Thanks for putting this up the tweaks were not as bad as I thought they might be but I still feel some of the changes were unnecessary. It sounds like it works well as a game but its not quite Chaosiums Cthulhu. (No more Fist jokes :( ) I'm glad there will be a new rulebook I just wish they had left the mechanics alone. I'm just a Grognard I suppose. P.s I liked how you changed the classic scenario nice twists.
Personally I liked the formalized chase rules (more on this in the next playtest coming soon), but most of the rest seemed pointless. Will be interesting to see what 7E actually ends up as.
I'm glad you liked the changes to the scenario. I was on the fence with a lot of them and am working on re-writing it further to distance itself a bit form The Haunting to make it more of it's own scenario and less of a copy/update.
All-in-all, I liked most of the changes made for 7E. Unlike Jim, I wasn't a fan of the chase rules; I thought they feel mechanical, but might get better with time... I struggled in this scenario with them.
Love the blurb Jim… “There’s, you know, a house …”
Rob did an awesome job at Keepering this 7th edition playtest of “The Haunting”; running with the top dogs.
If anyone wishes to follow along with the podcast, though it will not seem like it because of Rob’s new beginning twist to the adventure, “The Haunting” from the 6th & 7th edition books is the adventure. Then the house. Rob did change the layout, unless there is a new printing that he used, but overall turned out very interesting.
Chase rules. Treated like combat. Interesting location sections that occur until close enough to break into combat or etc…; reminds me of FATE Accelerated Edition (FAE) with their zones.
Always good to hear players be in character’s accent (Jim’s Arkady Diktiyarenko was preformed very good); though Jim’s Canadian accent turning Irish, then turning Canadian dialect with an Irish accent was pretty good. –“Eh!”
Like the idea of possibly corrupting the cigarette case at the end. Keeping a character involved instead of just sloughing them off.
4 comments:
Thanks for putting this up the tweaks were not as bad as I thought they might be but I still feel some of the changes were unnecessary. It sounds like it works well as a game but its not quite Chaosiums Cthulhu. (No more Fist jokes :( )
I'm glad there will be a new rulebook I just wish they had left the mechanics alone.
I'm just a Grognard I suppose.
P.s I liked how you changed the classic scenario nice twists.
Personally I liked the formalized chase rules (more on this in the next playtest coming soon), but most of the rest seemed pointless. Will be interesting to see what 7E actually ends up as.
I'm glad you liked the changes to the scenario. I was on the fence with a lot of them and am working on re-writing it further to distance itself a bit form The Haunting to make it more of it's own scenario and less of a copy/update.
All-in-all, I liked most of the changes made for 7E. Unlike Jim, I wasn't a fan of the chase rules; I thought they feel mechanical, but might get better with time... I struggled in this scenario with them.
Love the blurb Jim… “There’s, you know, a house …”
Rob did an awesome job at Keepering this 7th edition playtest of “The Haunting”; running with the top dogs.
If anyone wishes to follow along with the podcast, though it will not seem like it because of Rob’s new beginning twist to the adventure, “The Haunting” from the 6th & 7th edition books is the adventure. Then the house. Rob did change the layout, unless there is a new printing that he used, but overall turned out very interesting.
Chase rules. Treated like combat. Interesting location sections that occur until close enough to break into combat or etc…; reminds me of FATE Accelerated Edition (FAE) with their zones.
Always good to hear players be in character’s accent (Jim’s Arkady Diktiyarenko was preformed very good); though Jim’s Canadian accent turning Irish, then turning Canadian dialect with an Irish accent was pretty good. –“Eh!”
Like the idea of possibly corrupting the cigarette case at the end. Keeping a character involved instead of just sloughing them off.
Cheers
Jonathon M. Johnson
Colorado
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