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Call of Cthulhu Keeper Rulebook - Revised Seventh Edition: Horror Roleplaying in the Worlds of H.P. Lovecraft (Call of Cthulhu Roleplaying)

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The present review will discuss the present book only, both in the way it stands alone as well as how it compares to previous editions. A great resource for running the game and expanding on the wonderful streamlined rule set presented in the Starter Set. Learning and casting spells is, as expected, an arduous affair, the latter always costing sanity points.

A paragraph or two in the introduction to this chapter or a sidebar discussing how to address the subject in a compassionate and respectful manner would have gone a long way to alleviate those concerns. To hopefully save someone from making the same mistake I did, this is the 7th edition CORE rulebook. If only every game changed things to improve the game rather than change because the new project manager wishes to make their mark. As much as I wouldn't recommend it for every group out there, I adored the idea of concealed damage, where the player only approximately knows how bad an injury is.In its 67 pages it describes everything from usual beasts like horses and dogs, to traditional horrors like ghosts and mummies, before getting into the Mythos territory of the Dark Young and the Colours Out of Space, or heavens forbid, Great Cthulhu or Nyarlathotep. It is actually quite amazing how much better the quality of this book and others from Chaosium are than the rest of the tabletop rpg market. g. to shove someone out of the way, to disarm him etc) by first comparing their builds and then using Penalty dice as described above.

To name everything that makes these books world class amongst the rest (in my opinion) is the art, design, game structure, rules, character creation, volume and quality of supplements, organization of the book(s), and best of all the feel of the game. Characteristic values have been multiplied by five placing human values in the percentile range and saving the need for mental arithmetic during play. While there are some great online resources (including great videos from Chaosim itself), I do wish there was more in the book. It feels kinda quaint and wholesome, even giving the advice of don’t meet prospective players the first time in private.

Summary of thoughts: This is one of the better written chapters I’ve read about running a ttrpg when it comes to advice. Chapter seven covers Chases and formalizes an aspect of the game that in past editions was dealt with in a rather abstract way. The production values are off the scale, and I am not talking just about the luxurious royal red bookmark that takes class to a whole new level.

If I ever find myself in a situation to run something other than a one-shot I’ll come back and revisit it.The first step is rolling 3d6 per characteristic and multiplying the result by 5, in what is the standard procedure of character creation. In a rather clever rule, characters taking damage which is less than half their total hit-points do not die if they reach zero; they simply pass out. And characters now have the option to fight back instead of dodging, which makes combat more of a two-way process. It really gives you some neat tools to create the experience you want at the table, with plenty of guidance and examples sprinkled throughout.

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