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Author Topic: Call of Cthulhu 7th edition Quick-Start Rules  (Read 10316 times)

Akrasia

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Call of Cthulhu 7th edition Quick-Start Rules
« on: December 23, 2014, 10:43:27 AM »
While I’ve had the Quick-Start rules for the seventh edition of the Call of Cthulhu role-playing game since August 2013, I only recently got around to giving them a try.  (The full rules are now available in PDF, by the way.  I have them – indeed, I received the “backers’ proofs” a couple of months ago – but have not yet had a chance to delve deeply into them.)

Last Halloween I ran the introductory scenario “The Haunting” for my friend Mark and our better halves.  Mark is an experienced role-player, and has been a member of many of my groups over the years (including my last Call of Cthulhu campaign).  Our spouses, on the other hand, are not role-players (my spouse had played only one RPG before; Mark’s spouse not at all).  Nonetheless, they were happy to try the game out, especially given that it was Halloween and the setting, 1920s Boston, intrigued them.  I was interested to see how easily they would grasp the essentials of the game.  Call of Cthulhu always has been a pretty straightforward game, rules-wise at least, and I was curious if this still was the case.

Character creation was simple and straightforward.  The Quick-Start rules give players a set of eight percentage scores (40, 50, 50, 50, 60, 60, 70, 80) to assign to their characters’ primary characteristics (Strength, Constitution, Power, Dexterity, Appearance, Size, Intelligence, and Education).  The secondary characteristic Luck is determined by rolling 3d6 and multiplying the result by five.  The new secondary characteristic, ‘Build’, is determined by adding the character’s Size and Strength scores together (as are the character’s Hit Points).  Sanity and Magic Points remain determined by Power.  

The players then assign nine percentage scores (70, 60, 60, 50, 50, 50, 40, 40, 40) to their eight ‘occupation’ skills and their credit rating skill.  These scores replace the ‘base values’ (which are listed on the character sheets; the ‘base values’ are the characters’ skill levels sans any training) for the relevant skills.  Four ‘personal interest’ skills then are selected; these are non-occupation skills, and players add 20 percentage points to the base values (thus these values, unlike those of the characters’ occupation skills, can vary depending upon the skills in question).  

There are three things that I noticed right away as changes from earlier editions: (1) Power is no longer quite as important as it used to be (though it is still very important), since it does not determine a character’s Luck score now; (2) Education uses the same scale as the other attributes; and (3) Education is no longer quite as important as it used to be, since characters are simply given a set number of skill points.  (I should note that this is not the case in the full rules, where Education continues to determine characters’ starting skill points, though many occupations now depend upon other attributes as well.)  Consequently, while Power and Education remain very important, they are no longer quite as decisive as they were in earlier editions of Call of Cthulhu.

One more obvious change: characteristics employ a percentage range, rather than the traditional range (3-18 or 8-18, depending upon the characteristic) of earlier editions.  For the new players this actually was an improvement, as they found the percentage scores intuitive and meaningful.  For older players, the character sheets include beside each of the characteristics values at one-half and one-fifth of the percentage scores.  The one-fifth scores correspond to the old scale, so players more familiar with earlier editions can refer to those when thinking about their characters.

After about twenty minutes we had three characters ready to go:

•   Bertrand Smyth, a cautious British Lecturer (38 years old) on Ancient Greece from London, visiting Harvard at the time of the game (Str 50, Con 60, Siz 50, Dex 50, App 40, Int 80, Pow 60, Edu 70).

•   Max Brewster, a hard-boiled Private Investigator from Lowell MA (45 years old) (Str 50, Con 60, Siz 40, Dex 80, App 50, Int 60, Pow 70, Edu 50).

•   Helen Tilton, a charming Canadian photojournalist who sometimes freelances for the Boston Globe (33 years old) (Str 60, Con 60, Siz 40, Dex 50, App 70, Int 50, Pow 50, Edu 80).

The adventure itself proceeded quite well.  After an hour or so of easing the neophytes into the activity of ‘role-playing’ (I really hammed things up whilst playing some of the non-player characters in order to get them into the spirit of the game), and making a few necessary skill rolls here and there, everyone quickly got the hang of things, and henceforth drove the story forward with their own decisions and actions.  In this respect, at least, 7th edition Call of Cthulhu remains a great game with which to introduce new players.  

The characters did a fair amount of preliminary research (looking things up in the library, visiting the Boston Globe archives, and so forth).  This helped the new players understand how to interact with non-player characters, and how skill rolls worked.  Eventually they visited the ‘haunted’ house.  Sanity points were lost, Mark’s character got thrown out of a second story window by an angry bed frame, a rusty animated dagger later attacked Mark’s character (for an academic he certainly was keen on being assaulted!), and so forth.  

The players seemed genuinely scared by the things happening in the house, and decided to retreat before solving the mystery.  They did some additional research, and the session ended with them coming up with a plan to return to the house and put an end to the evil that apparently had taken it over.  All of the players seemed keen to complete the adventure, and continue the game at some point in the future.

For the purposes of introducing people to role-playing games, then, the 7th edition Call of Cthulhu Quick-Start rules did the trick!  

While the 7th edition rules do not strike me as significantly superior to those of the earlier editions, they do not seem inferior either.  Most of the changes are minor, and some – such as the end of the ‘Resistance Table’, the severing of Luck from Power, and the changes to Education to bring it into line with the other characteristics – seem helpful.  Thus it probably is slightly better than earlier editions for the purposes of introducing new players to role-playing games, or at least the Quick-Start version is, as everything uses percentages now.  

As for some of the more ‘fiddly’ new mechanics in 7th edition, three are discussed in the Quick-Start Rules: ‘fighting manoeuvres’, ‘bonus’ and ‘penalty’ dice, and ‘pushing’ rolls.

Fighting manoeuvres refer simply to attempts to do things in combat other than simply damaging one’s foes.  Examples include: (1) disarming one’s opponent; (2) knocking one’s opponent to the floor; and (3) grabbing and holding one’s opponent.  The character attempting such a manoeuvre makes a fighting (brawl) skill roll, which can be opposed by the target’s dodge or fight skill.  These rolls can be modified by the combatants’ ‘build’ scores (determined, recall, by their size and strength characteristics); these modifications involve the application of bonus or penalty dice, discussed below.  The mechanics are simple and straightforward, as they involve simply a comparison of the opponents’ degrees of success, with the opponent with the higher skill score winning in cases of ties.  

The new system of employing ‘bonus’ or ‘penalty’ dice, to be used to reflect either advantageous or disadvantageous circumstances, is pretty straightforward.  Essentially, when a character enjoys some sort of significant ‘benefit’ in attempting a task, she gains a bonus die, which means that when rolling for a percentage, the player rolls two ‘tens’ dice and takes the better one.  So, for instance, a player might roll an 8, 3, and 4; assuming that the ‘4’ is on the die designated as the ‘ones’, then the player may decide whether her final result is an 84 or a 34, whichever is most advantageous).  Penalty dice work in the opposite way (players take the worse of the two ‘tens’).  During our session this came up only a couple of times, and seemed straightforward enough.    

The other new mechanic is ‘pushing’ rolls.  Very roughly, if the Keeper (game master) judges it feasible, a player may opt to have their character try a task again after a failed roll, on the condition that a second failure might be even more costly than the first.  While I made the option of pushing a roll available a couple of times during the adventure, all of the players were too risk-adverse to try it.  The mechanic seems easily ignorable for those groups who dislike it, though I think it can be a reasonable option in some circumstances and will continue to make it available to my players in our next session.

In short, based upon my use of the Quick-Start rules and my (at this time) very brief perusal of the full rules, my impression is that the 7th edition of Call of Cthulhu is very much still the grand old game many of us have loved for years.  The changes are not especially deep, and in play the system is quick, unobtrusive, and largely feels like the earlier editions.  Some aspects are more streamlined – I, for one, will not miss the disappearance of the old Resistance Table – while many of the new mechanics can be used or ignored as the players wish.  (Of course, since I am relying on the Quick-Start rules here, there may be complications in the full rules that make the game run less smoothly or are otherwise problematic.  But if the Quick-Start rules operate without a hitch, how hard can it be to ignore any annoying or unnecessary additions in the full rules?)

Based upon my experience with the Quick Start rules, I look forward to reading properly the full version of the 7th edition of Call of Cthulhu.  And, more importantly, I look forward to completing “The Haunting” and starting a new adventure!
« Last Edit: January 12, 2015, 12:03:34 PM by Akrasia »
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Akrasia

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Call of Cthulhu 7th edition Quick-Start Rules
« Reply #1 on: March 10, 2015, 02:07:22 AM »
If you'd like to give the 7e rules a try, there is now a free solo adventure (1980s style) available from Chaosium:
http://www.chaosium.com/alone-against-the-flames-pdf-epub/

(The PDF version of the Quick Start rules also are free.)
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crkrueger

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Call of Cthulhu 7th edition Quick-Start Rules
« Reply #2 on: March 10, 2015, 01:03:10 PM »
So it sounds like they...

1. Incorporated changes to the BRP structure from MRQII.
2. Incorporated "Advantage".
3. Incorporated a narrative mechanic.
4. Moved to straight percentages.

In other words, take CoC which has worked perfectly well for 6 editions and make it seem "new and improved" by searching for other people's ideas to bolt on.

Sounds like the "grasping at straws" edition, aka "New CoC!  With fixes for all the things that weren't broken, and STORY!"

Meh :hand:
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Akrasia

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Call of Cthulhu 7th edition Quick-Start Rules
« Reply #3 on: March 10, 2015, 07:42:07 PM »
Quote from: CRKrueger;819466

1. Incorporated changes to the BRP structure from MRQII.


If you're referring to the elimination of the Resistance Roll chart, then yes.
 
And this is a definite improvement IMO (just as it is in RQ).

Quote from: CRKrueger;819466

2. Incorporated "Advantage".


I'm not sure if this was developed independently for CoC 7e or borrowed from D&D 5e (the two games were in development around the same time).  

In any case, it is easily ignorable if you don't like it.  I don't mind it myself (just as I don't mind it in D&D 5e).

Quote from: CRKrueger;819466

3. Incorporated a narrative mechanic.


I assume that you're referring to the "pushing" mechanic here?  I'm not sure what to make of it myself, but it is easily ignorable.  It seems pretty minor overall.

Quote from: CRKrueger;819466

4. Moved to straight percentages.


Yeah, but ultimately this is a cosmetic change, since the 1/5 values correspond to the earlier scores anyway.

I initially was not keen on this change, but now I'm used to it.

Quote from: CRKrueger;819466

In other words, take CoC which has worked perfectly well for 6 editions and make it seem "new and improved" by searching for other people's ideas to bolt on.


There are some definite improvements IMO.  E.g., the combat rules are better explained (including 'dodge'), the elimination of the RR table is helpful, education is now inline with the other attributes, etc.

But most of these improvements are pretty minor.

As for the "other people's ideas to bolt on" quip, I'm not sure that's fair.  

Quote from: CRKrueger;819466

Sounds like the "grasping at straws" edition, aka "New CoC!  With fixes for all the things that weren't broken, and STORY!"


I've run a fair amount of 6e CoC in the past, and have run 3 sessions of 7e.  The differences really are minor, and I appreciate the small improvements (the elimination of the RR table, the change to education, etc.).

In actual play 7e doesn't seem that different to me from earlier editions.

Quote from: CRKrueger;819466

Meh :hand:


If you're happy with the earlier editions there certainly is no need to change.

But, as I tried to make clear in my review, 7e remains very much the same game as the earlier editions.
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Simlasa

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Call of Cthulhu 7th edition Quick-Start Rules
« Reply #4 on: March 10, 2015, 08:15:15 PM »
My read through of the main rulebook seemed like it was pushing a more action-oriented 'pulp' style of play while also shoveling narrative language ... such as suggesting GMs let Players describe settings and such.
From what I understand this backed far off the degree of changes the re-designers originally wanted to make... and based on some comments I saw from them on Yog they did seem to believe they were gong to 'fix' CoC.

In the end none of the changes that stuck are huge or particularly innovative ('pushing' was already a common houserule that I don't find narrative anyway)... but they add up to less than vague 'smell'... a step towards the meta that has me pretty much in agreement with CRKrueger's assessment that it's "like the 'grasping at straws' edition, aka 'New CoC! With fixes for all the things that weren't broken, and STORY!'"
« Last Edit: March 10, 2015, 08:21:37 PM by Simlasa »

Akrasia

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Call of Cthulhu 7th edition Quick-Start Rules
« Reply #5 on: March 10, 2015, 08:21:49 PM »
"Vague smells" aside, in practice -- i.e., in actual play -- I've found some of the minor changes quite helpful, and the overall experience to be pretty much the same as I had when playing 6e (or earlier editions).

Of course, I'm drawing on my experience with older editions when running 7e.  Perhaps players who start with 7e will run it quite differently than the CoC grognards.
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Simlasa

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Call of Cthulhu 7th edition Quick-Start Rules
« Reply #6 on: March 10, 2015, 08:30:59 PM »
Quote from: Akrasia;819501
"Vague smells" aside, in practice -- i.e., in actual play
Yeah, I'm definitely speaking only about the writing... reading between the lines for intent.
Heck, in 'actual play' I don't see a whole lot of difference between Pathfinder and D&D 5e when played with people moving from one to the other.
Like you say, I wouldn't be surprised if groups used to earlier version of CoC continue to play it pretty much the same.
« Last Edit: March 10, 2015, 08:34:24 PM by Simlasa »

K Peterson

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Call of Cthulhu 7th edition Quick-Start Rules
« Reply #7 on: March 10, 2015, 09:48:18 PM »
Quote from: Akrasia;819497
..the elimination of the RR table is helpful...

You've stated this a number of times - both in the review and followup posts. That its elimination is helpful, or more streamlined. Why do you think that's the case?

Personally, I've always found the Resistance Table to be a great adjudicating tool for the Keeper. An easy way to resolve opposed actions with a minimum of fuss, to get you back into the roleplaying experience smoothly. I'd miss its absence if I had considered 'upgrading' to 7e.

But, I was sorely disappointed by 7e - by the rumors early in the development and by what backer documents I've seen since I participated in the Kickstarter. (God, do I regret what I spent contributing to the KS...). I'll end up either reselling it or it will sit on a shelf gathering dust.

Akrasia

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Call of Cthulhu 7th edition Quick-Start Rules
« Reply #8 on: March 10, 2015, 10:00:40 PM »
Quote from: K Peterson;819506
You've stated this a number of times - both in the review and followup posts. That its elimination is helpful, or more streamlined. Why do you think that's the case?


I find comparing levels of success to be faster in play, as well as more dramatic than using the RR table (e.g., a critical success versus a failure, instead of simply success/failure).
 
Quote from: K Peterson;819506

But, I was sorely disappointed by 7e - by the rumors early in the development and by what backer documents I've seen since I participated in the Kickstarter.


My reaction has been the opposite.  Early on I was very worried about the proposed changes, but the final product turned out to be much better than I expected, essentially classic CoC with some tweaks.  As I've said, the changes are minor (at least in play), and I find some of them helpful.  (Some I'm not so keen on, but those ones are easily ignored.)

Also, if you backed the kickstarter, you should have the final PDFs by now, so you can make your verdict based upon the final version (as opposed to "rumors" and draft documents).
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apparition13

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Call of Cthulhu 7th edition Quick-Start Rules
« Reply #9 on: March 10, 2015, 10:17:31 PM »
Quote from: K Peterson;819506
Personally, I've always found the Resistance Table to be a great adjudicating tool for the Keeper. An easy way to resolve opposed actions with a minimum of fuss, to get you back into the roleplaying experience smoothly.
I have no idea, but a lot of people seem to hate it. Me, I'd just as soon use it, or a variation on it, as the sole resolution method.
 

Simlasa

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Call of Cthulhu 7th edition Quick-Start Rules
« Reply #10 on: March 11, 2015, 01:33:17 AM »
I never even use the table, the formula is so simple... fast once you get it down.