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

What’s good about Call of Cthulhu 7th Ed? (and what’s not)

Thank you for the info! Very useful. How easy is it to die? Are players pretty fragile and are there balance issues between say soldiers and actors? Where the latter has much less impact?
Yes, characters are pretty fragile. A crit from a monster can really ruin your day, so combat is not always the best way to handle things for players - though opportunities are likely to come up. Balance between PC types is, as always, a function of scenario design. Offer opportunities to fight, soldiers do well. Offer opportunities for interaction with NPCs, actors do well.
 

log in or register to remove this ad

I've played CoC since it's first edition, but I just got the Arkham Horror RPG and I am switching over. I think CoC is a really dated design. It's too granular; you want a horror RPG to keep the focus on the story rather than on figuring percentages and skill checks that are way too easy to fail. I appreciate that the newest edition cautions GMs against gating key information behind skill checks...but that is really an indictment of their design.
I think one of the obstacles for new players are the relatively low skill levels. Of course CoC changed the way Luck works and you can push a skill roll which helps increase the chances you're successful. I might need to give Arkham Horror a closer look. I avoided both it and Candela Obscura because I figured I already had CoC, why do I need another game that does essentially the same thing?
 

I've played 4th through 7th editions of CoC roleplaying game. While there are some valid criticisms regarding the chase mechanics and a few other subsystems, frankly, IMO, this is the best version of the game thanks to the addition of the push mechanics, which create another opportunity for tension and drama at the table. The percentile based dice mechanics of CoC are easy to understand, easy to teach to new players, and are fast in play. Combat takes minutes, not hours. I think CoC is in many ways, the precursor to the rules-light games so prevalent today.

Is the game deadly? Depends on how the players approach the problems. If they're running into combat like it's D&D, they are going to have a bad time. But it's not a game of combat, it's a game of investigative horror. To me the most exciting part of playing CoC is seeing how many secrets your character can uncover, how deep into the bowels of the arcane mysteries of the universe they can crawl, before they become so damaged and deranged due to health and sanity loss, that they become unplayable. The more your character grows, the more damaged they become. It's an inverse progression mechanic and I think it works great... as long as everyone at the table understands what they showed up for.

I have not played the Arhkam Horror TTRPG but reviews for it do not excite me. It seems very boardgame-y to me, which might be okay if everyone at the table are boardgame players and are just dipping your toes into TTRPGs. But it seems like there's just one published adventure, a fixed narrative, and fixed characters. CoC has hundreds if not thousands of published adventures, play options in different settings (gaslight, ancient rome, modern, etc) and affords you the freedom to play the game/character you want.

There may be other systems better suited to running Cthulhu-type adventures. I am currently running and loving Mothership, but that's sci-fi horror and would require a significant overhaul to run a 1920's setting. I don't know much about Candela Obscura though it looks neat!

Anyway, in answer to your original question - Core Book and Investigator's Guide plus an adventure are plenty unless you want to run a campaign in a different time period than the 1920s.

Pointers?
  • Never lock an essential clue behind a skill check. Or if you do, make sure that you allow a failed dice roll to mean "success plus a complication"
  • Read this excellent article on the Three Clue Rule from The Alexandrian: Three Clue Rule
  • Set expectations with your players that combat is deadly and their characters may not survive
  • Don't take it too seriously. Some of the funniest games I've had have been running or playing CoC. Nothing eases the tension like a belly laugh!
  • Have fun!
 



We're playing 7e with the optional mechanics from Pulp Cthulhu added for more action and increased survivability. It's been my favorite way to play CoC since I started in the early 90s.
Same impression here. We're not using the specific pulp talents, but having characters that are a bit more robust is a plus (we still got pretty close to dying a couple of times :) ).
The things I specifically like about 7e are the Luck mechanic, and the bonus and penalty dice. In theory, I also like pushing rolls, but this hasn't happened very often so far (we're playing for about a year now).
The chase rules are really an odd mini-game, but so far we never used them, so that's not a big issue. What bothers me a bit more are the rules for automatic fire, which feel too cumbersome for something that comes up every once in a while. And I really think it would have been great if Chaosium cut down the number of skills - specifically the four skills related to social interacting, but also more generally (I doubt that this will happen, though, as Chaosium seems to be rather conservative in this regard).
But overall, it's still enjoyable and my favourite version of the game.
 

One thing Pulp mode does is give the characters extra hits which can increase their durability but does nothing to prevent the slow spiral into insanity from reading books or encountering mythos entities.
 



Do we know how the new edition of Trail of Cthulhu is shaping up? I know some of their scenario and setting supplements have been second to none. I'm curious how they're improving it.
 

Into the Woods

Remove ads

Top