Saturday, February 12, 2011

The Call of Cthulhu Short Review & Thoughts

Call of Cthulhu is a RPG that's been around since the early times of tabletop gaming. Released in 1981 by Chaosium using their BRP D100 rules system. I briefly covered BRP in my OpenQuest review but CoC uses the full version of BRP. If you're unfamiliar with BRP I recommend checking out my OpenQuest review here. The skills and careers are based during the 1930's era but can be played during almost any time period. GMs are called Keeper of Forbidden Knowledge and players are Investigators. The appeal of CoC isn't really the rules but more for the setting although I think the rules go well with the setting.

Full BRP is slightly different than OpenQuest. The major differences are character creation and advancement. First players roll dice to determine their attributes. Characters choose a profession to determine what skills they start off with. Think of them sorta like a template for the type of character you wanna play. You can start from scratch I suppose but this might cause some balance issues between characters and slow things down. To advance skills players check off skills they've use. After a session players roll D100. If they roll higher than their current skill percentage the skill goes up. So the more players use skills the higher they advance and the harder they are to advance later on. There are more detailed difference but these are the biggest two.

Based on the writings of H.P. Lovecraft the Cthulhu mythos is a sci-fi horror setting. Ancient alien gods are worshiped by cultist. The gods don't care about humanity but are intertwined and play with humans like toys. This is a very dark and grim setting where it's very easy to die if players aren't careful. The players play as investigators who have some ties with the town and go snooping the weirdness going on. The games usually start off being subtle and evolving more evil as they go on. Characters have a sanity score and the more they know about the mythos they have to roll to keep their sanity. If they fail they'll lose sanity. As characters lose sanity the players start to lose control of their actions by gaining phobias and mental illnesses. Eventually going completely insane and become controlled by the Keeper. This game has a ton of support from Chaosium with several supplements and modules. Currently in the 6th edition but I think technically it's in it's 9th. Because CoC uses BRP little has changed through the decades with the rules. Each edition is more like a reprinting with some slight changes to refine the setting. A supplement from the 80's will work just as good presently.

CoC isn't a game I play as often as I'd like. I love the setting and making adventures but it requires participation from the players. More so than most RPGs. If players are too active they will get into danger and die. Too reserved and they don't get into enough trouble to go deeper in the mythos. This game requires a sweet spot that is hard to meet for most of my groups. I think it has to do with the setting. In Lovecraft stories the characters weren't aware they were in a horror story. They acted just as they would normally any other day. They knew something weird was going on but they didn't expect monster worshiping cults. In the RPG everyone is aware they're in a horror story. Players need to be good at separating what they know with what they're characters know. In a few play troughs it gets better but it's something to be aware of. There is setting for CoC that sorta helps resolve this called Delta Green. Although still a horror game I find it's easier for players to get into that "sweet spot" and there's more mystery. Players aren't as aware of what to expect. I plan on review Delta Green is going to be a future post so check back later. :)

7 comments:

  1. Hey it's WalGunPro088 from Youtube. Good review you had a few typos but beside that you covered Call Of Cthulhu quite well, can't wait to hear what you have to say about Delta Green! :)

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  2. I'm trying hard to get rid of typos. I can't find my copy of Office 2007 and my new computer didn't have it pre-installed. Sucks for now but when I find it I'll correct the text on all of these blogs.

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  3. I love H.P. Lovecraft! I didn't even know this game existed! Id love to play this! Wheres the best place to get a copy?

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  4. Pretty much any store that sells D&D stuff will also carry CoC. There's also Amazon and B&N. CoC is one of the few RPGs B&N keeps in stock. The book runs around $25-30 paperback. It's a big and complete book so there's no need for supplements to play.

    http://www.amazon.com/Call-Cthulhu-Horror-Roleplaying-Lovecraft/dp/1568821816

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  5. A interesting supplement to get if you do pick one up is "Malleus Monstrorum: Creatures, Gods, & Forbidden Knowledge". This is usable for the game but what I like is it's basically an encyclopedia. Outer Gods, Great Old Ones, monsters (even some from other stories and legends), and cults are all listed. Included is information of each and what story they're from. It's a good general reference for all the baddies.

    What I found most interesting is it tied the aliens from H.G. Well's "The War of the Worlds" into Lovecraft's Cthulhu mythos. That's a good mash-up of horror sci-fi!

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    1. hi ! i just made that connection , and preformed a search to see other's ideas about this. was a lil disappointed in that i had just always assumed that lovecraft was the originator of the giant tentacled monster,but that dissapointment is tempered due to the fact that HG is pretty "Boss"
      -crunchberry

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    2. I don't know if he was the first person to come up with a humanoid tentacle monster. However, Cthulhu and Call of Cthulhu were created by him.

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