Posts Tagged With: 7e

Insanity = New Backstory

So, in the new, 7E, rules for Call of Cthulhu, when an Investigator goes insane the Keeper is allowed to add or tweak existing Backstory entries save for their Key/Favored Connection which is “safe.” This is supposed to represent the world slowly spinning out of control for the Investigators and them having to increasingly question the reality that they knew once but have now had shaken considerably.

So last game session we had three characters go insane, two temporarily and one indefinitely (which is not nearly as bad as it used to be but is still pretty crippling). Let’s look at what I did with these three characters.

All of the characters went insane as a result of aftermath of a fight with what Ophelia later determined to be an “Opener of the Ways” after reading Walter Corbitt’s diaries. None were particularly bothered by the Opener itself, but seeing (or experiencing) what happened to Helen was evidently quite traumatic. I wanted to tie this to some off-screen character background/development that I have in mind for all of them if possible, and I think it went pretty well.

For Luigi, as an honorable man, I merely noted that Henry was now an Important Person because he saved Luigi’s life. There is a debt there now of a sort, and it gives Luigi a reason to keep working with the group when the initial mystery is resolved. Watching Helen almost die was a clear reminder of how dangerous things are, and how things could have gone if Henry hadn’t been there – as well as how effective Henry had been while he had been able to do little.

In Henry’s case, there is something much more mysterious. Looking at what happened to Helen (or almost happened), he is now unable to ignore the large Y-shaped scar that dominates and view of his uncovered chest. He is really unable to remember where it comes from, that’s how much he doesn’t like to think about it, but he guesses that it happened in France during the Great War.

For Helen, she would have likely died if she hadn’t spent all of her Luck in order to prevent this (ala the Pulp Cthulhu rules). With horrific wounds in her torso, the viscera and ichor of the Opener of the Ways covered her and mingled with her own blood and viscera. In her Encounters with Strange Entities the following entry was added – “The Opener of the Way, it killed me, but I passed through it, and it through me, and I did not die.”

Waking shortly after surviving she went indefinitely insane to the feeling of fraying from the inside out, and the party was forced to hold her down before she ripped open her out abdomen in order to reach inside her own body to hold herself together.

All in all, three quite well thought through effects on the various character’s backstory. None are crippling, and all lead to further questions or investigations.



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Pushing Rolls in 7E

So I was listening to the Chaosium Call of Cthulhu panel from GenCon and they had a really interesting insight into the “pushing rolls” mechanic from 7E.

Mechanically, for non-combat rolls only, players have the option to “push a roll” when they fail the initial attempt. The player has to justify how they either continue the first attempt or get a second try, but the penalty is that if the pushed attempt fails then something bad happens.

The panel pointed out that the “something bad” was a method to “increase the horror” not merely inflict a failure or a fumble.

I really like this as it actually makes it even easier to understand the mechanic, and gives me (the Keeper) an easier tool to make this specific to individual Investigators.


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Delta Green the RPG

So, I took some time over the last couple of days to look over the new Delta Green RPG (as opposed to the old Delta Green setting for Call of Cthulhu). It is important to note that the rules are backwards compatible with the BRP engine of Call of Cthulhu 6E and previous and probably adaptable to 7E with a minimum of fuss.

(In other news, it looks like at least one of the old Pagan Pubishing campaigns, Coming Full Circle, is going to finally be coming to PDF and POD, good for them! I have my own dead tree copy, but it is a fantastic campaign and well worth picking up. It’s good that they finally convinced Crowe to relax about electronic media, and maybe wel” see some more back catalog content in the future.)

I’ve had the PDF for awhile now, but I have found that reading and digesting rules for me really requires a physical book for me to hold in my hands. I just find it easy to navigate and flip back and forth.

I like the lethality rating for powerful weapons, it seems like an elegant solution. I also like Breakpoints and Sanity rather than old BRP method of having to figure out 20% on a semi-regular basis. I like the idea of Bonds, and suspect that it will work well, but that is something I’ll have to see in practice during play. Similar to CoC 7E I really like the more abstracted method for handling money and equipment.

I really like the rules for experience. Fail a roll, make a check, then at the noted time increase the skill by one. Much, much less fiddly than the classic BRP method. I wonder if it doesn’t lead to inflated skill levels but I expect that it doesn’t – or that characters aren’t meant to survive long enough for it to matter. That particular attitude is one that I wince at, but I understand that the Paganistas have a definitive vision of how DG is supposed to be played.

Honestly, probably my biggest complaint is that the release schedule is such that I really have no idea when I can expect to see the Case Officer’s Handbook – the matching GM’s book to the current Agent’s (aka Investigator) Handbook. Yes, it’s kind of a whiny complaint, but currently I have no idea of how magic has changed, what sort of stats a creature should have (other than some extrapolation forward from 6E and some of that seems iffy), and well, I hate running games without the GM’s guide.

I really hope that this doesn’t hurt sales, but given that most people buying this are probably already DG fans, they can probably make it work. Since I’m running 7E right now it’s less of an issue, but I look forward to running it at some point in the future.


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What’s happening!?!

So, we are on a bit of a break from the D&D 5e Siyahchal Campaign, the characters have liberated the town of Diamond Lake from it’s corrupt mayor and the worst of the mine owners as part of the process of dealing with the Cult of the Ebon Triad. Devin has been installed as a Baronet with responsibility for the town and much of the surrounding area. We’ll pick things up again in a couple of months “real-time” and a year or two “game time” when the stars shift again, threatening an Age of Worms…

In the meantime we are playing Call of Cthulhu 7e, and Pulp Cthulhu at that. One player is taking a break (Cthulhu really not being her thing) but everyone else jumped at the idea of this system. I’m setting the game in Chicago, starting it in 1920, and continuing on somewhat from where I left the small campaign set in wartime Paris that I was playing with MR and KT. I’ve combined the classic Haunting scenario and the more recent Edge of Darkness scenario into one larger, interlinked narrative.

We’ve played one session and everyone seemed to have fun, I’ll do what I can to keep people abreast with what is happening. You can follow thin links above and see what characters people have, and while I have modified the traits for Pulp Cthulhu somewhat (and I’ll post my changes here in the next week or so), the “double hit points” and extra rules for luck makes a good start to a more survivable game.



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