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: Earth's Dreamlands : Info on: RPG's, :(313)558-5024 : area code :
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:RPGNet World HQ & Archive: Drugs, Industrial :(313)558-5517 : changes to :
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: 1000's of text files : music, Fiction, :InterNet : (810) after :
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: No Elite / No porn : HomeBrew Beer. :rpgnet@aol.com: Dec 1,1993 :
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
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Chaosium Digest Volume 1, Number 3
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Date: Sunday, February 14, 1993
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Number: 1 of 1
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Contents:
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An Elric! Preview (Liam Routt) ELRIC!
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Questions about Magic (Anthony Ragan) STORMBRINGER
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Fumbles and Criticals (Alex Ferguson) PENDRAGON
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Who Plays Call of Cthulhu? (Michael Norrish) CALL OF CTHULHU
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CoC Investigators (Jason Corley) CALL OF CTHULHU
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Editor's Note:
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I've got several questions this week. Tom Zunder asked if anyone
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owned or played Prince Valiant. It's sitting on my shelf, and I think
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it's a great game, but I've never played it myself. Anyone out there
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got anything interesting for Prince Valiant? Glen Bailey asked a
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similar question concerning Superworld. He wanted to know what people
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thought of the system and what changes they might have made to it.
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Liam Routt wants to know what the quality of the newest Call of
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Cthulhu supplements is. Liam asked "is the material any good?" Even
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more specifically, "how do books like Fearful Passages, Blood Brothers
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II, and Escape from Innsmouth compare with the material that Chaosium
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was publishing a few years ago?" If anyone would like to compare old
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and new Cthulhu releases, or, even better, give full reviews of some
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of the newest Call of Cthulhu products (or any Chaosium products for
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that matter), I'd be happy to include them here.
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My last question for the week came from Giorgio Merigo. He suggested
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that a FAQ for the Digest might be a good idea, explaining what
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Chaosium's different games are, and pointing out the similiaries and
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differences between them. Anyone interested in writing up something
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like this?
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That's about it for this week. See you all next Sunday.
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Shannon
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--------------------
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From: lro@melb.bull.oz.au (Liam Routt)
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Subject: A Preview of Elric!
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System: Elric!
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For any who are interested, I am currently involved in some
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playtesting for the successor to Stormbringer: Elric! I am willing to
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answer any (simple) questions about the system, and to attempt to
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indicate the major differences between it and earlier systems.
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For the uninitiated, Chaosium have decided to discontinue
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Stormbringer, replacing the line with Elric!, which is clearly a
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related game. I have heard a number of possible reasons for the
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change, but the most convincing seems to be that there was
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dissatisfaction with the way the Stormbringer treated the Moorcock
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world, both with magic and in general. In Elric! it seems that Lynn
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Willis (who I gather is primarily responsible for the rules) has
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attempted to create a simple game of epic heroes.
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The epic hero nature of the game might be its distinguishing factor;
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it sure is for me. Starting characters are offered a sizeable number
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of points to spread around skills pretty much as they feel. While this
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might allow one to create an unbalanced character, it does allow you
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to concentrate to a great extent on certain areas, and even excel in
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them. My first character, for example, has a 90% Rapier skill, which
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would have been pretty incredible for a starting Stormbringer
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character.
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Such changes may appear to be cosmetic (I mean, can't the GM make such
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changes in the course of a game, if things seem to be unbalanced?),
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but I think that they have a lot of effect on the overall genre of the
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game. The biggest critizisms I remember from Stormbringer had to do
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with the fragile characters - one hit and they flew apart. It was not
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a game that seemed to encourage sagas and heroics. The revised system
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seems to favor such things, starting from the character creation.
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While I have not compared such details as the damage that weapons do,
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it seems that Elric has increased the protection afforded by armor,
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and possibly increased the life-span of characters.
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Magic is an interesting change. While magic in Stormbringer was
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limited to strange practioners, in Elric! there are a set of almost
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RuneQuest-like spells available to all characters. Each spell taken
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in your character creation, however, clocks up a "chaos" point, as the
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use of magics is considered to be a sign of a chaotic taint. I am not
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yet sure what effect the chaos points will have. I agree in principle
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with allowing easy access to magic, and providing a penalty to those
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who choose to take it.
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A word or two is in order about the spells themselves, I suppose.
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There are fewer than twenty spells, all up, I believe. They have made
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a good selection of effects, ranging from fairly standard combat
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spells through spells that enhance your characteristics, or allow
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interaction with other forces. My favorite has to be the spell that
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allows you to take on the appearance of another person. The
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roleplaying uses of such spells are endless. Indeed the selection of
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spells would seem to encourage roleplaying rather than simple combat.
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Overall the system seems to be a lot like other Chaosium systems. The
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skills are percentile based, and the characteristics are familiar.
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There are x5% rolls for each of the "active" characteristics,
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including a very useful Dexterity (DEXx5) which I can see being used
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all the time. The skill list seems to have been well chosen, allowing
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for a wide selection of skills, without a lot of useless choices. The
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most interesting category, in my opinion, is the Arts category.
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Amongst the suggested Arts are the Art of Conversation, and others
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which are both useful and interesting.
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A final (for the moment) word on characters: part of the character
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creation process (which, by the way is contained on a single page in
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the rules - a fine innovation) is the selection of a demeanour (I may
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have the term wrong). This is a general attitude: Crafty, Skilled,
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Active, Knowledgeable. From memory, this attitude gives you a basic
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set of bonuses or skills to work with. I feel that this really helps
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in the initial creation of a character. Working with an attitude and
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possibly a suggested occupation (and a homeland), it is quite easy to
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create a character rapidly. Maybe it is just a simple crutch, but I
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think that it is a powerful one.
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I've heard that some people are a bit restless that the Stormbringer
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(now Elric!) material is taking a long time to hit the shelves. I know
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for a fact that the material is there, and is of high quality. The
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delays are due to the desire to produce all of the material for the
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new system, rather than publishing another supplement in the old, now
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redundant, system. I do not know what the release dates are to be, but
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I think that it will be worth the wait.
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Hopefully this will generate some discussion. Maybe you want to know
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more about Elric!, maybe there are things about Stormbringer, or other
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Chaosium systems that particularly impress you, and you'd like to see
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retained. Maybe you can correct some of the errors that have likely
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managed to sneak into my description of Elric!
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Liam Routt
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"Murder by Pirates is Good!" Co-Director
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- The Princess Bride Darcsyde Productions
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Melbourne, AUSTRALIA
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--------------------
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From: Anthony Ragan <ECZ5RAR@MVS.OAC.UCLA.EDU>
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Subject: Questions About Magic
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System: Stormbringer
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I bought the 4th edition rulebook largely because I had fallen in love
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with the "design-a-demon" features, particularly the part that made it
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more or less of a joint effort of the player and the GM. And,
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frankly, I thought (though I may be wrong) that summoning was already
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fairly dangerous for the character.
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Now, with the publication of "Sorcerors of Pan Tang," I've wound up a
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bit confused. Are those new magic rules to apply only to Pan Tangian
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sorcerors, or to all sorcerors the world over? Pan Tangian sorcerors
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are too insane to play as PCs anyway (imho), but I think that
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Summoning Results chart is too vicious to make being a sorceror
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attractive to players. Whaddya all think?
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Finally, I made one change fo my own: I've dropped CHA as the
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attribute that limits the anount of demons one can have bound.
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Instead I use a 2d10 roll for each new critter summoned, similar to
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the rules for elementals: roll under the number currently bound, and
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the summoner is in trouble. That simulates Chaos much more nicely, I
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think.
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--Anthony Ragan
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ecz5rar@mvs.oac.ucla.edu
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--------------------
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From: Alex Ferguson <alex@dcs.gla.ac.uk>
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Subject: Fumbles and Criticals
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System: Pendragon
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Pendragon: what a clean, simple freewheeling combat/skill system!
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Much better than that icky, percentile-obsessed RuneQuest nonsense.
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Right? Well...
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Sir Michael and Mad Dax (the Maxed Sax (with his 2H Ax)) find
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themselves in the Grail Castle. Strangly, despite Michael having
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Religion, Piety and Love God all at twenty, his chance of healing the
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Grail King is _exactly_ the same as Dax's, who has all the above at 1.
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Hmmm.
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Sir Maladroit of Gauche has a Sword skill too low to mention.
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Curiously, he seems to drop his weapon no more often than does than
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the renowned Sir Marhaus, and indeed everyone else with a skill of
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less than twenty.
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Yes, fixed chance criticals and fumbles. I hate them.
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Obvious fixes tend to greatly decrease the chance of both fumbles and
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criticals, which might have a significant effect on play, and make a
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mess of published adventures which depend on having them occur at a
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reasonable rate.
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Thus, how to relate fumble/critical chance to skill (or trait), while
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still keeping roughly the same frequency overall?
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If (net) skill >20: use existing fumble/critical rules.
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Otherwise make a normal d20 roll, then if any of [skill-1], [skill],
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19 or 20 come up, reroll for a possible critical or fumble as follows:
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[skill-1] : critical on reroll <= skill - 10
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[skill] : critical on reroll <= skill + 10
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19 : fumble on reroll > skill + 10
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20 : fumble on reroll > skill - 10
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Obviously, rerolling a chance of >0, or <=20 is unnecessary (automatic
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fumble/critical), as is >20, or <=0 (no fumble/critical). "Fumbles"
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or "criticals" on the reroll are ignored. Throughout the above, skill
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is net skill, after all applicable modifiers.
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So if skill=10, this is exactly as written in Pendragon. If skill is
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under 10, 20 is a certain fumble, 19 possible, and [skill] a possible
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critical. For skill is greater than 10, [skill] is a certain
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critical, [skill-1] possible, and fumbles are only possible on a 20.
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Example: Sir Griflet's Battle skill is 18. For him, a roll of 18 is a
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critical, as before, as is a 17, if he makes a roll of 8 or less on a
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second d20 roll. If he rolls a 20, he checks for a fumble, doing so
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on a roll of greater than 8.
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Kludgy special case: this breaks down for skill >= 20. For skill of 20,
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ignore the possibility of a fumble (so critical on a roll of 20; on a
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roll of 19, critical on a reroll of <= 10). For skill above 20, a roll
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greater than or equal to 40-skill is a critical, as usual.
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Alex.
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--------------------
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From: Michael Norrish <Michael.Norrish@comp.vuw.ac.nz>
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Subject: Who Plays Call of Cthulhu?
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System: Call of Cthulhu
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Call me a sceptic if you will, but not having played CoC, I often
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wonder just exactly how it's done. I read the supplements, wonder at
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how excellent they are, and then think hard about how a gaming group
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would actually cope. In some cases, I even suspect that perhaps the
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material is only really written for the benefit of the Keeper, and the
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players haven't really been considered.
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Take Horror on the Orient Express for example. (I got this at
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Christmas). Much of this seems quite staged. Sticking the players on
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a train is a pretty excellent way of getting a linear plot for a
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start, but the encounters within the adventure occasionally go even
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further.
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There are set pieces coming into Sofia, and then in Constantinople
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also, that, well, 'railroad' the characters into a course of action.
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(I'm being deliberately vague here for the benefit of those who don't
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want to read spoilers). Don't the designers think that the players
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might resent this?
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Another thing is the high mortality rate. In the rules (5th ed
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anyway), there is some discussion to the effect that mortality rates
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shouldn't really be that high, and that people who say the CoC is too
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dangerous for character health are just being overly paranoid. Then
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along comes HoE and we see that they quite candidly admit that a high
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fraction of players will probably die.
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Like I say though, I'm a CoC novice, so any enlightenment on this
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would be much appreciated. I can't help but think that the Chaosium
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Digest is just the place for a discussion on gaming style in Call of
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Cthulhu, so let's hear it!
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Michael.
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PS: I'm not trying to knock CoC here; I suppose I'm just after a
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little vicarious CoC playing by way of the mailing list because I
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haven't got much chance of doing the real thing at the moment. :-)
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--------------------
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From: corleyj@GAS.uug.Arizona.EDU (Jason D Corley )
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Subject: CoC Investigators
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OK, I'm going to gripe for a little while about some of the points
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about Chaosium's Call of Cthulhu. Then I'll focus on some of the ways
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I've found to improve those points, and the features that I find
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especially helpful.
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INVESTIGATOR CASH ON HAND
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Now I know H.P. Lovecraft's characters were always at least
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comfortable in terms of money, but the cash sections are ridiculous.
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Here's the rules I make:
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* The amount you roll is the maximum amount you could have made last year.
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* The items you buy are items you picked up last year and now have
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lying around the house/apartment/flat.
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* 1/10 of the leftover cash you have on hand...the rest is assumed to
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go to expenses like food, clothing, maintenance, and into that HUGE
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store of property not immediately accessible as cash.
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THE TERM "INVESTIGATOR"
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In a lot of modules, it is assumed that the investigators actually
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think of themselves as investigators. This is almost totally at odds
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with the Lovecraft hero. The protagonists of Lovecraft's stories were
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not "bug hunters" in any sense of the word. They were ordinary people
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with ordinary jobs, perhaps one or two extraordinary interests or
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friends (dead relatives, Mr. Ward?????), but on the whole they could
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have been you or I.
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This is one of the chief features of Lovecraftian horror - the totally
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alien placed alongside the utterly commonplace. The investigators do
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not investigate in the ordinary sense of the word. If they are
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scientists, they consult or research. If they are policemen, they
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ferret out clues. If they are mobsters, they keep their ears to the
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ground. If they are dilettantes, they keep up with what is going on
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(or what they _think_ is going on). NO letter-to-start-a-module (tm)
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should start "Dear Investigators" (as At Your Door did, which is
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unfortunate, considering the overall high quality of the rest of the
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book).
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STARTING SKILLS
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It's too easy for characters to start with very high skills. This is
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a minor gripe, though, since in general, skills are needed less than
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sanity and thoughtful roleplay. A private dick with a Handgun of 75%
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isn't going to do that well when it comes to fighting the King In
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Yellow in his own domain (as one of the characters in my game found
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out - we were using the Fatal Experiments book, which is worth every
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penny you pay for it, regardless of how much you pay).
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Enough Gripes. Here's some things I like:
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I like the way the skills seem to fade into the background. It almost
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seems natural when you describe a room or a shelf or a field or a
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forest to just slide into a "....Roll Spot Hidden." or "...do a Listen
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check." The natural paranoia of the game translates into that same
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feeling of suspense when you first picked up the dice in a
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role-playing game. (Come on, don't try and pretend you've forgotten.)
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I also think the Sanity rules are extremely well-done, however, I
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suggest you make your players make a note of the things their
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character has seen on the back of their character sheet to help in
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making Sanity rolls. For instance, a Doctor of Medieval Philosophy
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and a gangster are sitting in a speakeasy. A rival gang raids the
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place and shoots someone in the head immediately in front of the pair.
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The Doctor probably has never seen this before and should make the SAN
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check. The gangster probably has _done_ it a few times and shouldn't
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need any. Of course, beings like Nyogtha force everyone to take a SAN
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check.
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Finally, I _really_ like the tone...and this is hard to describe, but
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to me, Call of Cthulhu is the _finest_ horror role-playing game on the
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market today. Vampire: The Masquerade can go suck it's thumb and
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GURPS can put as many mechanics in as it wants.....but Cthulhu waits
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in watery R'lyeh for more players - and there's plenty of vile
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monstrosities for all.
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Later,
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Jason
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Yog-Sothoth Fan Club
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====================
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The Chaosium Digest is a Discussion Forum for Chaosium Games which do
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not have another specific area for discussion. To submit an article,
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mail to: appel@erzo.berkeley.edu
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