Call of Cthulhu 7th Edition vs....

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TheMetal1
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Call of Cthulhu 7th Edition vs....

Post by TheMetal1 »

I've never been one for gaming horror, never read an HP Lovecraft and missed the whole OWoD/VtM etc. Most of my gaming was Fantasy/Sci-Fi/Modern stuff, though back in the day I may have played in Ravenloft. My introduction to Cthulhu was a friends old Deities & Demigods book, but that was years ago and we never explored it and a few years ago, I watched a partial game of CoC with a new GM and was underwhelmed.

In the interim, I have picked up the Tainted Lands, along with the New World of Darkness and Hunter the Vigil. All very good reads. And my exposure to CoC was through Munchkin Cthulhu, very silly but fun, this was followed by a friend giving me a CoC CCG Eldritch Edition Booster box, I was intrigued so before opening the whole booster, I picked up a couple of the CCG Starter Decks. Still have yet to play, but looks interesting and I am aware that it has moved to a LCG Format.

Anyway, after doing some reading on wiki about HP Lovecraft, his stories, etc. I started to wonder if the CoC RPG might be worthwhile. I'm more of a collector than a player anyway, but as I started to look at getting some CoC 6th Edition, I saw 7th is on kickstarter. So before I pull the trigger any CoC fans out there what's your thoughts on the Editions of CoC? Should I pledge for the 7th or just go ahead and get 6th? Thanks!

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Desrimal
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Re: Call of Cthulhu 7th Edition vs....

Post by Desrimal »

CoC is proberbly the RPG I've been playing the most - more due to the fact that I love the whole Cthulhu-mythos, than because the game plays well! I've never owned the 6th edition of the game (I believe it's quite similar to 5th ed. though), but I'm considering buying the 7th ed, and hopefully start a CoC game again (I actually havn't played the game for 12 years). I'm hoping for a game that makes a little more sense rulewise than 5th ed. did.
I would go for 7th ed, since I believe a lot of things could be improved!
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Re: Call of Cthulhu 7th Edition vs....

Post by Treebore »

Up to this point (6th edition) there actually have not been a lot of major rules changes. The core is still pretty much the same as its always been, only specific changes for various add on mechanics have been changed.

So personally, since you don't sound like your in a hurry to get the game and run/play it, I'd go for the 7th edition.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Desrimal
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Re: Call of Cthulhu 7th Edition vs....

Post by Desrimal »

FROM THE CoC 7th ed. KICKSTARTER PAGE:

Here's an overview on some of the revisions that will be found in Call of Cthulhu 7th Edition...

Creating your Investigator
There are lots of great options for creating investigators, along with advice on integrating your investigator with the story. It also provides you with support and tools for generating an investigator’s backstory, enabling players to create fully rounded characters with a reason to investigate the Cthulhu Mythos.

Skill rolls
Not everything is so easy for the investigators -- if they attempt an especially difficult task the new rules introduce the ‘hard’ and ‘extreme’ skill rolls. Revised skill descriptions and new skills like Intimidate and Charm have been added to provide investigators with more ways to investigate and uncover the secrets of the Mythos.

Opposed rolls
No need to refer to charts -- everything you need is right there on the character sheet!

Pushing skill rolls
Sometimes your investigator fails a task. With the new rules, if you want to try a second time you can -- if you can justify it! But beware -- failing a second ‘pushed’ roll will have dire consequences -- opening the door for the Keeper to take the story in all sorts of new, exciting and sometimes unexpected directions.

Lots of Advice for Players and Keepers
The new rules have been written with a mind to helping all players get the most of Call of Cthulhu. Particularly, a special advice chapter for Keepers on how to construct a scenario, how to build tension and horror, and how to develop the story and engage your players. Whether you are new to the game or have been playing a while, there’s information and tips for everyone .

Toolkit
Over the decades many gaming groups have developed their own style of Call of Cthulhu play, and 7th Edition provides you with options, tools and advice on how to tailor the game in a way that will suit you and your group. Whether you like things more pulpy or gritty, there’s optional rules to build and scale the game you want.

Missed a clue? No worries!
Ever had your players get stuck because they don’t know what to do next? The new rules provide a mechanism for handling such tricky situations; a revision of the Idea Roll rule. Now you can throw tricky investigations at your players and not have to worry if they pick up every clue or not. The new Idea Roll helps to keep your game on track without unnecessary railroading of the players.

Sanity
The sanity track remains, however the Keeper is provided with new guidance on how to deal with episodes of insanity, including phobias, manias and delusions. Plus the Keeper is provided with advice on how to tamper with the investigator’s backstory -- potentially corrupting their relationships, their possessions and other important aspects of their life as they sink further and further in to the cosmic abyss of the Cthulhu Mythos.

Art used in our Spanish-Licensee publication, now available for our use!

Combat
Sometimes your investigator will have to rely on his or her fists! All unarmed attacks now come under the one skill of Brawl, allowing you to describe your attacks as befits the situation. Weapons and firearms retain their own skill categories. Combat now works with opposed rolls, allowing you to resolve combat scenes faster than ever before and avoid drawn-out "miss - miss" situations, whilst giving players more options on the things they can do during a fight. Fast paced and exciting combat!

Combat maneuvers replace the old grapple rules. Now you just describe what you want to do and roll versus your opponent -- allowing greater freedom to create exciting fight scenes. Your investigator can do more during combat than just fight or flee!

Chases
An entirely new chase system that allows you to combine vehicles, monsters and pedestrians in exciting chase scenes. Remember the chase scene in Lovecraft's 'The Shadow Over Innsmouth' wherein the protagonist, Robert Olmstead, flees the Gilman House hotel via a window and is pursued across Innsmouth by deep ones? These new rules enable you to stage exciting chases like that in your game.

Monsters
You’ll find a host of old favourites here, along with a few new faces, as well as insightful marginalia providing details, notes and ideas on many of the monsters and gods therein.

Spells and Tomes
7th Edition provides revised rules for how to handle magic in your game and also revisits tome reading times, as well as providing advice and ideas on how to use tomes in your scenarios and games. If your investigator has never cast a spell before you may find you get more than you bargained for! Likewise, insane ancient Mythos wizards and monsters have access to deeper realms of magic and a range of spells have suggested effects for just this type of insane casting.

New scenarios
"The Haunting" -- the old faithful scenario is back, with added, step by step Keeper’s advice for new players. Plus two new scenarios: "Amidst the Ancient Trees" and "Crimson Letters", designed for both new and veteran Keepers. "Crimson Letters", set in witch-haunted Arkham, provides the ideal starting point for a campaign.

Anything else? The entire rulebook has been revised, edited and will be presented in a brand new layout with loads of cool new artwork.
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Relaxo
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Re: Call of Cthulhu 7th Edition vs....

Post by Relaxo »

Woah, Funded, much? :)


I must say, this KS seems a tad costly, IMO. I'm not a huge fan of two book RPGS anymore. I've always liked that you can run C&C with just the PHB. and Pathfinder is good for that too (but too many rules for my personal taste). Maybe I'm just cheap in my old age, LOL.

That said, I might try to get the dice. I'm a bit of a sucker for Chuthlu stuff. Though, I've never played CoC all that much though. go figure.
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Re: Call of Cthulhu 7th Edition vs....

Post by Piperdog »

I am looking forward to this release; I am mainly interested in seeing the streamlined rules for skills and such. The traditional version has always had too many skills for my taste, like Gurps. I have slowly been running more stuff with Savage Worlds, so the Realms of Cthulhu is probably what I will run for my games instead, but I am still open to seeing what the 7th edition brings to the table.

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