Monday, July 17, 2017

RPG Focus: 6th Edition Call of Cthulhu (2004)

"Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn."

This week, I want to take an Olde School look back on a terrifying classic, Call of Cthulhu, the seminal work in the field of Horror RPGs.




Named after H. P. Lovecraft's story of the same name and drawing upon the eponymous Cthulhu Mythos, Call of Cthulhu (or "CoC" for short) is mostly true to the source material as the PCs (aka "Investigators") take on the role of ordinary people struggling against various dark forces.  I love this setup, as the power level of the game presents real opportunities for true horror, as well as true (if potentially bleak) heroism.

While this discussion specifically covers the 6th Edition, Call of Cthulhu, published by Chaosium and powered by the Basic Role-Playing (BRP) game engine, has remained mostly unchanged over the years since the publication of the 1st Edition of Call of Cthulhu in 1981, which is a testament to the solidity of the BRP ruleset.  Indeed, CoC is one of the best and most influential of the second generation of roleplaying games.

Compared to the contemporaneous AD&D 1E, Call of Cthulhu is faster and simpler game.  It's not quite as streamlined as a modern design, but still easily playable and has a quick learning curve.  In true Olde School tradition, stats are randomly generated, though then there's a point distribution element, based on an Investigator's Intelligence and Education, for skills.  As you might expect, using the RAW some Investigators can have far more skill points than others, so for my own CoC games, I house rule that all Investigators start with the same number of skill points, regardless of Intelligence and Education scores.

With a good Game Master  (aka "Keeper"), the gameplay can be evocative, tense and terrifying as the Investigators explore the mysteries and face the challenges of the Cthulhu Mythos.  As I mentioned above, PCs are fragile (both mentally and physically) and I really like that this leads to more of a Sneak-and-Peak approach, rather than Search-and-Destroy.  This has influenced my campaigns such that the PCs' typical backup plan for any genre is to run away.




The book itself is filled with good advice and, unlike AD&D 1E, isn't written in High Gygaxian, so the writing is clear and to the point.  The book also has lots of neat tidbits to add color and atmosphere (such as a timeline of weird events), as well as random fun things.

So, if you're a roleplaying fan of Lovecraft or Horror generally, I'd suggest taking a look at this tried and true classic!

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