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I ran this not as a standalone but as a red herring in the also crow-themed Watchers in the Sky by Pelgrane Press (Trail of Cthulhu, but I ran it for Call). It worked great as a red herring, but I'm glad that's all it was because on it's own, it's a little thin.
Pros: Very well developed characters and a very fleshed out town. You are there.
Con: The story is very short and simple and straightforward. If you give the players the NPC dialogue, they will quickly figure out the "mystery" which virtually all the NPCs will telegraph with their provided quotes. The big con is that this game is so overwritten for a short adventure. It could be 10 pages long but it is 34, which is bad if you're short on prep time. The added fluff means you can add new elemenbts to teh basic story, but these do not make the plot any more intricate; they're just window dressing. You shouldn't have to read so 34 pages of background for such a short, simple, straightforward adventure. A Chaosium adventure at 34 pages would involve a lot more scenes and plot development.
I wouldn't buy this again, and I'll think twice before buying more games in the series. For the prep time, it didn't deliver enough.
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This adventure strikes a great tone, is very clearly laid out. It should be easy to run and a blast to play.
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I've played this game with two groups of people. We split up the four characters, use dungeon tiles instead of drawing the map, and use minis and gold coins for the money. Paizo Gamemastery Item Cards for the items. It's a blast! This is the beer and pretzels dungeon crawl miniatures dice fest I've been waiting for for years. Temple of Elemental Evil was too grueling and predictable, Descent was too heavy, D&D 4e was waaay too heavy, this is just perfect. I want to try it with non-gamers. I also want to make my own versions of the character pages and the tables, and put all the important rules on a few pieces of nicely printed cardstock to make this look like a board game. Tales of Blades and Heroes is there if you want something heavier, but when a player doesn't show up, or if you're tired, if no one wants to GM, or if you just want to play a dungeon crawl board game that lets you roleplay and has fast, fun and scary combat (I love the exploding dice!) Then this is the game to play. The published adventures are great too, I've tried Caves of the Kobold King -- you'll want variation in the random tables to keep the game fresh. I would like to make up my own random tables, then trade them with other players so we have constant surprises. For 8 bucks? This game delivers $60 worth of gameplay. Just add your own toys and make it a big box game!
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The production values are good, but theres no room in my vision of Call of Cthulhu for silly monsters like yetis. really obvious, talking yetis played for laughs. i might check out more of these series, but if its all cartoonish and pulpy it doesnt match the feel im going for. for PULP Cthulhu this obviously fits right in but for my game, the science and plausibility is where the horror comes in, as it does in Lovecraft, incidentally. i was looking for a tense, historically accurate and serious toned adventire in the young Soviet Union. this is Cthulhu Crawl Classics.
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The authors clearly know a lot about Mayan archaeology, like on a grad student level. One of my players studied Mayan archaeology and so did I and the fluff really holds up. The handouts are extraordinary, lots of glyphs and everything really looks like real archaeological research material. Lots of handouts means a few red herrings that my players turned into a whole other act of the campaign (a trip to a town in Lovecraft Country).
It's a good 1990s or modern campaign, of which I haven't found too many. The story is very good, very suspenseful. The plot can get convoluted, but I only found one loose thread. I think we did it in six sessions which is pretty good -- there's a lot of meat in this volume. Plenty of sections of texts to read to players, I always knew what to say. And the ending; well, this is a campaign that is actually scary, no matter how jaded your players are. Full marks. One of the best campaigns I've seen for any game.
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it costs a buck, but a buck is still wasted if it doesnt suit your game. these spell fumble results are silly as hell. like your hair turns into feathers. if you are running Discworld, or if your group is into slapstick Three Stooges feel this is perfect. if you are running a serious tone, like Game of Thrones or are playing with virtually any group Ive played with, this is a wasted buck.
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UNBELIEVABLY GREAT DEAL FOR TWO BUCKS. Just played the first act cooperatively with a friend. like a classic dungeon crawl, well matched challenges, and some tense moments! PLEASE keep published adventures coming, this game is my FROSTGRAVE killer and my goto system for dungeon crawling mow, replacing all the silly board games.
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[NO SPOILERS] This is a fantastic adventure for many reasons. First off, the intro is so well-written it inspired me to write my own scenario. Then I bought and ran Reunion. There is a clever justification for why the players don't know much about the setting and this makes the introduction to the worlld very organic. While it has a very tight plot, it plays as a sandbox adventure that allows the players almost total freedom to determine the sequence and nature of events. It is very detailed, I felt that every possibility had been thought of and at every turn there were interesting story aspects to uncover. It is a very dangerous scenario and a TPK could happen at any moment. I don't generally read a scenario cover to cover when running it, because I like to discover the story with the players. This is a high bar and this scenario largely meets it (though two things: 1) There is a LOT of info so I'd suggest printing it all out and organizing it into stacks based on location for easy reference. If playing online you'll want to use Foxit Editor to snapshot the maps and area descriptions so you're not constantly scrolling through the PDF) and 2) there are a couple of places where conflicting information is printed that can confuse and mislead the GM. But that's a minor issue. This inspired me to buy the corfe book, which has a great cybernetics system that works perfectly in BRP. I ran this using the Call of Cthulhu 7e riules as the River of Heaven/OpenQuest system is a little too crunchy for my taste. I had no trouble at all with the conversion. This module is, dare I say it, Horror on the Orient Express good.
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First off: VERY few changes in 7th edition. DON'T GET SCARED OFF BY THOSE WHO SAY OTHERWISE. Your old books are STILL PLAYABLE.
These quickstart rules are great. You can play the game for a long time using justr these rules, IF you have a list of occupations because these rules list just a few. So if ypou're on a budget, this plus an oldf copy of the Investigator's Handbook from a previous edition would let you play for yonks. Chargen is simplified, so when switching to the full game, players might want to redo their characters using the full system. As far as I can tell, all of combat and sanity rules are here and they offer all the complexity I need.
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Disappointing to my players as the adventure was not dangerous enough S written to be used as a character funnel. No deaths until the last scene, and even then I had to double the boss' hit points. Triple all the enemies and you will have a funnel... But plot wise it's also really thin. Which is okay I guess as it works for a session. I do think some flavor text would have really helped, given this seems to style itself a pick up and play product. I'd run one of their games again, because they're simple, not over written, and seem good As low prep adventures, but I'd expect to have to do some prep to get it ready.
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