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8

I'm pretty much only familiar with BRP through Call of Cthulhu, and I don't actually own a copy of The Laundry yet, but I'll give a quick run-down of what I've been able to dig up. Charisma stat replaces Appearance No Magic Points Personality Type is selected during character creation, adding an additional 20 skill points which are distributed between ...


7

I think the Laundry's pretty well balanced in this, or at least it's never come up for me. There are skills that are more powerful (in terms of, say, damage output), but they tend to lower a character's shelf life (he who lives by the sword dies by the sword, after all), since the characters are almost never the most advanced combatant/magician and almost ...


5

The game's very lethal by default - remind the players to set up wards and defensive bindings. If they're tooled up, they've tougher than Call of Cthulhu characters. "Going Down To Dunwich", in the core rulebook, is explicitly designed as an intro, and runs the players through the basics of the setting. I'd run that before jumping onto Black Bag Jobs.


4

I can say that CASE LAMBENT WITCH looks really good. It doesn't have so much a Lovecraft feel as a spy feel to most of it, but when the Lovecraft begins to arrive it comes on thick, almost too thick since it leads to potentially a very combat-heavy scenario. On the other hand, you do get a couple squads of grunts to keep player character turnover low. Lost ...


4

Call of Cthulhu derived BRP is pretty immune to traditional min-maxing. There are definitely skills that are more important than others - Library Use >> Operate Heavy Machinery, but as it not a very combat focused game there's a limited amount to which that can really happen. If you make a combat monster, you can maybe hurt cultists but you're still going ...


3

Combat tends to cause death or severe injury. Do not rely on shoot-outs to keep things tense, this is a horror game rather than an action game. However, this doesn't mean that the game has to be devoid of action elements, just be aware that you may end up with one or more PCs fewer than you started the encounter with...


2

In the core rules for Call of Cthulhu, the entry for ghosts (p205) is one where the Keeper is encouraged to tailor-make the entity to suit the circumstances and the flavour of the campaign. The basic entry describes ghosts as having two traits (INT, POW). This provides a lot of latitude, and allows each ghost to have different classifications, abilties, and ...


2

I'd say that it's important to remember a few things about the source material of Lovecraft: Abominations tend to drive people insane, and sanity is valuable. Few encounters actually are physical conflict; it's usually a conflict of players investigating their environment and beginning to find hints of things beyond mortal knowledge. Lovecraft sort of ...



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