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 Post subject: AoC Question
PostPosted: Thu Jan 06, 2011 2:56 pm 
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Cold-Hearted Immortal
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I've got a whole shelf full of Cthulhu RPG stuff:
1. Call of Cthulhu (both regular and d20 versions)
2. Delta Green
3. Arkham Horror board game
4. Trail of Cthulhu (for Gumshoe)
* Probably others I'm forgetting at the moment.

What makes "Age of Cthulhu" better/different than other Cthulhu games?

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 Post subject: Re: AoC Question
PostPosted: Thu Jan 06, 2011 3:21 pm 
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I wouldn't say that "Age of Cthulhu" is necessarily 'better' than the other options you've listed (although AoC is specifically meant for use with the Call of Cthulhu RPG ruleset from Chaosium).

'Different' is probably the better way of describing it. It's Call of Cthulhu with a distinctly pulp-era action flair.

Imagine the traditional Call of Cthulhu game viewed through the lens of a cliffhanger serial, such as Buck Rogers or Indiana Jones, and you've got the idea. In addition to investigating mysterious and sinister events, there's an emphasis on two-fisted, rip-roaring action as well - gunfights, car crashes, swinging from the chandeliers, and so on.

That dangerous and dusty old book your investigator is carrying may come in handy (or may drive you insane), but the revolver your investigator is carrying will come in handy too ... and at some point during the adventure, you'll probably need to use it.

Is it a gaming style for everyone? Probably not. There's some Call of Cthulhu players who don't like that pulpy, more over-the-top style of play. So "Age of Cthulhu" probably wouldn't be to their tastes, at least not without seriously tweaking the adventures.

Personally, I happen to enjoy it quite a bit.

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 Post subject: Re: AoC Question
PostPosted: Thu Jan 06, 2011 6:22 pm 
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Yeah, Fin, I don't know if you meant it that way, but your question makes it sound like AoC is a separate game unto itself -- when it is a series of adventure modules.

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General Yoros, Warrior, Str 13, Agl 8 (10), Stm 17, Per 13, Int 11, Lck 8; Law, HP 39, AC 17, R+2, F+4, W+2, band/shld, warhammer, longsword, longbow, pitchfork

Han Dee, (Weaver) Neutral Thief, Str 10, Agi 13, Stm 11, Per 11, Int 15, Lck 14, AC 13 (Leather), HP 25, Luck Die d6, Backstab 3, Sneak Silently 10, Hide In Shadows 9, Pick Pocket 10, Climb Sheer 10, Pick Lock 9, Find Trap 9, Disable Trap 9, Forge Doc 10, Disguise 3, Read Lang 5, Handle Poison 3, Cast Scroll d14+2, birth augur (Born under the loom) +1 to all skill checks (including thief skills), Banepicks (auto pick lock/disable trap, but lose 1d3 random ability loss, if a 3 then 1 pt is perm)


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 Post subject: Re: AoC Question
PostPosted: Thu Jan 06, 2011 7:07 pm 
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What Mike said. :)

The Age of Cthulhu line evokes a pulpier feel and style of play. The adventures tend to play faster and may involve more combat than traditional CoC adventures. The creepy elements are there, to be sure, but that Indiana Jones element is there too. Sort of Hill House (or Hell House if you're a Matheson fan, like me) ... if Rick O'Connell (of The Mummy) walked in the door. :wink:

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 Post subject: Re: AoC Question
PostPosted: Fri Jan 07, 2011 8:48 pm 
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Mike_Ferguson wrote:
Imagine the traditional Call of Cthulhu game viewed through the lens of a cliffhanger serial, such as Buck Rogers or Indiana Jones, and you've got the idea.

That dangerous and dusty old book your investigator is carrying may come in handy (or may drive you insane), but the revolver your investigator is carrying will come in handy too ... and at some point during the adventure, you'll probably need to use it.
This sounds pretty cool! I need to look for these!
GnomeBoy wrote:
Yeah, Fin, I don't know if you meant it that way, but your question makes it sound like AoC is a separate game unto itself -- when it is a series of adventure modules.
Clearly a mis-understanding on my part, as I thought it was its own rules system. I didn't realize that these were modules designed to fit into the regular CoC rules. :oops:

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DCC Minister of Propaganda; Deputized 6/8/11
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DCC RPG playtester 2011, C&C playtester 2003,T&T since 2003,
ADRP Since 1993, OD&D player since 1975

"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson


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 Post subject: Re: AoC Question
PostPosted: Sat Jan 08, 2011 9:17 pm 
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No worries, man. :)

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Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.
Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters - Holds the power to play gnomes at will!

Here Be DCC Monsters...

General Yoros, Warrior, Str 13, Agl 8 (10), Stm 17, Per 13, Int 11, Lck 8; Law, HP 39, AC 17, R+2, F+4, W+2, band/shld, warhammer, longsword, longbow, pitchfork

Han Dee, (Weaver) Neutral Thief, Str 10, Agi 13, Stm 11, Per 11, Int 15, Lck 14, AC 13 (Leather), HP 25, Luck Die d6, Backstab 3, Sneak Silently 10, Hide In Shadows 9, Pick Pocket 10, Climb Sheer 10, Pick Lock 9, Find Trap 9, Disable Trap 9, Forge Doc 10, Disguise 3, Read Lang 5, Handle Poison 3, Cast Scroll d14+2, birth augur (Born under the loom) +1 to all skill checks (including thief skills), Banepicks (auto pick lock/disable trap, but lose 1d3 random ability loss, if a 3 then 1 pt is perm)


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