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Readers will get the most use out of this book if they’re running or intend to run fantasy RPGs. However, I believe there’s enough personal wisdom shared to change the way you run games forever… if you want to start Game Mastering like a fucking boss, that is. Not every suggestion or recommendation is worth its weight in gold, nor will they be to everyone’s taste. I wrote a book that I would want to read, something I could refer back to again and again. Publisher blurb: This is the accumulated wealth of my 30 years playing, designing, and (most importantly) Game Mastering paper & pencil roleplaying games. As the adventure unfolds, the GM is just as surprised by the twists and turns as the players are. In a Mythic adventure, the GM (or players sans GM) can start an evening’s entertainment with about five minutes of preparation. The same mechanics in Mythic that allow a GM to run an adventure without preparation also allows a group of players to do without the GM. Mythic can also be played entirely without a GM. Mythic adventures are meant to be played off the cuff, with perhaps a few minutes of brainstorming to come up with the initial setup. Mythic is different in that it requires no preparation from the GM. This usually requires a great deal of preparation on the part of the GM. The GM prepares all the details of an adventure, and then “runs” the players through that adventure. Most Role-Playing Games operate under the principle that there are players and there is a Game Master. For use as a stand-alone game or as a supplement for other systems. This game is unrelated to Mongoose’s Legend (the successor to RuneQuest II), despite both games being released at almost the same time.Ĭreate dynamic role-playing adventures without preparation. There is also a new secondary stat called Awareness, three new classes (sage, shaman, and tactician), and completely rewritten feats and spells. While still based on v.3.5, many of the changes are inspired by those in Dungeons & Dragons Fourth Edition, including fixed hit points at each level, paths that allow different progressions of powers in each of the classes, and special abilities granted at different “tiers”. The rules are a heavily modified version of the d20 system. Very little additional information on the setting is provided in the core book. Adventures can occur in the barren wastes between the settlements, in fertile tribal valleys, or in giant megalopolises with advanced magic and technology. The default setting of the Legend Tabletop Roleplaying Game System is “Hallow”, a post-apocalyptic fantasy world where the standard high fantasy races like elves live in small habitable domains provided by powerful and intelligent magical constructs that predate the cataclysms that ruined the world. You will need a copy of Chaosiums Call of Cthulhu Rulebook to play. World War Cthulhu: Cold War is a setting for Call of Cthulhu 7th Edition, with conversion notes for earlier editions. Packed with impossible choices, paranoia and mind-breaking horror Connects to World War Cthulhu: The Darkest Hour A complete, Istanbul-based sandbox campaign: Intersections 26 detailed intelligence theatres from Berlin to Malaysia, with plot hooks and scenario seeds Tips on tradecraft, running operations, special equipment, cults and Mythos entities
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Unique new trust mechanic, building on the Call of Cthulhu 7e rules Packed with advice on running espionage Mythos investigations in the 1970s A complete, historical espionage setting for Call of Cthulhu Nuclear destruction hangs over everyone, and a few people at the heart of western intelligence continue their personal battle against the insidious influence of a much older enemy The tangled webs of the spymasters tear and rejoin, double and triple agents make their moves and counter-moves, and its hard to be sure which side youre really working for. World War Cthulhu: Cold War throws you into one of the most paranoid and chaotic conflicts of the 20th century.
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