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La Crida de Cthulhu : Joc de rol a l'univers de H. P. Lovecraft (1981)

de Sandy Petersen, Lynn Willis

Sèrie: Call of Cthulhu RPG (2009 (1st), 2301 (2nd), 2317 (3rd), 2324 (4th), 2376 (5th), 2386 (5.6), 2396 (6th), 23106 (6th))

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915817,551 (4.26)14
CALL OF CTHULHU is Chaosium¿s classic roleplaying game of Lovecraftian horror in which ordinary people are confronted by the terrifying and alien forces of the Cthulhu Mythos. CALL OF CTHULHU uses Chaosium¿s BASIC ROLEPLAYING system, easy to learn and quick to play. This bestseller has won dozens of game-industry awards and is a member of the Academy of Adventure Game Design Hall of Fame. In 2011 CALL OF CTHULHU celebrated its 30th anniversary. CALL OF CTHULHU was voted the #1 Gothic/Horror RPG of all time by the Gaming Report.com community. CALL OF CTHULHU is well-supported by an ever-growing line of high quality game supplements. This is the softcover 6th edition of this classic horror game, completely compatible with all of previous editions and supplements for CALL OF CTHULHU. This is a complete roleplaying game in one volume. All you need to play is this book, some dice, imagination, and your friends.… (més)
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Call of Cthulhu (CoC) is a "pen & paper" roleplaying game (RPG) published in 1981 by Chaosium and still very popular. Now in its 6th edition, CoC features a very simple but realistic set of rules based on opposing percentual skills and probabilities. Based on the Basic Roleplaying set of rules, also called D100, is very similar to the actual probabilities we are used to in the real world and allows a very easy and smooth playing experience without the multiple tables, stats and calculations which complicate and slow down most of the other RPGs (D&D anyone?). Also the player and NPC stats are generally compatible with real people with real skills and capabilities. Magic exists but is limited and can have dire effects. Weapons need expertise and have real world effects disallowing superhuman powers in players (as found in other RPGs): reckless players can quickly die in CoC.
CoC is a investigator-suspense-horror RPG with a classic setting in the late 19th or early 20th centuries. However, with time most every other era (future inclusive) has been adapted to the game which has a huge collection of sourcebooks and supplements ranging from several-months-play long elaborate epic missions to short one-hour-play adventures.
An important feature is sanity which is expended each time a player has a terrible experience or has a contact with the Occult, direct or through text, objects or rituals. Loss of sanity causes psychotic surges and ultimately leds to definitive dementia.
In sharply contrast to other RPGs, after several versions the core principles an rules of CoC are still the same enabling direct use of old published material and preserving the investment already made by faithful veteran players.
The game is easy to learn and the adventures very easy to prepare generally in a short time. The easy intuitive rules and a lot of clever settings and scenarios allow for a smooth game and a very unique and suspensive game playing experience. ( )
1 vota macoram | Aug 20, 2013 |
Call of Cthulhu (CoC) is a "pen & paper" roleplaying game (RPG) published in 1981 by Chaosium and still very popular. Now in its 6th edition, CoC features a very simple but realistic set of rules based on opposing percentual skills and probabilities. Based on the Basic Roleplaying set of rules, also called D100, is very similar to the actual probabilities we are used to in the real world and allows a very easy and smooth playing experience without the multiple tables, stats and calculations which complicate and slow down most of the other RPGs (D&D anyone?). Also the player and NPC stats are generaly compatible with real people with real skills and capabilities. Magic exists but is limited and can have dire effects. Weapons need expertise and have real world effects disallowing superhuman powers in players (as found in other RPGs): reckless players can quickly die in CoC.
CoC is a investigator-suspense-horror RPG with a classic setting in the late 19th or early 20th centuries. However, with time most every other era (future inclusive) has been adapted to the game which has a huge collection of sourcebooks and supplements ranging from several-months-play long elaborate epic missions to short one-hour-play adventures.
An important feature is sanity which is expended each time a player has a terrible experience or has a contact with the Occult, direct or through text, objects or rituals. Loss of sanity causes psychotic surges and ultimately leds to definitive dementia.
The game is easy to learn and the adventures very easy to prepare generally in a short time. The easy intuitive rules and a lot of clever settings and scenarios allow for a smooth game and a very unique and suspensive gameplaying experience. ( )
  macoram | Aug 14, 2013 |
This is the core book for the role playing game 'Call of Cthulhu' - characters, monsters, general strategy, forbidden books, lore, mythos (with the 'Cthulhu' story included). Useful for any Game Master who wants to start a campaign - can be completed with the '1920s companion', the 'Arkham' addition, or the 'Dunwich' one. ( )
  soniaandree | Mar 29, 2011 |
6h edition: Largely the 5.5/5.6 text, re-laid out based on the 20th Anniversary Edition. Unfortunately, the grey backgrounds result in a decrease in legibility over the prior versions, with some sections seemingly particularly muddy and visually unclear.

If you have either 5.5 or 5.6, then stick with that one rather than upgrading. The content changes are minor enough to be practically indistinguishable, while the new layout is for the worst. ( )
1 vota g026r | Jan 18, 2010 |
This is the quintessential roleplaying game of Lovecraftian horror.

Various editions of this game have typically been distinctly different from each other. I can't tell you off hand whether this is the best edition of this book that's ever been published, but it's adequate for my needs and interests.

- Peter K. ( )
  Kisners42 | Aug 4, 2007 |
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Sandy Petersenautor primaritotes les edicionscalculat
Willis, Lynnautor principaltotes les edicionsconfirmat
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[Paula rolls a 04 and her character faints, collapsing.]

KEEPER: Okay. Since Paula was holding the flashlight, it's now rolling on the floor, flashing wildly about the room. Arnold's professor sees, as he would have known had he checked earlier, that all the windows are barred with iron gratings. The only way outside is past the Thing.

ALL [in a rather confused fashion]: I'm trying to pound open the bars with a chair ... Where's my electric torch? ... Does anyone know what this thing is? ... I'm shooting at its face ... Help! Help!

[Let us close the curtain on this sorry scene.]

(note: quote from 4th edition rulebook)
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Wikipedia en anglès (4)

CALL OF CTHULHU is Chaosium¿s classic roleplaying game of Lovecraftian horror in which ordinary people are confronted by the terrifying and alien forces of the Cthulhu Mythos. CALL OF CTHULHU uses Chaosium¿s BASIC ROLEPLAYING system, easy to learn and quick to play. This bestseller has won dozens of game-industry awards and is a member of the Academy of Adventure Game Design Hall of Fame. In 2011 CALL OF CTHULHU celebrated its 30th anniversary. CALL OF CTHULHU was voted the #1 Gothic/Horror RPG of all time by the Gaming Report.com community. CALL OF CTHULHU is well-supported by an ever-growing line of high quality game supplements. This is the softcover 6th edition of this classic horror game, completely compatible with all of previous editions and supplements for CALL OF CTHULHU. This is a complete roleplaying game in one volume. All you need to play is this book, some dice, imagination, and your friends.

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