I’m new to Monster of the Week. I just picked up the revised book from my FLGS on Saturday and I am tracking down playbooks.
Having never seen the old rules (and only just starting to get into the new ones), what are the differences between the old playbooks and the new ones?
The only thing popping out at me after a cursory look is the experience section (rolling highlighted rating in the old sets vs rolling a 6 or less in the new sets).
I am looking at the Luchador, Mad Scientist, Constructed, or Big Game Hunter playbooks (all using the “highlighted rating” experience language) and wondering if there needs to be anything else changed on them before I let my players use them?
Are we talking about a hand wave “experience works this way now, ignore that little bit”, a full stop “wait for the playbooks to get a revised treatment”, or something in between?
Thanks in advance for any responses. This game looks great and an excellent addition to my growing bookshelf of “powered by the apocalypse”.
I don’t think anything needs to change on the old playbooks. Simply saying “XP works this way, now” should be just fine, I think.
I haven’t looked at them in detail, but I used the old ones and skimmed the new ones and don’t see any differences beyond how XP works. I think you’re good.
While we’re at this, what are the major system changes? I have internalized 1e pretty well, and unless there’s a changelog or something I’d have to go through 2e with a fine-tooth comb.
I think it’s just Experience and Manipulate that are different?
That’s pretty subtle for a second edition. OTOH, the book looks great.
Jerry Sköld: You clearly have not seen the various editions of Call of Cthulhu. 😀
But yeah, the biggest motivator for the new edition was sprucing it up and getting it into print under a larger label (i.e. Evil Hat).
Andy Hauge Touche’!
Thanks to everyone for the feedback!
Now to squeeze in some sessions with my RPG group.