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Call of Cthulhu: Fantasy roleplaying in the worlds of H.P. Lovecraft
 
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Call of Cthulhu: Fantasy roleplaying in the worlds of H.P. Lovecraft [Paperback]

Sandy Petersen (Author)
5.0 out of 5 stars  See all reviews (36 customer reviews)


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Paperback, 1989 --  


Product Details

  • Paperback: 192 pages
  • Publisher: Chaosium; 4th edition (1989)
  • Language: English
  • ISBN-10: 0933635583
  • ISBN-13: 978-0933635586
  • Product Dimensions: 10.7 x 8.2 x 0.6 inches
  • Shipping Weight: 1.2 pounds
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (36 customer reviews)
  • Amazon Best Sellers Rank: #2,289,148 in Books (See Top 100 in Books)

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Customer Reviews

36 Reviews
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Average Customer Review
5.0 out of 5 stars (36 customer reviews)
 
 
 
 
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26 of 26 people found the following review helpful:
5.0 out of 5 stars A Role Playing Masterpiece, May 10, 2001
Few role playing games capture the feel of their genre perfectly in both feel and game mechanics. Call of Cthulhu by Chaosium is such a superb game, that it has endured six editions and over 20 years publication. At its core is the Cthulhu Mythos created by master Howard Philips Lovecraft who wove stories based around a pantheon of alien gods, powerful and diabolic beings whose merest incarnation would shatter the tenuous grip we have on our `mundane' world where things like night gaunts or shantaks are minor horrors compared to Yog-Sothoth, Azathoth or Great Cthulhu himself. Around these beings are often cults- dangerous underground societies who want nothing more than to see their fabled masters arise from ages past and walk the Earth again.

At it's core Call of Cthulhu is a rather mechanically simple game and characters are easy to put together so long as care as taken to understand what skills are needed with regard to the kind of game the Keeper is planning to run. Once your character is complete, make another one and don't get attached to either of them. Seriously, played smartly, most characters can and will survive physically in tact, mentally, however is another story. As the game progresses and as more and more elements of the Mythos are revealed, characters begin to have their sanity chipped away at. If they are strong (and lucky), they can overcome these lurkers in the darkness and restore some of their lost sanity.

Characters can also learn magic from a vast list of spells, some are good, most are not as good. It's important to know how to bind a dimensional shambler before you summon one. Spells and magic items can be the focus of adventures as characters race to prevent a cult from obtaining an artifact that will be used in a ritual to summon Cthugha for weenie roast in Central Park one warm summer night.

The beauty of Call of Cthulhu, aside from it's relative cheapness compared to other games (you only need the main source book to begin play), is that it can cover very nearly any era-1890's, 1920's (Lovecraft's era), and the present day, and good Keepers will go to some lengths to make sure their players understand what is and is not possible in the various time lines. Plus there are numerous web sites that deal with Call of Cthulhu and offer a host of resources for players and Keepers alike. It's easy to find historical information based on almost any location in the world that a Keeper may plan to run his or her campaign.

Most importantly is the mood of the game itself. I've played Call of Cthulhu for fifteen years and most of the games have had great suspense, excitement, and were a lot of fun. I've played it by candle light in the dead of winter, something that adds so much to the atmosphere. Good keepers can build suspense that, like a good novel, will make your skin crawl with a healthy dose of other-worldly fear. It is also important to remember that Call of Cthulhu isn't a meat grinder that chews up and spits out characters as fast as the players can roll them up. As an alternative to swords and sorcery or lightsabers and blasters, Call of Cthulhu is an excellent RPG. Additionally, I highly recommend the works of H.P. Lovecraft as source material, plus their darn good reads.

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17 of 17 people found the following review helpful:
5.0 out of 5 stars The more things change, the more they stay the same., June 9, 2000
For those of you who own the 5th edition of Chaosium's award-winning game, you will find that not much has changed in this edition. This is good news though, because unlike many game systems, Call of Cthulhu does not need much improvement.

While there are some smaller additions, such as a section on alien technology, the most notable new find is H.P. Lovecraft's short story, "The Call of Cthulhu". This has long been considered required reading for players and keepers alike, but now a Lovecraft novice can find this signature tale without needing to purchase another book (but chances are you will want to).

If you do not own this game and are interested in role-playing at its finest, you are missing out. If you own an older addition, this can still be a worthwhile purchase strictly because of its hardcover format and captivating cover art.

Enter the world of H.P. Lovecraft, you won't be disappointed.

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10 of 10 people found the following review helpful:
5.0 out of 5 stars Classic horror roleplaying, April 6, 2000
By 
Andrew Limsk (Kuala Lumpur, MY) - See all my reviews
Classic horror roleplaying at its best, this book is the latest edition of one of the most enduring product lines in the industry. With more than 300,000 copies sold and an armful of industry awards this game is an excellent example of a complete system in one book In this game, the players are ordinary folks battling against the sanity-sapping horrors of the Cthulhu mythos made famous by H. P. Lovecraft. The basic rules have not changed much through five incarnations, mostly due to its completeness and elegant simplicity which made it such a joy to play. Call of Cthulhu also introduced rules for sanity and a whole range of phobias and pyschological disorders which often produced some of the most memorable experiences in gaming.

This new edition features tight, concise writing, terrific artwork, and wealth of information and ideas for GMs and players and is a sterling example of how a game should be put together. More importantly, this game actually encourages role play (since threatening any of the otherworldly horrors is a good way to die painfully) and captures the stark horror of the Lovecraft novels perfectly. A worthy addition to any rolegamers shelf.

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