![]() Me and Falk and our little group of adventurers used the 4 th edition rules back during our peak RPG phase in late high school, which means I’m just old enough to feel a kind of rosy-tinged remembrance for my misspent youth. Obviously nostalgia is playing a part here. ![]() In this first adventure I’m writing the story will be set during Easter of 2008 in my home state of Victoria in southern Australia, in a region known as the Stoney Rises, one of the most isolated and desolate places I know of despite being little more than an hour and a half’s drive from the teeming metropolis of Melbourne.įrom what I’ve heard the 7 th edition Call of Cthulhu rulebook (released online in 2014 and due for print publication later in 2016) is pretty good and improves upon while retaining the best aspects of the game’s earlier versions, but I’ve decided to use the classic 4 th edition rules from 1989 for this first adventure. I generally prefer to build my own campaign settings over using premade worlds, so as a gamesmaster I always found this aspect of the game appealing. Right from the start Lovecraft designed his Cthulhu Mythos to be open to interpretation by other writers, and the RPG carries on this tradition. In a Call of Cthulhu adventure you have to rely on your wits and ingenuity far more than your fighting skills if you are to survive an encounter with the malevolent power of the Great Old Ones.įrom the perspective of a gamesmaster, I also admire the adaptability of Call of Cthulhu. I loved the atmosphere of cosmic dread, and the way that as a player character you truly feel vulnerable to forces beyond your control. Call of Cthulhu was always one of my favourite RPGs back in the day. This is the first adventure I’ve written in over 20 years, and I’ve chosen to start with Call of Cthulhu, the classic horror RPG based on the stories of American pulp writer H. I’ve started writing a roleplaying adventure for the Games vs Play crew.
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