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Call of Cthulhu: Horror Roleplaying in the Worlds of H. P. Lovecraft, 6th Edition Paperback – March 30, 2005


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Call of Cthulhu: Horror Roleplaying in the Worlds of H. P. Lovecraft, 6th Edition + The Keeper's Companion: Blasphemous Knowledge, Forbidden Secrets: A Core Book for Keepers, Vol. 1 (Call of Cthulhu Horror Roleplaying, #2388) + The Investigator's Companion: A Core Game Book for Players (Call of Cthulhu roleplaying)
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Product Details

  • Paperback: 320 pages
  • Publisher: Chaosium; 6th edition (March 30, 2005)
  • Language: English
  • ISBN-10: 1568821816
  • ISBN-13: 978-1568821818
  • Product Dimensions: 0.8 x 8.2 x 10.5 inches
  • Shipping Weight: 1.9 pounds (View shipping rates and policies)
  • Average Customer Review: 4.6 out of 5 stars  See all reviews (51 customer reviews)
  • Amazon Best Sellers Rank: #19,874 in Books (See Top 100 in Books)

Customer Reviews

4.6 out of 5 stars
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See all 51 customer reviews
You can buy this book, read it, and start playing within days.
Patrick St-Amand
This game uses a system very different from D&D, Tri-Stat, Exalted, etc. in that it strives in many ways to be as realistic as possible.
Valmont
CHAPTER 1: H.P. Lovecraft's The Call of Cthulhu short story, reprinted in full.
Jeremy

Most Helpful Customer Reviews

125 of 129 people found the following review helpful By Tim Janson HALL OF FAMETOP 1000 REVIEWERVINE VOICE on June 13, 2005
I remember reading about the Call of Cthulhu role-playing game way back in an old issue of Dragon magazine when they reviewed the first edition. I remember thinking, "Come on...who's going to play a game based on Lovecraft?" Well, nearly 25 years later, this game is still going strong and now on it its 6th edition. This game truly is unlike any other role-playing game, not only in style but in the players and GM's thought processes.

The book opens with a history of the Cthulhu Mythos including the stories and writers who crafted them. Characters are generated much the same with most role-playing games with die rolls for Strength, Dexterity, Intelligence Constitution, etc, along with probably the game's most important stat, Sanity. More on Sanity later...Next you choose your characters occupation which in turn starts the character off with certain skill based on that selection. You then have points to add to these skills as you see fit. The game doesn't have levels in the traditional sense. Advancement is in the form of increased skills which can improve a players skill in things such as investigation, weapons, medical, magic use, and many more.

Combat is fought in rounds with the player or NPC with the highest dexterity moving first and so on. But Call of Cthulhu is not a game about combat. In fact as pointed out early and often, charging in with weapons as the ready often leads to the certain death of the PCs. This will be the most difficult transition for gamers of D&D. In this game, you're not superheroes...you're every day Joes confronting things that can rend you limb from limb without breaking a sweat. And that may be the best thing that will happen to you! Far worse than death may be the loss of your sanity.
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40 of 40 people found the following review helpful By Jeremy on April 29, 2010
I recently purchased the sixth (and newest) edition of Chaosium's Call of Cthulhu rules. From what I understand, the game has remained remarkably consistent over the past 25+ years, such that the differences between the first and the sixth editions are relatively minor. I've only ran one session of Cthulhu, but I had a really good time and I would like to run more. Here's a chapter-by-chapter review of the book for those of you thinking about giving it a try.

CHAPTER 1: H.P. Lovecraft's The Call of Cthulhu short story, reprinted in full.

I haven't actually read this particular one yet, as I'm getting ready to read S.T. Joshi's annotated collection of Lovecraft stories. Still, I think it's a great idea to include an original Lovecraft story to give fans a feel for the type of mood and pace they're likely to encounter. Lovecraft stories fall into the weird horror genre, which is a genre most people aren't familiar with and one that is quite different than what most people today think of as horror stories (Saw, slasher flicks, zombie apocalypse movies, etc.). You can definitely tell standard horror stories using Call of Cthulhu rules, but it may be a short and lethal session.

CHAPTER 2: INTRODUCTION

A nice overview of the game and how it differs from most other RPGs. I especially like the "Expectations & Play" section, which is divided into 1) Accumulate Information; 2) At the Scene (of the crime); 3) Make a plan; 4) Use your head; and 5) Avoid gunfights. In other words, Cthulhu is designed as a game of role-playing and investigation, where combat--especially combat involving firearms--is likely to be quite deadly.
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29 of 32 people found the following review helpful By JEFF F. HAINES on October 27, 2005
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I can't even tell you how much I love this roleplaying game. This short review won't even try. I'm simply going to point out a few negative things I noticed, which you can take into consideration after reading the other reviews.

* Yes, the new art is beautiful. I'm glad I own 6th Edition. It utilizes a few gallons of blank ink, which truly does make the game--not only LOOK darker--feel darker. But, man, it's just murder on the copy machine. Lots of black backgrounds with white font. KINKO'S is going to hate you.

* I'm not sure if I found anything else new about the game. I was hoping they'd catch some of the typos that have spilled over from previous editions. They did not. I was hoping they'd put the weapons table in alphabetical order. They didn't. And it would have been nice if they'd taken all of the house rules that have appeared over the years and incorporated them into the bulk of the text. The game feels like a quilt of rules.

* I was eager to see how they beefed up the investigator record sheets. The 1920's investigator sheet looks good. But the present day sheet contains a major misprint. Instead of "Investigator Skills" they wrote "Sanity Points." And the 1890's investigator sheet has no labels at all.

* I was hoping they would expand a few areas. I felt the combat system needed a little more explanation. A few more examples.

* I was hoping they'd give us a new adventure, too. Maybe a couple of maps to accompany the Arkham section. SOMETHING to set this edition apart from the others.

Having said all that, I must repeat: it is an attractive book. And it's a great game.
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