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They've STILL not shipped my box o' goodies as of yet. I poked them with a sharpened femur just the other day, prompting update #123. Which basically says "We hired 2 temps to help us pack and ship all this stuff via Priority Mail, please don't go [redacted] on us!"
So, yippy skippy, the wait continues.
Pathfinder simply isn't suited to a CoC style game. Better bet is to take an "E6" approach. However, given the massive retooling certain CoC monsters would require in E6 Pathfinder, I don't think it would be worth the effort. At least, not right now.
Still waiting. At this point, I will be amazed if they get this shipped to us for Cthulhumas.
I believe if I get through this move with my sanity and/or body completely intact, it'll be a f**@ing miracle.
I believe that in day to day life, the most SAN loss is inflicted by moving. Not because it is lost all in one fell swoop. Oh no, it is lost in dribs and drabs, 1d2 at a time, day by day, until you finish unpacking...
The primary mechanics for combat are getting a substantial overhaul, for example. Not sure beyond that. Guess they don't want as many investigators getting off the hook with mere death at the hands of mooks so that they can properly lose their marbles and wind up gibbering in an asylum or eaten by Things Man Was Not Meant to Know About.
Go here to revel in the forthcoming 7th edition of the classic Call of Cthulhu!
Note the tasty, tasty goodies ... the promise of carnage, foolishness, madness, mayhem and violence upon the bodies of hapless investigators as they attempt to thwart the heinous acts of Mythos cults and entities!
Pledge your support ... and grovel before the Greater Evil. 'cause settling for the lesser evil just doesn't cut it anymore. ;)
GM Hands of Fate wrote:
Many of the adventures published for CoC do not delve overmuch into character development. EDIT: For a one-shot, if you are the Keeper for a group that is new to CoC, I highly recommend one or more of the short scenarios presented in the basic rules set, especially the Horror in the Attic (which I used). If they can handle that, they can probably handle Call of Cthulhu.
At GenCon / this August a new, improved Horror on the Orient Express will be released. There are a ton of props [a medallion, passports, miniatures, a soundtrack, and more] that should also be available for the HotOE as well.
HotOE - for character development - depends on the players not going 'combat munchkin' and the Keeper recognizing that the investigators really need to get through all the way to the end if at all possible. Going full 'combat munchkin' tends to make Keepers ... remorseless. ;) Having said that, the irony is that for a RP-intensive group, HotOE can really go the distance. There are dozens of NPCs to interact with without swinging a fist/firing a shot. There are a gob of ways to potentially develop one's investigators ... before they die hideously / are driven insane/ both. (SAN loss in some ways is too incremental ... but that may be the PF GM in me.) In a way, the intent here is to get attached before the fit hits the shan, making the pain and suffering all the worse.
The availability of a plethora of replacement investigators through passengers boarding and disembarking from the train along its route, even from among the crew, makes new PCs easy to introduce... yet hard to integrate as only the investigators from the beginning will appreciate the full story. I would suggest any replacement investigators be introduced by way of "your relative's stuff showed up via courier/post - part of your relative's estate demands that you continue his/her task" or somesuch.
Having respectable combat capability is a must, one could do very well with investing INT points into dodge, martial arts, punch, a melee weapon and an easily concealed handgun (such as the M1918 or even better the 'Broomhandle' Mauser). Use the combination of EDU + Occupation to collect decent language skills and - cooperating with the rest of the players - the 'usual suspects' of social/investigative skills.
HotOE would definitely reward a chargen session with the Keeper supplying the basics necessary for the creation of successful investigators.
I look forward to my other group getting to play the updated HotOE late this year or more likely / perhaps sometime next year.
GM Hands of Fate wrote:
The setup here was to transcribe the provided passengers and crew/staff of the train into investigators for the players to use and have abused. None of the "real" investigators were harmed, on purpose. The players loved it I think.
Call of Cthulhu is a very easy game to make characters for, it is quick to play, and a very welcome change of pace from the more rules-intensive games (such as Pathfinder).
It is a lot of fun if no one takes it too seriously, as investigators often meet horrible fates, go insane or get eaten while simultaneously gibbering from an ill-timed uncovery of a cosmic truth.
The players early on came to grips with BRP's fundamentally lethal combat system.
The original HotOE is a hallmark campaign. The upcoming version to be released this August at GenCon should be a substantial improvement. That is what I intend to GM for the 'Sunday crew' at such time as the desire is to take a break from Pathfinder.
If you have the chance to get the HotOE v2 in August, I highly recommend it.
May you gack 26 PCs in a single session if you do!
All told there were 36 supplemental investigators provided by Yours Truly, for a maximum possible body count of 41 investigators (not counting the cats). 26 bought the farm and another 4 are scarred for life.
3/4ths casualties with an 87% fatality rate is pretty commendable.
P.S.: The transformed train, minus the caboose with 15 of the 16 survivors, roared into Constantinople's major train station, drove several thousand people mad and made an utter shambles of the place before the life force of all those slain aboard the train finally ebbed, returning the bound entity whence it came.
I think we now know a possible cause for certain fundamentalist groups' ... at least, in this setting.
Setting 1920s Call of Cthulhu
Unlike the standard obit posts, this one will be organized by cause of death.
Flesh creeper asphyxiation
Jumped off the train while it was moving at full speed with a flesh creeper latched onto their faces
Put own face through a glass window with a flesh creeper latched on, only to die by asphyxiation anyway
Knifed and/or beaten do death by cultist mini-onions of the BBEG
BBEG's trusty .38 revolver
Friendly fire isn't
BBEG's 'Mass Shriveling' spell
Total PC Deaths 26 plus 2 Siamese attack cats
26 investigators bought the farm in the blood-drenched finale to this version of the notorious Horror on the Orient Express.
Rene Clement, senior engineer - death by flesh creeper and a .38.
Lorenzo Berce, ambitious waiter - death by flesh creeper
Paul DeGuerre, chef de cuisine - almost escaped the train after cutting a cultist's throat from ear to ear with a surgically-sharp kitchen knife, evaded grappling by 2 other cultists and a fourth cultist's botched attempt to drag him back through the window by his feet. The BBEG shoved the barrel of his trusty .38 up the chef's kiester and ventilating him with 2 bullets.
Humphrey Endelry, insurance agent - stabbed and beaten to death by cultists.
The following were all slurped dry of all vital fluids and organs by way of the BBEG's [mass shriveling [/i] spell:
BBEG put down via impaling shots by .30-30 rifle, 2 elephant guns and a 30-round clip from a Chicago Typewriter.
The maimed survivors included the previous investigators, a Checa agent, a White Russian counter-revolutionary, a British spy, a Romanov princess (she can get a new lover easily enough) and a few other passengers.
Honorable Mention to Jean Renout, pastry chef, who survived both face glompag by face creeper and the 5d6 fall from the train (with half of his hit points! ).
Grue in the Attic wrote:
mmmmmm ... cerebellummmm .... *drools*