Post originally by Swampy at 2003-10-13 18:00:42
Converted from Phorums BB System
I suggest going to a local library and pouring over newspapers from the 1920s, if the library still has microfilm. Lots of info in those newspapers. I did this back in the mid-1980s when I ran a Cuthulhu set in 1920s San Francisco, though I am an east coast guy. Many game ideas can be found there as well and is how I stumbled on my best campaign ever. Why did the ferry accidently sink in the fog? (A real event that I twisted for my evil purposes!) Give the players a photocopy of the front page. Tell them to read it like they would every morning, saying nothing about the article, then let them stumble into the horrors of the truth.
Anyway, if you can find a copy of an old early 1980s game called "Gumshoe" I would suggest getting it as well. Giant 1920s street map of SF, a phone book, and all sorts of other goodies. It was one of those boxed "if you want to shoot the thug, turn to page 221" games. Yes, I am that old! The game was amazingly good for its type.
Plus read lots of good 1920s detective novels.
Thanks for the great review. I would have liked to get this book to revist my old campaign with new victims...players...but looks like I will have to pass.
Post originally by Veon at 2003-10-14 08:13:47
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But... -I would rather see the book revised in the other direction: add a couple of pages (or replace some) in order to get a book that works as a player handbook. I really miss one. (I even looked at the Basic RPG booklet as a substitute, but it is not.)
Post originally by Zoombaba at 2003-10-14 08:15:17
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Actually, I got a lot of mileage out of the Investigator's Companion, when I played CoC. We liked the extended occupation list actually, and it was good to come up with quick NPCs. The gear section was indispensable. In all seriousness, I don't think I got more mileage out of a CoC sourcebook. It's very useful.
Post originally by Yalaz Ozkanli at 2003-10-14 08:48:12
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I see your point, and I did not consider this at the time of writing the review. As you point out, if the book was expanded to include game mechanics and some Mythos information it could easily become a player's guide. But now that I consider it: remember, even as it is, it costs 19$. Expand it, and it begins to cost over 20$ - at which point, the 5.5 Softback rulebook, sold for 14.99$ on Chaosium.com makes it totally redundant.. Therefore, the approach wouldn't work :/ The best thing they could do with this book, I believe, would be to shorten it to 96 pages, get rid of what I think are useless repetitions and add more juice, and sell it for around 15$.
Post originally by Veon at 2003-10-14 08:58:08
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And then write a players handbook proper, with a price below $10! Perfect solution!
(It would probably only be only a booklet, which in itself is not a bad thing.)
Something to give to my players where they could read about skills, combat, healing and above all Sanity rules would be very welcome.
Include character generation and it is complete. Add other stuff if page count/price permits.
-But I would go light on the mythos info, I rather have my players in the dark so to speak as long as possible...
Post originally by Fulsrush at 2003-12-16 04:00:40
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Definitely. A player's guide to CoC should, in my opinion, not have ~any~ Cthulhu background at all.
Rumours and other unsubstantiated bits - news reports of arrests in Louisiana swamps, body snatchings in Providence, etc. - would be great, but anything you need the Cthulhu Mythos skill to know... no. I'd leave it out.
Post originally by tom at 2004-02-27 07:17:16
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hi, i'm starting a Vampire campaign set in the early twenties in a few days, maybe. i was wondering if you had the map still. if you do would you scan it and send it to me? i haven't had any luck finding one that works for streets online. Also, the idea of useing newspapers is very good, i'll try to use it.