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ToC 2nd Edition Rulebook?


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#1 G.Roby

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Posted 16 November 2011 - 07:57 AM

Hi everyone!

I'm just wondering if (and when) there will be a 2nd Edition of the ToC Hardcover.

 

If not: any Ideas what should be added to the rulebook?




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#2 PelgranePress

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Posted 16 November 2011 - 10:00 AM

There will be at some time. I know we'll be doing some reorganisation and adding more GUMSHOE advice, plus adding a new adventure. I certainly interested in reading what others think.
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#3 G.Roby

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Posted 16 November 2011 - 10:05 AM

but nothing planned for 2011/2012 .. so ideas are welcome?

#4 AndrewTBP

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Posted 16 November 2011 - 10:18 AM

It would be nice to have:
1. the "new rules" from the various supplements rolled into a 2nd edition
2. all text and examples given a thorough editing

#5 OlderNick

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Posted 16 November 2011 - 12:57 PM

3. The rules written from the perspective of either Pulp or Purist with the other mode as an "option", instead of the current sort of middle ground that will rarely see actual use.
4. Clearer sanity rules, though I believe the above will solve this.

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#6 GBSteve

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Posted 16 November 2011 - 02:04 PM

Simon has talked, in Page XX, about Esoterrorists 2.0 for which you can get a sneaky peek if you sign up for one of the playtests (I'm not sure if they're still open). I think this collects together some of the distributed GUMSHOE wisdom.

In ToC2, I'd like to see the magic system included in the main rules and more GM advice about how GUMSHOE works, including different ways of running it. In fact, I could see a GM supplement being a useful addition to the range.
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#7 Karloff

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Posted 16 November 2011 - 05:09 PM

In ToC2, I'd like to see the magic system included in the main rules and more GM advice about how GUMSHOE works, including different ways of running it. In fact, I could see a GM supplement being a useful addition to the range.


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#8 GBSteve

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Posted 16 November 2011 - 05:16 PM

I'm in it (Prof Dempsey). But there are more things that have been written since then, including you examples and mine of scenario writing.
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#9 WiseWolf

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Posted 16 November 2011 - 06:02 PM

I will like a separate Chapter for rules for Pulp and rules for Purist modes. The way it is now, is confusing sometimes.

Also, improved combat rules.
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#10 Krypter

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Posted 16 November 2011 - 06:27 PM

Integrated magic rules, definitely, plus a better explanation of combat. Add all the new skills and rules found in supplements (eg, megalopolisomancy, The Knowledge, etc.).

Also, a pet peeve of mine is the incredibly loose leading of the stat blocks. Could you tighten those up so the lines are closer? It would save oodles of space. Thanks.

#11 AndrewTBP

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Posted 16 November 2011 - 09:37 PM

I've just found the Trail of Cthulhu errata thread on the old Pelgrane Press Forum, so that partially obviates my next suggestion. ;)
http://www.dyingeart...sp?TOPIC_ID=412
The errata should be collected and made available for download on the Trail of Cthulhu resources page.

Edited by AndrewTBP, 16 November 2011 - 09:46 PM.
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#12 Eynowd

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Posted 17 November 2011 - 07:26 AM

including you examples and mine of scenario writing.


Are these things online? If so, any chance of getting links to them please?

#13 GBSteve

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Posted 17 November 2011 - 08:18 AM

Follow the link in Karloff's sig to his great blog. Mine are buried somewhere in LJ.
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#14 The_Tatterdemalion_King

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Posted 17 November 2011 - 11:22 AM

Integrated magic rules, definitely, plus a better explanation of combat. Add all the new skills and rules found in supplements (eg, megalopolisomancy, The Knowledge, etc.).


There's a risk of bloat when stuff like that is pulled in sans context... cf. the CoC 6th ed spell list. If they can be tied to the campaign frames, though, great. (Ex. some of the crunchier combat rules in the Project Covenant section). In a similar vein, expanded guidelines or worked examples for adjusting rules for specific campaign frames would be nice.

Hell, I'd say you'd want either an appendix or at least one campaign frame that's nominally set in the modern day, just to say up front how little needs to be changed to run said campaign.

Also, a pet peeve of mine is the incredibly loose leading of the stat blocks. Could you tighten those up so the lines are closer? It would save oodles of space. Thanks.


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#15 Blackburn

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Posted 17 November 2011 - 01:14 PM

Wouldn't Esoterrorists and Fear Itself count as modern campaign frames? Adding a modern one into Trail would just end up competing against those.

#16 The_Tatterdemalion_King

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Posted 17 November 2011 - 04:53 PM

Wouldn't Esoterrorists and Fear Itself count as modern campaign frames? Adding a modern one into Trail would just end up competing against those.


Two pages for a campaign frame in the ToC core book to sell you on buying Esoterrorists sourcebooks... ; )


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#17 Blackburn

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Posted 17 November 2011 - 09:17 PM

I have to admit that I don't think it follows that easily. It was easier to justify getting Bookhounds, since it built directly off Trail, whereas Esoterrorists means you're buying a lot of the same basic materials all over. I think that a direction to check out Esoterrorists for a modern setting would cover the same idea without causing any issues about competing.

#18 The_Tatterdemalion_King

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Posted 18 November 2011 - 04:14 PM

I have to admit that I don't think it follows that easily. It was easier to justify getting Bookhounds, since it built directly off Trail, whereas Esoterrorists means you're buying a lot of the same basic materials all over. I think that a direction to check out Esoterrorists for a modern setting would cover the same idea without causing any issues about competing.


A sample modern campaign doesn't have to be secret agents versus the Mythos, though.
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#19 GBSteve

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Posted 18 November 2011 - 04:18 PM

No, it could even be police v Mythos.
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#20 Justin F

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Posted 18 November 2011 - 04:45 PM

Or internet conspiracy nuts vs the mythos?
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