"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Thursday, April 11, 2013
CoC - Cthulhu Now
I am not a purest when it comes to my Cthulhu horror nor when it comes to Cthulhu gaming. As a whole though I prefer the 1920 and 1930 eras for the genre. Not that it matters when it comes to fighting Elder gods. This is shone all to well in the Story "A Colder War", by Charles Stross, which would make a great scenario for this time period. I just find that the idea of having to travel from location to location and not being able to use cell phones and helicopters let alone Google makes for better adventuring. This is easier for people to relate to in some cases. This is the first edition of the game so much of what makes for modern ease was not even around when this was released. In the end give me bootleggers and debutantes over venture capitalists and pop star divas when it comes down to hunting the mythos and going insane.
From the back cover:
Cthulhu Now
Modern Background and Adventures For Call of Cthulhu Roleplaying
Cthulhu and the Old Ones remain powerful in the half-century since Lovecraft's death. The globe is well-explored, but the darkness within men's souls is unfathomed. Now human fortunes encompass Cthulhu and the H-Bomb too! Does technology aid the struggle for good, or is it helpless against forces from beyond space, beyond time?
Cthulhu Now includes four roleplaying adventures, "The City in the Sea," "The Killer Out of Space," "The Evil Stars," and "Dreams Dark and Deadly." Background essays provide new skills and occupations, up-to-date cash-flow information, an elaborate firearms article (and a foldout illustrating contemporary firearms), active and passive night-vision equipment, a survey of forensic pathology from Sherlock Holmes' day to the present (required reading for every serieous player), and even a hit location option (useful when lots of bullets must be dealt with). Player aids for the adventures are repeated on perforated pages at the back of the book.
Subscribe to:
Post Comments (Atom)
Popular Posts
-
From the web: "A Supplemental players guide for Werewolf: the Apocalypse, this book contains numerous new Merits and Flaws, New totems...
-
From the web: You step from the cool shade of the Long Branch Saloon into the midday heat of Promise City. Loosening your Colt in its bolst...
-
From the web: 'War of the Ring'. On a large map of Middle Earth, armies are mustering and heroes are readying to fi...
-
From the web: A once civilized paradise, Athas, was based on awesome mental powers and the power of its wizard kings. Then the world beca...
-
From the back of the box: Developed from the original DRAGON Magazine series, Champions of Mystara is a major compilation of the Princess...
-
From the web: This boxed set campaign expansion for Forgotten Realms explores the eastern regions of Thay, Aglarond, and Rash...
-
From the back cover: Here is the essential manual for the AD&D game Dungeon Master. All the information you need to create and run th...
-
From the back cover: "Dungeon masters everywhere, rejoice! Too long have you had to suffer along with crucial charts and tables sprea...
-
From the web: Need a monster? Look inside, where more than 300 new pieces of full-color art show what the monsters really look like! This b...
-
From the Publisher: Face the dangers of Gamma Terra in the most potent weapon system of the Ancients--powered battle armor! Battle mutant ...
No comments:
Post a Comment