Call of Cthulhu 7th Edition

The Unspeakable Oath has an interview with Mike Mason and Paul Fricker, developers of Call of Cthulhu 7th edition, here. In sharp contrast to previous editions (at least the ones I’ve encountered), this is not just a glorified reprint. Oh no. They’re bringing the Call of Cthulhu rules up-to-date with what sound like some really sensible changes. These include simplifications like eliminating al the myriad different “hit a dude with X” type skills in favour of a single fighting skill. But also innovations like a rather evocative version of fate points where you get a reroll, but at a cost. Quite similar to some of the stuff we’ve been working on Black Armada, in fact! (Needless to say ours will be even better.) Anyway, I’m super-excited about it. Cthulhu is one of my favourite games in principle, but the system has always been a source of annoyance. I’ll look forward to even more sanity-blasting goodness from this edition.

Josh Fox

Rabalias grew up wanting to be a pirate. But a band of evil bureaucrats kidnapped him and forced him to work for The Man. Even so, Rabalias was patient and cunning. He escaped by gnawing his way through the walls of his prison and concealing the hole behind a picture of cthulhu. He fled to the coast, and stowed away on the Black Armada, where he worked his way up to the rank of Admiral.

2 thoughts to “Call of Cthulhu 7th Edition”

  1. “a single fighting skill”

    Yaaaay. Having a character who could headbutt really well but do nothing else was always pretty loopy.

    1. That was specifically there for my professional wrestler character, Phil “the forehead” Johnson.

      …not really. But on the other hand… maybe.

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.