fallen into a pattern of asking for numerous Psychology / Spot Hidden rolls throughout the session. Typically these rolls are made to allow the Investigator the opportunity to sense the NPC's attitude/demeanor, or in the case of Spot Hidden, find a clue, or perceive some feature of the environment around them. I'm struggling with how to take the Players described actions for their Investigators and quickly come up with a reasonable explanation of how they can use another skill for the requested roll. It is becoming tiresome to ask for Psychology/Spot Hidden every time they meet someone or I want to see if their Investigator has observed some minor nuance in the environment that could be a clue. Any advice you'd care to share would be appreciated.
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