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The Things We Leave Behind - An Anthology of Modern Day Call of Cthulhu Scenarios
Publisher: Stygian Fox
by A customer [Verified Purchaser]
Date Added: 06/08/2018 05:38:57

This book contains great stories than can easiliy be modified for other systems. I used 3 of the stories for my WoD campaign for example...



Rating:
[5 of 5 Stars!]
The Things We Leave Behind - An Anthology of Modern Day Call of Cthulhu Scenarios
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Mummy the Curse-Kickstarter Edition
Publisher: White Wolf
by Ferdinand v. S. [Verified Purchaser]
Date Added: 10/21/2014 04:50:43

Let me start with the fact I love everything the has to do with Egypt. I loved Mummy 1st and 2nd Ed. and Mummy: the Resurrection even more. M:tR is a strong setting with easy to grasp character principles and very good connection points for crossovers with Vampire and Werewolf (if this is of interest for you). So imaging my excitement when a new edition of my favorite setting was announced - for nWoD (which I prefer system-wise to the classic WoD). But the result left me a bit sad ...

Let's start with the good stuff. The idea behind the setting is great - it delves into a time at the dawn of the civilization around 10.000 years ago. It is all shrouded in mystery and many important facts are not known to the PC - and some are not even explained to the storyteller (which will be changed with future supplements). The PC were all magically changed during this time and cannot really live nor completely die - so are dealing extremely ancient beings. ... that lose 99% of their memory every time they die (which is normally after a few days to max about a year) I won't go into details here but for me this is the cool part. Due to the memory loss the players have very little to think about their character as most of the characters history will be defined by the ST. This is a pro or a con - depends on the mindset of the ST.

But now to the biggest pain points I have with Mummy: the curse:

  • the system is to complicated, in stead of 1 energy source (blood, gnosis etc.) the Mummies have 5 - one "life meter" that depletes automatically and determines the amount of time you have in this incarnation (but can also be used for some magic effects) and 4 different flavors of magical energy that is user for "spells". So you have to micromanage the use of those 4 so you don't run out of one when you need it most

  • the game strongly suggest that only one player plays a mummy and the others play it's supporting characters. You can try to work around this, but if you do you lose so of the logic of the system. But come on when I play Mummy with a group everybody will play a Mummy and not some sort of henchman

  • The writer does not support crossovers on purpose. For example the obvious connection to Mage's Atlantis will not be explained and the nature and driving force of a Mummy does not work well with crossovers. (This point may be irrelevant for ST that do not like crossovers)

  • The book is written using the most complicated language I ever encountered in a RPG book. English is not my native language, but I have no issue reading or hearing English. I own and read dozens of WoD books, but for me it was real work to read through M:tC. It really sours my enjoyment when I have to re-read every page before I understand the contents.

So in summary this is a book with some great ideas, but the concrete running of a chronicle will challenge the ST and the players in new ways - which might not all be pleasant.



Rating:
[3 of 5 Stars!]
Mummy the Curse-Kickstarter Edition
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