A new twist on the old Horror RPG conventions, Cthulhutech takes the war against the Nameless Horrors From Beyond out of the shadows and puts it on the battlefield.
Re: [RPG]: Cthulhutech, reviewed by It that must not be named. (5/4)
Hi,
thanks for the review.
Could you elaborate a bit more on the system? How crunchy is it? Does it fade in the background during play? Are there special mechanics like mook rules or drama points, etc.
Also I was wondering how the setting works. To me it seemed a bit over the top (from your description), that they even had to add Nyarlathothep into the mix FREX.
And what is the proposed mode of gaming (which type of adventure to run) or examples for different modes of play.
As you can read, I would have liked a bit more info on the game itself and maybe a bit less info on problems the hypothetical CoC grognard might have with it.
Re: [RPG]: Cthulhutech, reviewed by It that must not be named. (5/4)
Curious here. How does the setting reinforces a mood of horror and dealing with the unexplainable? What does the players do? How powerful are the arcane technology? Is it Call of Cthulhu with trapping of cyber-punk, or cyber-punk with a trapping of Call of Cthulhu?
How is the introductory adventure? Does it scares?
Re: [RPG]: Cthulhutech, reviewed by It that must not be named. (5/4)
I'll try to answer some of the questions even though you guys directed it to the OP.
My impression of CT is that at its core, it is LoveCraft's horror but the timeline is set in a possible future. The concept of the Mythos is still present such as the creatures and entities of that world and the feeling of hopelessness (although not to the degree of CoC), the unavoidable insanity that ensues while delving into the unknown (again not to the degree of CoC). The anime aspect comes from such inspirations as Guyver and Evangelion twisted to fit LoveCraft's world.
Technology-wise, it has nothing to do with cyber-punk. The technology is more a hybrid of "magic" (I've come to think of it as more of a dimensional energy) and science called Arcanotech. In order for man to have a slither of a chance of stemming the tide of invasion from all fronts, they have come to rely on this "science" at the cost of losing some of the most brilliant minds to insanity.
I'm guessing that if you are familiar with Story Teller system, the Framerwerks system will be familiar to you as well (I don't own any White Wolf products). The ability of the game system to fade into the background is debatable I guess. I would venture to say yes since there is no charts to look up. It can also be argued that there is more rolling (dice) involved due to combat having an active defense.
Overall, the system is very streamlined and intuitive. Resolving tests is best described as utilizing a poker mechanic in that you choose the best set out of the outcome. Combat for mechs is similar to regular combat because mechs are treated more as an extension of your character.
There are 3 proposed method of gamin in CT:
1. On a human level (as a soldier, scientist, etc)
2. On a superhuman level (Tagers)
3. Mechs
The setting allows one to play it almost any way they want. If you want gritty, go for the soldier/mech pilot character who usually are locked in gruelling combat. If you want a bit more flare or over the top action, go for being a Tager or pilot one of the Engels. You can run a military type campaign, an investigative type, and/or both.
Re: [RPG]: Cthulhutech, reviewed by It that must not be named. (5/4)
Not particularly a criticism, since the Angels are very similar to Cthulhu monsters, but this game reminded me as much of Neon Genesis Evangelion as it did HP Lovecraft.
Re: [RPG]: Cthulhutech, reviewed by It that must not be named. (5/4)
Quote:
Originally Posted by Temporis
Not particularly a criticism, since the Angels are very similar to Cthulhu monsters, but this game reminded me as much of Neon Genesis Evangelion as it did HP Lovecraft.
Or Warhammer 40K.
I think the biggest reason why I still cannot accept the idea of arcanotech is that Mythos science is supposed to drive people insane when they try to grok it. Not insane as in depression, bipolar or other type of chemical imbalances which is commonly known, but trauma, perception-shattering revelations and so on.
I am quite looking forward to a game which pits high technology against the Mythos, with a sense of horror and forbidding like in Aliens with the occasional big weapons showdown. (Well, Innsmouth got the hell bombed out from it)
Re: [RPG]: Cthulhutech, reviewed by It that must not be named. (5/4)
Quote:
Originally Posted by Temporis
Not particularly a criticism, since the Angels are very similar to Cthulhu monsters, but this game reminded me as much of Neon Genesis Evangelion as it did HP Lovecraft.
Very much. Not a bad thing, mind you.
__________________ Oswig studied Moncrief for a long moment. "Doubtless, you are a deep-dyed scholar, and a past master of poodle-de-doodle. Also, you have read several books. Still, your knowledge of Star Home is a muddle, and your theories are bunk."
Moncrief blinked, but maintained his sangfroid. "I will give your comments careful study. They may well illuminate the unusual quirks of local custom."
-- Jack Vance: Lurulu
Re: [RPG]: Cthulhutech, reviewed by It that must not be named. (5/4)
Quote:
Originally Posted by Extrakun
Curious here. How does the setting reinforces a mood of horror and dealing with the unexplainable? What does the players do? How powerful are the arcane technology? Is it Call of Cthulhu with trapping of cyber-punk, or cyber-punk with a trapping of Call of Cthulhu?
How is the introductory adventure? Does it scares?
Each is based on one of the "default" styles of play - Engels, Para-psychics and Tagers. They also include some setting detail and modified rules from the CTech books.
__________________ Playing: Red Sun SEED (Exalted); Paths of the Damned (WFRP) Running: Dawn of Defiance (Star Wars Saga); Demon Queen's Enclave (D&D4e); Valkyrie (Scion) Planning: Seekers of the Ashen Crown (D&D4e) CthulhuTech Demo Series:http://www.portalseeker.com/misc/ctech
It also has a link to another more wordy Cthulhutech review which might tell you a bit more about the Framewerk rules (although I found this review much clearer on the basics of what Cthulhutech is about).
__________________ Radical Approach Trauma, a reference on wounds and treatments. Give your healers something to sink their teeth into and your warriors something to worry about. A supplement for any roleplaying system.
Re: [RPG]: Cthulhutech, reviewed by It that must not be named. (5/4)
Quote:
Originally Posted by Extrakun
Or Warhammer 40K.
I think the biggest reason why I still cannot accept the idea of arcanotech is that Mythos science is supposed to drive people insane when they try to grok it. Not insane as in depression, bipolar or other type of chemical imbalances which is commonly known, but trauma, perception-shattering revelations and so on.
I am quite looking forward to a game which pits high technology against the Mythos, with a sense of horror and forbidding like in Aliens with the occasional big weapons showdown. (Well, Innsmouth got the hell bombed out from it)
Arcanotech does drive people insane - at least, the people who research and design it. I think most of the people who use it haven't a clue what they are doing or how it works.
IMO, CT horror works in a different way to CoC. In CoC, you are 'normal' person who is confronted by overwhelmingly powerful alien forces who defy comprehension. In CT, you are given amazingly powerful weapons or powers, you are told who and what you are going up against.... and then find yourself face to face with an overwhelmingly powerful alien force that defies comprehension.
I think the 'Aliens' comparision works best - you are the marines, who think they are the best of the best, that they are invincible, that nothing can stand in their way... and then they get smushed