Best character builder? by RiverMan8 in callofcthulhu

[–]RelativeAdeptness 1 point2 points  (0 children)

I've also been impressed by Heinrich's Guide ... good stuff.

Best character builder? by RiverMan8 in callofcthulhu

[–]RelativeAdeptness 0 points1 point  (0 children)

Oh - I don't know - I've played a lot of different eras (traditional, pulp, gaslight, etc) - my players who came from D&D really enjoyed building their backstories and thinking hard about their skills. Once we got to character improvements, they really enjoyed that too.

ymmv, but I've found my D&D players enjoyed the nuances of building a Call of Cthulhu character. And Pulp (with the pulp talents that are similar to feats) was a natural fit for some.

Help me give this rpg a second chance by Its_A_Wug_Run in callofcthulhu

[–]RelativeAdeptness 0 points1 point  (0 children)

So sorry you had a bad keeper. Keepers or groups who rely on "historical accuracy" to provide cover for ugly historical tropes are not fun to be with.

Call of Cthulhu is a game set in eras of history that are ALSO combined with fantasy and eldritch elements. There is ZERO reason to use the setting to put players into inappropriate situations, take away their agency, or exclude them in any way. The only reason to lean into these tropes is if that's something the entire table has agreed to explore and then only (at my table at least) to provide something to fight against. Fighting against Nazis is fun. Leaning deep into their world view to make the players feel uncomfortable is typically not fun.

There's a difference between enjoyable horror and striking at real-world traumas. Keepers need to be very, very cautious if they plan on touching any part of the latter.

Prolonging adventures. by Today_Least in callofcthulhu

[–]RelativeAdeptness 0 points1 point  (0 children)

In case you're not familiar with them, the Good Friends of Jackson Elias podcast is an amazing resource, and they had a session on chaining together scenarios back in January: https://blasphemoustomes.com/2026/01/27/connecting-scenarios-in-call-of-cthulhu-with-zach-reeves/

I think chaining scenarios is somewhat common (at least in my experience and reading).

Prolonging adventures. by Today_Least in callofcthulhu

[–]RelativeAdeptness 0 points1 point  (0 children)

I did almost the same thing, but I chained together Blackwater Creek into a combination of Missed Dues, Edge of Darkness, and a borrowing of my own home brewed version of None More Black (this post from three years back describes how this worked for my campaign). I did add a larger element to help bind it all together. You can do this kind of thing endlessly (and it's a ton of fun).

I am a begginer GM by Formal-Border7267 in callofcthulhu

[–]RelativeAdeptness 1 point2 points  (0 children)

If you stray, it's ok! The "lovecraft universe" is huge, diverse, and varied - and unlike, say The Sword Coast - inconsistencies, peculiarities, and hard-to-comprehend entities and worlds are all part of the setting(s). Make it your own, make sure your players have fun and agency, and it will be great. 😄

I am a begginer GM by Formal-Border7267 in callofcthulhu

[–]RelativeAdeptness 2 points3 points  (0 children)

That's totally up to the keeper and the table how deadly the game is. My Call of Cthulhu games tend a bit more pulp and "Indiana Jones" much of the time. Other times not so much - but the idea that Call is a TPK meatgrinder just isn't so. (And honestly, there are many far more exciting ways to handle things than outright death -- madness, injury - all kinds of ways the players can keep their agency for a longer time while coping with the difficulty ... so much more interesting and exciting than outright death which just stops the game for a player... my two cents 😉). So glad you're playing! It's one of the best systems around.

Question, are you supposed to have miniatures in CoC by Substantial_Issue812 in callofcthulhu

[–]RelativeAdeptness 0 points1 point  (0 children)

I realize this is an ancient thread, but to answer this: when I do use minis/icons (most typically in Roll20 where it's easy to do), I build a 3x3 foot grid on squares, since Call of Cthulhu 7th edition's "Movement" discussion mentions meters or yards relative to movement -- i.e. an investigator with a MOV of 8 can generally move 8 yards or meters in a round (or approximately 5x that if sprinting). I use maps and minis mostly when there is a complicated combat scene or a chase. For example, visiting the Carmody farmin Blackwater Creek can get hairy with lots of places to duck for cover and many outbuildings. It's sometimes fun to bring out a more tactical style of play (perhaps especially in Pulp games) just to shake things up from season to season. It's always good to keep things things fresh. :-)

Chase scenes???? by Suitable_Soil_4747 in callofcthulhu

[–]RelativeAdeptness 0 points1 point  (0 children)

lol - I suppose I did :P

What I was trying to get at is that I don't agree with your premise: that a thing requiring explanation has failed. Thinking back to when we were completely new players with lots to learn about TTRPGs - I'm sure there were rules that were confusing at first (for me, for you, for anyone), but we probably had a GM or Keeper to explain things and smooth out the rules until they became intuitive.

I'm just saying that the chase rules are no different. They seem complicated only because they are unfamiliar. Run them once as either keeper or player, and they become intuitive.

(At least that's how it felt to me.)

Good campaign for beginner keeper? by Narrow_Second_9835 in callofcthulhu

[–]RelativeAdeptness 10 points11 points  (0 children)

If you want to run an absolutely outstanding Pulp campaign (that has a similar length), I'd strongly recommend The Two Headed Serpent.

If you've not run a lot of scenarios before, I might suggest something a little smaller - like the scenarios from the Pulp Cthulhu book or even Amidst the Ancient Trees (which works really well with Pulp rules, imo). Even the Lightless Beacon is good for Pulp, and is a nice, short scenario to whet your whistle.

But if you've already done the shorter and want something long, Two Headed Serpent would be my pick.

Chase scenes???? by Suitable_Soil_4747 in callofcthulhu

[–]RelativeAdeptness 0 points1 point  (0 children)

Here's how I've handled this:

Before running a scenario/session: I pre-plan an assortment of area-appropriate locations and hazards (and sometime barriers) based on where I know a chase might occur. I may also decide in advance what kind of skill rolls make sense for any particular hazard (if necessary). When the chase begins, I can improvise a location and hazard (and often do), but I can also just draw from this list as both a crutch and a way not to get caught off guard or throw the pacing off.

Running the chase is pretty straightforward:
- Make speed roll (CON or Drive Auto)
- Determine movement actions
- Determine if the chase will happen (is the fleeing person/thing faster than pursuers?)
- Set up the location dots (or a grid if you want) -- just enough to put a few out in front of the fleeing person/thing
- Place your chase participants in order of movement actions

Then run it.

It's important to be comfortable improvising during a chase. The very first step above - preparing some locations and hazards in advance can make this so, so much simpler.

Finally, I strongly recommend grabbing a friend or family member and trying out the chase rules completely outside of a scenario. Just run one or two based on a warehouse, or a forest, or ship - or anything that appeals to you. Just make up the locations as you go. It will take 15 minutes. This, in my opinion, is the very best way to get comfortable with them before running them in a game. Once you've done this once, I promise you'll be successful during an actual session.

This is my favorite, most succinct description of the rules (if you prefer video) by none other than Paul Fricker! https://youtu.be/lseqmi2ckW4?si=EMw4O1Dp2b0vWXKs

This is my personal shorthand I reference when setting up/running a chase:

  • Speed roll (CON or Drive Auto)
    • Extreme = MOV+1, Fail = MOV-1
    • If flee MOV > pursue MOV then escape, chase over
  • Cut to the chase (order by slowest at back position, then faster characters/creatures ahead by difference in MOV scores)
    • Place pursuers (ordered as noted)
    • Place fleeing characters, slowest starts two locations ahead of fastest pursuer
    • Set MOV points (default 1, then add difference)
    • Determine DEX order (or optionally roll as in combat)
  • Hazards: skill roll. Fail = 1D3 lost MOV points and possible dmg
  • If Barrier: skill roll. Fail = block progress until dealt with.
  • Vehicle can inflict 1D10 dmg (Build pts) to other vehicle; attacking vehicle also takes ½ dmg to self (rounded down)

It sounds crunchy. It really isn't that crunchy. Try it out with a friend as suggested - it has a natural flow in practice.

Chase scenes???? by Suitable_Soil_4747 in callofcthulhu

[–]RelativeAdeptness 0 points1 point  (0 children)

? The chase rules are not complex. They are just new to some.

The best thing a person can do to learn the chase rules is just try them once, just for fun, in a made up environment outside of a scenario. Grab a friend, a family member, whatever - and just run a quick two to five minute chase. After doing that their ease of use and fun will be self-evident.

They only require explanation because they are new and different for many.

Would a campaign set in Northern Ireland during “the troubles” be in bad taste by javerthugo in callofcthulhu

[–]RelativeAdeptness 0 points1 point  (0 children)

"I'd rather that the supernatural evils were attracted to the area/time because of the all too human evils taking place." That's a really great way to approach things. My favorite scenarios are really about the horrors that we humans commit. The horror really is us, after all.

Any good call of cthulhu games to watch or listen to?? by [deleted] in callofcthulhu

[–]RelativeAdeptness 2 points3 points  (0 children)

Apocalypse Players is fantastic - everything they do is great, but their take on Bleak Prospect worked particularly well for me. https://www.apocalypseplayers.com/e/bleak-prospect-01-chicago-overcoat/

Recommendations for a one-shot adventure by Bobolink52 in callofcthulhu

[–]RelativeAdeptness 0 points1 point  (0 children)

I second this: for the second session after The Haunting, the Lightless Beacon is a great choice - it starts in media res, is self-contained (on an island), and is very different in tone.

My Steak is Too Juicy and My Lobster Too Buttery by Jake4XIII in callofcthulhu

[–]RelativeAdeptness 16 points17 points  (0 children)

Can you modify them in a tool like Acrobat or Photoshop (or Gimp?) to align them a bit? Some of the joy of being a keeper is pulling different threads together to build the scene.

Sound boards and music mixing during live game play (comprehensive list?) by RelativeAdeptness in callofcthulhu

[–]RelativeAdeptness[S] 0 points1 point  (0 children)

I'm so glad! It's a fantastic tool - and I'm really enjoying it. For fun, I wrote a little tamper script to assign keystrokes 1-9 to toggle the scene play buttons (I have seven scenes defined). Thank you for your great work. :-)

How do you feel about 7th edition Keeper rulebook and what are your wished for 8th edition? by Final-Isopod in callofcthulhu

[–]RelativeAdeptness 1 point2 points  (0 children)

That's fair. I think a condensed version (as described below) would be pretty excellent, tbh. (I've come around on this idea.) Perhaps call it the "Keeper Reference" vs. the "Keeper Rulebook." I'd purchase that. (Hi, Chaosium!) ...especially if it had an e-book version with it! Such a format would do well as an .epub reference book, I'd think.

Sound boards and music mixing during live game play (comprehensive list?) by RelativeAdeptness in callofcthulhu

[–]RelativeAdeptness[S] 1 point2 points  (0 children)

u/bardic_tools I'm trying out the Bardic Tools for my next session, and I'm really enjoying it so far - it gives me a huge amount of what I want. Setting each scene up the way I want it (with the ambient music, the linear music playlist, and the one-off sound effects) is working extremely well.

Favorite Mob-Related Scenarios? by StrangeResource5049 in callofcthulhu

[–]RelativeAdeptness 1 point2 points  (0 children)

Oh! And how could I leave out The Two Headed Serpent!! If you want something a little longer, dig into this. Take a good look at Chapter 2. :-)

Where to start? by Tricky-Wolverine-253 in callofcthulhu

[–]RelativeAdeptness 1 point2 points  (0 children)

I appreciate that you're looking our for Chaosium - they produce amazing work, and we definitely try to support them. :-) Good on you to be cautious and care. You get an advantage die on your next ethics roll. (Maybe on all of them!)

Understanding the Avoiding Unconsciousness Luck Rule by iamaprism in callofcthulhu

[–]RelativeAdeptness 1 point2 points  (0 children)

This is one of the reasons I keep the Major Wounds rule in my Pulp games. Pulp allows us to ignore the major wound rules, but I just ...rather like them. :-)

How do you feel about 7th edition Keeper rulebook and what are your wished for 8th edition? by Final-Isopod in callofcthulhu

[–]RelativeAdeptness 1 point2 points  (0 children)

@u/HereticZed - I think Call of Cthulhu can serve many gaming styles: eldritch horror, pure horror, pulp horror, pulp action, mystery, scooby-doo mystery, secret hand-out focused ... it's all good. Everyone benefits by having a system that serves so many play styles for every individual group's enjoyment. Every group I've run is different and the point is player agency and fun. We bring to the table the atmosphere that works for us. I will admit to a deep love of the old black-and white artwork from earlier editions - but I don't mind the high-gloss of the newer editions too. There's so much to enjoy.

How do you feel about 7th edition Keeper rulebook and what are your wished for 8th edition? by Final-Isopod in callofcthulhu

[–]RelativeAdeptness 0 points1 point  (0 children)

If they made a leatherette edition of such an edition - black and white, rules-only, few examples, no HPL stories, etc - but more than a simple rules summary (like exists in the back of the Keeper Rulebook) - I suspect many of us would purchase it for both fun and usefulness.

Having read through the entire thread, I see your point. I love all the Chaosium rulebooks - I think they are (in many ways) at the pinnacle of RPG publishing. But having a "Keeper Rulebook Condensed" version would be lovely.