How? My literal to-read pile of Cthulhu RPG stuff.
What? From 1987, this book is ostensibly about running Call of Cthulhu adventures in modern times. Really, it's about 80 pages of modern adventures, with ~40 pages about modern guns. OK, it's not just modern guns -- there's a few pages about forensic science, a few pages of hit locations for monsters (does it matter if you hit Cthulhu in the left or right arm? This is gotta be my new example for playing the wrong game system for your game themes), and a short intro about how governments can't really handle Cthulhu.
The adventures are:
- a submarine adventure to a drowned city
- a machine that can see dreams.
- a colour out of space that came down with a crashed space shuttle
- a rock band setting up a giant glyph to a dark god
Yeah, so? Disappointing. I was going to say that the adventures are a mixed bag, but I just looked at the index to remind me what they were, and in between looking at the index and trying to write about them, I forgot what they were.
Now, again, we have a historical problem: this book may have been kinda revolutionary in its time, but that has been lost a bit as other games have come out (Delta Green basically owns the modern Cthulhu game since the '90s, in quality at least, if not in actual market share) and as the field has progressed.
I'm not sure this is gonna go on the sell pile (and certainly not while we're in the middle of a market freefrall) -- there's something about the colour adventure that I kind of like -- but it's certainly on the bubble.