![]() Kimball could definitely be used to introduce the concepts of the Dreamlands, if a Keeper were so inclined (not to mention feature as a recurring NPC in such a game). Maybe give Alone Against the Flames to one player and run Paper Chase for another? It might also work as an intro to a Dreamlands focused game. I think this probably works best as a one-off, though I could see this as an alternative to Alone Against the Flames for a first time player, or for bringing in a new PC to an existing campaign. And honestly, it probably feels more like a Lovecraft story, as social and physical isolation is often a major feature. Playing one-on-one can be really wonderful, with some intense role-playing. The first one is Paper Chase, and it’s meant to be run with a Keeper and a single player. Each is fairly separate in terms of geography and themes, and while I’m not saying you couldn’t link them, I don’t think it would be easy or natural to do so. Though the book mentions several times that the adventures could be played through with the same characters and if they are, should be played in order, I really don’t see it. Book Three: Paper Chase and Other Adventures is the final book, and contains three adventures intended for new Keepers. ![]() At 23 pages, including art and charts, it’s a nice reminder that one of the reasons I’ve always loved Basic Role-Playing and its various incarnations is that the rules are just not that complicated. It’s a clear breakdown of the mechanics of 7th edition. Book Two: Introductory Rules is pretty self explanatory. I did a quick play-through of the adventure, and it seemed pretty good, though there was one point where I felt like I was stuck in a feedback loop, but I finally found my way out. It’s a fantastic idea for an introductory box set, and I really think it should be an industry standard. It’s a solo adventure, kind of like the old Choose Your Own Adventure books, that not only gives you a taste of the setting, but also teaches you the basic rules of the game, and helps you build a character. Book One: Alone Against the Flame is something I’d love to see more games have. It comes with a set of dice, so that’s cool (and partly why the box is taller). Like, “roll Spot Hidden, but take off 10% because of the drug’s effects,” or something.Īs far as the Starter Set itself, it’s a nice box, though it’s slightly too tall, making it an awkward fit on some shelves. I used to give PCs slight modifications to their skills in certain circumstances. The latter is something I think a lot of Keepers (Game Masters) already used in some way or another. The only other major changes I noticed were the addition of Luck as a more active, player controlled way of effecting outcomes and the addition of half & fifth values to characteristics. has done away with the old 3D6 range and replaced it with a D100 range instead, cutting out some clunky steps. ![]() However, it did always seem a bit weird for Call of Cthulhu, since nearly everything else used percentile dice (D100), and in fact, many things needed you to multiply your stat by 5 to achieve proper percentile targets. The 3 to 18 range was pretty common in a lot of early games, because everyone was using six sided dice (D6) in various ways. A 3 strength means you likely can’t support your own weight, while an 18 means you’re The Rock after pounding a bovine steroid laced protein shake. In previous editions, your stats were on a 3 to 18 scale, with 3 being almost subhuman and 18 being height of human achievement. The biggest change in the new edition is in basic statistics (Strength, Intelligence, etc.). Want to get better at shooting? You’ve got to shoot. Want to get better at climbing? You’ve got to climb. Call of Cthulhu, however, is ‘skill based,’ meaning your character gets better at the skills they actually use. Games like Dungeons & Dragons are ‘level based,’ meaning your characters improve by building up enough experience points (typically through killing stuff), they reach a new level and are suddenly better at a lot of stuff, stronger, faster, etc. The core game mechanics, used in various forms for many games put out by Chaosium, are the Basic Role-Playing rules. The 7th Edition represents the first major overhaul to the game, though to be honest, it isn’t as profound a difference as it might seem at first. Mostly it’s been variations on the amount of content in the book or layout. In six previous editions, there have been few changes to the rules of the game. Who can really pick favorites, but… It’s definitely the game I tend toward if I’m bringing new people into the hobby, and it’s fantastically versatile. Call of Cthulhu is possibly my all time favorite Tabletop RPG.
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