Product Blurb
The Great Old Ones ruled the Earth
aeons before the incidental rise of man. They came
from the gulfs of space, waged war upon one another,
and then were cast down by even greater beings. Remains
of their cyclopean cities and forbidden knowledge
can still be found in the remote extremes of our planet.
Upon uncharted islands, within dark ocean depths,
under burning desert sands, locked within polar ice,
miles below the Earthís crust, they lay imprisoned.
But when the Stars are right they will awaken and
walk this earth once more.
Call of Cthulhu is our classic roleplaying
game of Lovecraftian horror in which ordinary people
are confronted by the terrifying and alien forces
of the Cthulhu Mythos. A bestseller with over 300,000
copies sold world-wide. Call of Cthulhu has won dozens
of game awards. In 1996 Call of Cthulhu was elected
to the Academy of Adventure Game Designer's Hall of
Fame. Call of Cthulhu is well supported by an ever
growing line of high quality game supplements. No
Gaming library is complete without a copy of this
book!
From the Chaosium Inc. website,
which can be found at www.chaosium.com |
Product Review
The crickets sing their song
of nightly loneliness. The subtitle reads: “Twenty
years ago today…” No, this is not the
beginning of “Maniac Mansion”. But you
must expect mansions and maniacs ahead, because we
have them aplenty. As I was saying, twenty years ago,
a bizarre RPG was first published.
The title? “Call of
Cthulhu”. Call of what? As Robert Bloch once
put it: “Who or what was Cthulhu and how in
hell did you pronounce it? And who cared, anyway?”
But gamers knew. Or they would learn soon enough.
Chaosium had given birth to the most memorable RPG
of all time. This was the first horror RPG ever published,
and it remained close to its ideal for twenty long
years.
The game was edited many times.
It is currently in what Chaosium calls (in a very
software style) 5.6 Edition. It was based on the writings
of one man, and his crew of followers. Howard Phillips
Lovecraft, and the group that has been called “The
Cthulhu Circle”. Robert Bloch was one of them.
These authors wrote about a forgotten pantheon of
alien mad gods, that rule the universe and created
man almost by accident. Monstrous beings that just
don’t care about humans. Just as a careless
human crushes an ant under his shoe without even noticing,
so do these creatures destroy and kill, with reckless
abandon. Cthulhu is one of this behemoths, a giant
that lies dormant in the sunken city of R’lyeh,
waiting to rise again, and take those giant footsteps…
For now, he is content to send his dreams of feverish
and alien messages to those so mad to receive those
demented broadcasts.
This RPG is about people. The people
that fight these gods and their insane minions. The
people that learn the forbidden arts in vain hopes
of using them against the enemy. The people that let
their sanity melt down like a candle, just to save
their fellow humans. Regular people that face the
horrors of a world to which most of humanity is oblivious.
This is sounding like Hunter: the Reckoning. But CoC
has some interesting differences. It is not set in
the World of Darkness, but on our own. The “Investigators”
do not wield uncanny powers to fight evil, and when
they learn some arcane spell, it is very likely to
backfire on them. The evils they fight are not out
of Gothic horror tales, but out of Lovecraft’s
weird nightmares.
One that has never played CoC will
notice some odd things on this game and its system.
Many of the dice checks are made with percentile dice
(two D10 rolled, one as the ‘tens’ and
the other as the ‘ones’), and there is
no “experience reward” in the game. You
only get to increase the skills you used, and then,
only if you used them remarkably well. The only “real”
reward are some arcane forbidden tomes that further
erode your sanity. Then, you have that — the
sanity. This game has that unique trait most games
have not; a counter for your character’s mental
health. Of course, every encounter you have with any
being that suggests that the world of “scientific
proof” we have built for ourselves is not entirely
accurate hits hard on your reason and pushes you one
rung down on the ladder to insanity. Some encounters
make you fall directly to the ground. So, this is
time for the true valor. Any barbarian can hack his
way through skeleton wasteland. But can you, a regular
human being, take an encounter face to face with the
macabre monster that haunts that old mansion? Will
you come out of there alive?
There are three main eras in which
CoC Scenarios are set. The 1890s, the Present, and
my favourite and the original one: the 1920s. Most
of Lovecraft’s tales are set in the roaring
20s and the 1930s, and the period has an aura of mystery
that is worth trying. Gangsters roam the streets,
filling the speakeasies with illegal liquors, secret
societies flourish and dabble with things that were
not meant to be known, and people are just thrilled
to be alive because they have survived the Great War.
But fear exists not only on the trench…
COC RPG gives you the opportunity
to explore the world as H.P. Lovecraft perceived it,
and to play a different kind of character. One that
does not have the “Kill Everything in My Path”
skill at a 150%, but that has high “Spot Hidden”
(detect stuff that is not plain to see) and “Library
Use” (find ‘that’ particular tome
you are looking for among thousands of books). One
that does not carry home thousands of coins of looted
gold, but a pack of rare books with rarer titles yet,
such as “Necronomicon”, “De Vermiis
Mysteriis”, “Unaussprechlichen Kulten”
or “The Book of Dzyan”. One that is not
a heartless thug that kills by the hundreds, but a
quiet college professor that will cry, faint or run
when confronted to a monster… or turn into a
babbling, catatonic human statue.
That is the essence of Call of Cthulhu.
That is, in my humble opinion, the essence of true
horror. To be faced with something you’re not
prepared for. Not more, not less. After twenty years
and more than five major editions, Chaosium has published
dozens of sourcebooks for Call of Cthulhu, some of
them have even earned them prizes, but the heart of
the game has remained the same. And it’s one
of those RPGs that don’t require you to buy
all the sourcebooks to start to play them. It’s
a great buy, and you will love it for ever…
just like me… just like hundreds or thousands
of other fans…
"That is not dead which can
eternally lie, and with strange æons, even death
may die", Abdul Alhazred, a.k.a. Abd Al-Azrad,
the mad arab that wrote the Kitab Al-Azif, a.k.a Necronomicon.
Reviewed by Matías Timm
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