Realms of Cthulhu Update
I held an operations meeting yesterday to discuss the state of where things are and how they’ll be shaping up for the next year and there is a lot of great stuff that is very far along in its developmental cycle, but I’ll be revealing more of that as the time for each property nears.
Today, I’ll talk a little bit about Realms of Cthulhu and where the campaign setting book stands presently. The core mechanics are complete and care has been taken to provide a great degree of flexibility in what everyone hopes to get from a Savage Cthulhu experience. I’ve talked with a lot of folks over the last handful of months- fellow designers, gamers, and fans of both Savage Worlds and Cthulhu alike. One panelist I spoke with told me he was interested in checking out Savage Worlds in preparation for RoC. I was glad to hear it.
Some of the things that are included in RoC are variants whereby the investigators and the Keeper can decide what kind of campaign they want on an x-y axis. The x variable represents the physical state, whereas the y represents the mental state. The toggles for each are either pulpy or gritty and determine how the investigators handle physical and mental damage. Hence, within Realms of Cthulhu, you are presented with 4 distinct campaign styles as a result. The magic system is in fine shape. Rules are included for ancient tomes and ritual magics and I’m refining the creatures at present. So, all in all, things are moving quite rapidly for Realms of Cthulhu and I cannot stress enough how much fun it is to be doing such grim work.