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Post by Finarvyn on Jul 21, 2015 8:16:40 GMT -6
I know that there is Call of Cthulhu (based on BRP/Runequest) and d20 Cthulhu (based on 3E) but I wonder why no one blended them togeher to get some sort of OD&D Cthulhu? It would be a lot like CoC but with d20 rolls instead of percentile dice. It would be a lot like d20 Cthulhu but without all of the messy feats and such. Seems like a subject just asking to be oD&D-ified.
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premmy
Level 5 Thaumaturgist
Posts: 295
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Post by premmy on Jul 21, 2015 8:54:59 GMT -6
There's Kevin Crawford's recent Silent Legions, which is pretty much what you describe, with the big difference that rather than being set in the Cthulhu mythos, it gives you tools to create your own equivalent.
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Post by Red Baron on Jul 21, 2015 9:35:39 GMT -6
The changes are few enough that I'm not sure I see the need for a new document.
Wisdom=sanity, all firearms do 1d6, the Carcosa spell list, and one or two horrible horrible alien creatures (perhaps the fiend folio would be useful here?).
A good module might be The God that Crawls, relocated to 1890s Providence. (read "The Haunter in the Dark" the night before you play).
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Post by archersix on Jul 21, 2015 17:22:35 GMT -6
I lost my Deities & Demigods that had the Cthulhu stuff in it years ago. Did it have any loss of sanity type rules in it?
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Post by Otto Harkaman on Jul 21, 2015 17:47:05 GMT -6
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Deleted
Deleted Member
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Post by Deleted on Jul 21, 2015 18:35:33 GMT -6
Well, sort of ...
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Post by geoffrey on Jul 21, 2015 19:18:45 GMT -6
Plus a couple more passages:
"Cthulhu lies in a huge stone structure sealed with the Elder Sign (q.v.). If the seal is broken and the god released, everyone (and/or everything) in a radius of 100 miles must make a saving throw against death or go insane. This insanity lasts for a number of months equal to the creature's intelligence."
"Attempting to cast any of the greater summoning spells will result in a straight 30% chance of the caster going insane."
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Post by Zenopus on Jul 21, 2015 21:00:04 GMT -6
Plus a couple more passages: "Cthulhu lies in a huge stone structure sealed with the Elder Sign (q.v.). If the seal is broken and the god released, everyone (and/or everything) in a radius of 100 miles must make a saving throw against death or go insane. This insanity lasts for a number of months equal to the creature's intelligence." That part originates with Holmes. In Dragon #16 he wrote, "In an early version of “the Gods” I said “if Cthulhu breaks out of R’lyeh, everyone in the world must make a saving throw or go insane.” I later re-duced this as being a bit too gross"
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Post by Finarvyn on Jul 22, 2015 3:41:43 GMT -6
The changes are few enough that I'm not sure I see the need for a new document. Well, folks have done OD&D Conan and the like, plus the number of simulacra and clones out there. One might argue that there isn't a need for a new document for some of those, either, but we have them. A good module might be The God that Crawls, relocated to 1890s Providence. (read "The Haunter in the Dark" the night before you play). I'm not familiar with this one. Where can I find this one? - - - - - Otto Harkaman -- I'm not sure that Cthulhu Dark Ages counts, as it's based on CoC and not based on OD&D. I'm hoping for OD&D Cthulhu.
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Post by Finarvyn on Jul 22, 2015 3:46:49 GMT -6
There's Kevin Crawford's recent Silent Legions, which is pretty much what you describe, with the big difference that rather than being set in the Cthulhu mythos, it gives you tools to create your own equivalent. I just googled this, as I hadn't heard of it before your post, and it does sound interesting. Has anyone pledged and gotten to look at the Beta version that they mention in the kickstart?
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Post by krusader74 on Jul 22, 2015 5:54:00 GMT -6
What about Dan Proctor's Realms of Crawling Chaos? James Maliszewski reviewed it on his blog Grognardia back on February 20, 2011. He gives it a generally positive review. He describes it succinctly this way: The core rules are taken from Labyrinth Lord. And the psionics rules are taken from Mutant Future. It's available at DTRPG: $4.95 PDF, $17.95 Softcover. 64 pages. OGL licensed. Also available at Lulu. More reviews here, there, and elsewhere.
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Post by Finarvyn on Jul 22, 2015 6:59:53 GMT -6
What about Dan Proctor's Realms of Crawling Chaos? Hmmm. This looks familiar. I wonder if I bought a copy and then forgot to read it. I'll have to check my Labyrinth Lords box.
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Post by Mushgnome on Jul 22, 2015 7:13:50 GMT -6
I've been running "OD&D Cthulhu" on play by post since 2011. You'd be welcome to join us.
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premmy
Level 5 Thaumaturgist
Posts: 295
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Post by premmy on Jul 22, 2015 7:23:45 GMT -6
There's Kevin Crawford's recent Silent Legions, which is pretty much what you describe, with the big difference that rather than being set in the Cthulhu mythos, it gives you tools to create your own equivalent. I just googled this, as I hadn't heard of it before your post, and it does sound interesting. Has anyone pledged and gotten to look at the Beta version that they mention in the kickstart? I have the full version, since it's already out. Is there anything specific you'd like to know?
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Post by Red Baron on Jul 22, 2015 8:52:41 GMT -6
A good module might be The God that Crawls, relocated to 1890s Providence. (read "The Haunter in the Dark" the night before you play). I'm not familiar with this one. Where can I find this one? Its one of Raggi's LotFP modules. www.lotfp.com/RPG//products/the-god-that-crawlsA labyrinth under the church haunted by one monster - A giant nearly-invulnerable slime-thing. The clergy and townsfolk all know about the god, and will try to conceal the existence of the dungeon and god from players, giving you your CoC conspiracy & detective work getting into the place to begin with. The whole dungeon is full of treasure and tricks meant to slow players down by encumbering them or being to interesting to pass by. If you take too much treasure, you'll have a lower movement rate than the god. Meanwhile the slime-god is always on your trail, relentlessly chasing players down. Its tricky not to be trapped in a dead end, or run out of torches/food until you can find your way out.
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Post by simonw on Jul 22, 2015 11:53:28 GMT -6
I like this idea - I'd be tempted to go for the classic 1920's setting. I'd go for maybe 3 classes, as follows:
Tough: These are the strong-arms or enforcers of the investigator's team; they primarily meet threats head-on, with fists, guns and muscle. Toughs might be pugilists, ex-military types, beat cops, athletes, thugs or enforcers. They do their best work protecting the others, roughing up cultists, intimidating witnesses and shooting the bad guys. They would progress as fighting men. Scholar: These are librarians, antiquarians, book dealers, college professors, students, historians and the like whose primary means of investigation is research - into esoteric books, public records, newspaper archives and the like. They would progress as magic users and be able to obtain spells (but wouldn’t begin the game with any spells). Snoop: These are private investigators, police detectives, amateur sleuths, ex-criminals and so on. They do their best investigative work by gathering evidence out in the field. They attend the scene hunting for clues, question witnesses, sneak into places, eavesdrop and generally gather the evidence using detective skills. They would advance as thieves.
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Post by thorswulf on Jul 22, 2015 14:26:09 GMT -6
If you are lucky enough to own a copy of the Sorcerer's Apprentice issue that has the T&T Cthulhu rules in these seemed like a good basis for a game. Really I think most D&D investigators would get torn to pieces by even low powered monsters like Deep Ones. Of course a fireball spell or two might even the odds!
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Post by keith418 on Jul 22, 2015 16:54:01 GMT -6
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Post by Punkrabbitt on Jul 22, 2015 17:03:58 GMT -6
keith418, I was going to suggest exactly that! There ARE cthulu mythos rules for OD&D out there already... the rest is up to the DM.
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Todd
Level 4 Theurgist
Posts: 111
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Post by Todd on Jul 22, 2015 20:15:00 GMT -6
I think that article was written by J. Eric Holmes too so not a shabby source at all.
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Post by Finarvyn on Jul 23, 2015 5:20:16 GMT -6
Well, I happen to have copies of most of the stuff cited in the thread (T&T from SA magazine, Dragon #12, AD&D D&DG with Cthulhu entries, etc) and have used OD&D several times to run Cthulhu-style adventures. I was mostly wondering why no one has put it all together into a coherent rules set instead of one cobbling it together piecemeal.
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Post by Otto Harkaman on Jul 23, 2015 6:05:10 GMT -6
Well, I happen to have copies of most of the stuff cited in the thread (T&T from SA magazine, Dragon #12, AD&D D&DG with Cthulhu entries, etc) and have used OD&D several times to run Cthulhu-style adventures. I was mostly wondering why no one has put it all together into a coherent rules set instead of one cobbling it together piecemeal. Sounds like it's your calling to do this thing
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