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Showing posts from January, 2013

If I Had My Druthers Part Two

Following up from last week, another suggestion I had for the new Call of Cthulhu rulebook is a digest-sized, stripped-down cheapo edition that would retail for under $20, something that would look like this:


It's hard to see, but the little icon in the upper-left is a piece of sinister-looking ancient Egyptian statuary. As with the cover, I'd like to use callbacks to less tentactular elements of Cthulhu fiction to ground the book in real-world elements which recur frequently: archaeology and ancient civilisations, ancient texts and libraries, urban and rural decay, and the boundaries of human piecing together of dissociated knowledge.

If I Had My Druthers Part One

A quick update while I work on so many things... a while ago on Yog-Sothoth.com people were discussing how they'd direct the look of the line, after the generally disliked (at least on Y-S.com) 6th edition rulebook. I'm not sure where it came from—I think it was adopted from the German edition?—but it definitely seemed at odds with the clean, just-the-facts-ma'am look the line had previous to that. I do think that Call of Cthulhu benefits from a more understated look, so in the discussion I mocked up a sample of how I'd approach designing the CoC cover with that in mind.

The idea is to combine rural decay and mystery with a deco or Bauhaus period feel.






(Photo credit: someone on flickr. If I had the original photo somewhere, I could probably figure out whose it is...)

Next week I'll have a sample so-retro-it's-now layout approach, available in the first quarter after When I Run The World.




I would be terribly remiss to end this post without joining the rest of th…

A Handful of Dust [Night's Black Agents]

[ link ]

Here's a redesigned Night's Black Agents sheet put together for a theoretical future continuation/restart/completely new Delta Green campaign I'd like to do sometime in the future.

The basics:

• It's set to DUST mode, so Health is capped at 10 and your starting General Ability points are 55. MOS rules do not apply, and characters only gain access to 8+ abilities marked with the Dust icon—Athletics (Hard to Hit), Hand-to-Hand (Eye of the Tiger), Medic (Medical School of Hard Knocks), Shrink (Talk It Out), and Surveillance (The Wire).

• It's also set to BURN mode, so your Stability is capped at 12, and your Network points are group-size dependant.

Other rules variants that apply:

• The Dunwich Sanction:
Cthulhu Mythos is in and Vampirology is out, so characters have Sanity to lose too. Also added: Fringe Science, Geology, Physics, and Theology. Because this is nominally for a Delta Green campaign, the Bureaucracy General Ability rules from Martini, Straight…