Warthur
Legendary Pubber
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- Dec 18, 2017
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Woah...again
I guess this is the other shoe dropping from C7 dropping the licence. Nice to know the lines will see the light of day again.
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Woah...again
Knowledge is dangerous.So, because I'm weak, I just signed up for a Delta Green PbP. I'm broadly familiar with the rules, but that's about it. Anyone care to throw out some knowledge?
As is also the case with other Cthulhu mythos games, Keepers tend to run Delta Green in one of two modes, which Ken Hite described in Trail of Cthulhu as "Purist" and "Pulp".So, because I'm weak, I just signed up for a Delta Green PbP. I'm broadly familiar with the rules, but that's about it. Anyone care to throw out some knowledge?
Purist or Pulp or Both?
The game Trail of Cthulhu is intended to tell stories of uncovering the occult horror mysteries of the Cthulhu Mythos. Traditionally, such games fall into one of two camps.
One is the Purist idiom or mode, which takes a subset of HP Lovecraft’s later and starker works (The Colour Out of Space, At the Mountains of Madness, The Shadow Out of Time, The Whisperer in Darkness) as its model. It intends to recreate a game of philosophical horror, in which the act of uncovering the truth dooms both active seeker and unfortunate bystander alike.
The second is the Pulp idiom or mode, which aims rather for the “desperate action” feel of Robert E Howard’s Cthulhu Mythos stories (The Thing on the Roof, The Fire of Asshurbanipal, Skull-Face). It intends to focus on the struggle (especially the physical struggle) against the Mythos, doomed or noble as the case may be. It also privileges character survival somewhat more than does the Purist idiom.
Delta Green is one of the slickest percentile systems out there, keeping what is good about Call of Cthulhu, while letting Stolze bring over some of the good stuff he did in Unknown Armies. As a player, I doubt you are going to get overwhelmed by crunch.Hmm, thanks. I'm going to guess purist from his posting style and content. The genre stuff isn't the issue at all, there I'm a fucking guru, it's more about the actual system and how it plays. I'm deeply familiar with Cthulhu generally. It's more that I really don't play percentile games much, and the crunch makes my head hurt. I'm not worried about making John Wick or some shit, wrong game for that, I just want to not make newb mistakes about weighting abilities and skills and that sort of thing. I haven't actually played the % Cthulhu rules in any format in more than 20 years. I'm a Gumshoe and C-Dark guy, or, better yet, a little Cthulhu in my own setting.
Four years later, Chaosium is going to rerelease their starter set with a new cover. It's a low-res image in the email, but looks to be an improvement at least:Haven't seen a really clear image but from what I have seen the faces are bad and the woman's pose is particularly awkward.
But bad art has never dissuaded anyone from playing RPGs going all the way back to 1974.
7th edition and the Starter Set are both not anything I would buy as I already have a perfectly serviceable version (3rd ed., GDW hardcover), but I could be persuaded to try them out either as a player or a referee if someone lent (or gave) me a copy.
I like the original starter set cover, but mostly for the fact that it's a sneaky tribute to the original cover (it's the same general situation only from the monster's perspective), and that sort of nostalgia nod probably isn't what you want for a product aimed at new players. This cover's better.Four years later, Chaosium is going to rerelease their starter set with a new cover. It's a low-res image in the email, but looks to be an improvement at least:
View attachment 40846
Anybody have any opinions on the newer Cthulhu stuff?
Regency Cthulhu or Terror Australis?
Separately any opinions on the Masks of Nyarlathotep campaign?
Anybody have any opinions on the newer Cthulhu stuff?
Regency Cthulhu or Terror Australis?
Separately any opinions on the Masks of Nyarlathotep campaign?
I've run the original three times. I haven't bought the new version. I don't know if I will run it again, and if I do, I'd rather have it in a familiar, shorter format. Higher word count in an adventure is not a plus for me.I know Baulderstone has run it.
Thanks. I'm humming and hawing over whether to just buy the new one or get the old one on ebay or similar, since we're moving on to it after finishing The Enemy Within.I've run the original three times. I haven't bought the new version. I don't know if I will run it again, and if I do, I'd rather have it in a familiar, shorter format. Higher word count in an adventure is not a plus for me.
I've run the original three times. I haven't bought the new version. I don't know if I will run it again, and if I do, I'd rather have it in a familiar, shorter format. Higher word count in an adventure is not a plus for me.
I did pick up the new edition of The Enemy Within campaign for WFRP despite having run it before. In that case, the last two volumes of the original were deeply flawed, so I saw a need for it. It also had Graeme Davis, one of the original creators, involved with the revision. I don't know who revised Masks of Nyarlathotep. Larry DiTillio and Lynn Willis are both dead.
I'm sure it's solid. My reasons for not picking it up are personal more than a condemnation.I don't have the impression the revised versions of the classic older modules are significantly changed beyond 7E system changes, formatting, correcting errors and maybe some art changes. I follow a couple different CoC forums and while there has been much wailing a gnashing of teeth over 7E, I've really seen nothing but praise for the re-issued campaigns (other than the kickstarter hullabaloo associated with Orient Express).
Quick history:I'm sure it's solid. My reasons for not picking it up are personal more than a condemnation.
In the three times I ran Masks, nobody ever went to Australia. Nobody even discussed the possibility of going. It's too far away for a side quest. It was cut from the original with good reason.
There is nothing wrong with the chapter itself. I think it was a good idea when Chaosium originally spun it out into the Terror Australis book on its own.As a player, at least, I enjoyed the Australia section a lot. It had a bit of a different feel than the other chapters, but less so than Shanghai, IMO. I also think that the remainder of the game (it was the second-to-last area for us, before Kenya) would have gone quite differently had we not gone through the Australia chapter.
This was the 7E version, FWIW, so I don't know what the earlier editions were like.
There is nothing wrong with the chapter itself. I think it was a good idea when Chaosium originally spun it out into the Terror Australis book on its own.
One potential issue with the chapter is the strongest leads to Australia are right at the beginning of the adventure. If the players go to Australia immediately after New York, they may go to Shanghai next and miss out on London, Egypt, and Kenya.
It's really a moot point. I am guessing the original boxed edition without Australia is probably more expensive than any of the later editions that have it added back in. It would be silly to pay more to avoid having a chapter you might not use.
I guess my advice isn't about avoiding an edition that includes the Australia, but rather, don't spend too much prep time on Australia until your players decide to go there.
One good thing about Masks is that most of the locations are flexible sandboxes in their own right. All three of my groups went to the same destinations in the same order, but the way they approached each of those destinations was different every time. I hope you get to use the Australia chapter, but you should get a good sandbox experience either way.I think for me, since it's meant to be this long world wide campaign that it is nice having it at least as an option. Most published adventure material I've ever run I approach from a bullet point frame of mind. That I'll be editing through, changing this or that, removing or adding things. So having a bread crumb like Australia there is yet one more place I could try to get the player characters to go to. I might not use it but I like having it, so I very much agree with your end statement.
One potential issue with the chapter is the strongest leads to Australia are right at the beginning of the adventure. If the players go to Australia immediately after New York, they may go to Shanghai next and miss out on London, Egypt, and Kenya.