<i>CthulhuTech</i> is an ambitious, creative book - although its ambitious quality draws attention to its flaws. Despite these, it is a solid system with a very neat setting within which to tell stories, and I recommed it for any fans of mecha anime and Lovecraft.
Re: [RPG]: CthulhuTech, reviewed by The Unshaven (4/4)
Thanks for the review, The Unshaven!
Could you speak a little more on the magic system? Specifically, how adaptable is the spellcasting? Is it possible to regularly cast spells without being in danger of acquiring new Insanities?
Re: [RPG]: CthulhuTech, reviewed by The Unshaven (4/4)
Quote:
Originally Posted by C.W.Richeson
Thanks for the review, The Unshaven!
Could you speak a little more on the magic system? Specifically, how adaptable is the spellcasting? Is it possible to regularly cast spells without being in danger of acquiring new Insanities?
No problem, and that's a good question.
Essentially, spellcasting is something that takes time. It's not something that can be done on a combat scale - although there are spells which will invest items with magical capabilities which can be used on a combat scale of time.
In terms of Insanities... an Insanity check is made when reading certain Occult Tomes, as you might expect, and an Insanity check is made when learning the spell. After that, you do not make further checks when casting.
However, casting does open opportunities for Critical Failures, and as you can imagine the chart for Consequences to Magical Botching, otherwise known as the euphemistic 'Mishap' chart, is as horrible and hilarious as you might expect.
Some of the consequences of a magical Mishap involve further Insanity checks.
I will note that the kind of people who are going to be into casting magic are going to have quite solid Tenacity, which will be used to resist Insanity checks.
As for how flexible magic is as a system... As noted, the long time required to cast spells, and in many cases the multiple checks required, mean that 'on the fly' spells are out the window. However, the rules provide quite a good source of inspiration for people to pitch their own spells and for GMs to be able to tell if they're pulling something - and correspondingly for players to say "But the difficulty of N is only Y, and it takes Q hours!" if the GM is being too harsh.
Since the same core rules and dice mechanic apply to spellcasting as anything else in the game, that might also streamline the learning process for player groups.
The basic gist is that the skill list is consolidated, with fewer skills with broader fields. You can then specialise those skills by adding a Focus, which gives you an extra dice when dealing with situations covered by that specialisation.
ie, having 2d in Firearms (Focus: Pistols) gives you a character who has had basic firearms training but more practice and proficiency in Pistols.
It's similar to Shadowrun in that regard.
I use it because I like the streamlining of the skills, and because it makes it really easy for players to pitch things for Focus elements.
As an example, one character in my NEMESIS campaign was an ex-bodyguard, and so took Focuses for Firearms of 'Close-quarters' ie shooting at someone when they are already in your face, and 'Crowds' for 'Shooting at someone in a mass of people without hitting someone else.'
Another focus was 'Bodyguard' for his 'Security' skill, which meant that in situations where the context fit something they might have encountered as a bodyguard, they were better at it.
Tick, done.
Fluid, flexible, consistent, and open to the players pitching neat ideas, but all being on the same page when it comes to resolution.
Re: [RPG]: CthulhuTech, reviewed by The Unshaven (4/4)
I was so looking forward to buying this until I read it at my LGS. Anime in my Lovecraft (to me) is like dumping a pound of salt on a beautifully marbled steak.
Re: [RPG]: CthulhuTech, reviewed by The Unshaven (4/4)
Quote:
Originally Posted by jeremywolf81
I was so looking forward to buying this until I read it at my LGS. Anime in my Lovecraft (to me) is like dumping a pound of salt on a beautifully marbled steak.
They made a really good high-tech anime like game, but as far as being like anything Lovecraft, it's not even close. It's more like they just took a good idea and just threw a bunch of terms from Lovecraft's stories at it. My table and I were thinking about going back and playing a few one-nighter's with RIFTS, but I think instead we're going to try CthulhuTech. I'm going to probably forget about making it a techno-horror game, unless I make it more like Alien. Any thoughts?
Re: [RPG]: CthulhuTech, reviewed by The Unshaven (4/4)
If you are interested in the idea of cthulhutech, I urge you to take a look at it in the store. With all due respect to the author of this review, there is no way that it should score a 4/4.
Let me be clear that I think this concept is original and has some great ideas. I enjoy the book and intend to buy anything else that they put out before they go out of business.
Let me run down the basics:
The art is amateurish
The writing is poor and ironically arrogant
The system is useless
The execution of the storyline is poor
The Nazzadi are pointless and poorly done
The bottom line is, take a good look at this before buying it. I actually like the book and suggest that if you think it sounds cool, check it out. But a 4/4 is just wrong.