"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 back of book: THE EVERLASTING. . . IT'S MORE THAN A ROLEPLAYING GAME The Secret World , a daydream shadow of our reality, wait...
-
From the web: This is the ancient stronghold of Yrammag with six tower levels and five dungeon levels. It is designed for very advanced cha...
-
From the web: A deadly solitaire dungeon for 1-4 players. Designed for 1st and 2nd level characters of any class. Solo dungeon for Dungeons...
-
From the web: Your character is ready for the new DUNGEONS & DRAGONS game. Are you? You know where to start. Find the new D&D Playe...
-
From the back cover: "The Free City of Greyhawk beckons. Touted as the Gem of the Flanaess, it offers excitement and adventure in th...
-
From the back of the book: In proud Nyrond, a young king struggles to pull his wounded nation from the brink of civil war. In the demonic ...
-
From the web: The House of Euklidies, a temple to Astokph the Deity of Travel and Transporter of the Dead, is asking for a group of adventu...
-
From the back cover: The battle between the mighty undead army of the Witch-King of Vaasa and the forces of Bloodstone has come to a stan...
-
From the back cover: Combat Isn't Everything - It's the Only Thing The masters of armed and unarmed combat, fighters and monks, ...
-
From the Players' Introduction: "Your party has come through the wilderness and mountains surrounding Lindoran to seek after the...
No comments:
Post a Comment