

Because they’re intended to run at conventions, these scenarios all include pre-made investigators (though they can be run with your own), have pretty weird settings (on an iceberg, inner-city gang strife, etc.) and are all intended to be run in a single evening. This way no one ever gets a repeat adventure. I will write one up, then use it for several conventions in a row, then write another, and so forth. Whenever I’m a guest of honor, the convention asks me to run a Call of Cthulhu scenario. Sandy: Every year I attend several conventions. You recently released Petersen’s Abomination, a book full of scenarios aimed at convention play. But if you want a game in which the emphasis is far more cerebral, and more dangerous, and in which the enemies pose an existential threat – there is only Call of Cthulhu.

If you want a game in which you have the same old steroid-pumped champions confronting the baddies, every other RPG can provide this. The big confrontation is likely to be something along the lines of dropping a keg of gunpowder into a well.īUT – here’s the deal. Your rewards are not treasure but saving the planet. Instead of your heroes getting better over time, they tend to get worse, to accumulate curses and madness. Instead of killing a constant stream of enemies for experience, the very weakest opponent you can face is a cultist, who is just as smart and well-armed as the heroes, and probably better-organized and more numerous.

Instead of your heroes being superior to average people, they ARE average people. In your opinion, what makes COC so different from the other role-playing games? It’s Creator, Sandy Petersen, got his start in the game industry at Chaosium in 1980, and recently was interviewed regarding the creation of this RPG masterpiece. CALL OF CTHULHU is Chaosium’s classic roleplaying game of Lovecraftian horror in which ordinary people are confronted by the terrifying and alien forces of the Cthulhu Mythos.
