MOB Posted October 11, 2021 Share Posted October 11, 2021 Call of Cthulhu creative director Mike Mason talks about the process he and Paul Fricker went through when updating the game to its current 7th edition. Part of our Chaosium Interviews series with James Coquillat. Quote Link to comment Share on other sites More sharing options...
klecser Posted October 11, 2021 Share Posted October 11, 2021 For a guy who calls himself "old school," Mike has remarkable capacity to give space to all types of preferred gaming. Quote Link to comment Share on other sites More sharing options...
TrippyHippy Posted October 11, 2021 Share Posted October 11, 2021 I think, in this instance, Mike’s ‘old school’ nature is mostly that he fully immersed in Call of Cthulhu as his primary source of gaming, and other games just satellite that in effect. Nothing wrong with this, of course. Quote Link to comment Share on other sites More sharing options...
DreadDomain Posted October 17, 2021 Share Posted October 17, 2021 I am generally happy with 7E as it seems to bring the right level of crunch to a Cthulhu game. However, I agree with Mike, autofire could have been better/simpler and chases are a lot easier to run than the section actually reads. My pet peeve with CoC 7e, as it is with all the BRP games except Superworld, is that Size (and Build, which I think is brilliant) is inconsistent. It scales really well up to a point and then becomes linear. It causes big creatures and vehicle to have ridiculous SIZ and Build. Is it important for a regular CoC game? Absolutely not. But scaling is important to me. I'm weird that way. 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.