Autorenbild.

Sandy PetersenRezensionen

Autor von Call of Cthulhu

94+ Werke 1,883 Mitglieder 15 Rezensionen Lieblingsautor von 1 Lesern

Rezensionen

Zeige 15 von 15
A collection of convention scenarios which have pre generated characters and really a feel for short, action packed sessions about them. Good for those with Shortened play times and an expectation of action and adventure. Varying in setting and locale, it's not boring and could make for a varied campaign. Some of the scenarios could be modified further and developed from where they are.
 
Gekennzeichnet
aadyer | Dec 7, 2018 |
Based on the popular independent comic book series by the Pini's. If you liked that world, this was a fun game, using Choasium's Basic Role Playing system, tweaked for various Wolfrider (and other elven) powers.
 
Gekennzeichnet
BruceCoulson | Jul 10, 2014 |
For the excellent CoC role-playing game, a guidebook to the Dreamlands; how to introduce them into your game, how to plan adventures, and various creatures, spells, and menaces lurking in the shadows.½
 
Gekennzeichnet
BruceCoulson | Mar 11, 2014 |
Call of Cthulhu (CoC) is a "pen & paper" roleplaying game (RPG) published in 1981 by Chaosium and still very popular. Now in its 6th edition, CoC features a very simple but realistic set of rules based on opposing percentual skills and probabilities. Based on the Basic Roleplaying set of rules, also called D100, is very similar to the actual probabilities we are used to in the real world and allows a very easy and smooth playing experience without the multiple tables, stats and calculations which complicate and slow down most of the other RPGs (D&D anyone?). Also the player and NPC stats are generally compatible with real people with real skills and capabilities. Magic exists but is limited and can have dire effects. Weapons need expertise and have real world effects disallowing superhuman powers in players (as found in other RPGs): reckless players can quickly die in CoC.
CoC is a investigator-suspense-horror RPG with a classic setting in the late 19th or early 20th centuries. However, with time most every other era (future inclusive) has been adapted to the game which has a huge collection of sourcebooks and supplements ranging from several-months-play long elaborate epic missions to short one-hour-play adventures.
An important feature is sanity which is expended each time a player has a terrible experience or has a contact with the Occult, direct or through text, objects or rituals. Loss of sanity causes psychotic surges and ultimately leds to definitive dementia.
In sharply contrast to other RPGs, after several versions the core principles an rules of CoC are still the same enabling direct use of old published material and preserving the investment already made by faithful veteran players.
The game is easy to learn and the adventures very easy to prepare generally in a short time. The easy intuitive rules and a lot of clever settings and scenarios allow for a smooth game and a very unique and suspensive game playing experience.
1 abstimmen
Gekennzeichnet
macoram | 7 weitere Rezensionen | Aug 20, 2013 |
Call of Cthulhu (CoC) is a "pen & paper" roleplaying game (RPG) published in 1981 by Chaosium and still very popular. Now in its 6th edition, CoC features a very simple but realistic set of rules based on opposing percentual skills and probabilities. Based on the Basic Roleplaying set of rules, also called D100, is very similar to the actual probabilities we are used to in the real world and allows a very easy and smooth playing experience without the multiple tables, stats and calculations which complicate and slow down most of the other RPGs (D&D anyone?). Also the player and NPC stats are generaly compatible with real people with real skills and capabilities. Magic exists but is limited and can have dire effects. Weapons need expertise and have real world effects disallowing superhuman powers in players (as found in other RPGs): reckless players can quickly die in CoC.
CoC is a investigator-suspense-horror RPG with a classic setting in the late 19th or early 20th centuries. However, with time most every other era (future inclusive) has been adapted to the game which has a huge collection of sourcebooks and supplements ranging from several-months-play long elaborate epic missions to short one-hour-play adventures.
An important feature is sanity which is expended each time a player has a terrible experience or has a contact with the Occult, direct or through text, objects or rituals. Loss of sanity causes psychotic surges and ultimately leds to definitive dementia.
The game is easy to learn and the adventures very easy to prepare generally in a short time. The easy intuitive rules and a lot of clever settings and scenarios allow for a smooth game and a very unique and suspensive gameplaying experience.
 
Gekennzeichnet
macoram | 7 weitere Rezensionen | Aug 14, 2013 |
This is the core book for the role playing game 'Call of Cthulhu' - characters, monsters, general strategy, forbidden books, lore, mythos (with the 'Cthulhu' story included). Useful for any Game Master who wants to start a campaign - can be completed with the '1920s companion', the 'Arkham' addition, or the 'Dunwich' one.
 
Gekennzeichnet
soniaandree | 7 weitere Rezensionen | Mar 29, 2011 |
6h edition: Largely the 5.5/5.6 text, re-laid out based on the 20th Anniversary Edition. Unfortunately, the grey backgrounds result in a decrease in legibility over the prior versions, with some sections seemingly particularly muddy and visually unclear.

If you have either 5.5 or 5.6, then stick with that one rather than upgrading. The content changes are minor enough to be practically indistinguishable, while the new layout is for the worst.
1 abstimmen
Gekennzeichnet
g026r | 7 weitere Rezensionen | Jan 18, 2010 |
A decent enough monster book. The artwork is subpar (as with many of the AH RuneQuest items), but the maps showing a creature's standard territory are useful. Pity that a significant portion of the already slim book is dedicated to reprinting rules from the Deluxe rulebooks.
 
Gekennzeichnet
g026r | Dec 23, 2009 |
This is the quintessential roleplaying game of Lovecraftian horror.

Various editions of this game have typically been distinctly different from each other. I can't tell you off hand whether this is the best edition of this book that's ever been published, but it's adequate for my needs and interests.

- Peter K.
 
Gekennzeichnet
Kisners42 | 7 weitere Rezensionen | Aug 4, 2007 |
I've never RPd with this system; I bought this book as a reference for some fiction I was writing. It looks pretty cool, though. Maybe one of these days I'll play it.
 
Gekennzeichnet
herebedragons | 7 weitere Rezensionen | Feb 4, 2007 |
Beautifully rendered illustrations of creatures from H P Lovecraft's imagination. I was amazed when I discovered that these were all done in colored pencil; I had no idea the medium was that versatile.½
1 abstimmen
Gekennzeichnet
slothman | 1 weitere Rezension | Nov 16, 2006 |
A beautifully produced deluxe version of the best RPG I've ever played.
 
Gekennzeichnet
KevDS | 7 weitere Rezensionen | Aug 7, 2006 |
Sure, it's a supplement for CofC, but this book is also a very notable (and often whimsical) collection of illustrated monsters.½
 
Gekennzeichnet
steveberman | 1 weitere Rezension | Apr 30, 2006 |
One of my more favorite early releases by Chaosium, this is an adventure 'anthology' that offeres a wide variety of terrific scenarios (my favorite being the titled adventure and one involving an European occult auction - both, no surprise, by the same author).
 
Gekennzeichnet
steveberman | Apr 30, 2006 |
Possibly the greatest pen-and-paper RPG of all time, based on the works of one of my favorite childhood authors. Who doesn't want to pretend to be bon vivants and librarians confronting the meaningless madness of space and time? So cool it's ridiculous.
3 abstimmen
Gekennzeichnet
danbarrett | 7 weitere Rezensionen | Mar 30, 2006 |
Zeige 15 von 15