The end result is the version of the Mythos nearly everyone knows and uses today – even if they have never played Call of Cthulhu or readone of its many supplements. It also showcases was Sandy purposely left out like the elemental and “Good vs. This chapter also gives us a detailed look at the Cthulhu Mythos as it stands in the game including a sidebar about what Sandy Petersen combined from the various authors whose creatures and characters appear in the game. So while it’s disappointing to know this about the man, it’s at least explainable as “a product of his time” in the same way we can accept that George Washington and other founding fathers kept slaves, even if it is a concept we find loathsome in 2014. Unfortunately racism, sexism, homophobia and other forms of prejudicial thinking were a lot more common in Lovecraft’s time. This section talks about him mainly as a writer and correspondent, as well as authors he influences during his life and after his death, so it doesn’t dwell too much on things like his racism and xenophobia – which is fine with me. Sure there are other writers like Derelth, Bloch, Chambers and others who gave us pieces of the Cthulhu Mythos, but Lovecraft is the one who gave us the Necronomicon, Cthulhu, Nyarlathotep and many others, so he tends to get top billing, even if you might prefer a different Mythos author to him. Lovecraft and the Cthulhu Mythos.” This chapter gives you a look at the man behind the Mythos. That’s a sign of hard work and quality.Ĭhapter Two is, “H.P. You might experience SOME Déjà vu from reading these chapters concurrently, but I was overjoyed and impressed that Chaosium made sure both books offered something different. You have two very different Overviews, Examples of Play and more. Some of the material in both books are a direct cut and paste job, like the “Winners & Losers” section, but much of it is completely different from one book to the next. Now let’s take a look at what awaits you when you decide to delve into the seventh edition of Call of Cthulhu.Ĭhapter One is “Introduction” and it is somewhat similar to the Introduction you’ll find in the Investigator’s Handbook. There’s no fiction to be had in the 7e Core Rulebook. Others, like The Call of Cthulhu story, which was reprinted in its entirety in Sixth Edition has been completely excised. Some things from previous editions like the adventures have been replaced with completely new ones. Some parts make sense to be a direct lift from previous editions, but as you’ll see in this review, a lot of what’s here is rewritten and reworked. A lot of the text is lifted from previous editions, but nowhere as much as say, from Fifth to Sixth Edition. The character creation rules in the Core Rulebook are as in-depth as what you’ll find in previous editions it’s just the Investigator’s Handbook really expands things and gives you more than the usual occupations, skills and options.įinally, I should point out that much of 7e is the same as it was in previous editions. There are character creations rules within this one, but there aren’t as many options nor are they as detailed. If you want to run a Call of Cthulhu game or really know the rules inside and out, the Core Rulebook is what you want to pick up. ![]() Remember, The Investigator’s Handbook is primarily for expanded character creation and roleplaying, so if you only ever plan to play characters in a CoC game, you can get by with just that. We’ve already covered the Keeper’s Screen and the Investigator’s Handbook so it’s time to move on to the big tome that every 7e player will need. In this review I’ll be referring to it as the Core Rulebook, the Keeper’s Guide and the Keeper’s Rulebook as all three names have been bandied about since the original Kickstarter for this newest edition of one of the oldest tabletop RPGs ever made. So it’s time to finally review the 448 page Core Rulebook for Call of Cthulhu, Seventh Edition. Call of Cthulhu, Seventh Edition: Core Rulebook/Keeper’s Rulebook
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