Imagen del autor

Reseñas

Mostrando 10 de 10
A brilliant sourcebook and scenario book for 1920’s Pulp and normal Cthulhu. From detailing Australian society to managing player characters, to the myth is in Australia to the Dreamtime and Alcheringa, this is the book that the original Terror Australis should have been. Very very good and if you’re interested in call of Cthulhu at all, I think that this is a must buy.
 
Denunciada
aadyer | Jan 28, 2020 |
Possibly one of the best Cthulhu supplements ever written. Accessible without lots of dry history. Don’t get me wrong there’s some excellent history here, it’s just presented so well and so involving. Very much recommended for mature players who was a unique and intriguing setting for Call Of Cthulhu
 
Denunciada
aadyer | Dec 9, 2019 |
A beautiful keepers screen with largely what you'd want on the keepers side is the main part of this extensive pack. There's some helpful but not essential maps of Lovecraftian locales, Arkham and Lovecraft Country. The two scenarios included are of high quality but the first is a corruption tale of backwoods Lovecraft country, similar in manner to the degenerative nature of Dunwich. The second, in my option, better, scenario involves gangsters trying to investigate a missing burglar in Arkham itself. Both of chaosiums publications H P Lovecrafts Arkham and Dunwich, would be of some use, but are not essential. Good scenarios, and deadly too, which could lead to a total party kill, but won't hold experienced players for long. These are accompanied by good pre generated characters for use. Recommended.½
 
Denunciada
aadyer | May 28, 2019 |
A brilliant supplement for call of Cthulhu which really does take the game in an e exciting and fun direction. This really well recreates the feel of the pulps, and your games will soon have the feeling of the better Indiana Jones films, and also have action packed adventure as a theme for the players. Exciting and different this is a new variant on the standard nilhism of call of Cthulhu. The only bad thing is one or two of the scenario were similar and dull.½
 
Denunciada
aadyer | Mar 2, 2019 |
A re up date of a classic system that adds complexity and richness to a brilliantly playable system. A very good complete guide to running your own Cthulhu games and to role playing in general. I didn't think I needed this being a hardened Cthulhu gamer for over thirty years, but how wrong I was. Very very good.
 
Denunciada
aadyer | otra reseña | Nov 6, 2018 |
A collection of rules, updating the worlds greatest role playing game. New rules, new additions, more streamlining, it looks like it will be better than ever. I'm sure that the extra maths in creating investigators probably ends up creating better,more rounded characters to play. Enjoyable to read, with only one slight complaint. No mention of other eras other than modern or 1920's. Does this mean that there will be a seventh edition Gaslight rules?½
 
Denunciada
aadyer | Oct 13, 2018 |
A disturbing & eclectic collection of scenarios varying in time periods between Dark Ages, Gaslight, classics & modern. Each will take between one & two sessions to play. Very interesting & difficult for inexperienced players but will provide new challenges for old hands. Very good½
 
Denunciada
aadyer | Jun 1, 2018 |
Call of Cthulhu (CoC) is a "pen and paper" roleplaying game (RPG) first published in 1981 by Chaosium and still very popular.
CoC has been inspired by the books of H. P. Lovecraft. Following their theme it’s an investigation-suspense-horror RPG with a classic "gothic" atmosphere of the late 19th or early 20th century.
However, with time, most of the other eras of human history (including future) have been adapted to the game, which now has a huge collection of core books, supplements, campaigns and adventures that range from experiences of several months (long elaborated epics) to short less-than-one-hour-play missions.
Now, in its seventh edition, CoC presents a very simple but realistic set of rules based on opposing percentual skills and probabilities decided by dice. Based on the Basic Roleplaying set of game rules, also called D100, it is very similar to the actual probabilities to which we are accustomed in the real world and allows a very easy and smooth gaming experience without the multiple tables, stats and calculations which complicate and slow down most other roleplaying games (D & D, anyone?). In addition, the stats of human players and characters are generally compatible with real people with real skills and abilities. Magic exists but it’s limited and almost always with dire effects. Experience is needed for using weapons and these have the effects and defects experienced in the real world. Normally players do not benefit from superhuman powers (as found in other RPGs): reckless players can "die" quickly in CoC! The superhuman abilities are reserved for enemies of the players: villains and monsters.
An important characteristic is sanity which is spent each time a player has a terrible experience or has a contact with the Occult, directly or through texts, objects or rituals. Loss of sanity causes psychotic surges and, ultimately, leads to definitive insanity.
A great benefit for the CoC collector is the continuous compatibility of its basic rules which allow playing ALL the published adventures for the game using any of the different editions of CoC: a fact unfortunately almost unique in the RPG world!
The game is very easy to learn and the adventures are relatively easy to prepare. The simple and intuitive rules and a large number of clever options and scenarios allow a fluid and animated game and a unique and suspensive game experience.

The seventh edition’s books (this is the main one) have a very good quality featuring very nice illustrations and text. The game "per se" is excellent as always. A significant conceptual and graphic evolution has taken place since the barely legible sixth edition with its very fancy text and dark pages!
This edition of CoC is the first spawning from the modern Web "kickstarter" system which finance quality projects by cashing on the approval of its subscribers.
1 vota
Denunciada
macoram | otra reseña | May 9, 2018 |
An interesting resource for roleplaying in the Golden Age of Piracy. This has a mystical twist -- the presence of Voudou and various supernatural entities which have made their way from the Other Side to the 17th Caribbean Sea. Good looking rules for Voudou, early black powder weapons and piratical stunts which I might steal for my other games.
 
Denunciada
questbird | Jun 17, 2016 |
A quality collection of linked scenarios, that is world spanning for Call Of Cthulhu. Certainly impressive, there isn't much here that inexperienced investigators could manage, although perhaps the first could be done. The rest, in particular, the last, are for experienced investigators & players. Not much for the keeper to worry about here, it's all been done for you. The only downside to what is an interesting & eclectic set of scenarios is that apart from the last one, none of them particularly stand out, although all are well written. Also the handout quality is poor. Apart from those points, this is a collection that every Keeper of Arcane Lore could consider running at some stage once their investigators and players are experienced.
 
Denunciada
aadyer | Apr 26, 2015 |
Mostrando 10 de 10