Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature currently requires accessing the site using the built-in Safari browser.
I’ve decided that if I keep my stuff, I’m going to toss the special packaging and just consolidate as much as possible.Now the problem is finding a way to store all this junk in as few boxes as possible! No small feat. God damn.
Oh for sure: I’ve ditched all those brittle plastic inserts. I like making my own out of foam board.I’ve decided that if I keep my stuff, I’m going to toss the special packaging and just consolidate as much as possible.
The more you can mingle the content the better as it all works together so seamlessly.Oh for sure: I’ve ditched all those brittle plastic inserts. I like making my own out of foam board.
Yep, I love all the crossovers, although some “teams” seem designed to work well together (eg Guardians of the Galaxy, Cloak and Dagger, Alpha Flight).The more you can mingle the content the better as it all works together so seamlessly.
I can see why.Alright... I don't know how this happened. I don't remember buying all this. I have some receipts in my email from 7/30, just before the Christmas in July sale ended. Apparently I bought:
[A LOT]
I don't drink.
You can’t go wrong for a rules-lite game, and it’s definitely not gonna break the bankI've decided that I'm just going to buy all things Tricube Tales...
Interstellar Smugglers (Tricube Tales One-Page RPG)
Sharp Knives & Dark Streets (Tricube Tales One-Page RPG)
Summer Camp Slayers (Tricube Tales One-Page RPG)
Oh sorry to hear that you had to cancel. I went all in for both the big box and the 1 inch box set and they are indeed awesome. The larger box does have a lot of extra stuff in it. Both boxes are so well done and are a great reminder of why Chaosium back in the day was waaay ahead of the other companies with the quality of their box sets back then. Thieves World, Stormbringer, RuneQuest box sets, all were great, you definitely got your monies worth with what was inside them.Chaosium just put excess stock of their Call of Cthulhu Anniversary Box Set for sale on their web site. I originally backed the KS but, due to an unexpected confluence of events, I had to cancel it (along with my Mothership pledge too). So today I jumped all over the 2 inch Box Set version!
Oh sorry to hear that you had to cancel.
These beauties arrived in the mail today. The books are gorgeous to the point that they enter "too nice for the table" territory. I'm finally inspired to get started on my open table project.
View attachment 47546
It was disappointing at the time but I'll soon have it anyway so it's all turned out fine. It certainly looks like a fantastically put together set and the nostalgia vibes are very strong too!
Nostalgia is a powerful thing, plus unless you are playing pulpier heroes I think the additions to 7E really change the feel of the game..Something about the format of the "classic" set is making me want to play CoC more than I have in a long time. Aesthetically I can appreciate the gaming tome that has become popular, but I find while they get my book nerd hot and bothered, they seem to kill my urge to actually play a game.
IME they don't matter much.I think the additions to 7E really change the feel of the game.
I agree that they don't have that much mechanical effect. At the same time, have Luck as a resource that the players can invoke like characters in D6 Star Wars drawing on the Force is distinctly un-Lovecraftian.IME they don't matter much.
Alright... I don't know how this happened. I don't remember buying all this. I have some receipts in my email from 7/30, just before the Christmas in July sale ended. Apparently I bought:
I don't drink.
- The Warlock for Swords & Wizardry
- The Green Witch for Swords & Wizardry
- QuestCore RPG
- Zenobia
- Adventures in Tehuatl (Swords and Wizardry)
- Mechasys
- Mechasys Big Guns and Blazing Swords
- Never Going Home: Blood on the Snow
- Never Going Home: Bones in the Dust
- Never Going Home: Tears in the Sea
- Ravenloft: Realm of Terror (2e)
- Dark Alleys & Twisted Paths (13th Age Compatible)
- Dark Pacts & Ancient Secrets (13th Age Compatible)
- Werewolf: the Forsaken 2nd Edition
- EZD6 Core Rulebook (Print + POD)
- Index Card RPG: Master Edition (POD)
- Low Fantasy Gaming Companion
- Low Fantasy Gaming Deluxe Edition
- Worlds Without Number
I agree that they don't have that much mechanical effect. At the same time, have Luck as a resource that the players can invoke like characters in D6 Star Wars drawing on the Force is distinctly un-Lovecraftian.
Something about the format of the "classic" set is making me want to play CoC more than I have in a long time. Aesthetically I can appreciate the gaming tome that has become popular, but I find while they get my book nerd hot and bothered, they seem to kill my urge to actually play a game.
Nostalgia is a powerful thing, plus unless you are playing pulpier heroes I think the additions to 7E really change the feel of the game..
IME they don't matter much.
I agree that they don't have that much mechanical effect. At the same time, have Luck as a resource that the players can invoke like characters in D6 Star Wars drawing on the Force is distinctly un-Lovecraftian.
So far I've been very impressed by the quality of the 7e CoC adventures.
That's part of why I've no interest in 7e... also because, when I read through it initially, I felt that the authors were after some current trend of being more 'actiony' and 'narrative'. I might have read an early pre-release version... but it put me off.I think if you want to play up the horror and oppressiveness pushing one’s luck with rerolls and having luck as a resource actively works against that.
I love the look and feel of the 7th Edition books but I've got to agree that there is something about the Anniversary Box Set that makes me want to run it. I'm not sure what it is exactly. It could be the nostalgia factor, as that cover was the first that I saw advertised, back in the days prior to me owning any RPGs, when I was just really excited about any and all RPGs. It could be the fact that the 2 inch Box Set looks like an amazingly complete game, full of all kinds of cool gubbins, in one compact set. The fact that the core rules are shorter and therefore, probably, easier to sell most people on than the 7th Edition tomes doesn't do any harm either.
To be honest, it's probably a bit of all of those along with simple New Purchase Excitement.
Count me in the camp of not understanding the big reaction against 7th Edition's changes though. It works as well as any previous edition but it just leans a little more in the pulp direction this time. I think a lot of people tried to run it in that style anyway. Personally, I tend to look at all BRP derived games as another part of a big toolkit though so I tend to enjoy it when one of them introduces some new mechanics.
I haven't checked out all of the adventures/campaigns but the ones I've looked at are pretty good stuff. The various sourcebooks are great too.
I thought that the 'Push' rules are okay - allowing non-combat scene re-rolls. I quite like that if the PC fails a second time, then it is akin to an automatic fumble, so that gamble for us is alot of fun at the table. The game doesn't suffer if this optional rule is ignored, but I felt it heightened the stakes somewhat.I agree that they don't have that much mechanical effect. At the same time, have Luck as a resource that the players can invoke like characters in D6 Star Wars drawing on the Force is distinctly un-Lovecraftian.
I think I know how you got to like the Marvel game...Still, lots of neat stuff and the kids love them.
You somehow ordered all of this and didn't remember? Well, if it's not breaking the bank, just have fun!Alright... I don't know how this happened. I don't remember buying all this. I have some receipts in my email from 7/30, just before the Christmas in July sale ended. Apparently I bought:
I don't drink.
- The Warlock for Swords & Wizardry
- The Green Witch for Swords & Wizardry
- QuestCore RPG
- Zenobia
- Adventures in Tehuatl (Swords and Wizardry)
- Mechasys
- Mechasys Big Guns and Blazing Swords
- Never Going Home: Blood on the Snow
- Never Going Home: Bones in the Dust
- Never Going Home: Tears in the Sea
- Ravenloft: Realm of Terror (2e)
- Dark Alleys & Twisted Paths (13th Age Compatible)
- Dark Pacts & Ancient Secrets (13th Age Compatible)
- Werewolf: the Forsaken 2nd Edition
- EZD6 Core Rulebook (Print + POD)
- Index Card RPG: Master Edition (POD)
- Low Fantasy Gaming Companion
- Low Fantasy Gaming Deluxe Edition
- Worlds Without Number
...and you didn't have enough to read yet? Granted, all of your choices are rules-lite (except WtF2e, which trends rules-medium) but I kinda envy your enthusiasm, here!I've decided that I'm just going to buy all things Tricube Tales...
Interstellar Smugglers (Tricube Tales One-Page RPG)
Sharp Knives & Dark Streets (Tricube Tales One-Page RPG)
Summer Camp Slayers (Tricube Tales One-Page RPG)
"It's an optional rule. We ain't using it".I agree that they don't have that much mechanical effect. At the same time, have Luck as a resource that the players can invoke like characters in D6 Star Wars drawing on the Force is distinctly un-Lovecraftian.
My first face-to-face exposure to CoC was via 7e...actually it was using some Free RPG Day or a quick-start, not sure which.That's part of why I've no interest in 7e... also because, when I read through it initially, I felt that the authors were after some current trend of being more 'actiony' and 'narrative'. I might have read an early pre-release version... but it put me off.
I did play in one session, and it didn't feel different... but I think we were all still thinking in pre-7e mode and none of the newer widgets came up.
Now that I've got the new-old boxed sets I'm feeling even less compulsion about getting on with the new stuff... and leaning more toward Delta Green if I did.
If this is an insinuation that Marvel United is for children, I would say that from my experiences that is clearly not the case. It has a very broad appeal and, though it can appeal to younger players which is pretty rare for these big box KS, it has plenty of depth and variation which is satisfying to older and experienced players as well. Marvel United is just an all round great game.I think I know how you got to like the Marvel game...
No, it's an insinuation (albeit not a completely serious one) that you're getting into it because the kids like the cool toys that are coming with it...If this is an insinuation that Marvel United is for children, I would say that from my experiences that is clearly not the case. It has a very broad appeal and, though it can appeal to younger players which is pretty rare for these big box KS, it has plenty of depth and variation which is satisfying to older and experienced players as well. Marvel United is just an all round great game.
SanJulian’s Conan art is pretty amazing, too.
That Sanjulian cover is amazing. The cover he has done for the upcoming DCC Dying Earth adventure Mind-Weft of the Moonstone Palace is fantastic as well. The body language of both figures is perfect.
There’s worse ways to find out you have Multiple Personality Disorder.Alright... I don't know how this happened. I don't remember buying all this. I have some receipts in my email from 7/30, just before the Christmas in July sale ended. Apparently I bought:
I don't drink.
- The Warlock for Swords & Wizardry
- The Green Witch for Swords & Wizardry
- QuestCore RPG
- Zenobia
- Adventures in Tehuatl (Swords and Wizardry)
- Mechasys
- Mechasys Big Guns and Blazing Swords
- Never Going Home: Blood on the Snow
- Never Going Home: Bones in the Dust
- Never Going Home: Tears in the Sea
- Ravenloft: Realm of Terror (2e)
- Dark Alleys & Twisted Paths (13th Age Compatible)
- Dark Pacts & Ancient Secrets (13th Age Compatible)
- Werewolf: the Forsaken 2nd Edition
- EZD6 Core Rulebook (Print + POD)
- Index Card RPG: Master Edition (POD)
- Low Fantasy Gaming Companion
- Low Fantasy Gaming Deluxe Edition
- Worlds Without Number
The nerd in me is asking: "why does the squid thing have red blood, did he fumble on a swing"?
Making Luck rolls has always been a part of Call of Cthulhu. Now you can get a guaranteed success on a non-combat roll by spending Luck, but it will lower your Luck stat; do it too often and you'll, quite literally, run out of Luck. I'm fine with this. Regaining spent Luck points should be next to impossible, though.
I do not like the way the "pushing a skill roll" rule forces the GM to handle repeated attempts and the consequence of failure a certain way: as a GM I'll determine if and when a second attempt makes sense and what the consequence of a failed roll will be on a case by case basis. That said, this mechanic doesn't make the game "pulpier", it just forces a supposed genre trope onto the players.
...and you didn't have enough to read yet? Granted, all of your choices are rules-lite (except WtF2e, which trends rules-medium) but I kinda envy your enthusiasm, here!
That's fully understandable, and commendable. In fact, I think I should do similar, though maybe not with all of them.I like Tricube Tales and want to support the dev. Luckily, those are all one-sheets, so they're a quick read.