An Essential Guide for Players When faced with the horrors of the Cthulhu Mythos, investigators need all the help that they can get. This essential player's aid for Call of Cthulhu provides it. The 1920s Investigator's Companion is split into four sections. "The Roaring Twenties" details life in the 1920s, from a general historical overview to listing of favorite songs, books, and films of the era. "On Becoming An Investigator" details the trials of becoming an investigator, offers 140 different occupations, and annotates the use of skills in the 1920s. "The Tools of the Trade" lists resources investigators may use for research, describes various forms of transport and transportation, and also catalog other equipment and weapons. "Words of Wisdom" brings the book to a conclusion by offering advice to the intrepid investigator. Now, for the first time, everything a 1920s investigator needs is gathered in one place. TABLE OF CONTENTS Part The Roaring Twenties Part Becoming an Investigator Part The Tools of the Trade Part Words of Wisdom
Esta nueva versión de un viejo suplemento de "La Llamada de Cthulhu" me ha supuesto una pequeña decepción con la gente de Edge Entertainment. A nivel de contenido no parece tener nada nuevo con respecto a ediciones anteriores, siendo básicamente un refrito de varias de ellas con tablas cogidas de otros suplementos, todo ello en pos de una mejor ordenación de las cosas para el uso y disfrute adecuados del consumido final. Hasta aquí, ni fu ni fa.
Pero la decepción mayor viene cuando quitas el plástico del libro y descubres que, mientras que la maquetación es acorde con la última edición del juego, la calidad es bastante inferior: desaparece el papel satinado a color que era la marca definitoria de la línea para ser reemplazado por un papel normal impreso en escala de grises como el que vemos en cualquier otro juego hoy por hoy. Creo que la editorial se la jugó mucho lanzando una edición tan lujosa tanto del manual básico como de "Las máscaras de Nyarlatothep" en plena época de crisis económica, y probablemente las ventas no hayan sido todo lo buenas que querían, pero los que lo compramos lo hicimos en parte porque nos enamoramos de aquellos libros tan bonitos y ahora nuestro gozo yace en lo más hondo de un pozo oscuro y ominoso. Opino que no ha sido una buena jugada y, desde luego, que no va a ayudar mucho a relanzar esta línea. Una pena.
Basic Premise: A guidebook for modern day people to better play a game set in a time period very different from our own.
Unless a player is a super-huge history buff, particularly about the 1920's, odds are strong that a modern player of the CoC RPG is not going to know much beyond what they may have seen in movies set in the era, which may or may not be correct. Granted, the typical player will probably have at least read some of Lovecraft's fiction before jumping into the game, but may not know much beyond those stories. This book exists to help people along- what technology was and wasn't available. How common certain things were, what was popular, and what everything cost. It's a handy book, written in an accessible way.
A superb supplement to the main Call of Cthulhu role playing book. Also functions as an excellent guide to the world and culture of America during the 1920's.