• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Best Version of Call of Cthulhu

That, sir, is just plain crazy. Please stop what you're doing a read the entire Delta Green book immediately. (That's kinda like saying "I own porn but don't look at it".) ;) (kidding...although if I ever have children, the DG books will be required reading for them)

Oh, I've read enough of it to like the setting, I'm just not sure about the scenarios. (My personal preference is 'classic' CoC. I like the 1920's/30's flavor.)
 

log in or register to remove this ad

We had our first session of CoC yesterday, and it was alright! I think the group was a bit too big, though. We had 8 players plus the Keeper, and it was just really hard to handle everything. I wasn't even the Keeper, and I was getting confused. We split the party up in-game a lot, which always causes more problems, but I think that it happens less in D&D (which is what we're used to). Also, partially because there were so many players, mood was difficult, if not impossible, to obtain. We just didn't have the buy-in from all the players that we were playing a serious horror game, and even one joke from one player kind of ruins whatever semblance of mood you were able to obtain over the last 20 minutes.

Regardless, it was still pretty fun, and a good game to try out that's different from our norm.
 

The Delta Green supplements for Call of Cthulhu are very well written (DG: Countdown is superb and whispers have it [censored]). A pity it's now OOP.

The issue that crops up over time with Modern era supplements is that they age. Cthulhu Now used to mean 1980s! :)
 
Last edited:



We had our first session of CoC yesterday, and it was alright! I think the group was a bit too big, though. We had 8 players plus the Keeper, and it was just really hard to handle everything.

8 players is probably about right if you go for the insanity/TPK aspect of the game. ;) Kidding.

I've run CoC with friends and at cons for years. Each group is different, but 4-6 usually works well. They key is having as wide a spread on the skills as possible, so if all of a sudden a scenario requires an expert on say accounting, you've got one.

Everyone seems to like different eras and feels, but I for one found the Blood Brothers books and the Mansion of Madness book a good way to introduce new players. Enjoy!
 

Into the Woods

Remove ads

Top