Other Sellers on Amazon
Call of Cthulhu Rpg Keeper Rulebook: Horror Roleplaying in the Worlds of H.p. Lovecraft (Call of Cthulhu Roleplaying) Hardcover – 16 May 2016
Enhance your purchase
Frequently bought together
- Publisher : Chaosium; 7th ed. edition (16 May 2016)
- Language : English
- ISBN-10 : 1568824300
- ISBN-13 : 978-1568824307
- Dimensions : 21.59 x 2.79 x 27.69 cm
- Best Sellers Rank: 25,988 in Books (See Top 100 in Books)
- Customer Reviews:
From the Back Cover
And with strange aeons even death may die."
The Old Ones ruled the earth aeons before the rise of man. Traces of their cyclopean cities can still be found on remote islands, buried amid the shifting desert sands, and in the frozen wastes of the polar extremes. Originally they came to this world from the stars. They sleep now, some deep within the earth or beneath the sea. When the stars are right they shall again walk the earth.
Review this product
Top reviews from Australia
There was a problem filtering reviews right now. Please try again later.
I've ran a few sessions so far and I am impressed with how simple and elegant this system is.
Top reviews from other countries
Characteristic values have been multiplied by five placing human values in the percentile range and saving the need for mental arithmetic during play.
Occupational skill points are no longer derived solely from EDU. It depends on your occupation. For example an actor derives half his points from EDU and have from APP.
Luck has been divorced from POW and is now a discrete Characteristic. Optional rules enable players to spend Luck points to turn failed Skill rolls into successes, and to increase Luck in the same way as Skills.
The Skill list has been overhauled and new rules allow for varying degrees of success, which replace the Resistance Table in previous editions.So an Extreme Success beats a Hard Success, and a Hard Success beats a Regular Success.
The weapon proficiency skill list has been streamlined so a competent fighter needs fewer skills. For example all unarmed attacks and attacks with simple weapons use the same skill (Brawling). And characters now have the option to fight back instead of dodging, which makes combat more of a two-way process.
And these are just some of the changes. I haven't even mentioned rules like Pushing and Bonus/Penalty Dice.
All the changes are for the better. 7th edition is just as simple as previous versions but it's far more dynamic. At last the game has been dragged kicking and screaming into the 21st century. And despite the numerous changes it's easy to convert previous editions to 7th editions.
Finally the rule book comes with two adventures, both of which are new.
7th edition is however rather expensive. Chaosium is selling it for about $85 and many UK distributors are selling it for about £85, and despite the improvements and glossy hardback format it's not worth £85. So shop around. I got mine for £45 including postage. You may also want to check out the Quick Start Rules before you part with your cash. They're available as a free download on the Chaosium site and cover many of the new rules.
The rules they have changed add nothing to the game, either by making it more realistic or improving gameplay. Mongoose Publishing originally came up with the idea of matching levels of success in percentage rolls when they published their version of Runequest. It made sense in a fantasy RPG, but there is no need for it in Call of Cthulhu which rarely involves such competitions. The result is a character sheet that looks more like a spreadsheet, and the simplicity and ease of using percentages is lost.
7th Edition has also taken the strange decision to change base ability scores into percentages. Previously players were quite capable of multiplying an ability score by 5 to find a percentage if needed but here you take the step at character creation. The result is a fairly meaningless percentage score when it comes to comparing to a Mythos creature like a shoggoth, which might have 350% in Strength for instance. There was no need to make this change, most skills are related to ability scores so why would you ever need to make a percentage Intelligence roll rather than a skill roll? Previous editions had specific scores derived from ability scores, like Idea, which was not duplicating any skill.
Then we get the idea of pushing dice rolls. The concept is OK, essentially you can reroll a skill test if you accept it has serious consequences if you fail. But hold on, shouldn't the original dice roll mean you have consequences if you fail as well? What this effectively means is everyone gets to roll twice for any test. Also, what are the consequences of a failed knowledge skill - the examples struggle to come up with adequate suggestions. Perhaps your head explodes?
Added to these completely unnecessary and badly thought out rules changes the general presentation of this book is shambolic. At a time where games publishers are putting more and more effort into making their games look good (just look at the beautiful new Alien RPG book) Chaosium have once again left it to amateur poor quality artists to illustrate the rules. The art is terrible, it does nothing to encourage an atmosphere of horror, much of it is cartoon like and looks like it was intended to be child friendly. Added to this whoever wrote the captions under each illustration doesn't appear to have spoken to the artist about what the picture is supposed to be showing.
I'm really annoyed at Chaosium for producing this version of Call of Cthulhu. It has always been my favourite RPG, and at its heart the game is still there under additional dross. I can only recommend that if you are thinking of playing Call of Cthulhu for the first time that you pick up a copy of an earlier edition.