The tip about drip-feeding details really stood out to me. Often as a GM I'm tempted to lay out all (or most) of the information about an NPC or location from my notes, but sometimes I feel this can be too much or overwhelming for players to remember, leading to the opposite of the desired effect.
Okay... I'll read Chapter 10. Personally, I found this interview more helpful than I expected. The aura of long experience was evident. Thanks for sharing.
I can confirm that most keepers I played with obviously haven’t read chapter 10 including me. I skipped it too because I thought this would be super basicstuff (it kind of starts like that). My tip for you guys for the 8th edition is: put all the good stuff from chapter 10into the core rules so nobody is ableiten skip them. Especially the rules for rolling dice how to to deal with failed skillchecks etc. This is gamechsnging and so important for everyone to know so please make sure nobody will miss out on these info next edition of the game
I dungeon master for fifth edition dungeons and dragons, but I’m always looking for information on how to write better stories. Interested to hear what you have to say!
Goal before Roll has been my mantra in every game I've played or reffed since about 1985. I've pissed off SO many players over the years who've said something like "I want to make a Perception Roll to see if I can..." and I stop them in their tracks. "You tell me what the character is trying to do, and I'll tell you what happens, or what you need to roll..." I HATE "in-character" discussions that go, "Who's got the highest Strength?" "Err... I've got 16.." "I've only got 15..." etc etc... If there's one thing in RPGs that even experienced players do that boils my piss... its that sort of conversation in a game. My players have stopped using it as a way to wind me up as well... Every now and then on an initiative turn one of them would say, "I want to roll for stealth" to try and get a rise out of me, so now when it gets to their turn I'll say "OK, Mike... Jack the PI is, for some reason, sitting down and rolling some dice... nothing happens as a result.... Dave... your Doctor's go, you are shooting the cultist, right? Go for it! If a player has a decent skill level or plenty of proven expertise in something, and the player describes it well, I won't even make them roll for half the things they want to. This can, however, annoy certain players in BRP/CoC/RQ type games where a tick for a successful roll can mean a chance to improve.
I honestly find the Cthulhu adventures I checked were lacklustre especially due to not being detailed and prepared enough with plenty of in-depth content. I'll show you how it's done once I'm done with mine.
The tip about drip-feeding details really stood out to me. Often as a GM I'm tempted to lay out all (or most) of the information about an NPC or location from my notes, but sometimes I feel this can be too much or overwhelming for players to remember, leading to the opposite of the desired effect.
Good advice!
Okay... I'll read Chapter 10. Personally, I found this interview more helpful than I expected. The aura of long experience was evident. Thanks for sharing.
After seeing this for the first time many months ago I went back and did that. It was really, really helpful.
Could not have clicked on this fast enough. I've been watching my way through the whole interview playlist
I really liked the ‘drip feed’ advice.
Goal before roll is such a nice tip and easy to remember
A goal is a goal, and a roll is a roll; and if we don't get no goals, then we don't eat no rolls.
@@Ghelimir HA!
Perfect timing, just started my first campaign after a year and a half of not playing Call of Cthulhu
I can confirm that most keepers I played with obviously haven’t read chapter 10 including me. I skipped it too because I thought this would be super basicstuff (it kind of starts like that). My tip for you guys for the 8th edition is: put all the good stuff from chapter 10into the core rules so nobody is ableiten skip them. Especially the rules for rolling dice how to to deal with failed skillchecks etc. This is gamechsnging and so important for everyone to know so please make sure nobody will miss out on these info next edition of the game
Good tips for running a Call of Cthulhu session and campaign that's faithful to the source material
thanks man, just thanks for everything
Been watching this few times already and its gold 👍
Very very humble and useful ideas! Thank you very much. I feel that these tips can easily be used in every ttrpg! Thank you for the awesome video!
10k now lads!
Thank you very much for this!
At James request I subscribed! Your stuff has been great liked as well!
Awesome! Thank you!
Very informative video, plenty of useful tips presented in a eloquent and interesting manner. Subscribed!
Thank you!
I dungeon master for fifth edition dungeons and dragons, but I’m always looking for information on how to write better stories. Interested to hear what you have to say!
Idea roll was removed from character sheets per mikes rewrite. 3rd edition had this.
Goal before Roll has been my mantra in every game I've played or reffed since about 1985.
I've pissed off SO many players over the years who've said something like "I want to make a Perception Roll to see if I can..." and I stop them in their tracks.
"You tell me what the character is trying to do, and I'll tell you what happens, or what you need to roll..."
I HATE "in-character" discussions that go, "Who's got the highest Strength?" "Err... I've got 16.." "I've only got 15..." etc etc... If there's one thing in RPGs that even experienced players do that boils my piss... its that sort of conversation in a game.
My players have stopped using it as a way to wind me up as well... Every now and then on an initiative turn one of them would say, "I want to roll for stealth" to try and get a rise out of me, so now when it gets to their turn I'll say "OK, Mike... Jack the PI is, for some reason, sitting down and rolling some dice... nothing happens as a result.... Dave... your Doctor's go, you are shooting the cultist, right? Go for it!
If a player has a decent skill level or plenty of proven expertise in something, and the player describes it well, I won't even make them roll for half the things they want to.
This can, however, annoy certain players in BRP/CoC/RQ type games where a tick for a successful roll can mean a chance to improve.
What's the best edition of this game? Thanks in advance!
🙌
For the players to have some japes, some fun ...and terror.
I honestly find the Cthulhu adventures I checked were lacklustre especially due to not being detailed and prepared enough with plenty of in-depth content. I'll show you how it's done once I'm done with mine.
🙄