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J**D
Good basic introduction to the rules!
I bought this because I was going to play with a group for game night. This was not my first time playing but I had never read the rules. This was a good introduction to the rules and mechanics of the game without investing in the core rule book which is much more costly. I will eventually buy the core book but this really gives you enough to play by if you’re not running the game.
T**6
Great quick reference
I agree with some of the other posts, this is not a comprehensive set of instructions, but a good quick start. I usually only play Cthulhu once a year at a con, and this was a great reference a week before the session in reminding me of the game mechanics. There are enough details here to run a basic game using the included scenario. Depending on how I do, I will likely invest in the complete rulebook in the future.
P**Y
Great for beginners. To test the waters
A great way to see if you'd be interested in playing babies first keeper(dm/gm) book.With a decent senario inside. I run beginners through it to get them used to the setting, system, and rules of the world.
T**S
One of the Greats
This is perhaps one of the spookiest and most unique tabletop RPGs out there, and it is one of my personal favorites (not as much as Tephra, but still quite high). I recommend this to veteran gamers looking for a new challenge that will likely leave your characters dead or insane. Not for the light of heart.
M**.
More than expected.
I may not have read the description closely enough, but I got way more than anticipated. Not only did It come with the detailed screen I was looking for but also a keepers quick reference rules, two regenerated scenarios, and several high quality character sheets (1920).
J**N
Set up
This has simplified the set up. Would recommend.
L**A
The first and best Lovecraftian roleplaying game
A great and cheap way to get started on the latest edition of the Call of Cthulhu roleplaying game.
S**E
Five Stars
Great book!
V**N
Great place to start.
For those looking to get into roleplaying this is a great place to start. Since buying this I have gone on to buy everything Call of Cthulhu 7th Edition! Warning this system is great and the books are a brilliant read.
C**D
A Taste of Madness!
The Call of Cthulhu 7th Edition Quick-Start Rules give players a taste of the game without having to fork out for the complete rules. It's available as a free download on the Chaosium website or you can buy a hard copy for a few quid.Although I've been playing CoC for over 30 years and have always been happy to stump up whenever a new edition of the rules came out, this time I decided to test the waters before parting with my hard-earned dough - the reason being that previous editions only ever tweaked the rules and the 7th edition complete rulebook is very expensive. It's a big, glossy hardback affair and I haven't seen it on sale for less than £50. And I'm not willing to pay £50 or more for just a few tweaks. So I decided to get a copy of the Quick-Start Rules to see whether it would be worth splashing out for the complete rules.As advertised there's enough information about the rules to generate characters and play the adventure that's included. As I expected the adventure is an updated version of the Haunting (aka The Haunted House), which has appeared in every edition of the rules, and is surely the most-played adventure in the game's history.But let's talk about the rules changes.They're fairly significant, far more so than in previous editions.For starters characteristic values have been multiplied by five, so you no longer have to do the mental arithmetic in game if the GM asks you to make e.g. a STR roll. And (in the Quick-Start Rules at least) a standard characteristic array (40, 50, 50, 50, 60, 60, 70, 80) is used in place of random generation. This is definitely an improvement. Players shouldn't be rolling dice in character generation. Random rolls are the bane of choice and equality. And character generation should be all about choice and equality.In addition Luck has now been divorced from POW, which has to be good for game balance. POW was always too powerful. You now roll your Luck randomly, and although I dislike dice in the generation process, it is somewhat appropriate and it is the only stat you do roll.And income and the Credit Rating have finally been unified, so random income is now a thing of the past.Whether making attribute rolls or skill rolls, there are now degrees of success. A Regular Success is <= your skill, a Hard Success is <= 1/2 your skill, and an Extreme Success is <= 1/5 your skill. When making opposed rolls a Hard Success beats a Regular Success and an Extreme Success beats a Hard Success.They've also introduced Bonus and Penalty Dice to opposed rolls when one opponent is at an advantage or disadvantage. If a bonus or penalty applies then you roll the tens more than once and take the best result if it's a bonus and the worst if it's a penalty.Melee combat is now more dynamic. Whenever you are attacked you may choose to dodge or fight back. If you choose to dodge and you get a better success than your attacker you take no damage. If you choose to fight back then if you get a better success with your fighting skill you take no damage and also damage your opponent in return. So a character who's good in melee combat can effectively get multiple attacks in a single round - one attack plus a number of ripostes.They've also introduced simple but effective rules for combat manoeuvres like trips and throws.And there are plenty more changes - but these are the ones I like the most.From what the Quick-Start Rules have shown me it looks like the CoC rules have been given a much-needed overhaul. They've removed the random aspects of character generation which I never liked, and which most other RPGs ditched years ago, and have made conflict more dynamic without making it complicated.I'll definitely be buying a copy of the complete rules.
L**N
Two Stars
Doesn't really improve upon 6th edition but retains most of its flaws.
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