Sunday, June 14, 2020

Call of Cthulhu 7th Ed - Magic Q&A


In Call of Cthulhu (CoC) 7th Edition, Magic is pretty straight forward, especially with the Summary of Magic Rules on page 419 Keeper Rulebook. But some rules are hidden in the text or are confusing due to wording.



Q: Do you tell the Players how many Magic Points (MP) are required for a spell?

A: No, not initially. But in the spell ritual, there will probably be hints as to how much it might be. An example would be "Ye Spell may cause tiredness and if caster is unhealthy, a nose bleed." or "Ritual Circle participants may faint and in extreme cases die depending on how many hours of chanting and dancing continues." For minor spells, after a successful casting, I would tell the Player how much it would cost. For major rituals used to mainly banish a major Big Bad Guy, I would ask each Player to write down how many MPs they are spending and hand it to me in secret. Then I would add it up and see if they reach the required amount of spend. Remember, you can spend all your MP and overspend, by spending HP in addition to MP. When you overspend, I would describe the physical effects of the HP spend such as a nose bleed, dehydration, burst blood vessels, shriveling like a raisin, or even death by turning into dust. If the ritual is long (over several hours), I may allow additional MP / HP spends to complete the ritual. e.g. their first group spend wasn't enough. I would hint that something might be happening, but maybe the spell is failing and ask them if they want to spend more.



Q: When PCs find a tome and inside it is a spell and they decide to cast it. How much about the spell do they know and what does it do? Do they cast it to find out what it does? How vague or specific are you about what the spell does?

A: It depends on how thorough the tome is and if the PC skimmed the tome (Initial Reading) vs Full Reading. If you did a full reading and it's not a fragment of a tome, you'd think the spell is in there with some context. So, there are enough clues to figure out what the spell does. "Bringing a corpse back to life" might mean: zombie, reanimation, resurrection, possession by evil spirit (a la Evil Dead). Who knows? Undesired side-effects? Possibly. If it's an old tome with notes in the margin, there might be additional clues as to what the spell does and possible side-effects.

But if it's a fragmentary manuscript and a skimmed reading and a "go for it" casting of the spell, then the results could be even worse. It'll be a GM potluck.



Q: A Tome takes 20 weeks to read, but there's no time in the scenario to that, so what's the use of the book?

A: You can skim the book (Initial Reading). So, you're basically flipping through the book and reading various chapter headings and maybe the first paragraph of each chapter. Also noting if there are diagrams (most likely spells). Then going back and deciphering the potential spells. (p.176 & p.419 Keeper Rulebook, "Learning a spell from a Mythos book.") This requires typically 2d6 weeks (or shorter depending on the scenario's needs) and an optional Hard INT roll (also depends on the scenario's needs).



Q: Why would I Push the initial casting of a spell?

A: If you fail your initial casting of a spell, you can either Push the casting or relearn the spell. Relearning the spell requires pouring over the ritual trying to make head and tails of it and figuring out what you did wrong (taking on avg 2 weeks, p.176 Keeper Rulebook, Learning a Spell from a Mythos Book.) In emergency situations, you may not have the luxury of doing that and you would want to Push the spell. The consequences of failing a Pushed Casting Roll may not be too bad. See p.178 Keeper Rulebook, Failing a Pushed Casting Roll.



Q: Learning how to cast a spell is really hard. What if we really want to succeed in casting it?

A: Once you've successfully cast a spell, you can cast it later without having to make any rolls, other than any spell targeting requirements (p.177-178 Keeper Rulebook, Casting Spells.) So, if there is time, it would benefit the PCs if they learn the spell beforehand and do a successful casting in a non-stress situation first.

Or if push comes to shove, you can Push the casting and immediately try again, but the consequences could be terrible. See p.178 Keeper Rulebook, Failing a Pushed Casting Roll.



Q: Does POW regenerate?

A: POW does not regenerate, but there are 2 ways to gain it:

1. When you roll 01 on a Luck roll, roll % and if above POW, gain 1d10 in POW
(p.179 Keeper Rulebook, How Sorcerers Get That Way.)
 
2. After casting a spell requiring a POW vs POW contest and winning it, roll % and if above POW, gain 1d10 in POW (p.419 Keeper Rulebook, Increasing POW or p.179 Keeper Rulebook, How Sorcerers Get That Way.)
 
This is similar to a skill check improvement at end of chapter or scenario, but you roll against your POW and need to fail.



Q: In Tomes of Eldritch Lore, under Cthulhu Mythos, what are the +A/+B percentiles?

A: Cthulhu Mythos: +Initial Reading % / +Full Reading %
Cthulhu Mythos: CMI / CMF



Q: If your Cthulhu Mythos skill is greater than any Tome's Mythos Rating, does it mean you can't get any Mythos skill out of it?

A: Even if your Cthulhu Mythos is above a book's Mythos Rating, you still gain Cthulhu Mythos out of it, but it'll be the CMI value. See p.174 (bottom) - 175 (top) Keeper Rulebook. You can always reread a Mythos Tome, but remember the time to read doubles each time you do so.



Q: Can I use a Mythos Tome as reference material?

A: Yes. The Mythos Rating is the percent chance that a Tome contains useful specific information, but this requires a full study beforehand. And you must keep track of what was looked up before for consistency's sake. See p.175 Keeper Rulebook, Mythos Rating -- Books as References.

This also explains why Cultists and Wizards have a library of occult books and why they continually study and reference them.

In my longer campaigns, such as Masks or HotOE, the PCs kept tomes they found in their luggage, so they can read them during long ocean voyages or to do research. I had a 3x5 card for each book, like an old fashion library checkout card, and kept track as to who read them, who's reading it, reading start date/end date, and what's in each book. This also keeps track as to who has done the Initial Reading and/or a Full Reading of that book. Also some PCs only had time to read a portion of a book before returning it, so this keeps track of how much of the book they've read if they plan on finishing it in the future.



Q (CB): An investigator has read, and is in possession of 4 Mythos tomes. They want to use the Mythos Rating to research that weird thing they saw. Each takes 1d4 hours. If they are willing to spend the time, do they get 4 attempts (at differing ratings of course)?

A (MH): I’d let each investigator take a different book and give it a try. Otherwise that one PC would be just researching while the other PCs are doing other stuff, pretty boring for that one Player.

But from the question, I assume only one PC has fully read all the books. In that case, I'd say it depends on how nice the GM is. Depends on which books and what they're looking up. For instance, if they're trying to find info about Deep Ones, well a book on the Andes or Tibet will have 0% chance of having info on Deep Ones. Also remember if they tried to look up specific info about the Mythos and it failed, that book contains no info about that topic, you should keep track as to what the book contains or doesn't contain.

Also the info found maybe as clear or obscure as the GM wants. i.e. some info, but not so much it breaks the scenario.

I may also claim that if your Cthulhu Mythos is above the book's Mythos Rating, you know more than the book and there's no point in using the book unless they want to Push and risk SAN loss.

A (RS): I'd streamline the process by giving one roll for the specific research across tomes. If the information is necessary for the investigators to have, give them the information no matter what, but make it take longer if they fail (automatically make each die roll four hours, or add more D4 hours to the time), or minimize the study time on an Extreme success.



Q: Can you dodge or fight back against a spell?

A: No, unless there's some combat component, such as touching your target.



Q (ED): For reading mythos tomes, does the sanity loss apply after an initial reading or after a full study?

A (MH): Both. You lose SAN both times and any additional times you read it. See p.419 Keeper Rulebook for summary of rules. Also note when it says Roll for Sanity loss, it means roll for the amount for San loss, not roll for a SAN save. SAN loss is automatic when reading tomes.



Q: During full study of a Mythos tome, if your Cthulhu Mythos is already greater than (or equal to) the tome's Mythos rating, do you gain CMI or CMF/2?

A: CMI. See p.175 Keeper Rulebook, Full Study. It explicitly states CMI.

But on p.419 Keeper Rulebook, Full study of tome, it states CMF/2. I think this is how CMI / CMF were initially created. On most, but not all tomes, CMI = CMF/2 (rounded down). See p.237-239 Keeper Rulebook, Table XI: Mythos Tomes.

For consistency and simplicity, I'd just use the pre-calculated CMI.



Q (JO): Can PCs "cheat" by recording a ritual chant on a Dictaphone and play it, so they're free to do other actions?

A (MH): Most rituals require intention and a spend of POW, MP, and/or SAN to complete. Without those components, it probably won't work. If the ritual doesn't require a spend of those things or if you, as GM, allow the recording, but the spend of points is channeled through the PCs anyway, then it might work.

If you do allow it, a wax cylinder has a very short play time (3 minutes max) and a creature can throw things or make the floor shake that can disrupt the Dictaphone player. So, PCs have traded one thing for another. Not a get out of jail free card. Also a Dictaphone has a lousy speaker (a horn) and isn’t very loud, so maybe it only works in a specific direction or to a limited extent. Or not at all. Also repeated play wears the wax cylinder down.

https://en.wikipedia.org/wiki/Phonograph



Q (ZE): How do you approach telling players about Mythos Tomes. When a player finds a tome, should the keeper tell them its statistics (Cthulhu Mythos Points gained, sanity loss, time of study) before they attempt to read it, or should this information be hidden until the players make an attempt at studying it?

A (MH): I keep it hidden until they can reasonably figure it out.

That's what Initial Reading is for. Those books don't have blurbs on them. You gotta dive in the deep end to find out. I don't disclose the stats until they've taken the SAN loss and gotten their Cthulhu Mythos pts. I generally won't disclose the Full Reading pts either, but most of them are about double the Initial Reading Mythos pts.

For spells, I disclose whether there are spells in it after an Initial reading. I do expect spells to have diagrams and such, so even without an Initial reading, you can tell there are spells in them. You should also obfuscate the spell names. The Grand Grimoire has optional names. I also don't give out what the spells does, but give a general idea of what it might do (sometimes incorrectly or hide its possible side effects).



Q: How do you spot spells in Mythos Tomes?

A: There are always sigils to be drawn somewhere (on paper, on a surface, on a body part), hand movements and gestures, ingredients (herbs, incense, liquids, bodily fluids), or summoning circles and such. I assume these will be illustrated, much like secret Kung Fu manuals. If you see an illustration, it's probably a spell. There's probably a title, probably in an old tongue and slightly obscure. What the spell does is probably obscure too unless there's marginalia by someone who tried casting it before. If it's translated, it might be easier to figure out unless it was translated from a partial manuscript.



Q (GMD): If an investigator casts a spell and fails the first time. They then push the roll and fail again taking the increased cost of the spell, but the spell still casts with the added side effect that comes along with it.

If the investigator wants to cast that spell again, do they do it regularly or do they have to go through the 'First time casting' process all over again?

A (MH): I'd say if they want to mis-cast it again, they won't need to roll, but they get the same side effect from the pushed roll. e.g. repeat the same mistakes they've done before. If they want to avoid the side effect, they'll need to relearn the spell and make another casting roll. See p.178 Keeper Rulebook, Failing a Pushed Casting Roll.



Q (TS): Does casting a spell that has a sanity cost of 1D6 cause temporary insanity on a roll of 5+? Also, does losing enough sanity through spell casting cause indefinite insanity?

A (MH): Yes and Yes. Mythos spells require understanding of Cthulhu Mythos Magic, so casting those spells pushes you to complete understanding. Some spells do not have a SAN cost. Some are considered Folk Magic, See p.13 the Grand Grimoire of Cthulhu Mythos Magic.

A (ENR): That's the cost of magic... and also why most villainous cultists are insane (0 Sanity).



Q (RH): Quick question on instantaneous spells. I know they are described in the book as working just like readied firearms, but my understanding is the readied firearm bonus applies for further rounds as long as said shooter is still shooting and isn’t doing anything fancy like running or obviously reloading.(i.e. it’s not just for the first shot).

Does that principle apply for instantaneous spells? In other words can a powerful sorcerer can keep the +50 Dex bonus if the caster keeps casting the instantaneous spells?

I assume if you wanted to switch from melee to an instantaneous spell you would need to do so on your usual turn order and cannot interrupt, in much the same way a player can’t just announce ”I’m pulling out my gun” in the middle of the round for a sudden +50 DEX.

A (MH): I think instantaneous spells are always ready. They’re just very quick to cast. You do not need to pull your spell gun out of your holster. See p.243 Keeper Rulebook, Casting Time and Spells in Combat.

You can only act once in each round. If you were fighting in combat and was acting at Dex in the initiative order, and wanted to cast a spell for the next round, you need to notify the GM that you are casting an instantaneous spell to go at Dex + 50 for the next round. If you changed your mind in the middle of combat before you acted, I'd leave that up to the GM to decide. Most likely you'd go in Dex order, you cannot suddenly cast a spell as an interrupt before the creature hits you, by claiming that a instantaneous spell goes at Dex + 50 and before the creature goes, this seems like cheating.

Another example, if you initially said you were going to cast an instantaneous spell and then changed your mind and decided to fight in combat, your initiative should drop down to Dex before you can act. e.g. you cannot fight at Dex + 50. I guess if your choice was to shoot a gun already in your hand or cast an instantaneous spell you can do either at Dex + 50. The only edge case is if the spell requires a hand gesture that uses your dominate hand, then you'd have to decide beforehand. And if you change your mind, you'll have to drop down to Dex before you can act because you'll either have to holster your gun or draw it before you can act. Most spells don't have this much detail, so it'll probably never come up in a game.



Q (U): Some spells have a Sanity Cost in the book. I think this is something that happens each time you cast the spell and is not a cost for learning it? If that's correct, then is there a Sanity save roll each time you cast the spell and you lose that much if you fail it? Or is it automatic.

A (MH): You are correct, the Cost listed for the spell is for casting the spell, not for learning it.

Reading books and spell casting are voluntary, so the SAN loss is automatic. There is no Sanity save roll. Best way to check this is if you see something like 0/1d6 that is an indication there is a Sanity save roll and the resulting SAN loss for succeeding/failing the roll. If you only see 1d6, then there is no Sanity save roll, and the loss is automatic.



Q (M): Do spells that cause you to lose 5+ SAN points automatically drive you crazy and in addition to not being able to be cast, they had better not even publish them?

A (MH): Spells that cost you SAN will eventually drive your SAN to zero and thus permanently insane.  Once you've successfully cast a spell, you can always cast it in the future at 100% chance success. If a spell costs 5+ points SAN, have the PC roll the INT roll after the spell goes off to see if they go temporary insane (p.178 Keeper Rulebook, see sidebar example). Also once your SAN goes to 0, you basically have infinite negative SAN. Insane cultists (0 SAN) can cast spells without SAN cost. (p.177 Keeper Rulebook, Casting Spells, Having no Sanity points does not prohibit spells from being cast—if it did, there would be no cultists.)

Why would someone rational write these spells down? Well, maybe they wrote it down during a bout of madness? Or a mad cultist wrote it down because their god told them to. Or the spell worked and it's worth using in an emergency to save the world -- again.

You have to remember that in CoC, Insanity is not your DSM definition or causes. Insanity is understanding Cthulhu Mythos hyper-reality and hyper-geometry. Cultists have 0 SAN because They Understand the Unknown and Unknowable.



Q (TDK): I bought The Grand Grimoire of Cthulhu Mythos Magic from Chaosium, and it talks about the different phases of the Moon having the potential to enhance certain types of spells.

Could someone tell me how they handle lunar calendars or Moon phases in their games? I'm tempted to use that idea, but it seems too complicated for me.


If PCs ask what phase of the moon is in, I look it up. As most rituals happen either at New or Full Moon, I use that as a ticking clock for the PCs if they bring this up.



Q (X): The Keeper Rulebook gives a brief description of Tomes which isn't enough for me to be able to give a good explanation if someone actually reads it in full. So I'd like to know if this was done on purpose so that we could create the real content of the tome or if there's a more complete explanation of them somewhere.

A (MH): If you read any of the HP Lovecraft stories the game is based on, there's really not much detail as to what's in each Tome. So, it's up to the GM to make up whatever you want. Assume most of them are handwritten with odd marginalia and notes by their previous owners. Assume it's full of foreign or alien languages, diagrams, drawings, etc. Assume they're hard to read and understand, that's why you can re-read them and gain more knowledge each time you read it.



Q (K): How does Nyarlathotep's Summoning and Bast's Healing work? Is it at will, a turn, or 5 minutes as per a ritual spell casting? None if this is explained in the Keeper Rulebook.

A (MH): These are gods. These abilities are all at will.

In Mallus Monstrorum vol 2, p.42, The stats are for Typical Physical Manifestation of Bast. This manifestation is immune to bullets and impaling weapons, and if reduced to 0 HP, disappears in a cloud of smoke and will reform in 10 hours. HP: 19.

It makes sense that this is only a manifestation. There is NO WAY a god would have only 19 HP, so it's only a manifestation, an extension of the god in our physical realm. But if you do manage to do 19 pts of damage in one hit, it turns to smoke and will be back in 1/2 a day.

At will means it can heal at most 30 HP (one for one MP to HP), so it can heal damage each round until it runs out of MP. If I ran this, I'd tell the PCs the wounds are closing up, then restore lost HPs at the start of the manifestation's round. When it runs low on MP, I'd tell the PCs that the healing is slowing down or doesn't happen at all.

It also states that it likes to manifest as a large predator cat such as a panther or jaguar when in retribution mode. So, to PCs it would just be a large cat predator hunting them with healing powers and immunity to various attacks. Until it vanishes into a cloud of smoke and returns the next night.

Nyarlathotep, Mallus Monstrorum, vol 2, p.142. It's listed as various manifestations. POW 500, MP 100. With a POW of 500, PCs can't resist its spells. You don't get a save throw. Depending on its manifestation, different things happen when reduced to 0 HP. For Summoning, the cost is 1 MP per 5 POW the summoned creature has. I'd say it takes a round because you want to show the PCs a rift opening up in space-time with unknown constellations in the background and the outline of something coming through. Give the PCs a chance to feel the horror (and SAN check). Then whatever is summoned comes through and does big N's bidding.

Things should be fair to the Players and as a GM, do what creates a better story. Sure you can just say a creature suddenly shows up, but what's the fun in that? If you want to give the PCs a bigger chance to run away, the summoned creature could take 1d3 rounds to get through the rift.




Other Q&A:

Sunday, May 31, 2020

Racism Inflection Point - non-gaming post



I grew up in the 60-80's in progressive Berkeley, home of the UC Berkeley campus protests again the Vietnam War. I went to Berkeley High School and UC Berkeley for my Bachelor's Degree. I've never experienced any racism except for some token bullying at school by White kids, mainly some kids either pulling up the corner of their eyes or pretending to speak Chinese by saying "Ching-ching, Chong-chong," but it was very rare, maybe 3 times in my whole life.

The only time I experienced overt racism is when I went to Hudson, MA on a college internship with Digital Equipment Corporation (DEC). My co-workers at DEC, all white, were as accepting as the people I knew in Berkeley, most were from MIT. I took a bus tour of the east coast (NYC, DC, Niagara Falls, Rhode Island) that left from the DEC campus. One lady who was a secretary at DEC, whom I didn't know, made small talk and asked when I was going to marry a nice "Chinese" girl. Interesting that she had to qualify the type of girl I had to marry. I politely answered her question and ignored her racial comment as old white lady syndrome because she meant well. I went to a barber shop and there was a long line of seated customers waiting and the barber told me to go to the saloon next door. Thinking nothing of it, I went next door. A month later, I went to the same barber shop. This time, there was nobody waiting. He still told me to go get my hair cut next door. That's when it hit me: The barber didn't want to cut my hair.

You hear about people who die in their homes and nobody finding the body for months or years. I figure if I died in a racist area, nobody would care. Or if I needed help, it might not be forthcoming.

Since then, I've vowed never to live in a city without a major University and an educated population.

Fast forward to 2020.
Minneapolis 2020 riots

Covid-19 is a pandemic. And there are protests and race riots going on throughout the US.

Rodney King being beat up by cops
I saw the beating of Rodney King on TV during the LA Riots of 1992. I watched Do The Right Thing and didn't quite understood why Mookie (Spike Lee) threw a garbage can through a window. I saw the anger, but I didn't understand completely why. I saw people blocking the freeways in my area during Black Live Matter and didn't quite understand that. I understood peaceful protests like MLK Jr and Gandhi. In Berkeley High, we were taught about the peace movement, but not about the Black Panthers, though Malcolm X was brought up briefly.

Similarly, I didn't understand the current rash of riots until I watched this video (please watch it, it changed my world view): Trevor Noah: The Daily Show#JusticeForGeorgeFloyd.

The last 3 years of President Trump's legacy has been a disaster. He has proven that he's a racist.

I wrote this post on FB:
There were early stories that Trump is a racist. After 3 years, I think they were right. There are stories his dad discriminated against black renters. He called white supremacists wearing khaki and carrying tiki-torches "very fine people." Now, he quotes an infamous line from Miami Police Chief Walter Headley Jr. originally used it during the height of civil rights protests in the 1960s. It's not like he pulled this quote out of his ass. Trump who we know is a very stable genius (self-proclaimed), picked this quote deliberately. I don't think anybody else owns his Twitter account due to bad grammar and misspellings. We know it comes straight from Twitler's head into his cellphone. His hate for Obama. Where could that have come from? They've never met each other. Could it just be that Twitler couldn't stand a Black President? That is why he's been undoing everything that Obama has done? Twitler is a racist, plain and simple.
In response to my post, one of my friends wrote this:
It’s been really obvious that the man is not just a racist, but a hard core old-school racist, since at least the 90s. And if you didn’t realize it by 2010 you just weren’t paying attention. People seem to give him a pass because he just seems too unserious and too dumb and way too many people seem to believe his kind of vicious racism isn’t really that much of a thing anymore. It’s hard to believe he’s motivated by racism when it hardly seems like he has any kind of fixed principles at all and he’s just a grifter and charlatan. But that’s not how it works.
Another of my friends noted this:
People treat him like a child, you wouldn't punish a child because they don't know what they are doing or saying. There's really no malice behind a child's actions. But we elected him president.
Friday, he tweeted that he'd release "vicious dogs" on protesters outside of the White House. This is another racist rant.

Just like the barber who wouldn't cut my hair because I wasn't White, Trump is reversing everything Obama did for the same reason. Not only that, Lindsey Graham and Mitch McConnell are either going along with it or enabling it. Either way, just as bad. It's not just Trump doing this, but the whole GOP government.

So, what do you do when the social contract is broken? (what social contract? See Trevor Noah's video I linked earlier)

All bets are off the table: guns, knives, rioting, protests are all viable responses.

This has all happened before. Riots happened in America 1963-71. Only after passage of the Civil Rights Acts (1964-68) did the riots start to quell. e.g. Civil Rights Acts offered hope of equality and kept the peace for 50 years. LBJ pushed through the Civil Rights Act to stop civil unrest.

But MAGA (Make America Great Again), Trump's signature slogan, hearkens back to White America where "people knew their place."

Would Trump make a peace offering like LBJ? Right now, Trump is offering to use the military to quell the unrest. And police are now attacking reporters and innocent civilians. True to form, Trump is urging crack downs.

Would the protests continue? Right now, unemployment is at 19% due to Covid-19 and people are stuck at home without work for an undetermined amount of time. They have nothing better to do and they are dying from the virus and police brutality.

Civil Rights have been on the rise since 1964. Then with Trump's Presidency, a swift fall. I'm hoping this is an inflection point, a bottom. Depending on how much the riots go on, on how scared the WH and GOP gets, something positive might come of this.



p.s. On 7/22/2020, Vice President Biden called Trump a racist.

p.s. On 9/10/2020, Michael Cohn, Trump's lawyer and fixer says Trump is a racist.

p.s. On 9/23/2020, George Takei.
















p.s. On 9/29/2020, during the 1st Presidential Debate for the 2020 election when asked to denounce white supremacists, Trump instead tells a white supremacist group: "Proud Boys stand back -- and stand by."

p.s. Reaction to Trump's Proud Boy comment, it's right out of Hitler's fascist playbook.

p.s. On 1/20/2025, Trump ends DEI programs.

p.s. On 5/12/2025, expedited refugee status of White South Africans to US while halting other refugees from war zones.

p.s. On 10/11/2025, reclaimed Columbus Day.

p.s. On 10/15/2025, proposes changing US refugee system to "giving preference to English speakers, white South Africans and Europeans who oppose migration."

p.s. For 2026, Trump revoked the free US National Park days for MLK Jr Day and Juneteenth. He replaced them with his own birthday.

p.s. On 2/6/2026, Trump posts racist video about the Obamas. WH defends it, but finally takes it down after 12 hrs.

p.s. On 2/16/2026, Trump executive order removes information plaques about George Washington and his slaves. Judge calls this the erasure and rewriting of history, and the plaques must be restored.

p.s. On 3/27/2026, Hegseth blocks promotions of black and women soldiers from promotion to one star generals. https://www.npr.org/2026/03/27/nx-s1-5763860/hegseth-blocked-2-black-and-2-female-soldiers-from-promotions


ps. On 7/7/2026, Judge calls Trump and Vance racist in ruling: https://youtu.be/FDXc5i1IB8s?si=sixJD7OSu05HGp3p

Friday, May 08, 2020

Swords of the Serpentine - Review

I play tested this in January 2019. It's was available for pre-order May 2020. It finally shipped July 2022.

When I signed up for the play test, I was a bit leery of it. I mean how many fantasy RPGs are out there and what would make this different? On the plus side, this was co-authored by Kevin Kulp, who wrote Timewatch, one of my favorite games.

Below are examples from the play test.


Character Creation

There's a lot of customization where you can write several phrases ("What is Best in Life?" from Conan the Barbarian) which helps describe your character and give you an edge when needed.

The Adjectives are self selected for flavor and to help you decide how your character would act in a situation when faced with indecision.



You also pick your alliances and enemies right off the bat, so everyone already has built-in drama.

And Character-defining gear adds 1 pt of Grit, but it's also cool that there's an incentive to create character and backstory based on your gear. Below is gear for a proto-Conan.

So, character creation is colorful and full of flavor.


Investigative <==> General Abilities

One of my complaints about Gumshoe is that combat is a bit lack luster. Night's Black Agents has improved this with Cherries, abilities at 8+ give you special abilities.

Swords of the Serpentine solved this by allowing Investigative abilities to be used in combat. For instance, you can use your Vigilance (Notice skill) to note an uneven spot on the floor (Player defined), so during combat, you can force your opponent to step on that crack and give you a bonus.

This adds more storytelling to a combat scene.

Also vice versa, a high general ability would give you Investigative skills. For example, a high Warfare (Combat skill) means that you have Investigative skills pertaining to weapons and armor.


Sway vs Warfare

Warfare is your standard sword combat. Sway is affecting the morale of an opponent or opponents. With enough sway, you can make your enemies flee (or retreat from) combat. You can insult your enemies until they run away crying. Very cool.


Sorcery

Yes, there's magic and you can use magic to affect your enemy's Health or Morale. Minor magic is exactly the same as doing the same action physically such as swinging a sword, firing an arrow, picking a lock, but to an observer, it is done magically and is more done for flavor. e.g. people climb up the stairs, but you just float. You point your finger at someone at a distance and you can hurt them as if you fired an arrow at them. It's all for flavor.

But there are major magics where you spend Sorcery. You increase your effects and cause as a side effect a blight (your choice: randomly, evenly everywhere, focused on an area, or on yourself). Powerful and illegal in the city.


The World - Eversink

But what is best in life? A kick-ass world that's different and new.

The main selling point of Swords of the Serpentine is Eversink. The city is built on a swamp. Think Venice filled with canals where various buildings continue to sink into the earth and new floors are built upon the old. The rates of sinking vary throughout the city, some take decades to sink one inch and others drop ten feet in one day. New construction changes the city everyday. Think Winchester Mystery House where an alleyway leads to swimming pool whereas yesterday it was someone's roof. People aren't buried, but exposed to carrion birds or sunk into the marshes. Their souls are remembered by funereal statues, but if destroyed their spirits return to the land of the living. so throughout the city are multitudes of funereal statues; grand ones for the rich and powerful, small clay ones for the poor.

The city has 12 factions fighting each other for control of the city. So lots of intrigue and missions for the PCs.

The city is old, so there are rules and regulations buried deep in time. My favorite skill is Laws and Traditions where a PC can declare a law on the spot and it would be true for the entirety of the campaign "except on Tuesdays." 😊

The monetary system is Byzantine and deliberately confusing in mockery of old D&D and old British money.


Summary

I'm really excited this is seeing print. I've already paid for my pre-order and I'm excited to see the final product. Do we need another fantasy RPG? Yes, if it's Swords of the Serpentine. 😊

Tuesday, March 31, 2020

Call of Cthulhu 7th Ed - Theater of the Mind


Recently, someone posted about the need for maps and miniatures for CoC. The reaction was swift and divisive. A majority of the reaction was that CoC wasn't a combat game like D&D and that you should use your imagination and Theater of the Mind. For those not familiar with Theater of the Mind, the phrase came from the days of radio plays where people gathered around a radio and listened to dramas, just like people do today, to watch television shows (I know people don't do this anymore due to streaming and personal devices). Some people did admit to using battlemats and minis or doing a quick sketch and using dice to mark locations.

Battlemat and Minis for D&D
At first, I thought the question was from a GM used to a different style of game (most people thought it was a post by a D&D GM where battlemats and minis are prevalent), so my reaction was the following:

Generally, I run the game with Theater of the Mind. Most people know what a house looks like and such, and most of the time the PCs stay together, so there's not much argument about what's going on. A lot of the newer RPGs have Zones: close, near, medium, and far. They replace the finer granularity of battlemats and you can only move from one zone to another during a PC's action. Most combats in CoC are in close/near range, so the options are either to fight, shoot, or run away.

The only time I've had to use a map was running Horror on the Orient Express (HotOE), on a train with 15+ NPCs. I had a map of the train dining car and placed all the NPCs in various booths and tables and had the PCs mingle and chat with people. It's possible with Theater of the Mind, but a lot harder.

Sometimes when Players tell me they are confused, then I will pull out a piece of scratch paper and do a quick sketch. This sometimes happens in a larger space such as a cave complex with a large number of cultists or important objects such as statues, relics, prisoners, and someone being sacrificed.

I do have battlemats and minis, but I've rarely taken them out for CoC. I have played on roll20.net and mainly used the platform for sharing handouts and die rolling, and rarely for maps and the fog of war where you can slowly reveal parts of the map, but once in a while I will use it. I've used it for The Lightless Beacon as the PCs are exploring an unfamiliar lighthouse in darkness, so it adds to the paranoia.

Another person asked how do you know what's in the room?

If they are in a bedroom, I assume the standard bedroom stuff is present. If the creature comes out of a closet and attacks, I either ask for a Luck roll (lowest result gets attacked) or I've seen other GMs just pick the PC with the lowest Luck score. At that point, the PCs generally look for an improvised weapon. If a PC asks if there's a heavy table lamp in the room, then just ask them to make a Luck roll or just say, "Yes." If for something less likely like a silver candlestick (with the PC thinking that silver would have an adverse affect), you can require a higher level of success. For something extremely unlikely like a loaded rifle on the wall, just say, "No."

Then the poster said he never played D&D and was a Player.

I'm a visual person, so I visualize most stuff like a movie, so I have a strong sense of where things are. But I know that there are tactile people, smell people, audio people, etc. So, it can be a leap for someone new to Theater of the Mind as to how it works. It takes mental training to take an empty white room and populate it.

I bring in what I know about the 1920's, the surrounding context (a diner, a club, a house, a speakeasy), memories of various period movies, and internal logic and consistency -- and visually construct the location.

If you are in a living room or den, I will assume there are sofas, chairs, end tables, a fireplace, and if so, fireplace pokers and shovels, etc. A billiard room will have a pool table, pool sticks, maybe stuffed animal heads on the wall, a rifle or crossed swords and a shield as decoration. When you want as a Player to use one of those said props, you can ask the GM if that object exists in the setting. If it does, assume you can exploit it.

If you are in a room and you want to search it for clues, you tell the GM you are tossing the room for clues and whether you can roll a Spot Hidden. Or if you just want to glance around the room and see something out of place, you can ask the GM and he might ask you to roll a Spot Hidden.

For combat, there is no facing. Just assume there's room for 2 or 3 people to dog pile an opponent unless they're unusually large, but in that case running away is the better solution. In CoC 7th, combat is now a series of blows and struggle, not a single blow, so it's less tactical. You can just say, I'll move to point blank on the bad guy and shoot him. The GM will either let you do it or say, "Oh, there's 2 body guards in the way, you can't. You see the body guards move to intercept you, what do you want to do instead?" Sometimes in a fight, someone is already engaged and you can say, "I'll move up behind the bad guy and smack him with a vase." Generally, the GM with just say, "Because the bad guy is already engaged and outnumbered, roll Fight (Grapple) with a bonus die" which matches your narration. Or in some cases, you can say, "I duck behind a support pillar or sofa for cover." Just assume that type of feature is in the room. If you really can't, the GM will tell you, "Sorry, there's nothing like that in the room or it's too far away. Do you still want to run for cover, it'll take two rounds? Or do you want to just fall prone to the ground? Or do something else?" The key is dialog between the GM and Player, so there is a meeting of the minds as to what's in the room.

So, those are my thoughts on Theater of the Mind for CoC.

Saturday, March 21, 2020

Call of Cthulhu 7th Ed - Sneaking Around in Groups

Stealth as an Individual
Stealth as a Group
A common problem in Call of Cthulhu (CoC) is that sometimes a group of PCs want to sneak into a location and one PC (yeah, that one guy) has the default Stealth of 20%. Or with a large group, by the law of averages, someone would fail even if everyone had a Stealth of 70%. So, how do you handle this fairly?

When someone's Stealth check fails!
I offer a group Stealth check. The PC with the lowest Stealth rolls for the whole group. If the roll fails, the whole group isn't Stealthy. Otherwise, success. But what if several people have a low Stealth score? I give them the option of not sneaking in. They can sit out and do something else while their compatriots sneak in.

World War Cthulhu: Cold War offered another solution. They have a Tradecraft skill. If someone with Tradecraft aided others in Stealth via scouting ahead and using hand signals, they can instead roll a combined skill roll. They roll once and if the die roll is below both their Stealth and Tradecraft, the whole group would succeed.

Trail of Cthulhu (ToC) offered a Piggybacking solution. The PC with the most Stealth points to spend rolls (the Lead), but each PC piggybacking on the Stealth must spend a Stealth point and for each PC lacking in a Stealth point, the difficulty is increased by 2. ToC uses 1d6 for skill resolution, so a 2 pt penalty is pretty hefty. Typically a 4-6 is a success. Having one noisy PC increases the chance of failure by 33%. This can be offset by having the Lead spend Stealth points.

So, another solution is to have the PC with the highest Stealth roll, but add penalties based on the skill levels of the rest of the group. For example: -20% for each PC who only have the default. -10% for each PC with Stealth below 50% but above the default of 20%. -5% for each PC with Stealth above 50%. On failure, you assume someone inadvertently stepped on a twig, knocked over a vase, stepped on a creaky floorboard, or got spotted.

Individual Stealth checks
Another solution is having everyone roll Stealth and those that fail can be noticed, but those that fail are silent and well hidden. This may happen if the PCs scatter and look for various hiding places, like in a closet, under the bed, in a steamer trunk, etc. In this case, I generally ask for individual Luck rolls for those that failed and the one with the worse roll gets spotted and attacked. Sometimes for brevity's sake, the GM could just pick the one with the lowest Luck score instead.

Delta Green uses an opposed Stealth roll. So, there's a chance the bad guys won't notice you even if you have a low Stealth score.

In that spirit, some GMs roll a Spot Hidden for the bad guys, but that should have already been taken into account by the success level required. If the bad guy's Spot Hidden is < 50%, a regular success is required, <90% Hard, >=90% Extreme. And remember, when dice are rolled, it is always for something that matters and at a moment high drama. If the PCs fail a Stealth roll, something should happen.

Well, that's my thoughts on group Stealth.

Thursday, January 30, 2020

Call of Cthulhu 7th Ed - Who rolls dice?


Someone asked whether the Player or the GM should roll SAN Loss. This brings up the general question, "Who should roll dice?"

My immediate answer is that I let the Players roll dice. As a Player, I love to roll dice. So, I assume it is the same for the Players in my games.

I feel it is a philosophical difference as to GM style.

Let's examine why the GM should roll vs Players and vice versa.

If the GM rolls, then the SAN Loss can be kept hidden. Meta knowledge such as how scary the horror is can be kept a secret. e.g. PCs run into a Shoggoth. SAN Loss 1d6/1d20. Some GMs will keep SAN tallies secret and just describe the effects. Some GMs do this with HP damage too.

If the Players roll, then the amount lost is immediately known, but when you tell the Player to roll it themselves, tensions rise, as the immediacy of the roll affects their PC directly. Who talks to their dice more than a craps shooter? "C'mon, seven! Baby needs a new pair of shoes!" The loss range is known too, so there's a Metagame aspect to this, but I think if you run into something minor and roll few dice (1d3) and run into something major and roll bigger dice (1d20), it's not a spoiler.

I prefer full disclosure and have the Players roll. I also do all my die rolls in the open. Also, it saves time. When each Player takes care of their own PC, everything can be done in parallel. Doing each PC one at a time, takes more time and could deflate the atmosphere, as each Player waits for their turn. Also when they see that I roll a 65 and the monster still hits, there's usually a moan at the table as they understand the monster has a high combat skill. In some very rare cases, I do make some hidden rolls.

I've been in games where the GM is a full-on storyteller, describing everything in deep detail. My issue with this is the Player becomes a passive listener. Nothing wrong with a story told by a great storyteller, but for me, that is what a movie or book is for.

For me, a RPG is a cooperative storytelling game. I want to give you just enough details to build the story in your own mind, so you can add your own details and then interact with it. I don't want to tell you everything you see and feel. I want you to generate that. I want to give broad strokes and you fill in the details. For me, there's a barrier that shouldn't be broken between the GM and Player. I give you details and hints, but the Player is the final arbitrator as to how the PC feels and thinks about something. I will NOT tell you how your PC feels or thinks, except when the system absolutely requires it (Insanity or the rare case of Possession by an other entity). Even for Insanity, I would roll on the insanity chart and ask the Player as to what makes sense for their PC. I really want to give the Players as much agency as possible.

I see several types of skill checks based on timing, when the skill roll is made and when the die roll effect surfaces:

  • Immediate Skill Check
  • Delayed Skill Check
  • Hidden Skill Check

Immediate Skill Check:
When a PC is acting and there's doubt as to whether an action is successful, there is a skill die roll. The result is immediately applied. For example: Locksmith (lockpicking), Fighting, Firearms, Fast Talk, Library Use, Jump, Climb. In those type of skill use, the Player rolls dice and the result is applied immediately.

Delayed Skill Check:
When a PC is acting, but there's doubt as to whether the action passes muster after a significant amount of time passes. For example: Disguise, Forgery. In those cases, I prefer to delay the skill check and have the Player roll the skill roll when it matters. e.g. a PC disguises himself to enter a speakeasy. No die roll is required in getting past the door guard, only the password is needed. But inside the speakeasy, an NPC who has seen the PC before (and probably told the PC never to show his face in there again) has a chance of noticing the PC. That is when the PC rolls his Disguise Skill, at the moment of highest drama.

Hidden Skill Check:
When something happens to a PC unknowingly (or there's doubt as to success) and the GM wants to keep it a secret from all the Players. e.g. Possession by an other entity with nefarious intention.

There are various ways to take care of this:

  • GM rolls dice in secret. Generally, the GM will have to ask to see the PCs character sheet to check the relevant skill.
  • Player is asked to roll dice without explanation. Generally, the GM will have to ask to see the PCs character sheet to check the relevant skill.
  • All Players pre-rolls % dice (20 times) and the die rolls are written down and given to GM. Generally, the GM will also ask the Players to write down the PC's Spot Hidden, Listen, and Psychology skill % also. GM looks up die roll vs specific skill and acts accordingly, crossing off the used die roll.
For hidden Possession, I'd generally just have everyone roll dice and tell me their results whether one PC is targeted or all of them. This hides who is being targeted. And instead of telling the PC they're Possessed, I'd wait until some critical moment and then say, "Remember when I asked everyone to roll % dice? Well, you didn't make your save and because of that instead of helping that PC up from the cliff face, you step on their fingers. Oops!"  Remember, the moment of highest drama.

For Psychology skill rolls, I let all observers roll. There is some Metagaming involved as those that succeed "know" whether a NPC has something to hide or not. I may not outright say the NPC is lying, but I may indicate through tells (nervousness, ticks, behavior) that the NPC is not happy with the line of questioning. I do not explain any reason for the behavior, just that the NPC is uncomfortable. Now, sometimes I pick a NPC voice that seems very untrustworthy and let it go at that. Some GMs like to keep Psychology rolls a secret because there's a belief that it fosters more role-playing.

There's also another grouping of skill checks based on how many PCs get to roll:
  • Individual Skill Check
  • Cooperative Skill Check
  • Group Skill Check

Individual Skill Check:
Every PC gets to roll a Listen, Spot Hidden, or Stealth. Those that fail, fail; those that make it, succeed.

Cooperative Skill Check:
One or more PCs may get to roll, depending on the situation; this is where more than one PC is working together to succeed in a skill. See p.88-89 Keeper Rulebook, Physical Human Limits, where you subtract the weakest stat from the target number and the PC with the highest stat rolls. Also see First Aid, p.65 Keeper Rulebook, where 2 people can try to administer First Aid, both get to roll.

Group Skill Check:
The PC with the lowest skill rolls for the whole group. I use this for a Group Luck roll and Group Stealth. You either succeed together or fail together. I offer Group Stealth as an option to Players.

So for me, I let the Players roll most of the dice except for monster attacks and monster damage; I still like rolling dice (my main beef with the Cypher System). I let the Players roll their skill checks, attacks and damage, SAN checks and resulting SAN Loss. I don't worry about Metagaming and trust my Players to keep it at a minimum.

Monday, December 23, 2019

d20 vs BRP (or the evolution of the d20 system)

Someone recently asked on FB why Call of Cthulhu (and Delta Green) which uses BRP was so un-intuitive, requiring low rolls for skill checks and combat. He thought that d20 was much more intuitive with adding your skill level and bonuses to your die roll to meet or beat a specific target number.

Actually, BRP was more consistent and intuitive than d20 for a very long time.

It's all a matter of history.

D&D (1974-1976)
Once, a long long time ago, there was a game called D&D (1974). Armor Classes (AC) went from 9 (no armor) to 2 (plate mail + shield). You had to roll high on a d20 to hit someone in better armor and there was a lookup chart based on your Hit Dice (level) to see if you could hit that armor class. A natural 1 was a miss and a natural 20 was an automatic hit. A 1 HD attacker needed to roll a 17 or better to hit AC 2. There was a lookup chart for saving throws based on level and class vs various dangers such as Poison, Dragon Breath, and Spells. It was a weird thing where you had to roll high to hit lower ACs. The whole system was built to be consistent where you had to roll high to succeed.

D&D (1974) - Attack and Save Matrix
Arduin Grimoire Trilogy (1977-1978)
In 1977, David Hargrave published The Arduin Grimoire, supplements to D&D. It had critical hit and fumble charts, new monsters, magic spells, and items. If you rolled a 1, you rolled % on the fumble table which ranged from a glancing blow to critically hitting yourself. If you rolled a 20, you rolled % on the critical hit chart which ranged from ruining an eye to decapitation.
Arduin Grimoire (1977) Critical Hit and Fumble Charts

AD&D (1977-1979)
AD&D came out in 1977-1979 after Arduin Grimore and added their idea of a critical hit (though in the text of DMG they poo-pooed the idea of critical hit location tables or double damage); if you rolled a 20, it was good for 6 consecutive armor classes, then you needed a 21, 22, etc. to hit higher armor classes. It also introduced the idea of THAC0 (To Hit Armor Class 0). Save throws still required rolling high to succeed. But a thief had skills where you had to roll your skill or below to succeed. So you had to look up your level and skill on a table to see what number you had to roll to succeed. Every time your character leveled up, you needed to update your skill %. AC 2 stayed the same (now requires a 18 to be hit by a 1st level attacker) and AC 10 was now "no armor."
AD&D (1979) DMG - Attack Matrix
AD&D (1977) Players Handbook - Thief Table

Call of Cthulhu (1981)
Chaosium (BRP, 1981), publisher of Call of Cthulhu, decided it was easier to just roll your skill or below. It was more intuitive. You roll low to succeed. No special tables were needed (except for the dreaded Resistance Table, a look up table for POW vs POW). BRP is a skill based system, not a level based system. If your skill was 40%, you just needed to roll 40% or less on your percentile dice. If you roll low enough (1/5 of your skill, 1/5 * 40% = roll 8% or less in this example) you do an impale and cause double damage. A natural 01% was a critical success. A natural 100% was a fumble. BRP was consistent overall. Roll low to succeed for combat, save throws, and skills.

D&D 3.0 (2000)
Then D&D evolved (D&D 3.0, 2000) and Armor Class became a number you just had to roll or beat to hit your opponent. Still, rolling high to succeed. And your bonuses were based on your level, so you don't need a special table anymore. The AC was now the number you had to roll (with bonuses) in order to hit. Critical Hits were added. If you rolled a natural 20, there's a chance of a critical hit if you roll again and score a hit, you do double damage (so much for poo-pooing critical hits). Saving Throws and Skill Checks switched to DC (difficulty class) where you had to roll the number or higher to succeed. So, now D&D was consistent for combat, save throws, and skill checks. Roll high to succeed.

D&D 5.0 (2014)
D&D 5.0 (2014), Critical hits were now just your natural 20 causing double damage. Also some skills (assassinate) cause critical hits and some magic weapons generate critical hits on lower numbers such as a natural 19 and 20. So, D&D went full circle back to a natural 20 being a critical hit.

Pop Quiz: When is AC 2 better than AC 10? When is AC 28 better than AC 10?
Answer: Depends on your version of D&D. ðŸ˜Š

Thursday, December 05, 2019

The Yellow King RPG (YKRPG) - Review of GUMSHOE QuickShock

Slip case turns into GM screen. Actual product.

Inside of slipcase as GM screen. Paris book and Shock and Injury Cards. Actual products.
Slipcase on the right is not the actual product, but a mockup, real slipcase is a bit narrower and has no printing or embossing on the side.
This shows the 4 setting books in YKRPG.

GUMSHOE QuickShock


I play tested (as a Player) The Yellow King RPG (YKRPG) and enjoyed it, but I didn't really understand the streamlined aspects of GUMSHOE QuickShock until I ran it as a GM.

Instead of managing resources for Investigative Abilities, Players are just given 2 Pushes, floating points that can be used with any Investigative Ability. This got rid of a lot of unnecessary resource management that happens with GUMSHOE 1.0. So, instead of having various Investigative Ability points and having Players trying to decide if they want to spend any, that is all gone. They just have 2 floating points to spend. Much easier to keep track of and it ups the importance of the two points. I handed out physical tokens for the points which have to be turned in when spent.

In the game I ran, 3 Pushes were spent. One to make an exceptional sculpture of a tuberculosis patient, just because the PC had "some people I sculpt die suddenly" as That Deuced Peculiar Business. Another spent a Push on convincing a NPC to tell more about a Blackmail that was happening. Another spent a Push after the scenario to author (spoiler, hover over green fairy box to display):
The Phantom of the Opera.

The new single round Fight system also streamlined combat into one round and makes it more narrative. A great improvement to the old lackluster combat from Trail of Cthulhu. What is impressive is that Night's Black Agents added complexity to combat to spice it up, but YKRPG went in the opposite direction and simplified it even more. My mind is blown that you can do that and succeed.

In combat, Players first decide their desired outcome: kill, escape, other (subdue, take an item, etc.). Depending on their desired outcome, the difficulty level is adjusted. Non-lethal is easier than lethal outcomes. Then each PC spends Fighting points and add 1d6. If the total equals or beats the secret target number, it is a success and the margin of success is recorded. If the total is below the target number, it is a setback and the margin of success (failure) is adjusted. In the end, a negative margin of success means the PCs failed (and the GM narrates what happens); otherwise they succeed in their declared outcome. As each PC spends points, they must describe what action they're taking, their 1d6 + Fighting spend determines how successful they are. This is how the narrative part kicks in. After every PC describes their action and each action is either a success or setback, we get the final resolution.

In combat, any failure results in an Injury represented by an Injury card. A -1 margin of success results in a Minor Injury. A -2 (or worse) margin of success is a Major Injury. The Injury cards have flavor text, mechanical penalties, and rules on how to get rid of the card. This also adds a narrative twist to combat.

For other tests, there are either physical Injury cards or mental Shock cards.

In the game I ran, a NPC had a gun and was going to shoot at a PC. The goal: take the gun away. One PC wanted to restrain the NPC; one PC wanted to slap the NPC's gun hand away, so it can't aim at the other PC; the last PC wanted to wrestle the gun out of the NPC's hand. They all succeeded and dog piled the NPC and took the gun away. This turned out to be a lot more cinematic than "Ok, each of you roll combat skills; roll 1d6-2 for damage; he's still up; roll attacks again; he finally goes unconscious; you take his gun." And this new Fight system only took one round of dice rolling.

For tougher creatures, a fight always takes a Toll. Some creatures automatically costs points in Athletics, Fighting, and/or Health (combination determined by Player). This mainly just wears down the PC and may result in an Injury if the PC can't pay the Toll.

In the new QuickShock system, the Injury and Shock cards describe the physical and mental health of the PC. When the PC receives their 3rd Injury or 3rd Shock card, the PC is either dead or insane (this is for Horror mode; in Occult Adventure mode, it's the 4th card instead of the 3rd that knocks you out).

Overall, I really like this new streamlined GUMSHOE QuickShock. It's more narrative and more cinematic. Gone are the dull multiple rounds of rolling a single d6 and wearing down an opponent.

QuickShock Injury and Shock Cards


I ordered the cards and they came in handy. Of note, the cards came in a weird unsorted order. The first thing that I did was to sort all the cards alphabetically. Having the cards is really useful for face-to-face games. If you're just running your game online, then the PDFs work great and you don't need to spend extra money for the cards.

PARIS - Character Generation


Character generation is quick and simple with the selection of an Investigator kit (Investigative Abilities where you can spend Pushes) and a General kit (General Abilities with points such as Athletics and Fighting). The 7 Investigative kits are based on area of study such as Sculptor, Painter, Poet. The 9 General kits are based on background or previous training such as Farm kid, Factory worker, Former med student, Former cadet.

Players then choose Drives and Relationships between PCs. That's to add flavor and to prevent PCs from turtling and avoiding investigations.

The best innovation is That Deuced Peculiar Business, a strange eerie event that has touched the PC. The Player picks or invents one for their PC. It became easy to weave this Peculiar Business into the start of a scenario. I took elements for each PC's Peculiar Business and inserted it into a poster for an upcoming event. That really kicked the PCs into gear.

PARIS - 1895 Setting


The Paris Exhibition (World's Fair) was in 1889 and the controversial Eiffel Tower was built for it. Famous authors, composers, scientists, and artists flocked to Paris. This was a golden age where you can run into Cezanne, Degas, Debussy, Gauguin, Proust, Renoir, Rodin, Mme Curie, Louis Pasteur at your local cafe, bookshop, theater, or bar. The book lists pages and pages of NPCs. Unfortunately there were no photographs or examples of their work in the book, so I went crazy Googling everything that was mentioned.

Maps of Paris:

The setting is amazingly rich and I'm learning a lot about the Franco-Prussian War and the Paris Commune.

YKRPG - Product Quality


The slipcase that turns into a GM screen is amaze-balls. It's held together with hidden magnets and works really well. It's a really beautiful product. See above pictures.

Due to having a new print house, there were issues in having the product delivered in time, but the wait was worth it. A minor issue was that the non-native English speaking printers had a typo on the spine of the Aftermath book ("Aftremath"). But I haven't spotted any typos in the Paris book.

I rushed getting my Shock and Injury cards from DriveThruRPG and that was a mistake. There were a few typos and errors found, but the PDFs have been corrected and if you order these cards now, they've been corrected. But be wary of secondary market cards (eBay) and make sure you're receiving the corrected ones. The incorrect cards can easily be spotted. The Shock cards have the word "Injury" on the detail side of the card instead of the word "Shock."

Conclusion


I really love this new iteration of GUMSHOE and the Paris setting is wonderful and perfect for The King in Yellow. Absinthe, Impressionistic Art, the Can-can, Moving pictures, Cafes, all make an interesting soup of science and art.

p.s. I haven't gotten to the other 3 books yet: The Wars, Aftermath, This is Normal Now.
p.s.s. I've finally gotten to the other 3 books. Review blog post is here.