|
What are the "MUST PLAY!!" scenarios for CoC 1920s, through the various editions? We've done all the ones in the back of the (6th ed.) book, and I've bought The Complete Masks, albeit it I'd like to maybe run a few more "episodic" scenarios before I dive on into that beast. Reasonable-length campaigns would perhaps be ok - I'm hoping to culminate with Masks and perhaps Orient/Mountains. edit - also quoting so it doesn't get missed: Helical Nightmares posted:-Awesome info post!- moths posted:That's a really great post! The Delta Green might be a bit too "ripped from the headlines" but I'll try to give it a listen. Yoshimo fucked around with this message at 16:44 on Mar 16, 2016 |
# ? Mar 16, 2016 16:39 |
|
|
# ? Jun 5, 2024 06:36 |
|
Yoshimo posted:What are the "MUST PLAY!!" scenarios for CoC 1920s, through the various editions? Masks is good but even more of a meat grinder than Horror. Both Horror and Masks have characters whose deaths are the inciting incident, so try to introduce those characters in one-shots before hand so the players have as much reason as the characters they play to go into action.
|
# ? Mar 16, 2016 16:50 |
|
Hey thanks guys!
|
# ? Mar 17, 2016 12:55 |
|
Speaking of Masks, is it still possible to get the Masks Companion any more, or am I just going to have to wait for the Kickstarter to be released?
|
# ? Mar 22, 2016 22:31 |
|
Yoshimo posted:Speaking of Masks, is it still possible to get the Masks Companion any more, or am I just going to have to wait for the Kickstarter to be released? You can find it on the internet (but no longer at yog-sothoth.com) but it's definitely at this point. LuiCypher fucked around with this message at 15:14 on Mar 23, 2016 |
# ? Mar 23, 2016 15:12 |
|
Is it? I was almost certain it was a fan production. E: LOL of course they pulled it and made a Kickstarter to give it back. moths fucked around with this message at 15:39 on Mar 23, 2016 |
# ? Mar 23, 2016 15:37 |
|
I hope after giving them X 15 the Delta Green folks deliver.
|
# ? Mar 24, 2016 05:59 |
|
They will, but the original timeline was wildly optimistic. I have backed other ArcDream kickstarters, and while they have always been late, they have delivered and the product has been worth it.
|
# ? Mar 24, 2016 13:20 |
|
Sionak posted:They will, but the original timeline was wildly optimistic. I have backed other ArcDream kickstarters, and while they have always been late, they have delivered and the product has been worth it. Either way, for starting a lot later, they're still going to come out around the same time as CoC 7th Edition which is remarkable for two reasons. One, it's amazing that they are actually able to get CoC 7th to print despite the actions of old Chaosium. Two, that's still an impressively short timeline to get a Delta Green from Kickstarter to backers' hands.
|
# ? Mar 24, 2016 18:01 |
|
Arc Dream has already released a 50 page quick start PDF with the core rules and a starter scenario for free: http://www.delta-green.com/2016/02/download-delta-green-need-to-know/
|
# ? Mar 24, 2016 18:24 |
|
Yeah. that's the other thing. The 50 page QuickStart book is really nice. If you got the "Everything" or "Everything digital" tiers, you have quite a few pdfs already to read through while we wait for the Agent's Handbook. Most are short stories or articles, but they're still really cool and I have enjoyed each one. The Detwiller and Glancy short stories in particular were great. I can't wait to use the King in Yellow play and the official DG response to it in an upcoming game. There's also three adventures (Kali Ghati, Last Things Last, and Lover in the Ice). And something like 12-15 pregens that are ready to go. It took years of prep (discussions, writing, playtests) before they launched the DG kickstarter. While the Delta Green publishing schedule has never been rapid-fire, the people involved are seriously dedicated to it. Sionak fucked around with this message at 22:28 on Mar 24, 2016 |
# ? Mar 24, 2016 21:32 |
|
The Handler's Screen for Delta Green has been released to backers.
|
# ? Mar 31, 2016 17:35 |
|
Going to be diving into the inaugural season of Masks of Nyarlathothep tomorrow. Any veteran Keepers able to kindly share any top tips/twop twips?
|
# ? Apr 2, 2016 13:11 |
|
The Delta Green Agent's Handbook has been released to backers. I haven't had a chance to look at it yet, but I thought the Cthulhu thread should know.
|
# ? Apr 21, 2016 05:59 |
|
gradenko_2000 posted:The Delta Green Agent's Handbook has been released to backers. I haven't had a chance to look at it yet, but I thought the Cthulhu thread should know. It's a really nice book, and the big list of federal agencies at the back of the original Delta Green has been replaced by a somewhat shorter list with a greater focus on what being part of the federal agency means for a DG agent. There's also added subsystems for requisitions and government oversight, like a less on-the-nose Laundry Files, which is an idea I support, although I suspect the execution may be flawed. My main complaint about it is that it's a bit thin. After it has described the mechanical systems, most of what remains are the descriptions of federal agencies. The strength of Delta Green has always been its fiction, and the Agent's Handbook is basically the game without the fiction, so as a whole it's a bit dull. The art is gorgeous. There's also a description of a rat vomiting at one point. Rats can't regurgitate or vomit. 0/10 would not buy again.
|
# ? Apr 21, 2016 06:14 |
|
LatwPIAT posted:
But can a rat that has been taken over by some non-Euclidean horror regurgitate? It might.
|
# ? Apr 21, 2016 07:07 |
|
Are they going to be shipping the screen/quickstart to backers soon?
|
# ? Apr 21, 2016 12:06 |
|
LatwPIAT posted:There's also a description of a rat vomiting at one point. Rats can't regurgitate or vomit. 0/10 would not buy again.
|
# ? Apr 23, 2016 11:56 |
|
Latest update is that the screen and Agent's Handbook will be ready in July for physical delivery. I'm old school enough not to really be into "paging through" a PDF to actually read it cover to cover. Probably gonna be a while before I get my big tome of secrets in the form of the Case Officer's book.
|
# ? Apr 28, 2016 08:59 |
|
Get some Delta Green fiction for pay what you want today: http://theunspeakableoath.com/home/2016/04/delta-greens-latest-operation-international-tabletop-day/
|
# ? Apr 30, 2016 19:41 |
|
clockworkjoe posted:Get some Delta Green fiction for pay what you want today: http://theunspeakableoath.com/home/2016/04/delta-greens-latest-operation-international-tabletop-day/ Thanks for the heads up! I paid what I wanted and got Tales from Failed Anatomies to throw on my kindle. What I wanted was probably not a lot, admittedly, but I gotta pay to get into a new apartment soon. I will salve my miserly conscience with the huge contribution to the recent TTG Kickstarter.
|
# ? Apr 30, 2016 21:43 |
|
Has anyone had a chance to run DG with the Agent's Handbook yet and give an impression? I refrained from backing and wanted to wait for reviews since I already have quite a few cthulhu-based rpgs. Is the system good enough to be worth purchasing over just running the fluff with something else?
|
# ? May 2, 2016 23:54 |
|
neaden posted:Has anyone had a chance to run DG with the Agent's Handbook yet and give an impression? I refrained from backing and wanted to wait for reviews since I already have quite a few cthulhu-based rpgs. Is the system good enough to be worth purchasing over just running the fluff with something else? IMO yes. Having rules to reflect the strain that crumbles an agent's personal life as he clings to it to preserve sanity alone is pretty inspired.
|
# ? May 3, 2016 00:42 |
|
neaden posted:Has anyone had a chance to run DG with the Agent's Handbook yet and give an impression? I refrained from backing and wanted to wait for reviews since I already have quite a few cthulhu-based rpgs. Is the system good enough to be worth purchasing over just running the fluff with something else? I think so. I have run Last Things Last from the Need to Know quickstart twice now. I did both as one-shots, so I didn't really get to see how the rules for bonds (and their inevitable crumbling) work in play. Hopefully I will get to try that soon with a short campaign. However, I was impressed by how smoothly it plays. The system is tuned to be pretty lethal and unforgiving without (in my opinion) feeling bullshit unfair. At least, for a Cthulhu game. The authors clearly thought hard before adding anything to the BRP base for the game, so the additional rules either make things play a little more easily (matched dice for criticals, Lethality) or reinforce the intended mood (also Lethality, becoming Adapted to violence or helplessness). You don't have to take my word for it, though. You can just grab Need to Know for free and try out Last Things Last yourself: http://www.delta-green.com/2016/02/download-delta-green-need-to-know/ Or listen to the RPPR campaign, which shows off Bonds very nicely: http://actualplay.roleplayingpublicradio.com/tag/gods-teeth/
|
# ? May 3, 2016 01:44 |
|
Sionak posted:Or listen to the RPPR campaign, which shows off Bonds very nicely: http://actualplay.roleplayingpublicradio.com/tag/gods-teeth/ It's not full of people constantly breaking the mood with stupid jokes, is it? That drives me nuts with most of the rpg podcasts I've tried listening to.
|
# ? May 3, 2016 02:00 |
|
Pope Guilty posted:It's not full of people constantly breaking the mood with stupid jokes, is it? That drives me nuts with most of the rpg podcasts I've tried listening to. God's Teeth is some of the most atmospheric Call of Cthulhu you'll ever get to listen to. It's a slow burn that builds to a deafening crescendo of tension by the time you get to God's Eye.
|
# ? May 3, 2016 02:03 |
|
gradenko_2000 posted:God's Teeth is some of the most atmospheric Call of Cthulhu you'll ever get to listen to. It's a slow burn that builds to a deafening crescendo of tension by the time you get to God's Eye. Agree totally. Also God's Teeth 4 gives you an insight into the buisness of legalized weed.
|
# ? May 3, 2016 02:42 |
|
Question for people who've run CoC: what's the pulpiest you've ever run a game? Having listened to the whole of RPPR's Masks of Nyalathotep campaign, a lot of the time they were able to outright defeat the Mythos, even if they did lose a few characters. Is it something that you would tell your players beforehand if you want/expect them to be able to take on the Mythos head-on and survive? Are/were there any rules modifications you made to specifically allow this? (I know Trail of Cthulhu does have a separate set of "Pulp" rules) I'm sort of thinking of a game where instead of the tip-of-the-spear investigator where you end up having to stop the Mythos because there's no time and you're the only one who knows, etc etc, the players are instead the "veil-out" squad, or the people recruited from Green Beret/FBI HRT/Seal Team/Force Recon to destroy and clean-up the mess after a site has been identified and zero'd in. EDIT: Or in a 1920s/30s, that you're the team from the Office of Naval Intelligence that busted down the doors of Innsmouth, tommy guns in hand, after the story broke. Gangster Squad, except Sean Penn turns into a Shoggoth at the end. gradenko_2000 fucked around with this message at 09:27 on May 3, 2016 |
# ? May 3, 2016 09:20 |
|
gradenko_2000 posted:God's Teeth is some of the most atmospheric Call of Cthulhu you'll ever get to listen to. It's a slow burn that builds to a deafening crescendo of tension by the time you get to God's Eye. The main Agent sounds passingly like H. Jon Benjamin, so... I'm going in to this expecting it to end in a raaampaaaage!
|
# ? May 3, 2016 10:29 |
|
gradenko_2000 posted:God's Teeth is some of the most atmospheric Call of Cthulhu you'll ever get to listen to. It's a slow burn that builds to a deafening crescendo of tension by the time you get to God's Eye. Though, for Pope Guilty, it is still a recorded game rather than a radio show, so yes, there are players making jokes or pop culture references on occasion. The game as a whole is still very bleak and atmospheric and extremely Delta Green in tone. gradenko_2000 posted:Question for people who've run CoC: what's the pulpiest you've ever run a game? Having listened to the whole of RPPR's Masks of Nyalathotep campaign, a lot of the time they were able to outright defeat the Mythos, even if they did lose a few characters. I think this is a "know/ask your players" type thing. Both extremes are really fun as long as everyone is on board. So I'd say - go ahead and ask. How pulpy of a game do they want? What do they consider pulpy - lasting victories or full fledged Indiana Jones with weird monsters? I think a lot of players would be comfortable with the assumption that they can defeat ghouls or deep ones if they're smart. That's without going full Arkham Horror where a gravedigger beats a shoggoth to death, though. The pulpiest game I ever ran was one where I (inexplicably in retrospect) decided to use World of Darkness rules. It was the only Cthulhu based campaign I'd done where there were no PC fatalities because nWoD characters are pretty sturdy. I don't recommend doing that; I didn't consider it an especially successful experiment. My advice even for running pulpy CoC would be to keep combats short and dangerous; CoC type games are more about the frenzy than breaking out miniatures and taking a lot of rounds.
|
# ? May 3, 2016 23:04 |
|
Way I see it, more things in the Mythos are killable(or at least capable of being subdued in some manner) than not, and of those few things that aren't(mostly "gods" or oddities like a Colour Out of Space), well I'd say most of them are unsuitable for RPG usage, but then that's due to me believing that Horror is so difficult to pull off in a RPG context that it isn't worth bothering to try 99% of the time(of course I also think that BRP is kinda an overrated piece of mediocrity that barely functions as a usable system, or at least the branch that Call of Cthulhu uses)
|
# ? May 3, 2016 23:24 |
|
I actually got my 7e books, all ten pounds of it! Not going to lie- there were times I was skeptical that it would ever come.
|
# ? May 3, 2016 23:33 |
|
gradenko_2000 posted:Question for people who've run CoC: what's the pulpiest you've ever run a game? Having listened to the whole of RPPR's Masks of Nyalathotep campaign, a lot of the time they were able to outright defeat the Mythos, even if they did lose a few characters. In order to defeat the mythos in Masks of Nyarlathotep, the characters frequently had to use the mythos. They used Yithian technology and cultists, various spells, made deals with ghouls and other unsavory beings, and accessed the Dreamlands. They became what they were fighting to a certain degree.
|
# ? May 8, 2016 20:06 |
|
clockworkjoe posted:Yithian technology Particularly clever investigators will also seize upon the fact that one piece of Yithian technology in particular can break certain aspects of the adventure...
|
# ? May 9, 2016 19:20 |
|
neaden posted:Has anyone had a chance to run DG with the Agent's Handbook yet and give an impression? I refrained from backing and wanted to wait for reviews since I already have quite a few cthulhu-based rpgs. Is the system good enough to be worth purchasing over just running the fluff with something else? Yes. The "gently caress up your life" mechanic is great, particularly if your players really get into it.
|
# ? May 10, 2016 08:35 |
|
Helical Nightmares posted:Agree totally. And shows you how hosed the "chosen" agents are. Man, I knew DG agents are hosed, but not this hosed.
|
# ? May 10, 2016 08:53 |
|
Here's another game for the C'Thulhu loving goons: http://www.cthulhurealms.com by Tasty Minstrel Games (digital version by White Wizard Games) Cthulhu Realms is the crazier and creepier cousin of the popular sci-fi deckbuilding game Star Realms. In Cthulhu Realms, each player tries to drive their opponent insane or have more sanity than their opponent when the deck of cards runs out. Cthulhu Realms is a deckbuilding game (like Dominion; Ascension) that's closely related to Star Realms. It has the same "direct pvp combat" as Star Realms, and thus doesn't muck around with victory points that are hard to keep track of and/or dilute your deck of cards. It's pretty cheap, coming in at $20 MSRP, but I've seen it as cheap as $10 on miniature market. It also recently added a free to download digital version that's currently available on Android and iOS, with a single IAP ($5) to unlock the full game and be able to play online. Steam is "coming soon". Features: - high replayability - cheap and portable - high quality cards with comical artwork
|
# ? Jun 14, 2016 14:42 |
|
I get that a lot of Cthulhu-related things are either public domain or freely shared, but I'm a little tired of Cthulhu-related reskins of popular games as a lazy cash-in.
|
# ? Jun 14, 2016 15:51 |
|
It happens with just about anything that gets big, though. If anything just consider it a good sign for the IP's health. More presence improves the chances of catalyzing the next larval-stage Ligotti's or Campbell's blossoming into a full-on horror writer. As hard as my eyes rolled at Cthulhu Monopoly, if it prompts even one bookish kid anywhere to look a little deeper, it's probably a net positive. The other side of the coin is that said kid might just avoid it entirely - because they got the impression it's all silly stuff and John Kovalik illustrations.
|
# ? Jun 14, 2016 17:17 |
|
|
# ? Jun 5, 2024 06:36 |
|
moths posted:It happens with just about anything that gets big, though. If anything just consider it a good sign for the IP's health. Solid points for and against. Speaking of cash-ins that might have a lot of popularity, there's always Pandemic: Reign of Cthulhu.
|
# ? Jun 14, 2016 17:54 |