Finally we’ve reached the half of the book dedicated to Keepers. At this point, I’ll be switching gears and going over a quick blurb of what to expect on each of the following chapters, rather than going deep into detail as most of it is refinement and advice specific to running the game.
Given that we’re 7 editions into Call of Cthulhu, it’s gotten quite expansive, and there’s a lot of good advice to go around, especially when running for this particular take on the horror genre.
Playing the Game
I happen to like the approach the Call of Cthulhu takes in this chapter, working with the assumption that there will be newbie Keepers trying to run this for the first time. There’s good, common-sense advice included here, from putting a group together, to dealing with unsavory historical elements and setting the mood for a proper horror game.
In addition there’s more specific advice for running Call of Cthulhu, imparting insight to how the system is used, how you can take advantage of Pushing a roll to build tension, and some great stuff on interpreting success and failure in a given skill roll.
The chapter then goes into the details and advice on how to handle Action and Magic, and how to make sure that you build that air of horror into your custom scenarios.
Tomes of Eldritch Lore
This chapter goes into the listing and details involved in the Mythos Tomes. There’s some snappy advice on how to describe Mythos Tomes and the experience of dabbling in their contents, followed by a list of Mythos books, and their attributes, such as the Sanity Loss incurred when studying them, and other details.
As a logical follow up, this chapter lists the various spells for Call of Cthulhu that can be learned through the Mythos Tomes. The spells are all very colorful and quite… disturbing, and you can easily see what kind of insane cultist would consider using (or learning) such powers.
Artifacts and Alien Devices
Being the Cthulhu Mythos, there’s room for both arcane artifacts and strange alien devices used by the various species outside of man. This chapter is full of interesting and flavorful entries of the various items that Investigators might stumble upon on their investigations, or be subject to if they’re ever so unfortunate.
Monsters, Beasts and Alien Gods
Perhaps the favorite chapter of any Keeper, this is the bestiary that gives the stats of all the Mythos beasties from the Mi-Go all the way to The Great Cthulhu himself. It’s also lovingly illustrated (definitely a plus!)
At a certain point the numbers on the various Deities of the Cthulhu Mythos are somewhat overwhelming as some stats hit 3(!) digits when it comes to their values. Needless to say when an Investigator comes up against The Great Cthulhu himself, you might as well give up on any hope of a direct confrontation.
The book ends with two scenarios that the Keeper can run right out of the box. A part of me laments the fact that The Haunting is no longer here (It’s now part of the Call of Cthulhu 7th Edition Quickstart) but it does introduce two new scenarios to try. Both of these are fairly extensive, and are set in the default 1920’s era.
Each is complete with the kind of thorough scenario data that CoC is famous for, from NPCs to maps and timelines, all of which help the investigators put the clues together.
The book wraps up with helpful appendices from items and weapons lists, a glossary and even rules summaries of the key mechanics for the entire game. Finally there are two sets of character sheets one for the 1920’s and one for modern Call of Cthulhu scenarios.
While my experience with Call of Cthulhu was initially as a player with the 6th Edition (and the amazing Masks of Nyarlathotep Campaign), the new 7th Edition was the one that I really bought into as a Keeper.
As I understand it, a lot of older Keepers might prefer the older version, but I find 7th Edition to be a great entry level product for a new Keeper. The book takes the time to walk you through each of their design choices and provides a lot of great advice on how to use each of the mechanics provided to deliver a genuine horror experience.
The art and layout of the book is flavorful, and easy enough to read. The full page and two-page spread color artwork is fantastic, and I deliberately avoided posting those here as to not spoil the surprise.
Call of Cthulhu is a veritable cultural institution in the hobby. While D&D might dominate the Fantasy RPG space, you would be doing yourself a disservice by not getting into Call of Cthulhu.
When done right, the payoff for well run Call of Cthulhu scenario is priceless.