2013年6月22日 星期六
[TRPG]Call of Cthulhu第七版規則募資中
最近跟克蘇魯有關的募資真多,例如CoC原作者Sandy Petersen的Cthulhu Wars,這次則是CoC的新版規則,時間到6/29。
新版跟舊版的不同,除了規則跟插圖全部翻新外,還多了兩個新的入門冒險:"Amidst the Ancient Trees"和"Crimson Letters"。新規則也能適用於舊的設定集跟冒險集。
規則書分為冒險者手冊跟城主手冊兩本,電子版售價$30美金;紙本最便宜的平裝版由$70美金起跳(要另外加台灣運費$22美金);再上去的版本還有加贈角色牌、事件牌等贈品。如果你只想要贈品的PDF檔,也可以考慮贊助$60美金的全電子等級(Digital Dhole),包含規則電子書跟所有高等級才有的解鎖贈品電子版。贊助等級請參考下面的圖片:
第七版跟第六版詳細的差異如下(英文原文):
The rule book has been fully revised and carefully restructured to bring you the rules in the most user-friendly way. Call of Cthulhu is a well established game with a wealth of supporting scenarios, campaigns and source books. It's important to note that the 7th Edition rules remain backwards compatible so that previously published scenarios and source books all remain playable with the revised rules. We’ve gone to great lengths to revise the rules in a way that retains the essence of what makes Call of Cthulhu such a great game.
Here's an overview on some of the revisions that will be found in Call of Cthulhu 7th Edition...
Creating your Investigator
There are lots of great options for creating investigators, along with advice on integrating your investigator with the story. It also provides you with support and tools for generating an investigator’s backstory, enabling players to create fully rounded characters with a reason to investigate the Cthulhu Mythos.
Skill rolls
Not everything is so easy for the investigators -- if they attempt an especially difficult task the new rules introduce the ‘hard’ and ‘extreme’ skill rolls. Revised skill descriptions and new skills like Intimidate and Charm have been added to provide investigators with more ways to investigate and uncover the secrets of the Mythos.
Opposed rolls
No need to refer to charts -- everything you need is right there on the character sheet!
Pushing skill rolls
Sometimes your investigator fails a task. With the new rules, if you want to try a second time you can -- if you can justify it! But beware -- failing a second ‘pushed’ roll will have dire consequences -- opening the door for the Keeper to take the story in all sorts of new, exciting and sometimes unexpected directions.
Lots of Advice for Players and Keepers
The new rules have been written with a mind to helping all players get the most of Call of Cthulhu. Particularly, a special advice chapter for Keepers on how to construct a scenario, how to build tension and horror, and how to develop the story and engage your players. Whether you are new to the game or have been playing a while, there’s information and tips for everyone .
Toolkit
Over the decades many gaming groups have developed their own style of Call of Cthulhu play, and 7th Edition provides you with options, tools and advice on how to tailor the game in a way that will suit you and your group. Whether you like things more pulpy or gritty, there’s optional rules to build and scale the game you want.
Missed a clue? No worries!
Ever had your players get stuck because they don’t know what to do next? The new rules provide a mechanism for handling such tricky situations; a revision of the Idea Roll rule. Now you can throw tricky investigations at your players and not have to worry if they pick up every clue or not. The new Idea Roll helps to keep your game on track without unnecessary railroading of the players.
Sanity
The sanity track remains, however the Keeper is provided with new guidance on how to deal with episodes of insanity, including phobias, manias and delusions. Plus the Keeper is provided with advice on how to tamper with the investigator’s backstory -- potentially corrupting their relationships, their possessions and other important aspects of their life as they sink further and further in to the cosmic abyss of the Cthulhu Mythos.
Combat
Sometimes your investigator will have to rely on his or her fists! All unarmed attacks now come under the one skill of Brawl, allowing you to describe your attacks as befits the situation. Weapons and firearms retain their own skill categories. Combat now works with opposed rolls, allowing you to resolve combat scenes faster than ever before and avoid drawn-out "miss - miss" situations, whilst giving players more options on the things they can do during a fight. Fast paced and exciting combat!
Combat maneuvers replace the old grapple rules. Now you just describe what you want to do and roll versus your opponent -- allowing greater freedom to create exciting fight scenes. Your investigator can do more during combat than just fight or flee!
Chases
An entirely new chase system that allows you to combine vehicles, monsters and pedestrians in exciting chase scenes. Remember the chase scene in Lovecraft's 'The Shadow Over Innsmouth' wherein the protagonist, Robert Olmstead, flees the Gilman House hotel via a window and is pursued across Innsmouth by deep ones? These new rules enable you to stage exciting chases like that in your game.
Monsters
You’ll find a host of old favourites here, along with a few new faces, as well as insightful marginalia providing details, notes and ideas on many of the monsters and gods therein.
Spells and Tomes
7th Edition provides revised rules for how to handle magic in your game and also revisits tome reading times, as well as providing advice and ideas on how to use tomes in your scenarios and games. If your investigator has never cast a spell before you may find you get more than you bargained for! Likewise, insane ancient Mythos wizards and monsters have access to deeper realms of magic and a range of spells have suggested effects for just this type of insane casting.
New scenarios
"The Haunting" -- the old faithful scenario is back, with added, step by step Keeper’s advice for new players. Plus two new scenarios: "Amidst the Ancient Trees" and "Crimson Letters", designed for both new and veteran Keepers. "Crimson Letters", set in witch-haunted Arkham, provides the ideal starting point for a campaign.
Anything else? The entire rulebook has been revised, edited and will be presented in a brand new layout with loads of cool new artwork.
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