Role-playing games can be played without reference to the rules. People have character sheets. The game master has a rough idea of a situation. And things just coast along somehow with the the numbers on the character sheets being used however the mood strikes him. If combat is not engaged, little more than a tithe of the actual rules will be invoked.
Call of Cthulhu can be played that way. But it’s not actually intended to be played that way. There are things engineered into the rules that are designed to produce a type of play that is fairly well at odds with the sort of game that game masters would tend to improvise.
Here are several just from this chapter alone:
This game is different. Scenarios that are developed to leverage these rules are going to be different, too.
And yes, people will have plenty of fun hunting for clues while they wait for their Keeper spring the awesome finale sequence on them. But I think play will develop along different lines if the sort of situations these rules are pointing to are incorporated what happens at the table.
Are the adventure modules designed for the game built to leverage these rules and encourage their application? Or are they meant to perpetuate an unofficial pidgin variant of the game? If the latter is the case, then it wouldn’t be the first time that happened in gaming.
Can you clarify what you mean by “opposed skill rolls are meant primarily for when players are in conflict with each other”? When I think of “opposed skill rolls,” I think of PC v. NPC. AN example would be a player hiding from an NPC cultist rolls their Sneak against the NPC’s Spot Hidden. I don’t have my 7th Edition rules at hand, but I’m not sure when the players would roll against each other.
Mighty Jim,
Even without having read the rules lately (or having played for years), here’s an example:
“Mary, mad with a need to read the lost tome despite her companions’ warnings, steps up to the table and begins to speak the grotesque words.
“Brian, desperate to stop her, steps up behind her with a candlestick and smashes her against the back of the skull.”
I often say, “Everyone knows what a roleplaying game is and how they are played. And everyone has a different idea about that that is.”
Player vs. player opposed skill rolls are strange? My 5th edition D&D group does them all the time, as we have two characters who frequently attempt to steal from other party members.
You are zeroing in on a number of CoC concepts that many people have trouble with.
1. “but Sanity and Luck can recover or improve as well.”
So many people miss this that I make a point of explaining it to every new player, and reminding everyone at the start of a session. Long-running campaigns ARE possible in CoC, you just have to give the players the time and opportunity to recover from the mind-shattering encounters with the Mythos heavyweights. That kind of “downtime” can be an adventure in itself.
2. Money – a player’s (or the party’s) overall wealth level can lead to interesting choices. What are they willing to do to scrape up the cash to buy the golden idol from Belloc in Marrakesh before the ancient horror is unleashed?
Just like Traveller characters in the old days, CoC characters may have to work in the shadowed side of the law to get things done.