

On the other hand, to maneuver your car in a high speed chase - then you need to make a roll.

It sometimes needed to be emphasized that you only roll when failure is a realistic possibility - you don't need to roll a Drive Automobile skill to park at the local mall. Unlike older versions of D&D though the game is centered around a skill system, with your rating in a given skill based on a score of 1 to 100, giving your chance at success when applying a given skill. Looking at the stats for a Call of Cthulhu character and you see a lot in common with D&D of its day - characteristics like Strength, Dexterity, etc. The Call of Cthulhu RPG got its start back in 1981. And this ignorance is a good thing, for those who learn too much tend to go insane. Lovecraft's central premise was that humanity is ignorant of its insignificant place in a vast and uncaring universe populated by beings so alien they may as well be considered gods.

The Call of Cthulhu RPG is based on the writings of early 20th century writer Howard Phillips Lovecraft. So though I've talked about Call of Cthulhu here before, let's do a little recap. I've used adventures from the 2nd edition of the game in a 6th edition campaign with conversion, even on the fly, being wholly unnecessary. An edition war in Call of Cthulhu is pretty much unheard of. One thing Call of CtThulhu has been known for is how little changes from edition to edition. What I've found is Call of Cthulhu has the virtue of just being darn playable. I've noted before in this blog that there's tons of shinier games out there. I've recently just finished my first session using the newest incarnation of the game, the 7th edition. Even though I go through various other games, sometimes for a while, sometimes for a brief spin, I keep on finding myself working my way back to a Call of Cthulhu game.
