Call of Cthulhu vs R'lyehwatch
Compare Call of Cthulhu and R'lyehwatch side by side. See differences in complexity, dice, genre, cost, and more.
| Call of Cthulhu | R'lyehwatch | |
|---|---|---|
| Genre | Horror, Modern | Horror, Modern |
| Tags | Investigation, Fear & Stress Mechanics, Mystery, Deadly, Corruption, Skill-Based, Atmospheric, One-Shot Friendly, Character-Driven, Narrative | Rules-Light, Comedy, One-Shot Friendly, Short Sessions, Player-Only Rolls, Weird |
| Core Mechanic | Roll d100 equal to or below a skill or characteristic. Hard and Extreme tests use half and one-fifth of that rating. Bonus and penalty dice select a better or worse tens digit. Eligible failed skill rolls can be pushed by taking further action, risking a harsher consequence. | Players roll a pool of 1–3 d6s against a target difficulty (4 for easy, 5 for average, 6 for hard). Every challenge starts with 1 die: add a second if the challenge matches the character's stat (Agile, Brawny, or Crafty), and a third if their role applies (The Veteran, Rookie, Medic, Gizmo, Detective, or Weirdo). Success means at least one die meets or beats the difficulty. Players spend luck tokens to invoke a perk and lower the difficulty by 1, and recover luck by letting their quirk cause a problem (raising the difficulty by 1). Grit tokens absorb failure consequences; a character who runs out of grit is removed from the scene. The referee never rolls dice during a challenge: they choose the stat and difficulty, then narrate the outcome. Extended challenges (chases, fights, infiltration) deplete a shared pool of effort tokens, one per success. |
| Dice | d100 | d6 dice pool |
| Complexity | Medium | Very Low |
| Accessibility | High | Medium |
| Runnability | Very High | Low |
| License | Chaosium Fan Material Policy | Proprietary; third-party license and SRD permit derivative works |
| Third-Party Publishing | Commercial publishing allowed — Community content program | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $$ | $ |
| Publisher | Chaosium | Hedgemaze Press / Third Chair Games |
| Year | 2014 | 2023 |
| Languages | English, French, German, Italian, Japanese, Korean, Spanish, Polish, Portuguese, Russian, Swedish, Chinese | English |
| Best For | Groups who want clue-driven horror with ordinary investigators and lasting consequences. Suits focused mysteries and campaigns where survival matters more than defeating every threat. | Groups who want a quick, comedic cosmic-horror RPG that pairs Baywatch-style melodrama with the Cthulhu Mythos. Tuned for pickup play and 2-4 hour sessions, with three tonal modes (Casual, Standard, Horror) that retune lethality without changing the core rules. |
| Highlights | Pushing a failed roll offers another chance at the goal with a more serious consequence if it fails. Learning Mythos lore reduces maximum Sanity, tying useful knowledge to lasting vulnerability. An Idea roll gets a stalled investigation moving again, with failure putting investigators into danger. | Three difficulty targets and a 1–3 d6 dice pool make up the entire resolution system. Three tonal modes (Casual, Standard, Horror) adjust grit recovery rate, retuning the same rules from sitcom-style play to deadly survival horror without changing any mechanics. All heroes share a universal Slow Motion quirk: narrating a slow-motion moment recovers a luck token but raises the current challenge's difficulty. Adventure generator combines random Objective, Location, and Complication tables for pickup scenarios; also includes an Elder Gods & Cults table, a Monster Maker, and a mapped Sunset Hills setting. |
| Considerations | A major wound can leave an investigator dying, making direct confrontation dangerous. Bouts of madness temporarily place investigator actions under Keeper control. Foot and vehicle chases track relative speed and movement actions, adding a separate procedure to pursuit scenes. | Mechanically minimal: no advancement track beyond optional luck and grit cap increases, no gear lists, no tactical combat structure. Pacing assumes 2–4 hour sessions rather than multi-arc campaigns. Setting is anchored to Sunset Hills, California; running the game elsewhere requires reskinning the included cult, NPC, and location tables. Three difficulty values and a maximum 3-die pool give coarse resolution: granular skill differentiation is not the design. |