37 used & new from $32.91

Have one to sell? Sell yours here
 
 
Call of Cthulhu (d20 Edition Horror Roleplaying, WotC)
 
 
Tell the Publisher!
I’d like to read this book on Kindle

Don’t have a Kindle? Get your Kindle here.
 
  

Call of Cthulhu (d20 Edition Horror Roleplaying, WotC) (Hardcover)

~ Monte Cook (Author), John Tynes (Author)
3.6 out of 5 stars  See all reviews (23 customer reviews)


Available from these sellers.


11 new from $48.45 26 used from $32.91

Special Offers and Product Promotions


Customers Who Bought This Item Also Bought

Call of Cthulhu Gamemasters Pack (Call of Cthulhu Horror Roleplaying, 8801)

Call of Cthulhu Gamemasters Pack (Call of Cthulhu Horror Roleplaying, 8801)

by Aaron Rosenberg
4.0 out of 5 stars (2)  $17.95
Call of Cthulhu: Horror Roleplaying in the Worlds of H. P. Lovecraft, 6th Edition

Call of Cthulhu: Horror Roleplaying in the Worlds of H. P. Lovecraft, 6th Edition

by Sandy Petersen; Lynn Willis
4.7 out of 5 stars (20)  $23.07
d20 Modern Roleplaying Game: Core Rulebook

d20 Modern Roleplaying Game: Core Rulebook

by Jeff Grubb
Urban Arcana Campaign Setting (d20 Modern)

Urban Arcana Campaign Setting (d20 Modern)

by David Noonan
Monster Manual III (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) (No. 3)

Monster Manual III (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) (No. 3)

by Wizards Of The Coast
Explore similar items

Editorial Reviews

Product Description

The long-awaited d20 adaptation of Call of Cthulhu in one all inclusive rulebook.

Since the early 1900's, H.P. Lovecraft has been considered one of the top writers in the entire horror genre. Elements of his work have appeared over the years in numerous horror arenas, but now roleplayers can delve into a campaign centered around the author's popular Cthulhu Mythos. The Call of Cthulhu Roleplaying Game contains everything needed to play or narrate a roleplaying campaign, including all core-game rules for the d20 game system.



About the Author

Monte cook has worked in the game industry for 12 years. Recently, Monte has devoted himself to working on the D&D(r) rules (in particular, writing the Dungeon Master's Guide), taking time out only to work on the Dark¥Matter(tm) campaign setting for the Alternity(r) science fiction roleplaying game. He lives in Washington.

John Tynes is the founder of Pagan Publishing, one of the most critically acclaimed roleplaying game companies around. His accomplishments include Delta Green, Unknown Armies, and Puppetland. He resides in Washington.


Product Details

  • Hardcover: 320 pages
  • Publisher: Wizards of the Coast (March 1, 2002)
  • Language: English
  • ISBN-10: 0786926392
  • ISBN-13: 978-0786926398
  • Product Dimensions: 10.9 x 8.5 x 0.9 inches
  • Shipping Weight: 2.4 pounds
  • Average Customer Review: 3.6 out of 5 stars  See all reviews (23 customer reviews)
  • Amazon.com Sales Rank: #101,663 in Books (See Bestsellers in Books)

Look Inside This Book


Tags Customers Associate with This Product

 (What's this?)
Click on a tag to find related items, discussions, and people.
 
(3)
(1)

Your tags: Add your first tag
 

Sell a Digital Version of This Book in the Kindle Store

If you are a publisher or author and hold the digital rights to a book, you can sell a digital version of it in our Kindle Store. Learn more

 

Customer Reviews

23 Reviews
5 star:
 (9)
4 star:
 (5)
3 star:
 (3)
2 star:
 (2)
1 star:
 (4)
 
 
 
 
 
Average Customer Review
3.6 out of 5 stars (23 customer reviews)
 
 
 
 
Share your thoughts with other customers:
Most Helpful Customer Reviews

 
29 of 30 people found the following review helpful:
4.0 out of 5 stars Call of Cthulhu D2002, November 22, 2003
By John R. Harford (United States) - See all my reviews
(REAL NAME)   
Even though this product is a year old, and much reviewed, I felt obligated to contribute. The reasoning: I'm a 20 year long fan of the original CoC game - and HPL.

This product is expertly produced and well written. The thematic approach taken is well illustrated on the credits page: Based upon Call of Cthulhu by Sandy Petersen and Lynn Willis, Inspired by the works of H.P. Lovecraft. With *inspired* being the key phrase.

The Chaosium version is about roleplaying IN the worlds of HP Lovecraft - with that focus on an identical setting and parallel plot situations. The D20 CoC game isn't meant to replicate either the fiction or the Chaosium classic. Just like D+D 3E wasn't meant to replicate TSR AD+D (thank God(s).

In addition to a stand alone game, it is clear that part of the intent of this book was to "officiate" the use of Lovecraft's mythos in D+D. Nearly 20 years after their banishment from Deities and Demigods, the Elder horrors can return to haunt the lands of Elves and Hobb- er... Halflings.

Despite my serious worries over a level based CoC game - I will blasphem and proclaim that *system* wise - this game is superior to the original CoC.

The D20 system is far more dynamic and flexible. Target numbers are simply the best way for characters and the GM to have more control/impact over the game environment. The dicing becomes a transparent medium with which to create drama in which the characters are the stars (lucky or otherwise). Most players I currently deal with find the idea of percentile scores and fixed, chart based target numbers very restricting. It makes character individualities and base traits less important. And I see no reason to enforce that through use of a dated - though very efficient - system.

The provided flavor text constantly emphasizes Lovecraft's influence (he is quoted on nearly all the pages) and the frailty of the characters compared to fantasy/action counterparts. And that the game shouldn't be about duking it out with monsters. A noble attempt to immediately nix delusions of slugging it out with a shoggoth. But there is no way getting around an investigator with 75 hit points being able to survive multiple shotgun blasts unless they are very unlucky. One freak indigent with a baseball bat should be a real threat. The feats aren't particularly disruptive - many are non combative or only add a slight "edge". But neither are they necessary. They can easily be overlooked or adjusted as play style dictates. Psychic feats seem out of place at first, but I've had several players ask about having some slight mental or mediumistic power.
Level oriented advancement won't be a problem beyond the potential for very hit point heavy characters. This is easily remedied by simply using a d3 instead of d6 for hit point advancement - and of course in the best HPL based games - having most of the situations get worse through violence.

One thing that strikes me as a bit confusing is that there is no substantial or logical adjustment to the sanity rules. With all the emphasis of a D20 in the D20 system, the sanity loss remains exactly the same - percentile based. I still think this is the best simulation of eroding sanity in any RPG, so I'm not complaining - but it seems an odd thing to leave inorganic to the D20 system in the context of changing just about everything else. I also have personal interpretive issues with the use of skills to "first aid" a character going insane (or even characters slipping to -10 sanity instead of just losing the plot at 0). The section pertaining to insanity classification and treatments is well researched and thoroughly explained.

The handling of spells and tomes is fairly true to form. There is a bit more "D+Dism" here than elsewhere in the book, but that isn't something a good group/GM can't overcome. If you wish to make the forbidden books harsher to read and their associated magic/lore less easy to use - then go for it. Monte Cook won't have you arrested for changing his game.
The monsters are well presented, with some of the text coming right out of the original RPG. There are a few key creatures missing, which I can't imagine couldn't have been made room for. The "Mummy" template section particularly interesting - and have enjoyed some of the "variant" interpretations of the various "False Gods".

Most people who shout down the D20 versions of various games have never played them, or even synthesized the rules. Many somehow reconcile a stand against corporate superstructure by turning up their noses at D20 while wolfing down as many fast food meals as their friends are willing to buy for them during their weekly gaming forays. CoC D20 core rules are no exception. If reliance on a percentile system to create a successful horror scenario is necessary - then you should probably look into a different hobby.

Playing in the tradition of Lovecraft's horror is about setting and atmosphere. Not which dice you roll. However most players I know have come to prefer dynamic, target based systems over static percentile based games. I see no issue with using a 'different' system if that makes them happy and allows you all to enjoy the story. The fact that I have used AD+D 1st ed as dark fantasy/Lovecraft is testament to the mutability of Cthulhu and the mythos. After reading the rules and supplementary text I am confident that any alterations won't affect the ability of a good GM and players to enjoy Lovecraft's vision. Bad GMs and players will always pervert a game's intent and atmosphere with a predisposition towards superpowers and mega-damage. Does this game - through use of its level/feat/class based groundwork *promote* sessions in which Investigators attack cultist hide-outs A-Team style? No - bad players and worse Gamemasters promote that. Rules are static suggestions drawn from a page in a book.

Comment Comment | Permalink | Was this review helpful to you? Yes No (Report this)



 
23 of 25 people found the following review helpful:
5.0 out of 5 stars A fine adaptation--I just wish it weren't d20!, January 12, 2004
By David A. Farnell (Fukuoka, Japan) - See all my reviews
(REAL NAME)   
First, a word of warning to the shopper--although Amazon doesn't make it clear in the title, this is the d20 version of the Call of Cthulhu RPG.

That out of the way--the greatest thing in this book is John Tynes' articles on how to GM a Call of Cthulhu game, and the background info on the Mythos. They are actually better than what's in the regular (non-d20) Call of Cthulu rulebook. Also, the rules for psychic characters are intriguing, and it's kinda kewl to have all those Mythos monsters and gods statted up for d20, so you can spring them on your unsuspecting Dungeons and Dragons characters.

Those good points are so very very good that I give this product 5 stars, despite one very serious flaw: the rules are lame. Oh, Tynes and Cook do good things with them--many of their ideas were later used in other d20 products, and they certainly make some small improvements with the d20 rules. But it's still d20, and thus far clunkier and less elegant than the original Call of Cthulhu rules. Now, those CoC rules are far from perfect, but still, they are so much easier to learn and to use, and really, the *only* thing you need to buy to play CoC is the rulebook--no, not the "core" rulebook, because there *aren't* any other rulebooks! Oh sure, there are supplements, but unlike D&D, none of them is crucial to play. And unlike D&D, when Chaosium does a new edition, they don't change it so much that it's completely incompatible with previous material. Most of the changes are in gathering together published spells and monsters and equipment, so that (gasp!) you won't *have* to buy other supplements!

So, I didn't actually buy it for the d20 rules--although that will allow me to introduce my local gaming group (some members of which refuse to play anything other than D&D) to CoC. I bought it as a supplement for the regular version of Call of Cthulhu--something entirely unnecessary, but beautiful and fun to have. Looked at that way, it's 5 stars, easy.

Comment Comment (1) | Permalink | Was this review helpful to you? Yes No (Report this)



 
18 of 19 people found the following review helpful:
4.0 out of 5 stars I think folks are being a little harsh., December 26, 2002
Having read the above reviews, I feel a somewhat calmer voice might be necessary. This book is exactly what it says it is: a D20 adaptation of the Call of Cthulhu rules. The game designers' job was not to remove what had gone before, but to mesh two rather disparate systems together as seemlessly as possible. I don't think they succeeded on every front, but I think they did a very good job, overall.

I think this game works especially well on two levels:

1. Introducing new players to the game and to HPL: Like it or not, D20 rules are the most popular RPG system on the market right now. There are many, many people playing D20 games who have not even heard of H.P. Lovecraft. Personally, I got into the game before ever picking up one of his books, and they led me to a whole genre of fiction I might never have looked at otherwise. D20CoC is now poised to do that for a whole lot of players. And I've had players who weren't at all interested in learning a new system to play Classic CoC express an interest in trying D20CoC, and, from that experience, become willing to learn the original game.

2. Making it possible to add CoC flavor/encounters to D&D: I've done it in the distant past, and I'm certainly thinking about it again.

Do I think this game is a substitute or replacement for Classic CoC? No. I am running and will still run Classic CoC when I want to run Cthulhu.

Do I think it's still a fun game and a decent adaptation? Yes, and I do recommend it for those who might want to try Cthulhu but who don't want to take the plunge and learn a whole new game system.

Comment Comment | Permalink | Was this review helpful to you? Yes No (Report this)


Share your thoughts with other customers: Create your own review
 
 
 
Most Recent Customer Reviews

5.0 out of 5 stars Librum Cthulhum Deetwentii
I had the Chaosium Cthulhu book for a few years when someone recommended that I get the WotC D20 Cthulhu book for additional ideas. Read more
Published on September 10, 2005 by Alexander Scott

5.0 out of 5 stars Excellent d20 book
This d20 Call of Cthulhu is probably not to the liking of purists since it presents, to begin with, a set of different rules. Read more
Published on January 21, 2005 by D. Crouzet

1.0 out of 5 stars Roleplaying or Combat?
Very simple. If you want to roleplay, love character (personality) development, truly love the horror of Lovecraft's brilliant world and want a memorable experience, buy... Read more
Published on September 3, 2004 by John E. Erdman IV

4.0 out of 5 stars A Fine Adaptation
Okay, I'll be honest. I do prefer the original Chaosium CoC to Wizards Of The Coast's adaptation. What I supremely loved about the original Call Of Cthulhu was that knowledge... Read more
Published on December 1, 2003

5.0 out of 5 stars A Great System
I've read the many reviews on the subject of why d20 cthulhu is lame and why it isn't. Hardcore original system players don't like the action-oriented feel of d20 (which... Read more
Published on March 18, 2003

4.0 out of 5 stars Well-done adaptation
In my humble opinion, Mr. Cook & Co. did a good job adapting 'Call of Cthulhu' to the d20 system. Read more
Published on December 3, 2002 by Ludo

2.0 out of 5 stars Sad, bad, and aggravating for Lovecraft fans to read..
How is it that so-called fans of Lovecraft never actually seem to read Lovecraft, and instead are fond of Lumley, Clark Ashton Smith, and Derleth? Read more
Published on November 18, 2002 by Lloyd Ravlin III

5.0 out of 5 stars Non-cthulhu uses
This book is a good translation of BRP CoC to the d20 rules. It contains everything you need to run a game - there are explanations of the Mythos and its creatures, tips on... Read more
Published on October 11, 2002 by Peeteriz

1.0 out of 5 stars 1 Star because 0 wasn't an option.
I love the stories by H.P. Lovecraft so for me this book is painful. If you want a book where you try to kill big monsters, then this is the one for you. Read more
Published on September 4, 2002 by septnai

5.0 out of 5 stars A horror gamer's dream
Take the beautiful simplicity of the d20 system, add the horrifying creatures and sanity-shattering game mechanics of the Call of Cthulhu RPG, and you get one of the finest RPG's... Read more
Published on September 4, 2002 by Charles A. Grybosky

Only search this product's reviews



Customer Discussions

This product's forum
Discussion Replies Latest Post
No discussions yet

Ask questions, Share opinions, Gain insight
Start a new discussion
Topic:
First post:
Prompts for sign-in
 


Active discussions in related forums
Search Customer Discussions
Search all Amazon discussions
   




Product Information from the Amapedia Community

Beta (What's this?)


Look for Similar Items by Category


Look for Similar Items by Subject

 

Feedback

If you need help or have a question for Customer Service, contact us.
 Would you like to update product info or give feedback on images?
Is there any other feedback you would like to provide?

Your comments can help make our site better for everyone.



Your Recent History

 (What's this?)

After viewing product detail pages or search results, look here to find an easy way to navigate back to pages you are interested in.