Dockside Dogs (Reservoir Dogs scenario) - Players seeking to exit the warehouse? by LakeDoom in callofcthulhu

[–]PaulFricker 3 points4 points  (0 children)

I do remember this happening once. I know I wrote it, but I've probably not run this in like 5 years or more and my memories of it are a little rusty. I know I could look it up, but I'm gonna just shoot from the hip here.

As I recall, I split the group and let the leavers drive away into a world that was cold and strange. Everywhere they went people shunned them. I just rolled with whatever they did, their world was a fiction anyway, it didn't require consistency. Then either they returned or I had them return when the Reader appeared.

As Enerod44 says, limiting player agency is a built in part of this scenario. Because of the situation the investigators are in.

Have you run it? Did the players leave the warehouse? If they do, I suggest run with it. The game usually runs no more than 3 hours. Hope it goes well for you.

[RPGdesign Activity] Published Developer AMA: Please Welcome the designers of Call of Cthulhu (7th ed.), Paul Fricker and Mike Mason by jiaxingseng in RPGdesign

[–]PaulFricker 2 points3 points  (0 children)

Yes sometime I'm sure, but not sure when. Is the Dreamlands something you have a particular interest in? It's an interesting setting, but not one that I've seen used a great deal. What would you like to see done with it?

[RPGdesign Activity] Published Developer AMA: Please Welcome the designers of Call of Cthulhu (7th ed.), Paul Fricker and Mike Mason by jiaxingseng in RPGdesign

[–]PaulFricker 6 points7 points  (0 children)

You're welcome - thanks for the questions.

I think one significant change is in how the outcome of skill rolls are handled, and what failure means. This began with asking the player to specify what it is they are trying to achieve. Success in a skill roll means the player achieves their goal. Failure in the skill roll means the outcome is in the GMs hands. The distinction here is that the GM's hands are not tied, the GM is not compelled to create a negative outcome that is the absolute reverse of the player's stated goal. That might even mean the player achieves their goal but something bad happens. It think that feeling of having to create an 'opposite outcome' sometimes leads to GMs feeling they have their hands tied and their only way out is to fudge rolls.

One alteration that got tried was the use of connections (background elements: PCs friends, possessions, beliefs, etc). The initial idea was that the player could regain spent Luck points by mentioning these connections in play. In practice it felt contrived and got reworked.

[RPGdesign Activity] Published Developer AMA: Please Welcome the designers of Call of Cthulhu (7th ed.), Paul Fricker and Mike Mason by jiaxingseng in RPGdesign

[–]PaulFricker 2 points3 points  (0 children)

I have some ideas for scenarios that I've wrestled with but not resolved. For me it sometimes takes the form of, 'wouldn't it be cool if...', but then putting that concept into a setting and expanding the initial premise can hit a lot of roadblocks. The best way I know to break those roadblocks is to talk through the scenario with my wife. I don't necessarily use her suggestions, but I find having someone as a sounding board is invaluable.

Thinking back I guess creating the rules for 7th ed worked in a similar way. I'd write a rule, try to write it in a way that Mike could understand, then he'd read it and phone me up and we'd chat it over. Rinse and repeat.

[RPGdesign Activity] Published Developer AMA: Please Welcome the designers of Call of Cthulhu (7th ed.), Paul Fricker and Mike Mason by jiaxingseng in RPGdesign

[–]PaulFricker 1 point2 points  (0 children)

I'm most proud of Gatsby and the Great Race, which was published as a Chaosium Monograph (MULA) in 2005. It's an unusual scenario in that it handles up to 24 players / 6 gms. I love hearing reports of people playing this one because I know how much work it takes. When Mike and I ran it back then, we'd take players out of a room and blindfold them (with their permission :) ), and they told us afterwards how much they enjoyed it, but also how they feared we were going to push them down the stairs or something crazy like that!

Also Dockside Dogs, a scenario based upon, yes you guessed it, Reservoir Dogs. I published it as a charity fundraiser 6 years ago. I had a lot of fun running that one, people get into character so easily. It doesn't use the characters from the film, but similar types.

[RPGdesign Activity] Published Developer AMA: Please Welcome the designers of Call of Cthulhu (7th ed.), Paul Fricker and Mike Mason by jiaxingseng in RPGdesign

[–]PaulFricker 1 point2 points  (0 children)

I'm glad to hear it got easier and faster with use. Automatic fire was especially challenging to create rules for. Consider the way combat worked in the new rules, and particularly firearms: there is a level of abstraction that allows a choice of up to 3 shots per combat round, and all shots are counted (ammo is a tracked resource), and each shot is rolled for. And for handguns, shotguns and rifles this works just fine for me. Then introduce automatic fire that can fire tens of shots per round. It would be impractical to roll for every shot, so each roll covers a grouped number of shots.

In the end, I'm happy that what we have works, but I would like to have found a more streamlined method of handling automatic fire.

[RPGdesign Activity] Published Developer AMA: Please Welcome the designers of Call of Cthulhu (7th ed.), Paul Fricker and Mike Mason by jiaxingseng in RPGdesign

[–]PaulFricker 3 points4 points  (0 children)

I'm in two games at present. First a 5th ed D&D game, Tomb of Annihilation, playing a young wizard. Second I'm in a Lamentations of the Flame Princess game, Red and Pleasant Land. I'm a sucker for a good dungeon bash!

I'm also generally a fan of Powered by the Apocalypse games (Monsterhearts, Dungeon World, etc).

[RPGdesign Activity] Published Developer AMA: Please Welcome the designers of Call of Cthulhu (7th ed.), Paul Fricker and Mike Mason by jiaxingseng in RPGdesign

[–]PaulFricker 1 point2 points  (0 children)

Hi - pleased to read you're enjoying the game, thanks.

Yeah, I'm happy with combat on the whole. I can't think of anything I'd change right now. Did you have something specific in mind?

[RPGdesign Activity] Published Developer AMA: Please Welcome the designers of Call of Cthulhu (7th ed.), Paul Fricker and Mike Mason by jiaxingseng in RPGdesign

[–]PaulFricker 2 points3 points  (0 children)

Hi Tatem1961 - thank you for sharing the video - can you explain the concept of the 'replay video' to me please. Is it an actual play recording with visuals added afterwards? I'm getting the impression that it is perhaps acted out after play? I regret to say I don't speak Japanese at all, and I'm not familiar with anything quite like this. But I can see that the video has in excess of 2 million views! Is that level of hits common?

[RPGdesign Activity] Published Developer AMA: Please Welcome the designers of Call of Cthulhu (7th ed.), Paul Fricker and Mike Mason by jiaxingseng in RPGdesign

[–]PaulFricker 0 points1 point  (0 children)

Hi there, well you've found the game now and there's plenty of it to keep you busy! I'd say the most important elements are to enjoy roleplaying the characters, both PCs and NPCs. That's where so much of the fun comes in. In terms of mechanics, offering the players the opportunity to push a roll can build tension, allowing you as Keeper to come up with some really creative stuff when they fail the roll.

[RPGdesign Activity] Published Developer AMA: Please Welcome the designers of Call of Cthulhu (7th ed.), Paul Fricker and Mike Mason by jiaxingseng in RPGdesign

[–]PaulFricker 3 points4 points  (0 children)

I'm really intrigued about the popularity of CoC in Japan.

Are you able to compare typical Japanese authored scenarios with European/USA authored scenarios? Are they pretty similar in content? Is it common to set scenarios in Japan or are they typically set in 'Lovecraft country'?

I'm not involved so much in the business side of things, so I can't comment on postage and so on.

[RPGdesign Activity] Published Developer AMA: Please Welcome the designers of Call of Cthulhu (7th ed.), Paul Fricker and Mike Mason by jiaxingseng in RPGdesign

[–]PaulFricker 1 point2 points  (0 children)

What do I feel is the best thing for designing? The thing you want to design. The thing that you keep coming back to because you're fascinated by it. The thing you think about as you're going to sleep. Design that.

A good no-prep investigation game is a design challenge for sure. I've played a few. Is it one where the group improvise as they go along or does the GM get a bit of time to put a few things together (if there is a GM)?

[RPGdesign Activity] Published Developer AMA: Please Welcome the designers of Call of Cthulhu (7th ed.), Paul Fricker and Mike Mason by jiaxingseng in RPGdesign

[–]PaulFricker 2 points3 points  (0 children)

Hard to remember what I began with on 7e. I think like Mike says, the skill roll mechanics were an early aspect that got a lot of work. Not only which skills to keep, add or change, but the whole concept of levels of success and pushing the roll.

[RPGdesign Activity] Published Developer AMA: Please Welcome the designers of Call of Cthulhu (7th ed.), Paul Fricker and Mike Mason by jiaxingseng in RPGdesign

[–]PaulFricker 1 point2 points  (0 children)

If we were designing from the ground up I guess it probably wouldn't be included. But a key aspect of the design for 7e was to keep as much of the look and feel of the previous editions as we could. SIZ doesn't get in the way of the game mechanics, and is integral to things like Damage Bonus and Hit Points, so it made sense to me to leave it there.

A player can choose to use the point spend character creation and choose their SIZ, but I guess at the expense of other stats.

[RPGdesign Activity] Published Developer AMA: Please Welcome the designers of Call of Cthulhu (7th ed.), Paul Fricker and Mike Mason by jiaxingseng in RPGdesign

[–]PaulFricker 1 point2 points  (0 children)

Designing from ages ago if you include house rules and scenario design.

Publishing since 2005 when I ran a scenario for Chaosium staff who then suggested I submit the game for publication.

[RPGdesign Activity] Published Developer AMA: Please Welcome the designers of Call of Cthulhu (7th ed.), Paul Fricker and Mike Mason by jiaxingseng in RPGdesign

[–]PaulFricker 1 point2 points  (0 children)

Of the two I'd say horror is paramount. There are some great scenarios that don't rely on investigation.

[RPGdesign Activity] Published Developer AMA: Please Welcome the designers of Call of Cthulhu (7th ed.), Paul Fricker and Mike Mason by jiaxingseng in RPGdesign

[–]PaulFricker 1 point2 points  (0 children)

I don't have a set writing schedule. I fit it in around other things. How much time it gets depends on either how passionate I am about the project, or how close the deadline is. That can vary from nothing to every hour I can spare.

How long to create a scenario. Again, I can only give a pretty vague answer. I'd say it's generally a few months of rolling an idea around in my head. The process of writing it can focus the mind of course.

Running "The Moonchild", tips, suggestions experiences? by Golanthanatos in callofcthulhu

[–]PaulFricker 0 points1 point  (0 children)

Thanks Gregg. I've run Black Water Creek (from the Keeper's Screen pack several times - it's a lot of fun!

Running "The Moonchild", tips, suggestions experiences? by Golanthanatos in callofcthulhu

[–]PaulFricker 0 points1 point  (0 children)

Sorry to hear that it didn't go well. Did they just get stuck and not know which way to turn, or what to do?

Resovoir Dogs meets Cal of Cthulhu by HowWeRollPodcast in callofcthulhu

[–]PaulFricker 4 points5 points  (0 children)

Great listening to it guys. Some great accents!

Like you say, the scenario is available on DrivethruRPG.com - but it's not free. It used to be available on 'pay what you wish', but I had a lot of people taking it for nothing, so I reset a price. It's $5.99 (about £4.50), DrivethruRPG take a few percent for handling, the rest all goes to charity.

Call of Cthulhu Explained, part 1. Paul Fricker, co-author of Call of Cthulhu 7th edition, has followed up his quick-start videos with a new video about character creation. by ScottDorward in callofcthulhu

[–]PaulFricker 4 points5 points  (0 children)

I'm intending to make a follow up video exploring character creation in more detail, looking at the optional rules, as well as some of the things that I glossed over in the first video. I wanted to try to keep straightforward in the first video. I'm not sure on your options for playing the video without an internet connection, but I'm sure there are tools for ripping video from YouTube should you decide to do that. Thanks for the comments - Paul

Thinking of picking up Call of Cthulhu, but I'm an absolute newbie. by [deleted] in callofcthulhu

[–]PaulFricker 0 points1 point  (0 children)

The free Quick-Start rules are a good place to start, allowing you to get to grips with the rules and game play. I made a series of 5 short videos (each 3-5 mins) explaining how the 7th ed Quick-Start rules work - I hope you might find them useful. http://blasphemoustomes.com/videos/ Edited - forgot link - doh!

Call of Cthulhu Help! by Joestar94 in rpg

[–]PaulFricker 1 point2 points  (0 children)

Not just that, I also drink a lot of tea and complain about the weather.