RPGnet
Reviews | Game Index | Forums | Press | Wiki | Columns | Store
 

Go Back   RPGnet Forums > RPGnet Appendix > RPGnet Reviews

Reply
 
Thread Tools Rate Thread Display Modes
  #1  
Old 03-18-2003, 01:00 AM
RPGnet Reviews
Guest
 
Posts: n/a
[RPG]: Call of Cthulhu D20, reviewed by Ben Counter (5/4)

http://www.rpg.net/reviews/archive/9/9153.phtml

Ben Counter's Summary:

Call of Cthulhu D20 is a very handsome book and an enormously fun game, which actively encourages the players to make it as frightening and complex as they like.

Go to the full review for more information.
Reply With Quote
  #2  
Old 03-18-2003, 07:14 AM
RPGnet Reviews
Guest
 
Posts: n/a
Great review!

Post originally by Balbinus at 2003-03-18 06:14:18
Converted from Phorums BB System


Seriously, I wish I could give you more feedback on it but I haven't anything particularly to criticise.

Nicely laid out, good use of paragraphs. I was clear what you liked and what you didn't as well as what your prior experiences were.

Great stuff, hope to see more :-)

Oh, the reason for this post just to clarify is that you asked in the opening for feedback.
Reply With Quote
  #3  
Old 03-18-2003, 07:16 AM
RPGnet Reviews
Guest
 
Posts: n/a
What happened in actual play?

Post originally by Balbinus at 2003-03-18 06:16:03
Converted from Phorums BB System


Hm, after posting my hymn of praise I do have a criticism. What happened in play?

You don't go into that a lot. I'd love to hear what level the characters were at, what kind of adventure you ran, how the game worked in play, whether anything seemed odd in the rules during play and so on.

It's a playtest review, not a capsule one. This is a great capsule review but more details on actual play would be really useful since you did actually playtest the game.
Reply With Quote
  #4  
Old 03-18-2003, 09:56 AM
RPGnet Reviews
Guest
 
Posts: n/a
RE: What happened in actual play?

Post originally by Ben Counter at 2003-03-18 08:56:07
Converted from Phorums BB System


I'm glad you liked the review!

I didn't give too many specifics on the games I ran becuase the review is already pretty long. Also, I didn't think the specifics of the rules were the most important bit of the game, but I agree I didn't put much in about the way the rules reflect the nature of the game's background. I'd say they do it very well - in my experience a couple of zombies can easily kill a 1st-level player who's on his own, for instance. That sort of thing makes the whole thing scary but, since players can always run away, means that supernaturally horrid things can be confronted and survived without just fighting them.

My experience with the game mostly comes from a campaign I ran with my local gaming club, with four players. They were all members of a private investigation agency who, while working on a missing persons case involving several hundred adolescents who disappeared from a South London housing estate, stumbled on a cult serving a Great Old One that I made up (can I do that? Oh well, I did). They tracked the cult to a remote Scottish island where the mad cult leader was trying to summon a couple of huge monsters by having the kids fight each other to the death in a big battle while he watched.

I found the rules to be very suitable to a low-combat sort of game. The Sanity rules, for instance, means there's always a threat in the game mechanics even if the players never meet anything to fight. The aforementioned zombie incident also occured during this campaign, which showed me that the game encourages that players to do very logical things, like run away when shambling corpses start lumbering towards them. The magic system, I found, was also very flavourful and scary -the characters only had one spell (Red Sign of Shudde M'ell, which is a cool hurty spell) but it made a massive dramatic difference because it could have a major effect and caused the caster to go bonkers after a couple of uses.

I also ran a couple of one-offs with friends. In one the PCs were passengers on board a coach which broke down in the wrong small town (an adventure I'm planning to run at GenCon UK next month - I think people can sign up now if they want) and in the other they were at an art gallery when mad cultists burst in, took everyone hostage, and started trying to wake the statue which was actually a petrified Servitor of the Outer Gods. These were both very cool, too - I find the game is really suited to a 'short story' sort of play where the GM has a finite story planned out that the players get to the end of it before moving onto the next one. 'Freeform' campaigns where the PCs can do what they like and pursue their own goals probably wouldn't work as well, since the conflict needs to be more focused for the horror elements to come through effectively and the game benefits from crerepy 'set pieces' or wierd or violent events.

I ran the End of Paradise sample adventure, too, although it wasn't quite as satisfying (although it was very thoroughly done, with things like sample DCs for Gather Information checks which makes things easier on the GM).
Reply With Quote
  #5  
Old 03-18-2003, 10:26 AM
RPGnet Reviews
Guest
 
Posts: n/a
Very Good!

Post originally by Trevor Brierly at 2003-03-18 09:26:01
Converted from Phorums BB System


Great review! You've inspired me to do something which I didn't really want to do, which is to buy a d20 book, and in particular this one. I'm a fan of the Chaosium version, and had nothing but scorn when I heard they were doing a d20 version. But I can be corrected, and I thank you for doing so!

One thing you might have added, is that there are a staggering number of supplements, modules, and other material for Chaosium's Call of Cthulhu. It sounds like the d20 and Chaosium versions are close enough that much of the material from Chaosium, etc. could also be helpful for the d20 version.
Reply With Quote
  #6  
Old 03-18-2003, 10:29 AM
RPGnet Reviews
Guest
 
Posts: n/a
RE: What happened in actual play?

Post originally by Balbinus at 2003-03-18 09:29:13
Converted from Phorums BB System


Hi again,

You know, despite the length next time I'd include the equivalent of that post in the review. That's great stuff and interesting to hear.

Don't know if I'll be at Gencon UK yet, good luck with the game though!
Reply With Quote
  #7  
Old 03-18-2003, 11:53 AM
RPGnet Reviews
Guest
 
Posts: n/a
RE: What happened in actual play?

Post originally by SJE at 2003-03-18 10:53:45
Converted from Phorums BB System


Come on Max,

What excuse do you have not to go?

Didnt you once say that you lived next door to Olympia? Dont you have half of RPG.net booked to sleep on yer floor for Easter? :-)

Regards,

Steve
Reply With Quote
  #8  
Old 03-18-2003, 12:58 PM
RPGnet Reviews
Guest
 
Posts: n/a
Sanity Vs Levels

Post originally by Danny Shaw at 2003-03-18 11:58:56
Converted from Phorums BB System


I own both versions of the CoC game and, as a general rule, while a quite like the d20 system for various games, I,m not sure it quite gels with Cthulu.

It seems slightly bizarre to have a level based system, working along side sanity. After all, as you sanity drops quite rapidly (sometimes) its going to take much less time for your characters to go insane then it is for them to gain high levels. This kind of defeats the whole point of a level bases system, where gaining enough XP to increase hitpoints, skills etc is one of fundemental rewards of the game. Prehaps it would have been better to tie sanity to levels (i.e, sanity points could replace xp to a degree, sanity rewards for defeating foes, etc etc.) Its just an idea, all be it probably not a very good one.

Any one have any thoughts on this matter? Agree or Disagree?
Reply With Quote
  #9  
Old 03-18-2003, 01:58 PM
RPGnet Reviews
Guest
 
Posts: n/a
RE: Sanity Vs Levels

Post originally by andy at 2003-03-18 12:58:06
Converted from Phorums BB System



That's okay, since having a high-level cthulhu character in d20 would ruin the game anyway. There's a certain lack of fear once you have 40 hit points. Ghoul? Whatever, I'll beat it to death with my flashlight before it kills me.

Of course, until you get to be high-level, you won't have any skills you can depend on. There is in fact no way to make the high-skill low hitpoint character that is a Cthulhu staple.

I found the d20 CoC to be pretty deeply flawed for these reasons.

-andy
Reply With Quote
  #10  
Old 03-18-2003, 02:54 PM
RPGnet Reviews
Guest
 
Posts: n/a
RE: Sanity Vs Levels

Post originally by harbinger at 2003-03-18 13:54:31
Converted from Phorums BB System


HUH?

You can fairly easily get characters with a +10 in a skill at first level. This would allow that charater to acheive a 30 on a task that he could take 20 on.

how is this an unskilled character?

He is also first level and has a maximum of 10 hit points.
Reply With Quote
Reply

Thread Tools
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -7. The time now is 11:17 AM.


Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
© 1996-2006 RPGnet® and individual posters. Compilation copyright RPGnet.