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CALL OF CTHULHU BOOKS
Posted in Call of Cthulhu (Sunday, July 6, 2008)
Written by John H. Crowe. By Wizard's Attic,US.
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2 comments about Coming Full Circle (Call of Cthulhu).
- Coming Full Circle is yet another excellent sourcebook of Lovecraftian horror produced by Pagan Publishing. This book contains a wealth of game-related material on the more legendary myths of New England. Here the witch, the phantom, and the vampire of ancient legend take center stage to the sanity- blasting eldritch horros of the Cthulhu mythos. Additionally, this sourcebook offers great material for psychic investigators (ala late Fox show "Millenium"). I highly recommend this book for serious players and readers of Lovecraftiana.
- This is a solid collection of non-Mythos CoC scenarios set in New England in the late 1920's and the 1930's. It would be easy to change it to earlier in the 1920's if desired. There are four scenarios which can either be played separately or linked to form a modular campaign. It's an especially good choice if your gaming group does not have the time or inclination to plow through an extended, continous campaign. The scenarios feature plenty of investigation and roleplaying, as well as possibilities for combat. It's classic supernatural horror brought to gaming.
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Posted in Call of Cthulhu (Sunday, July 6, 2008)
By Pagan Publishing.
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No comments about Unspeakable Oath - Issue 11 (Call of Cthulhu).
Posted in Call of Cthulhu (Sunday, July 6, 2008)
Written by Fred Behrendt. By Chaosium Inc..
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1 comments about Mansions of Madness (Call of Cthulhu Horror Roleplaying, 1920s Era).
- This 1920s scenario book MANSIONS OF MADNESS has a theme of houses (ya think?). Since the plot device is an object and not an event, it is much easier to insert these adventures into your game without outside connections; at least one, "Mr. Corbitt" (unrelated to a different Corbitt in a different house from the rulebook) has nothing to tie it down to any location. It is, in fact, in your neighborhood! Others, like "Plantation" and "Mansion of Madness" are tied to a particular region, while "The Sanatorium" is an island, but it could be off any coast. So all the scenarios are really versatile, and can be inserted into almost any campaign or even be involved tangentially in a single adventure.
The other distinguishing characteristic of MANSIONS OF MADNESS is that all of the adventures seem exciting. That's right, ALL of them. Usually you see one great, two good, and two filler. And that's a good supplement. No, all five of the scenarios in MANSIONS OF MADNESS look exciting and interesting.
"Mr. Corbitt" - a non-descript man in a non-descript house in a non-descript neighborhood. Except you happen to live there. You might think that the exotic garden he keeps in the back is the plot hook - ala "Little Shop of Horrors". If so, you'd be wrong . . . and maybe dead. As a bonus, the crypto-cultist isn't intentionally evil; he's doing the best he can in a crazy situation. One-D cultists are easy to dispose of; when the antagonist is a genuine nice guy, except for the whole "end-of-the-world" thing, it gets real interesting.
"The Plantation" There's a cult, a sacrifice, and a cultist ringleader. There's also an evil sorceress playing the cult for fools. And she's not human. And your friend (the good guy) wants to break up the cult so that he can start his own. Oh yeah, there's a GOO involved here too, but he's on your side. Of course, that's just as bad. There's some serious layers to this adventure.
"Cracked and Crook'd Manse" It's the house man, it's the house! Faster, investigators, kill! kill!
"The Sanatorium" Okay, you're on an island for rest and relaxation. Ha! Investigators only get R&R when the Keeper secretly plans to kill them all. Of course, you're trapped in an asylum on an island after a man is possessed and kills all the doctors. So now you've just got crazies walking around. What I particularly like in this adventure is that the investigators can restore order by giving medicines, continuing psychoanalysis sessions, etc. Otherwise, the crazies all become level-up POW snacks for the bad guy.
"Mansion of Madness" This is really a two part adventure, centered around a macguffin. The fun part is all the bad guys losing their humanity to possess it. This story is good and creepy in a lovecraftian way. And really, what more could you ask for?
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Posted in Call of Cthulhu (Sunday, July 6, 2008)
Written by Larry Ditillio and Lynn Willis. By Chaosium.
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5 comments about The Complete Masks of Nyarlathotep (Call of Cthulhu Role Playing Game Series).
- Larry DiTillio's epic Call of Cthulhu campaign is the best scenario I have come across in my nearly 20 years of gaming. It pits 1920's investigators against the machinations of Nyralathotep in a truly worldwide campaign. What stands foremost in my mind is the manner in which he was able to evoke horror even among the most jaded and experienced investigators. It's an epic campaign and should last many nights of play. Be forewarned that this requires a very well-organized keeper because of the number of clues and red herrings strewn about. It's a game that suits both roleplaying and power gamers.
- My friends and I sat down to play this as our first introduction to Call Of Cthulhu. I had read it and damn did it look cool. Well we set about playing and it took us far too long to get to anything interesting. The way the adventures are put together require at least three sessions, and we play 8-10 hour sessions, to find the one clue that leads to one short scene of action.
Now we are not hack and slash gamers by any means, we just like a little bit of excitement. The majority of this colosal campaign is legwork, interviews and chasing clues. Even as things really start to come to a head as an evil cult threatens to launch a nuclear weapon to open a rift in space. It's just more boring legwork. My advice is to not even bother with this campaign unless you want to put alot of work into rearranging the clues and legwork and like to add ALOT of perriphrial excitement. Where is the dark horror and insanity if the investigators never fear for their life or their sanity. I mean COME ON! Now I know what you're thinking. 'If it [was] so bad, why 2 stars?' Well the answer is simple. The story is awesome and very well thought out, except maybe the missile at the end, an ICBM in 1926, I don't think so. The story warrants 2 stars but it is so horribly put together that it does not deserve any more than that. As a plus if you are the kind of person who far favors legwork and investigation to action than this is definately the product for you. I personaly prefer a good mix of the two which is the way I write adventures and campaigns. If you want a good campaign module for Call Of Cthulhu I recomend Nocturnum by Fantasy Flight Games. Granted the campaign is written for the d20 version and is by default a modern setting it is easily converted to regular rules and any other timeline.
- I'm 3/4 through running this massive campaign, but i've read all of it and it is mind-blowing. Combining the talent of various writers and artists, the setting is epic and terrifying, pitting the investigators against alien forces that can destroy the world. It is not boring by any means, and has ample opportunities for the Keeper to make it as easy or difficult as he chooses. Prepare for a world-hopping tour, and prepare to spend around a year of game time doing it.
At this point, we're at roughly session #26, the group has just reached Australia. I'm milking this adventure for what's it's worth, and might very well hang up the Cthulhu reins when i'm done. I don't think i'll ever run an adventure as good as this one.
- Many Call of Cthulhu gamers consider MASKS OF NYARLATHOTEP to be the ultimate Cthulhu product. You might ask what is so great about MASKS? Well, there are many reasons to like MASKS; it's versatile, non-linear, covers many interesting locations, has tons of clues and sleuthing to do, and from the Keeper's perspective, it has maps, handouts, spare cultists, monsters, traps, and side-adventures. Something for everyone! Plus, you get to fight just about everyone in the entire world.
MASKS OF NYARLATHOTEP started out as a boxed set, with stapled booklets for each location you visit. And there are a lot: New York, London, Cairo, Kenya, and Hong Kong/Shanghai. MASKS was reprinted as a softcover later, and then re-reprinted in the late 90's as THE COMPLETE MASKS OF NYARLATHOTEP - in this version, you also get the Australia chapter, which was cut from the original box and appeared in TERROR AUSTRALIS. I'm not so keen on the Australia chapter; it seems unnecessary and doesn't add to the plot, but I'm glad it's in my copy. That makes it COMPLETE!
The non-linearity is great, too. So, you want to go to London from New York? Sure, you could also go to Cairo instead. Or Shanghai if you desire. The players decide, and the order doesn't realy matter. That is, how you play each chapter probably depends on what you already know, but there isn't a sequence that has to be followed. That might worry a lot of gaming groups, so the Keeper needs to know whether his group needs strong clues to point the direction or whether they would enjoy exploring at their own pace.
You see, there are a lot of clues. The COMPLETE MASKS helps you (the Keeper, not the player) by listing all the clues for a region at the beginning, why you would be pointed in that direction, and where they lead to. Whoo, that's very helpful. You'll have to read this book a few times before you see how all the clues fit together. You don't need all of the clues either; many are redundant, or lead to side adventures, or to elements of the main plot that aren't essential.
Speaking of side plots, just to really mix things up, each chapter has a diversion or two that investigators can get sidetracked on. The side adventures in London are the best, and there is an hilarious one in Shanghai, but everywhere they give the players the option of false leads; not every clue is valuable and some should be ignored. On the other hand, some subplots that seem inconsequential can offer up some serious clueage (is that a word?) for the next stage.
Did I mention that you can fight a lot of cultists? At the beginning, anyway. By the end, we're talking thousands of armed loonies cheering on their dark lords. By the final showdown, you may possibly even have an army and a navy to help (good luck with that, by the way). Of course, you may decide that discretion is the better part of valor and hide in the shadows instead of gunslinging the cultist ceremonies. And heaven help you if you open your eyes and watch. Have you ever watched your electric meter while the AC is on? yeah, that's what your sanity score is like, only in reverse.
From the Keeper's point of view, MASKS has a lot of helpful elements. Besides the previously mentioned clue cross-check at the beginning of each chapter, there are also stats for everything. And if you need some extra cultists, there are extras rolled up. Spare monsters? They're there too. Some Outer Gods to perform perverse and blasphemous rites? They even have names and special powers. Maps, clues, handouts, the works; it's all there. Of course, your real task is coordinating investigators as they run clues to the ground. Heck, you might even want to have a separate group for each chapter, and the survivors report back to HQ. Just a thought.
Well, MASKS should provide both players and keepers with plenty of excitement and adventure. Plenty of horror too. Some images just keep coming to mind - like the exploding pregnant woman infested with the spawn of Nyarlathotep. Ehhhh... Good time for that lobotomy I keep putting off. Good luck saving the world!
- This game is a somewhat stereotypical example of what Call of Cthulhu should be. That's as good of a compliment as can be said for any Cthulhu supplement. It has everything, international cult rings, undeniably pulp technology, monsters and cultists at every turn, red herrings, exciting locales, side quests, and a really high rate of kills and sanity loss!
It's lengthy, and linear. If you're not used to Cthulhu- that will sound like a bad thing, but that's rpretty much the norm. The length is great because it sets up A LOT of nights of adventuring and after the book is completed you'll be set to contijue fighting the minions of Nyarlahotep.
Only downside is the price, but it will provide a lot of entertaining nights.
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Posted in Call of Cthulhu (Sunday, July 6, 2008)
Written by Dennis Detwiller and Adam S. Glancy and John Tynes. By Pagan Publishing.
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5 comments about Delta Green: Countdown (Call of Cthulhu Horror Roleplaying, Modern Era).
- If you already have Delta Green, Countdown should be your next purchase (if you don't have Delta Green, BUY IT!!!). Countdown adds write-ups for PISCES (Britain), GRU SV-8 (Russia), The Skoptsi, The Outlook Group, Phenomen-X, Keepers of the Faith (Ghouls), and a new look at The Hastur Mythos. Add rules for the Gift (Psychic Powers) and international templates from all over the world and you have a book that would be cheap at twice the price!!
Pagan Publishing has done it again!!!
- Well worth the seemingly hefty price. In addition to containing source material that benefits *any* modern-day game (e.g. details on international law-enforcement agencies), it includes expansions on things alluded to in the main Delta Green book, such as the Army of the Third Eye, and new icky horrors like the Skoptsi.
There is also wonderful information on ghoul society and on the "King in Yellow"/Hastur mythos, concluding with "Night Floors," which is in my opinion one of the best damn adventures ever written.
- This product is awesome, but i don't receive form amazon, i buy from others sellers because the delay of order.
This order be canceled.
- If Delta Green is the Best RPG suppliment ever, then this is Number 2. You get more bang for the buck out of this book for $40 than you do in 4 $20 books. It's very well written and is a great read as well. It is how a RPG SHOULD be written.
If you're a Call of Cthulhu gamer, then this book is a MUST! If you like horror, X-Files, etc...then check it out.
- This book adds more to mix than found in the earlier Delta Green Book and will expand the RPG experience further. I would highly recommend buying this book after getting the core book for Delta Green. Expands the conspiracies outside of the United States in both enemies and allies. Much more disturbing than the groups in the original Delta Green book and adds different plot angles. Very well written and compelling. A must have the Delta Green enthusiast
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Posted in Call of Cthulhu (Sunday, July 6, 2008)
Written by Scott David Aniolowski. By Chaosium, Inc..
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5 comments about The Creature Companion (Call of Cthulhu Roleplaying Game).
- I found this book to be handy and very well organized. It's definitely got some very useful information for Keepers. I agree with the other gentleman here, though, that this is a book players will want to avoid. This book is like a set of Torx-head wrenches - much of the time, you will probably not need it. However, every so often, there are times when it is PERFECT for what you need. If you are just starting to run the game, the creatures in the rulebook should hold you for quite a while, though.
- If you think CoC is just an RPG game, think again. I recently bought the [price] CoC 20th Anniversary Edition Rulesbook (worth every penny) and was looking for some new monsters to enhance my gaming...Here they are in this beautiful guide...morbidly illustrated...crisp text (not simply a tedious chart collection)...and scares the living bejesus out of me. When I was first reading Lovecraft, I became hooked, and simply LOOKING at this book was a surprise - really quite cool. A must-have accessory for any player as well as keeper - even players can marvel at the creature statistics, and hope they don't meet whatever is in the book on their CoC adventures...Cthulhu's stats made me jump...Anyway, a visually pleasing (depending on your asthetic values) book, as well as a necessity to playing the greatest RPG ever created...enjoy!
- I dont play the game, but I bought this book anyway simply because it had such terrifying pics of the creatures that I have only read about in the literature. The posters included of the G.O.O's are really cool too. The descriptions of the entities are great and the sideline articles by the occult investigator are icing on the cake. Buy this book if you voted Cthulhu for President! (It couldn't be much worse than Dubya could it?)
- This sourcebook is fantasic, and no CoC Keeper can afford to be without it. Pick it up as soon as you can; you won't regret it!
- Like my subject line states, I have no clue what to do in the [paper and pen] role playing world. But when I was going through Amazon's list of H.P. Lovecraft material, this little gem popped up. I've been a Lovecraft fan since before I even knew who he was. To explain that better- I played the PC/Mac game: Alone in the Dark (the very first survival/horror game that many have imitated but failed) in the early 90's. I didn't know that a good portion of the game was based around the Mythos or even minor story characters. The tone of the game caught me immediately, and I began to love everything it stood for. Only a few years later in 1997 did I realize that it was based around H.P.'s work. Immediately, I became an avid reader. Immersed in the world of the twisted, I wanted to learn as much as I could. It's a good thing this guide exists, as it gives you a good idea of just how dangerous some of the creatures are.
The book covers just about everything you've read in most of the stories and some nice side-info here and there. I was blown away by the detail found in the "The Greatest Gods of the Mythos". Obviously it covers the 4 main ones, and gives a few bits not found in the stories. I, like others, was baffled at Cthulhu's stats, and I don't even know how to play the game. And reading about the damage he deals in just one round, it's eerily powerful. Though I suppose it's obvious that he'd be one of the top powers, I didn't expect him to be -that- strong. About 94% of the rest of the creatures are pitiful in comparison. Just about everything gets a nice black and white picture, most of which are just as how I pictured them. Though the rat-people from "The Rats in the Walls" aren't as menacing as I expected. But that's the greatness of reading without pictures- your mind does the drawing and details for you.
Included in the middle of the companion are PHENOMINAL color artworks of The Court of Azathoth, Cthulhu, the Haunter of the Dark, and I don't know if this is a mistake in my book but there are also two of the same print of Shub-Niggurath. They're all great and would make for nice posters on your wall or even framed as display pieces/"real" art.
If you play Call of Cthulhu, you'll obviously be wanting this. Even non-Keepers will enjoy just reading the descriptions and looking at the stats. The book is well organized and even have mock-up newspaper articles on the side of the pages to add that extra Lovecraft touch. A great companion to this would be the Lovecraft Tarot Cards which are also available from Amazon. And the artist is an incredibly loyal guy, who like me, is disghusted by the "Cthulhu For President" things. This and those cards are the real deal.
I have an extra copy of this and wouldn't mind it going to a loyal H.P. fan or CoC player. If interested, email me at carnby_juice@hotmail.com. I'd sell it on here but can't at the moment. It's in mint condition, no bent pages or tears and the color prints are still in tact.
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Posted in Call of Cthulhu (Sunday, July 6, 2008)
Written by William A. Barton and William Hamblin and Mark Harmon. By Chaosium, Inc..
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No comments about Cthulhu Casebook (Call of Cthulhu).
Posted in Call of Cthulhu (Sunday, July 6, 2008)
Written by Kevin Ross. By Chaosium.
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4 comments about H.P. Lovecraft's Kingsport: City in the Mists (Call of Cthulhu Roleplaying, 8804) (Call of Cthulhu Roleplaying, 8804).
- I have already the Arkham book, with plans to soon purchase HP Lovecraft's Dunwich, but I have to say I absolutely love HP Lovecraft's Kingsport. It is fll of interesting descriptions, characters, and adventures, as well as a facinating cult that could easily center in a campaign. If there is one thing I do find annoying about this book, it is its size (not very large), but it was still easily worth my money. And one complement I have to give it is that it has finally found a way to drive away those omnipresent ghouls.
All in all, it is a very good book, that portrays a very creepy little town, with enough horror in it to drive more than one investigator mad...
- Lovecraft is, I think, best known for his adjectives. More than Cthulhu, even than the Necronomicon, Lovecraft distinguishes himself by a flood of adjectival description for every object, person, landscape, and sensation. The effect is hypnotic, causing the reader to feel immersed in the actual location. I have always thought of Dunwich's adjectives as grubby, ramshackle, and decayed; for Arkaham, I think of dark, secretive, ancient, and haunted. After reading the Kingsport sourcebook, I have an even stronger feel for that location: quiet, contemplative, shrouded in mystery. The rhythm of wave and tide pacing the flow of time from one generation to the next. The ubiquitous mists sheltering the town from the march of progress, allowing memories to accumulate. It seems like the perfect location for an ancient mystery to resurface.
One excellent aspect of the Lovecraft country books is the inclusion of at least some of Lovecraft's original stories dealing with the town - that is why we're here, after all. Kingsport's stories are "The Strange High House in the Mist" and "The Festival". I would have also liked to see the inlcusion of "The Terrible Old Man" as well as "The White Ship", but that might conceivably be giving away too much.
There follows some short sections on what life is like in Kingsport, the history of the town, and the low-down on the local cult (which I thought was pretty good). Afterwards is the standard breakdown of the locale into neighborhoods/regions. Each section lists any interesting residents, locations, and any useful items or information located there. I find this to be an excellent inspiration for ideas. If you are not completely into one-shots, an excellent long-term idea would be just to explore the town, investigating history and mystery. I know that my gaming group actually likes this sort of thing better than epic quests and whatnot. I also really like the town directory, sorting people, places and things into categories for easy reference with their page number.
About half of the book is scenarios. There is a short section on how to use character dreams during gameplay and then 3 scenarios. I really can't say much about them without being a spoiler. I can say that "Dead in the Water" has a lot of material and looks very intense and draws out many of the unique characteristics of Kingsport.
- This book is perfect for create any adventure you wuold like to set in Kingsport.
Here you find all the information you need: people, buildings, legends, maps, and so on.
- And the investigators just planned a calm vacation on a shore town...
Kingsport offers a different feel for Call of Cthulhu campaigns. Few other locales are as tied to the Dreamlands as this small town. Not that Kingsport lacks some of the rugose and eldritch horrors of the Mythos, but Keepers can construct scenarious around some of the more fantastical, less ghastly elements that Lovecraft wrote. Chaosium delivers much potential intrigue in detailed descriptions of locals and locales.
The included adventures range from merely good to the brilliant and harrowing, "Dead in the Water," one of the more challenging adventures written for the game. My players still talk about the dangers of the Star Mother years since their encounter - a testament to some ingenious writing and plotting.
A Must-By for any CofC Keeper.
I can say that "Dead in the Water" has a lot of material and looks very intense and draws out many of the unique characteristics of Kingsport.
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Posted in Call of Cthulhu (Sunday, July 6, 2008)
Written by Owen Guthrie and Luick Toivo. By Chaosium, Inc..
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No comments about Utatti Asfet: The Eye of Wicked Sight (Call of Cthulhu Roleplaying).
Posted in Call of Cthulhu (Sunday, July 6, 2008)
Written by Fantasy Flight Games. By Fantasy Flight Games.
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No comments about Call of Cthulhu Collectible Card Game: Unspeakable Tales Booster Pack.
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Coming Full Circle (Call of Cthulhu)
Unspeakable Oath - Issue 11 (Call of Cthulhu)
Mansions of Madness (Call of Cthulhu Horror Roleplaying, 1920s Era)
The Complete Masks of Nyarlathotep (Call of Cthulhu Role Playing Game Series)
Delta Green: Countdown (Call of Cthulhu Horror Roleplaying, Modern Era)
The Creature Companion (Call of Cthulhu Roleplaying Game)
Cthulhu Casebook (Call of Cthulhu)
H.P. Lovecraft's Kingsport: City in the Mists (Call of Cthulhu Roleplaying, 8804) (Call of Cthulhu Roleplaying, 8804)
Utatti Asfet: The Eye of Wicked Sight (Call of Cthulhu Roleplaying)
Call of Cthulhu Collectible Card Game: Unspeakable Tales Booster Pack
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