Mechanics 0 comments on Supply Dice

Supply Dice

Supply Dice exist for the tension of the moment. The Cthulhu Hack is not about shopping lists and equipment runs. You can, by all means, go shopping, but the finer detail probably doesn’t matter. If you need a change of clothes or a hire car, go for it. The player can track small change if […]

Conversion, Solo Gameplay 0 comments on The House of Hell

The House of Hell

It was an experiment in the possibilities of solo gaming that occurred to me at work. I genuinely have no recollection of why this struck me when it did, but I had the thought that one or two of the classic Fighting Fantasy books might provide an interesting challenge as solo sessions for The Cthulhu Hack. […]

Q & A 0 comments on Twixt Stats and Saves

Twixt Stats and Saves

Following the brief review of Tainted Meat (which I ran at Concrete Cow) posted on Department V, I have been giving occasional thought to character stats in The Cthulhu Hack. I was less keen on the disconnect between the usual OSR six stats, and the Flashlights and Smokes. It’s easy to assume that a high […]

Q & A 0 comments on Opposed Investigation

Opposed Investigation

When you roll Flashlights or Smokes in The Cthulhu Hack, you’re checking to see if the investigator taxes their resources in discovering something key about the situation. When they throw a 1 or 2, they have pushed themselves too far, but they haven’t failed. Whatever they roll, they discover something new and vital in the progress […]

Conversion 0 comments on Rough Conversions

Rough Conversions

When I do play testing for The Cthulhu Hack, I often turn to other publishers for their adventures. As I noted in A Call from the Trail, Chaosium and Pelgrane do some good stuff – and it’s pretty easy to convert on the fly. Someone asked whether any conversion rules existed for Call or Trail of […]

Mechanics 0 comments on Flashbacks of Cthulhu Hack

Flashbacks of Cthulhu Hack

Not all information comes to your characters in the here and now. While, a character will roll a Flashlight or Smokes to discover something current, they can do the same to unearth an element of their past. Therein lies the flashback. Flashbacks allow you to glean information from events that haven’t happened in the game […]

Q & A 0 comments on Perception Check

Perception Check

Got a good question from a user on the Google+ community for The Cthulhu Hack. I thought it warranted a wider post, as I imagine anyone coming from other game systems might have similar questions: How do folks handle perception checks? If there is no clue to be found in the story and a character just wants to […]

Mechanics, Playtest 2 comments on Classless Save

Classless Save

Character generation for The Cthulhu Hack opens up to a classless approach to shift from the Old School roots of warriors and thieves. It makes sense – and I have had some comments on why I adhered to the Class-based approach. The truth? At the time it seemed to make sense to stick with The […]

House Rules 0 comments on Double Features

Double Features

I freely admit that I have been ruminating on expanding Special Features for a while, but I haven’t had the chances to playtest that I’d hoped for. Therefore, it seems a better idea to start posting those thoughts here and let someone else give them a go! In the current version of The Cthulhu Hack […]

House Rules 1 comment on Shock

Shock

The current version of the Sanity rules in The Cthulhu Hack aims to turn the slow slide into insanity into a source of stress. All Usage Dice use challenges the ability of the player and the group to manage their personal and joint resources. If they push too hard, too early — they may find they […]

Mechanics 0 comments on Always More to Learn

Always More to Learn

Michael Julius posed a great question over on The Cthulhu Hack Google+ community: Say there’s an interaction with an NPC who has a negative disposition towards the PCs. For example, Peter Bulgrew in The Keepers of the Woods. Perhaps he has just beat up on a PC. Is it possible for the players to gain […]

Mechanics 2 comments on A Call from the Trail

A Call from the Trail

In completing playtesting for The Cthulhu Hack, I made a point of using adventures from other varieties of Cthulhu. Both Chaosium and Pelgrane do Cthulhu rather well. The Cthulhu Hack looks to run Cthulhu, too; it just looks to do them simpler. Both Call and Trail of Cthulhu look to recreate a sense of Lovecraftian […]

Mechanics 0 comments on The Save

The Save

You might not appreciate the real difference between a Save and any other non-equipment roll you make in a game of The Cthulhu Hack. They’re quite different. (Actually, the current version of the rules references Tests rather a lot and these will be switched to Saves in the next revision for absolute clarity!) Saves handle risk […]