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Call of Cthulhu BRP

Rock_lobster

First Post
So I'm interested in learning about others experiences with this version of Call of Cthulhu RPG. I've played the d20 version and after loaning it out and never having it returned I've been asked to run a call of Cthulhu game, which is difficult without a book!

So I figured that I should try the other system, since I had to buy a new book anyways.

Please tell me about your experiences with the system.

What do you like about it? What do you hate?

How smoothly does it play?

Is it difficult for a gamemaster to prepare for?

How soon will the foolhardy go mad?


Thanks!

Rock lobster,
Servant of the Great Old Ones
 

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I own the BRP version (4th I think) and though I used it heavily for inspiration in D&D I have never used it as its own system.

The stats are mostly like d20 but with percentile skills including combat skills.

One neat thing is the xp system. Succeed on a skill check and at the end of the night at the end of the game make a skill check. If it fails your percentile skill goes up by 1d6 I believe. Simple to track, rewards using your skills, but slows advancement as you master your skills.
 

In my opinion, the brilliant thing about CoC BRP system is it's simplicity. Sure, it's not that technically advanced, but that rather helps the game than hurts it. Due to it's simplicity it's much easier to get into character, and thereby feel the tension and horror.

As a Keeper it is quite easy to run, but the important thing is how you prepare. A good CoC scenario should be like an onion with multiple layers, and for each layer the players peel the tension should build. The truly horrific parts of the scenario should be the climax, if nothing else due to the fact that they could very well result in a TPK.
 

It's also the first horror RPG that incorporated mental health as a game mechanic and statistic, which is pretty historic. Every horror game since CoC has incorporated mental health mechanics to one degree or another.
 

The system is largely unchanged since it was first published in 1981 -- whether you consider that a bug or a feature probably depends on temperament -- and is fast and simple, but for myself there are little things that irk me, such as the relative unimportance of your character's actual ability scores once the character is built (most rolls are skill checks, which are mostly unrelated to your ability scores). On the other hand, you can pick up a module written in 1983 and still run it straight off the shelf with little-to-no modification, which is very handy.

Really whether you'll like the system or not depends on how crunchy you'd like it to be. CoC as written is heavy on fluff light on crunch and most of its adherents prefer it that way. I like a little more crunch myself, but only as much as needs to be without interrupting the flow or killing the mood.

At the risk of self-pluggery, I've assembled a Saga-edition kitbash game that borrows heavily from CoC that you might find useful:

Uncanny Midnight Tales, by John "The Gneech" Robey

Hope this helps!

-The Gneech :cool:
 

Huge fan of the BRP version (and most BRP games). It was one of the first non-D&D games I picked up back when it was originally released. Of course, it's great for one-shots:p It has remained relatively unchanged for 27 years because the system is fast and it works. Great fun. Not a game for the power-gamer or "build" gamer. I liked D20 as well, but the BRP version suits the game better IMO.

Here are the Quick-Start rules from Chaosium
 

I love both systems, but I've found that when my players play d20, they play it more like a D&D game (more heroic, "fight the monsters!"), while with BRP they take more seriously the potential lethality of the game, and are more likely to play cowardly (which is a good thing in CoC, as long as they don't run away from the adventure altogether!).
 

The immortal Stan! of Super Genius Games convinced me BRP was simple and intuitve enough that my feeling I was not a master of the system would not prevent me from writing an adventure for it. I trust Stan! on things like this, which is why I agreed to write Super Genius' Halloween game, Midnight Harvest.

I think there is a distinction worth making about this. For d20 games, there is often a strong leaning curve, and "system mastery" can be an important element for GMs and players alike. I think BRP does lend itself to a much more relaxed gaming environment, and a looser style of game play.

Once you grasp the core concepts, running a game is easy enough, and it leaves your mind free to focus on thematic and story elements, which are critical to a good CoC game.
 

I've just picked up the BRP system in preparation for dual-statting future Cthulhu books I release, and so far I really love it.

So far it's very easy to understand and has some nice mechanics for applying the effects of age to character skills. I like derived characteristics. They just make sense to me.

Something that's surprising me is Hit points. From what I understand so far, there's actually a ceiling (35 hp). It seems to me that people are going to be getting killed a lot in this game if the focus is on combat. I still need to read the rest of it though, so who knows.

So far though, 5 stars. Great stuff.
 

Not to totally ignore the OP's questions, but more of a sidenote: I played CoC for the first time about 2 months ago, and the GM used the Silhouette rules (SilCORE, actually; Heavy Gear/Tribe 8/Jovian Chronicles). It was very nice because the rules totally blended into the background and we all had a blast.

Not sure how the BRP rules work comparatively, but my understanding is that they are much the same; simple, easy to forget about until you need 'em. I like that for a CoC game.
 

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