<+LynneHardy> I’m Lynne Hardy, Associate Editor for Call of Cthulhu and Line Editor for the upcoming Rivers of London RPG. I’ve worked for a lot of different games companies over the years (Modiphius, Cubicle 7, Pelgrane Press, Green Ronin, etc.), as well as writing my own steampunk pulp adventure game, Cogs, Cakes & Swordsticks
<+Mike> Hi, I;’m Mike Mason, creative director for Call of Cthulhu any
<+Mike> at Chaosium.
<+LynneHardy> This is where they learn we’re both lousy typists, Mike
* ~Dan chuckles
<~Dan> (Just give us a (done) when you’re ready for questions, Mike. 🙂 )
<+Mike> I’ve worked for Games Workshop and headed up Black Industries, co-writing the DARK HERESY RPG. Now I’m full time on Call of Cthulhu.
<+Mike> I Co-wrote the latest edition of Call of Cthulhu, Pulp Cthulhu, and many many more. Done!
<~Dan> Thanks, guys! The floor is open to questions!
<+Mike> I was trying to eat an ice lolly while typing – not easy!
* ~Dan laughs
* +LynneHardy chuckles
<~Dan> Okay, so I suppose we should do this for the sake of completeness…
<+LynneHardy> I cheated – i had mine ready to C&P
<~Dan> …Can you give us a high-level overview of CoC?
<+LynneHardy> That’s one for you, mike
<+Mike> CoC is a game of mystery and horror inspired by the stories of Lovecraft and other horror writers from the 1920s to the modern day. You take on the role of average people driven into extraordinary situations against the alien and other dimensional horrors of the Cthulhu Mythos.
<+Mike> It can be played in any historical era, be it 1920s-30s, Victorian, Wild West, Dark Ages, or Modern Day.
<~Dan> CoC is a big deal. What is it like shepherding such a major licensed game?
<+Mike> In CoC your character is a real hero – you’re not a superpowered person and invulnerable.
<+Mike> Its fun and a lot of hard work!
<+LynneHardy> Oh yes – we’re certainly kept out of mischief (done)
<~Dan> Were you sought out for the gig, or did you come looking for it?
<+Mike> There’s nearly 40 years of game material plus all of the many fiction stories – keeping up with everything is a job in itself!
<+LynneHardy> One which Mike is very good at
<+LynneHardy> Mike recruited me after I finished up on Achtung! Crhulhu
<+Mike> I approached Chaosium with my co-author Paul Fricker to write the new edition – I’d had a long association with the company, running and organizing conventions, games, and doing freelance editorial work. So I knew them, and they knew me. Once the Rulebook was done, I wad offered the job to come on board as Line Editor For CoC.
<+LynneHardy> Firsrt as a freelancer, then full-time
<~Dan> Belated congrats to both of you!
<+LynneHardy> Thank you!
<+Mike> Yes, we snapped up Lynne when she became available!
<+LynneHardy> yes, i made the mistake of appearing vaguely competent, and that was it!
<+Mike> he he
<~Dan> We’ll get into the details in a bit, but CoC 7e introduces some big changes to the system. Can you tell us the thought process that went into that?
<&Beelzedude> Or into what those changes actually are? For someone who’s only somewhat familiar with BRP-derived games. ;D
<+Mike> The process took 4 years, with weekly communication between myself and Paul, talking things through and play testing rules. There was nothing fundamentally wrong with the existing rules, but there were things that needs smoothing and modernizing. Some rules (like grapple) just left people mystified, so things like that had to be sorted. Also the
<+Mike> Rulebook wasn’t player friendly or welcoming – so we wrote it again from the ground to to be better organized and introduce the rules in a logical and easy to use manner.
<+Mike> Main rules changes or introductions were –
<+Mike> Moving combat to opposed rolls to move away from dull combat where people would keep missing each other.
<+LynneHardy> And it was very interesting as someone who was producing 6th edition products during that time to see where changes were made and the new bits and pieces that were being added to 7th
<+Mike> Using difficulty levels and scales of success
<+Mike> Getting rid of the ancient Resistance Table and using opposed rolls (quicker, easier)
<+Mike> Introducing Pushing – were you get to have a second attempt at achieving a goal but failure is worse!
<+LynneHardy> Much, much worse…
<+Mike> Using Luck points as a way to modify rolls
<+LynneHardy> One of my favourite changes
<~Dan> (brb — please continue)
<+Mike> Giving the Sanity mechanics more definition, so people would know how to use them in games (in terms of the outcomes for characters), and ensuring these played into the story of the game/scenario, rather than worked against them
<+Mike> All that good stuff basically. Smoothing some rough edges, clarifying certain mechanics, making things easier to use, making the flow of the game better.
<+LynneHardy> Clearer chase rules as well
<+Mike> My best advice – go buy and read the Rulebook – or the Call of Cthulhu Starter Set
<+Mike> The latter if you’ve never role-played before or are completely new to Call of Cthulhu
<+LynneHardy> The Starter Set does a lovely job of introducing the essentials if you’re new to either gaming or Call of Cthulhu
<~Dan> (back, sorry)
<+Akyla> I’ve already played various settings over the last couple years, but I’m considering taking the steps to start GMing and I picked up 7e keepers guide. Any extra advice for taking the leap?
<+LynneHardy> Don’t forget to have fun
<+LynneHardy> And don’t let the rules get in the way of a good story
<+Mike> If you’ve not run before – I do recommend the Starter Set as the best way in. Otherwise, focus on the core rules and play through the two scenarios at the back of the Rulebook – you can also download the free CoC Quick Start from Chaosium.com which includes The Haunting scenario – another good intro scenario
<~Dan> Ah, The Haunting. A classic!
<+LynneHardy> Ah, The Haunting – something of legend as far as starter scenarios go
<+Mike> As Lynne says, focus on the story and the rest will follow.
<~Dan> How difficult is it to convert books for previous editions to 7e?
<+LynneHardy> No one ever remembers all of the rules when they’re running stuff – even us!
<+Akyla> That tends to be how I run games so good to know rules can be let go
<+Mike> there’s a conversion guide at the back of the Rulebook (also this is a free download from the Chaosium web site) – its very easy and can be done on the fly. All you need to do is use opposed rolls instead of using the Resistance Table, and multiply characteristics by 5 (to get a percentage numnber) and that’s the main stuff.
<+LynneHardy> Rules can always be let go – every group has their own way of doing things
<+LynneHardy> Yep, it’s pretty straightforward to do
<~Dan> Can you describe basic task resolution? In particular, I’m interested in how opposed rolls and degree of success work.
<+Mike> As CoC rules are pretty light – they are easy to use .The whole system is based on rolling a D100 and getting equal to or below your skill value.
<+Mike> So, you have Climb 60% – roll 1D100, if you get 61+ you failed, if you get 60 or less you passed. Now, it might be a difficult climb, so the difficultly of the roll is Hard – so you have roll under half your skill- in this case 30%.
<+Mike> Now, if its an almost impossible climb, its at Extreme difficulty, so you have roll under 1/5 of your skill – 12 in this case.
<+Mike> The better you roll, the better you achieve your goal.
<+LynneHardy> Low is usually good
<+Mike> Opposed rolls use the same basis – you both roll and compare results – whoever succeeded against their skill level -and – rolled the best (lowest) success, wins the opposed roll,
<+Motulev> what kind of skill levels are characters expected to have? or, how likely they are to succeed in tasks
<+Mike> That depends on you – when creating a character you allocate skill points across the skills you want your PC to have. So 50% is average.
<~Dan> In an opposed roll, the winner the one who got the lowest roll, or the one who got the biggest degree of success?
<~Dan> Assuming both succeeded, I mean.
<+Mike> Opposed – the one who got the best level of success
<~Dan> That’s a welcome change.
<~Dan> Do you have critical successes and failures?
<&Beelzedude> DO ties get repeated until there’s a winner or do they get resolved differently?
<+LynneHardy> Yes – 01 is always a critical success; 100 is always a fumble
<+Mike> If you fail a roll, you can choose to Push the roll – try again but invest more into achieving the goal. But if you fail, there will be worse consequences. Or you can use up your Luck points to adjust the roll to a success – but you soon run out of Luck. Or you can let the failure stand and develop the story in a new direction
<+Mike> Ties- the person with the highest skill value wins if both achieve the same level of success.
<&Beelzedude> (That’s the variant I played recently. re:pushing a roll)
<+LynneHardy> Pushing the roll is fraught with danger, but it can make the story very exciting
<&Beelzedude> That’s similar to how that works in Dark Heresy, then. 😀
<+Mike> Its a desperate attempt to achieve the goal – if you fail, you may still do the thing you want, but the cost of this may rebound on you in many horrible ways
<+LynneHardy> Which can lead to some amazing roleplaying opportunities
* ~Dan nods
<~Dan> I can see that.
<+Mike> You give the Keeper (the GM) license to be horrible to your character
<~Dan> Also, this helps with the problem that all mystery-heavy games have: Missing clues.
<+LynneHardy> Mike gets a specific twinkle in his eye every time he asks if you want to push a roll…
<+Mike> sure – but that’s really down to bad scenario design
* ~Dan chuckles
<+LynneHardy> Yep – there should always be multiple ways investigators can get hold of vital information
<+Mike> in the advice chapter of the Rulebook, we talk about good scenario design and good GMing
<+LynneHardy> There’s a lot in the Keeper’s Rulebook to help people with things like that
<~Dan> Are Impales still a thing, or are they just a critical now?
<+Mike> just like the Starter Set – which focuses on teaching the core rules and the basics of GMing
<+LynneHardy> Impales are still a thing, yes, with certain weapons
<+Mike> impales yes – basically, an critical or Extreme success – deals more damage in combat
<~Dan> What is an Extreme success?
<&Beelzedude> Would you say that the starter set is a good point-of-entry into BRP in general? Even if CoC might not be the end goal?
<+LynneHardy> When you roll 1/5 of your skill or under
<+Mike> but the same is true for blunt weapons (just not quite so much extra damage) – impale hits a critical organ etc
<~Dan> Does degree of success affect damage in any other ways?
<+Mike> Starter Set – yes – it grounds you in the BRP system
<~Dan> Ah, n/m
<+Mike> Degrees of success – damage – yes – but only if an Extreme success is achieved (above that, the damage is regular)
<~Dan> You mentioned changes to the Sanity rules. Can you tell us a bit more about that?
<+Mike> The main Sanity mechanics are the same – you have a Sanity value, and when encountering a horror, you try to roll below this – if you fail you take a greater Sanity loss – deducting points from your current total (so its a downward spiral).
<+Mike> IN 7e we introduced what happens mechanically when your character has gone insane – you have a Bout of Madness and you may also suffer from delusions (seeing monsters where there are none and things like that)
<+LynneHardy> The more you know, the less you want to know, and the harder it is to cope with knowing that the world isn’t what everybody thinks it is
* ~Dan nods
<+Mike> you might also pick up a phobia or mania – which can affect how things affect you in the game – like a fear of spiders or darknesss
<&Beelzedude> Do you react less or more strongly to mundane horrors as you go down the spiral?
<~Dan> So one thing that bugged me about CoC is that no matter how high your Cthulhu Mythos skill is, anything Mythos-related can freak you out — even if you’ve seen a Deep One ten times before. Do you address that at all?
<+LynneHardy> The Keeper deck that deals with phobias and manias is a helpful gaming tool
<+LynneHardy> Mundane horrors – some investigators can start with “immunity” to certain sorts of mundane sanity losses, like death and blood. But you can also get used to the awfulness of Mythos horros if you’re exposed regularly enough
<+Mike> You are dealing with alien horrors beyond the comprehension of humanity – so they will affect you. If you want more hardened PCs, you should try Pulp Cthulhu, where PCs are tougher and more resilient against the horrors (i.e. they can sometimes mitigate against the Sanity loss)
<+Mike> as Lynne says, there is a rule in CoC for getting used to the horror
<~Dan> Hmm… Your answers seem contradictory.
<~Dan> Oh, okay. Gotcha.
<+Mike> No – we are saying the same thing.
<+Mike> Some characters may have immunity to some mundane horrors
<~Dan> So how does getting used to Mythos horrors work?
<+LynneHardy> Ex-soldiers, for instance
<~Dan> Mechanically, I mean.
<+Mike> Seeing the same monster repeatedly means you eventually lose the maximum Sanity for that monster – say a Ghoul – the max you can lose is 6 points. so once you have lost 6 points, the next Ghoul doesn’t make you lose Sanity
<~Dan> Ah! Okay, that’s what I’m talking about. Perfect.
<~Dan> (Howdy, Linen! CoC Q&A in progress! #randomworlds2 open for general chat. 🙂 )
<&Beelzedude> That’s a nice mechanic.
<+LynneHardy> But, if you then don;t see a ghoul for a long time, you probably will lose Sanity points again because you’ve forgotten just how awful it really was
<+Mike> Yes, there’s that rule – plus – what Lynne is talking about, which is immunity, so a doctor is used to seeing blood and won’t take Sanity loss for seeing blood
* ~Dan nods
<~Dan> Is that “getting used to it” rule new to 7e?
<+Mike> no – it was always there, we just tightened it up. You’d be surprised at how many people don’t read Rulebooks or forget rules.
<~Dan> No I wouldn’t. 😉
* +LynneHardy grins
<+Mike> we had people moaning about what they thought we new rules, but had in fact been in the Rulebook since 1est edition
<~Dan> Can Luck points mitigate damage?
<+LynneHardy> I mean, they are awesome, but not that awesome
* ~Dan nods
<+Mike> But you can use them to make sure you Dodge a blow or win a combat so you don’t get hurt in the first palce
<~Dan> Can NPCs use Luck points?
<+LynneHardy> Which is very handy, believe you me
<+Linen> Using luck in avoiding hits makes more sense
<+Mike> if you have enough Luck point left… of course
<+Mike> in regular CoC, NPCs don’t really use Luck – but in Pulp Cthulhu they do
<~Dan> Is there a limit to how many Luck points you can spend on one roll?
<+LynneHardy> Most NPCs won’t have Luck points, unless they’re really plot critical
<+LynneHardy> Mike regularly encourages us to spend all of them whenever he can…
<+Mike> There’s no limit – but you get Luck back quite slowly – (quicker in Pulp)
<+LynneHardy> And there’s a certain talent in Pulp that requires you to hang onto a certain number if you want to use it
<+Mike> If you have 70 Luck, you can spend all of them to win a roll – but its not advisable
<~Dan> (Howdy, woo77!)
<~Dan> To what degree does 7e focus on the original 1920s setting?
<+Mike> The Rulebook covers 1920s and modern day
<~Dan> (And as an aside, it’s just wrong that the 20s started 100 years ago. 100 years ago is supposed to be cowboys and Indians, darnit!)
<+LynneHardy> It’s just that we’re getting old, Dan 😉
<+Mike> 20s and 30s are the most popular settings – but modern day and Victorian have a. lot of fans too
<~Dan> I know, I know. *brandishes cane*
<+Mike> We recently did the Wild West for the Victorian era too
<+Mike> its called Down Darker Trails
<+LynneHardy> And is a lot of fun
<+Akyla> the Wild West didn’t really end until 1920 so you’re just at the end now
<+LynneHardy> Like Pulp
<~Dan> What sorts of new mechanics do you introduce in Down Darker Trails?
<+Mike> We have a sci-fi setting in the works, and just released Dark Ages (900 CE).
<+Mike> Firing with two guns, rope use, horses – the usual stuff
<+LynneHardy> Fanning your pistol…
<~Dan> Do you include native shamanic magic?
<&Beelzedude> Is Cthulhu Invictus still a thing in 7e?
<+Mike> that’s covered by the term Folk Magic – which is any ‘human’ magic – basically a watered down version of true Mythos magic.
<~Dan> Does Folk Magic cost Sanity?
<+Mike> In the Terror Australis book (about Australia in the 1920s) we have chapter on Australian Aborigine dreaming or dream time – where your characters might enter to find clues and advice for current mysteries and dilemmas.
<+Mike> It’s quite like vision questing and the like
<+Mike> Some Folk magic costs Sanity – there’s always some sort of price to use magic
<~Dan> Can you get used to using the same spell repeatedly in the same way that you can get used to seeing the same creature repeatedly?
<+LynneHardy> Cthulhu Invictus is still a thing, and is produced by one of our licensees, Golden Goblin
<+Mike> No – as I said, there’s always a cost to magic
<~Dan> Cthulhu Invictus being CoC in ancient Rome?
<+Mike> The cost may vary (small or large) depending on what the magic does – magic in CoC is very different to D&D and fantasy games
* ~Dan nods
<~Dan> Until you have no Sanity left. Then you can cast with impunity! \o/
<+LynneHardy> And as Mike says, while it may give you some benefit, there is always a cost to pay
<+Mike> yes- because then your permanently insane and have probably gone over to the dark side
* ~Dan nods
<~Dan> When it comes to magic that involves an opposed roll, it is Power vs. Power or Magic Points vs. Magic Points?
<+Mike> CoC is not a game about beating the system (mechanics, min/maxing) – its about telling a really engaging story with your characters
<~Dan> (I know. I was just being silly. 🙂 )
<+Mike> Magic – its POW v POW usually, but magic points may play a role in that sometimes
<&Beelzedude> And ending up in the loony bin.
<+LynneHardy> Yep – min/maxing doesn’t really work in CoC
<+Mike> The trick is knowing when to retire your PC or to go out in a meaningful way
<+Mike> that can be very satisfying
<+LynneHardy> Oh, yes
<&Beelzedude> I have, sadly, only played con one-shots so far.
<~Dan> In older editions, when combat rolls weren’t opposed, a Dodge would be the only way you could avoid a monster with a 100% skill or better. Now, it seems like that buffer is gone. How has that affected play?
<+LynneHardy> Con one shots are very different beasts because of their very nature
<+Mike> ah, they can be great fun – and yes usually end in calamity and disaster!
<+LynneHardy> Mine usually do, although I have occasionally been accused of being too soft on my players!
<+Mike> Opposed rolls work well – in 7e you only need to equal your attackers success to dodge
<+LynneHardy> You can fight back as well, although that might not be in your best interests
<~Dan> Yes, about that…
<+Mike> but in fighting back you have to achieve a better success than your attacker
<~Dan> …The rules as written in earlier editions, you could attack OR defend, not both, unless (IIRC) you were using a rapier. Is that still the case?
<+LynneHardy> which is why it can be a risky strategy. But one you sometimes have to take
<+Mike> You get to do one thing on your turn in the round. But, you can always defend (dodge) or fight back against an attack on you in the same round. But – if you face more than one attacker, they get a bonus to hit you as you are outnumbered.
<+Mike> In the old rules, it was like everyone stood there taking turns to hit one another, which just isn’t realistic. Fights in real life are quick.
<+LynneHardy> And outnumbering, thankfully, works just as well for investigators as it does monsters
<~Dan> I see. That’s much more forgiving, it seems to me.
<+Mike> Well, it’s more realistic
<~Dan> I mean, in the old rules, if you were facing something like a Ghoul, that could attack 3 times, you were pretty screwed.
<+LynneHardy> Running away is always an option, you know 😉
<~Dan> Well, yes. 🙂
<+Mike> yes, in 7e – the ghouls first attack is normal, but its 2nd & 3rd ones are with a bonus die (as its outnumbering you) – but you do get to dodge/fight back against all 3 attacks
* ~Dan nods
<~Dan> That seems fair.
<+Mike> yes – it’s not a total horror fest of instant death
* ~Dan nods
<+LynneHardy> Although “Total Horror Fest of Instant Death” is a pretty cool tag line…
<+Mike> GM tip – killing off players means your game ends
<~Dan> I have a copy of 5e, and I love how large the bestiary is. How does 7e compare in that regard?
<~Dan> LynneHardy: lol
<+LynneHardy> yes, definitely don’t kill off your players…
<+Mike> it has a large monsters chapter more or less the same –
<&Beelzedude> (Just try to nearly kill off your players. 😉 )
<+Mike> I’m currently finishing writing the Malleus Monstrorum – the big book of monsters and Mythos gods
<~Dan> What about non-Mythos creatures and monsters?
<+LynneHardy> I mean, their investigators are fair game, but you should really leave the players to their own devices 🙂
* ~Dan chuckles
<+Mike> the rulebook has some beasts (sharks, bears etc) and also folklore horrors (zombies, vampires, etc)
<~Dan> Do you still include the Bunyip? 🙂
<+LynneHardy> I think he’s just in Terror Australis now
<~Dan> Makes sense.
<+Mike> it was only ever in Terror Australis – and is in the new edition of that book
<~Dan> No, it’s in the 5e bestiary.
<+Mike> was it? that’s weird – I forgot
<~Dan> I promise. That’s the only reason I know about the Bunyip, because I don’t own Terror Australis. 🙂
<+LynneHardy> You have just been melting your brain with the Malleus rewrites, Mike
<~Dan> (Well, I knew about the Bunyip, but not the CoC incarnation. 🙂 )
<~Dan> Do you still include stats for the Great Old Ones and Outer Gods?
<+Mike> yes – its gives Keepers a sense of their scale, even if the intention is not to have them in a punch up
<~Dan> Good, good.
<~Dan> I love being able to compare and contrast cosmic entities. 🙂
<&Beelzedude> Do you have to use powers of ten to convey their stats?
<+LynneHardy> Do you play Top Trumps with the Great Old Ones, Dan?
<+Mike> no, everything is on a basic human scale of 1-100 – so a monster with STR 500 is 5 x as strong as the strongest human
<~Dan> LynneHardy: I don’t know what that is… But if I did, I would!
<~Dan> (wb, Linen!)
<~Dan> Do you include any of the Elder Gods in this edition?
<~Dan> Actually, I’ll brb as well.
<+LynneHardy> Top Trumps was a comparative card game in my youth (you can still get it today, as well) – dodgy picture of something, with a bunch of stats underneath. You took turns to pick the stat you thought would beat your opponent, and if you won, you took their card
<+LynneHardy> Are you putting the Elder Gods in the malleus, Mike?
<+Mike> yes there are Elder Gods in the Rulebook – Bast, Nodens. And more of them in the Malleus Monstrorum
<+LynneHardy> Favourite Elder God?
<+Mike> Bast of course
<+LynneHardy> How did I know you were going to say that, eh?
<+Mike> what’s your favorite monster Lynne?
<&Beelzedude> Can you tell a bit on how Invictus plays/is in terms of style?
<+LynneHardy> Ooo, tricky. I always had a soft spot for Tzulcha, but I couldn’t tell you why
<~Dan> Of course not. If you told us, you’d drive us insane.
<+LynneHardy> I’ll have to let Mike answer the Invictus question – I haven’t actually played it
<+Mike> Invictus – is set in Ancient Rome, so swords are more common. And while there are Mythos tomes (scrolls etc) there’s not the same sort of library use as in modern games – so there can be a lot more social interaction. Invictus also brings in mythical creatures, which may or may not be connected to the Mythos
<~Dan> Like the Hydra and such?
<~Dan> Speaking of Mythos tomes, how do you handle the need for research in Down Darker Trails?
<+Mike> It’s a bit like Cthulhu Dark Ages – there’s almost no books in that setting.
<+LynneHardy> Except the ones the pesky monks have, of course. Pesky, pesky monks
<+Mike> Again, you have to go with history – there are books in the West, but no many of them. So research is about stake outs, asking the right questions, and so on
<+Mike> But in Dark Ages its not quite Name of the Rose yet
<+LynneHardy> No, that’s true – but my perception of monks and tomes is heavily coloured by living in Northumberland, and our monks were at it for a long time before the Middle Ages
<+Mike> yes – funny Northern lot ; )
<+LynneHardy> You’re only jealous, Southerner 😉
<~Dan> Does Dark Ages include folkloric monsters?
<+Mike> yes, it even has dragons in the bestiary
<~Dan> Oooo! Nice!
<+LynneHardy> It does indeed
<~Dan> About how many others?
<+Mike> Wights, werewolves, vamps, succa, basilisks
<~Dan> (Welcome to #randomworlds, kiwi_10!)
<+Mike> succa – revenants, draugr
<+kiwi_10> gOOD EVENING.
<~Dan> Ah, gotcha.
<+Mike> they are Anglo-Saxon bloated corpses
<~Dan> (kiwi_10: You can set your name with the /nick command; e.g., /nick Dan 🙂 )
<~Dan> Do you have any plans for a 7e version of the Dreamlands?
<+Mike> yes – its in the works
<~Dan> Please do not Lumley-ize it. -_-
<~Dan> Half-naked monster chicks /= Call of Cthulhu
<~Dan> (IMHO, of course.)
<+Mike> the issue with the Dreamlands is that it comes across like fantasy land and not like a dream – so that’ll change – you have can nice dreams and nightmares, so the Dreamlands will reflect that and be more dreamlike
<+Mike> so, less stable
<~Dan> Do you have an ETA on that book yet?
<+Mike> it won’t be ready till late 2021 – more likely 2022
<+Mike> we have a ton of other books to get out first
<~Dan> I see. On a related note, do you have any plans to do 7e versions of other classic sourcebooks?
<+LynneHardy> I was joking when I said we didn’t really have any time to get up to mischief
<+LynneHardy> *wasn’t joking
<+LynneHardy> (told you, lousy typist)
<~Dan> Heh. I figured. 🙂
<+Mike> yes- we are about to release a new version of the classic Mansions of Madness with some old and new scenarios. Also, we will have a new edition of the Shadows of You-Sothoth campaign, and Gaslight. But we’ll also have a new Gaslight campaign – the Curse of Seven, and a new book called Cults of Cthulhu….
<~Dan> Ah, Shadows. I love that one.
<~Dan> Quite a meatgrinder, though!
<+Mike> That’s why it needed work – no point running a campaign if all the PCs die in the first scenario
* ~Dan nods
<~Dan> Okay, are you paying attention, danhunsaker?
<~Dan> (He has a question he always asks at this point.)
<~Dan> (I’ll give him a moment before I ask it myself.)
<+LynneHardy> We’re trying to balance updating classics with producing brand new material – that way, new players get to play the classics they’ve heard or read about, while old players have something new to whet their appetites
<~Dan> That’s a cool approach.
<~Dan> Okay, no danhunsaker. Soooo…
<~Dan> ….What is your LEAST favorite aspect of CoC?
<~Dan> (Not bad aspect, necessarily — just your least favorite.)
<+LynneHardy> That I rarely get to play it these days! Although we are busy running through a live playtest of The Dead of Winter campaign on Chaosium’s Twitch channel
<~Dan> Nice. 🙂
<+danhunsaker> (I’m here, just using too much of my computer’s power to do science tasks in the background to say much. 😀 )
<~Dan> (Ah, gotcha. No worries! I have your back. 😉 )
<+Mike> nothing really, I love the game – there’s some things I like to develop and streamline more in the rules, but nothing major. Yes, getting to play rather than run is something I’d like to change
<+LynneHardy> But you have Dan very well trained on your behalf, it must be said 😉
* ~Dan nods
<~Dan> (Howdy, Moxiane!)
<~Dan> How “two-fisted pulp” is Pulp Cthulhu? Does it include pulpy proto-superheroes like the Shadow or weird science?
<+Moxiane> Kaor, Da’nport Dan
<+LynneHardy> There’s definitely weir science. And dinosaurs
<+Mike> yes sort of – you create better than average characters, with cool talents – so you can fashion someone like the Shadow and so on. There’s also psychic rules and mechanics for Weird Science too.
<+Mike> It’s more focused on action
<+Mike> and killer roboits
<+Mike> robots event
<+LynneHardy> Mustn’t forget the killer robots
<~Dan> Awesome. 🙂
<~Dan> So in the time remaining, is there anything we haven’t covered that you’d like to bring up?
<+LynneHardy> Does anyone out there have a burning question they’d like asnwered?
<+Mike> Just- if you’ve not tried Cthulhu yet – give it a go! It’s a great change of pace to other games, and a one shot can make a nice break between your regular game – but beware – once you start, you might find you want to carry on ; )
<~Dan> Hmm. Burning question…
<+LynneHardy> What Mike said, obviously.
<~Dan> Oh! Not really burning, but minor…
<+Linen> Is wilbur whateley in it?
<+Linen> Am i remembering the name correctly
<~Dan> In some versions of Basic Roleplaying, attributes affect skills. Is that the case in CoC, and if not, how hard would it be to include?
<+Mike> there is artwork of Wilbur in the Investigator Handbook – we’re saving his stats for something special
<+Linen> I ask for nostalgia. Its the details in CoC that keeps people in think.
<+Mike> Dodge is based on DEX, but that’s the only skill directly based on a characteristic – we prefer to let players choose which skills they want to be good in.
<+LynneHardy> you can sometimes use your attributes effectively as skills (DEX, STR, INt) etc
<+Mike> Being strong doesn’t mean you are a good fighter, etc
<+LynneHardy> Nope, not necessarily
<+Mike> Well, thanks for having us – it’s been a lot of fun
<~Dan> Usual reminder: If you’ve enjoyed this Q&A and would like to treat me to a coffee or two, you can do so at (Link: https://www.ko-fi.com/gmshoe)https://www.ko-fi.com/gmshoe . Anything’s appreciated! 🙂
<+LynneHardy> It has!
<~Dan> Thanks for joining us, Mike and LynneHardy!
<+Mike> thank you
<~Dan> I know you’re busy folks, but please always feel free to stop by. 🙂
<+LynneHardy> It’s been our pleasure
<+LynneHardy> Thank you!
<+Mike> see you around!
<~Dan> Take care!
<&Beelzedude> Very nice As to our Qs.
<&Beelzedude> Mike, Do you mind a question of two on the topic of Dark Heresy?
<+LynneHardy> Take care, everyone. Good night!
<+Linen> Good night
<~Dan> Bye, LynneHardy!