Tag Archives: RPG

Failed CON save vs addiction?

I’ve never been a smoker, but I think I understand some of the addiction–because I’ve been a Dungeons & Dragons player.

Smokers tell me that the addiction isn’t so much about the taste or the chemical stimulation; it’s the ritual and the social aspects that are harder to shake off.

So it is with D&D. I can go for years without playing, but like with smoking, you’re always in recovery. Every time I step in a comic book store, there’s the risk that a group will be playing in a side room. I’ll remember the stories, the shared lore, the way that even as a DM I never knew quite what was going to happen next.

Then there are the books, nowadays even decorated to suggest ancient religious tomes–though for my money, the first edition of AD&D was the literary apex, with rulebooks that were a wonderfully random compendium of tiny statistical tables about everything from weather to divine intervention.

As you’ll have heard if you’re a nerd, D&D version 4 is released this month. Even though I’m currently on the wagon (35 gold pieces, weighs 400 lbs, carries 2 tons) I’m going to have to take a look at the new books when I see them in a store. I’ve played every edition of D&D so far, and I liked 3E. What I’ve heard about 4.0 suggests that I’ll like it even more. (Yeah, in retrospect those grappling rules were horrible, and combat could use more variety of action.)

I’ve always been into SF more than fantasy. I have Call of Cthulhu D20 and Traveller D20, but haven’t had the chance to play either. So I really don’t need any more temptation from a new and improved D&D.

Review: Call of Cthulhu (d20) from Wizards of the Coast

Call of Cthulhu is one of those games that I always wanted to play or GM, but it never seemed like the right time. Either it was out of print, or just going out of print, or about to be revamped for a new version… Well, a single copy of d20 CoC was in Pandemonium yesterday. I picked it up with some trepidation…

This version of Call of Cthulhu is the latest d20 role-playing game rulebook from Wizards of the Coast.

Reading through it, the advantages of a universal system became apparent to me—knowing D&D 3E, I could skim-read through most of the first section and just note the differences.

The design and layout is up to the high standards of D&D 3E, though the artwork is more subdued and the ruled lines are lost. The end result is effortlessly readable. Perhaps it’s my imagination or the effect of prior familiarity, but the combat rules seem to be more clearly set out than in the PHB.

The book organization is clear and logical. Character creation, skills and feats are followed by a chapter on sanity, the major change to game mechanics from those of D&D. An interesting touch is that the list of feats include some psychic feats resembling psionics. The stronger psychic feats have an associated sanity cost, of course. Notes explain how the treatment and understanding of mental illness has varied through the last century, which is a nice touch.

An interesting aspect of d20 Call of Cthulhu is that it doesn’t use character classes. Or rather, there are some character classes in the rules, but they’re just archetypes you can use to start off your character if you want. You absolutely don’t have to have a character class. This should shut up the people who have whined that they can’t use d20 because character classes are a stupid idea…

The equipment section begins with generic firearms rules, then presents optional detail that will probably delight most firearms fetishists—including a dispassionate description of US firearms laws as they have developed over the last hundred years. The weapon tables are comprehensive—those who don’t feel the need for fifteen specific named varieties of shotgun can skip right on to the chapter on magic.

Unlike the wizards and sorcerors of D&D, the hapless investigators of Call of Cthulhu are foolish dabblers in arcane rituals they do not fully understand. Successful spell use is usually associated with temporary stat drain or sanity loss as the strange energies course through their bodies. More powerful spells may lead to permanent stat or sanity loss.

The creatures section presents a few classics of the horror genre, as well as a few Lovecraftian horrors, cultists, and aliens. A later Deities section serves up the False Gods and Elder Gods.

That leaves the setting, of course. One thing I find interesting is that d20 Call of Cthulhu, like d20 D&D, is still somewhat generic. This new CoC has information covering the late 19th Century to the present day, and is adaptable to any kind of setting that involves secrets, conspiracies, hidden dangers, and the paranormal or supernatural. You could easily use d20 CoC to run a campaign based on “The X-Files”, “UFO”, “Dr Who”, maybe even “Buckaroo Banzai”. The book takes a whirlwind tour through the 20th Century, suggesting historical periods and how they might fit with specific horror genres and subgenres; references are made to appropriate movies.

If you like your Cthulhu pure, you’ll probably want to wait until Chaosium produce the inevitable sequence of supplements, which will apparently stick quite closely to the authentic Lovecraft feel. Personally, I’m more intrigued by the idea of a campaign with the feel of “pi” (one of the cited movies).

The book is rounded out with some crossover and conversion material. A list of suggested sanity effects allows you to throw D&D monster manual horrors at your Investigators, and there are suggestions on adding a touch of paranoid Lovecraftian horror to your D&D games. (Gee, like I don’t already do that.) Oh yeah, there’s also a quick conversion guide for those who have Chaosium CoC material they want to move to d20, and a reading list for those who don’t already have lots of twisted ideas for tormenting players.

The only major thing the book seems to lack is a pronounciation guide. Perhaps that’s a safety feature?

In summary: An excellent addition to the d20 game stable. The quality and presentation are excellent, and at first read the accuracy seems good. The system is flexible, and the rulebook provides everything you need—no D&D rulebooks required. By far the best d20 book I’ve seen since the D&D core rules.

Traveller T20

T20 is out.

I’ve always been more interested in SF RPGs than fantasy. The only fantasy RPG I’ve bought is DD, and that’s because everyone plays it. I’ve never had good luck with SF RPGs, though; for some reason they always seem to do badly in the marketplace, usually just after I get interested in them. Plus, I’m picky—I like “rules light-to-moderate”, hard SF.

My favorite SF RPG was the second edition of Star Frontiers. TSR didn’t even finish publishing that one. The first edition was OK, but a bit comic-book. So I started looking around for alternatives.

Torg seemed like it would work, and I kinda liked the idea even if it was stretching the genre somewhat; but it looked a bit blatantly like an attempt to get people to buy a new rulebook every month. Then West End Games trashed PARANOIA, and I stopped thinking about Torg, and WEG seemed to vanish soon after.

I played some ShadowRun. It was a bit ridiculously deadly, and I really don’t need elves in my SF, thanks all the same.

SpaceMaster impressed me enough with its sections on planetary physics, cosmology and the like that I bought it. The background material really sucked, though—Asimov-style imperial space opera—and while I love the open ended die rolls, the rulesystem was far too cumbersome for enjoyable play. I also picked up ICE’s CyberSpace, which was much better—streamlined rules, and a more believable (and less cheesy) cyberpunk-style universe. Still, assembling a workable SF game using CyberSpace enhanced with selected SpaceMaster material was a lot of work. Then ICE went out of business.

Next I tried Traveller. Specifically, MegaTraveller, which quickly died. I didn’t like it that much anyway. The rules were just about OK, if a bit old and creaky; and the background material somehow failed to be pleasing. I played a few games, but wasn’t wildly enthusiastic.

I considered GURPS Space. Then I looked at the rules and discovered that it was all in pounds, feet, and other stupid old measurements. No thanks, not for an SF game. I suggested to Steve Jackson that they ought to do a metric edition of GURPS in English; bizarrely, GURPS in other languages is metric, but the only English edition is in American measurements. I guess Canada and the UK aren’t big enough markets to bother with.

Next, I was just thinking about trying Alternity when Wizards of the Coast had the unusual decency to kill it off before I had a chance to make the mistake of purchasing it.

In desperation, I started thinking about the Star Trek: TNG RPG. It suddenly died in a messy licensing dispute. You know, maybe I have the kiss of death for SF games..?

A few months ago I was even considering the d20 Star Wars RPG, an act of desperation considering how silly and unsuitable for my thematic purposes the Star Wars universe is. Then I discovered that there was an official d20 version of the original Traveller on the way…

And now it’s out. It uses d20, so it’s compatible with anything I want to use from Call of Cthulhu, DD, Star Wars, or any other d20 game. The official Traveller universe is hard SF, with jump drives being the one concession to Sci Fi. “Classic” Traveller has been around for 25 years, and is unlikely to go away any time soon. Now it has a shiny new d20 ruleset to replace the creaky old one, and it’s all in metric at last.

In addition, they’ve done The Right Thing: the rulebook is complete in one volume, modulo the need for a WotC core rulebook to explain d20 character generation and level mechanics. T20 runs to a hefty 440+ pages. Print and paper quality is good, artwork is the best I’ve seen in an RPG outside of WotC products.

Plus it has intelligent space wolves. What more could you ask for?

Now to get a campaign ready… I have a good feeling about this one.