Call of Cthulhu RPG

This Call of Cthulhu RPG review is part of my “Best Tabletop RPGs of All Time” article. If you want to check out more TTRPGs and see how other top-tier tabletop RPGs are ranked, visit that page.

My Review – 77 / 100

Bar graph showing game scores across several categories, with some bars including black segments.

Call of Cthulhu is a TTRPG based on stories written by one of the most celebrated horror fiction writers of all time: H.P. Lovecraft. Cthulhu is a deity of chaos worshipped by cultists in many of H.P. Lovecraft’s stories. If you aren’t familiar with books like the “Necromonicon,” I highly recommend you add it to your list.


You can still play Call of Cthulhu RPG without a working knowledge of the stories from which they are derived. However, if you are familiar with even some of the short stories written by H.P Lovecraft, you’ll almost certainly enjoy playing Call of Cthulhu substantially more.

Uniqueness of Call of Cthulhu RPG: (6/10)

The most unique part of Call of Cthulhu RPG is the “sanity system.” Basically, the horrors of the mythos are so tremendous that upon experiencing anything to do with the otherworldly pieces of the game, your character might go insane. The sanity system tracks your character’s sanity “hit points,” in a sense.


When your character experiences something ghastly or born of chaos in any sense, you have to make a sanity check. As you fail checks (which will happen from time to time), your character becomes weaker to the psychic/ mental traumas inherent in a universe with which your character fundamentally can’t fully contend. It’s pretty interesting to watch a character slowly go insane as they brush up against the horrors of Cthulhu multiple times.


Another feature I like in Call of Cthulhu RPG is that when your character succeeds at anything , there’s a chance for your character improve at that specific task. This means that characters get better by doing, which is a system that I love.


One huge downside of the game is that when it comes to skill checks, you really need to be good at math. There are scenarios where you need to half values, then fifth them again. Why? Why is that in the game at all? This is such a great game that I was surprised to find such a frustrating mechanic.


Ease of Learning the Game: (7/10)

As with rolling skill checks, determining character stats is easy if you’re good at multiplying numbers in your head, quickly. Many people aren’t, which really bogs down the game. Overall, the numbers aren’t that bad though, as most of the weird math problems are found in character generation and some occasional skill checks.


Primarily, Call of Cthulhu RPG is a mystery/ investigation game. The investigation process is quite cool, and it’s pretty intuitive for new players. Once characters are created, the game gets a little easier, and so long as there aren’t a lot of skill checks being made, the game is fairly simple to play.


Call of Cthulhu Presentation: (7/10)

I really like this game’s presentation in the core rulebook. The book’s font calls back to early 1900’s in the U.S., while the Cthulhu-like tentacles on important parts of the rulebook makes them stand out, and reminds you of the horrors that await you around nearly every corner. The rulebook is easy to follow from a practicality standpoint.


H.P Lovecraft Lore: (10/10)

As I mentioned, Call ofCthulhu is based on the writings of H.P. Lovecraft. So, the lore of Call of Cthulhu RPG is really the lore of stories contained in the “Necronomicon.”


There’s not better lore for a game’s foundation that can be found anywhere in the world.

Green and black graphic with the text,

Combat in Call of Cthulhu RPG: (5/10)

Combat in Call of Cthulhu RPG features relatively simple numbers. I enjoy that when you’re attacked, your character also attacks back in that same action. There are levels of success when it comes to combat checks, and related damage, which is a little weird the way it’s done, but also kind of cool. When you engage in combat, as with normal skill checks, there will be math, so prepare for that.


Combat in Call of Cthulhu is a simple system with not a lot to it. It’s not something I’d enjoy digging into for more than a few minutes at a time, and not for more than once or twice per gaming session.


It is important to note that Call of Cthulhu RPG is not about fighting the horrors of the H.P. Lovecraft mythos, like you might expect from games like Dungeons and Dragons. Instead, the game is one of discovery and investigation. It’s better to run from fights than to ever try and engage in something that’s very likely to end in your character’s death.


Call of Cthulhu comes with the premise that the monsters you’ll face are far superior to your character in almost every way. Their mere presence is sometimes enough to drive your character insane, so there’s often no point whatsoever in fighting them.


Game “Flow”: (7/10)

The tension of Call of Cthulhu comes from the journey of discovery. As you learn more about what’s happening in the game’s world, ideas flow out from your discoveries, and one set of investigations leads to another. With each new step along the journey, drama heightens.


If you loves mystery games and solving riddles/ puzzles, you’ll probably love Call of Cthulhu. For myself, I don’t enjoy uncovering mysteries enough to make it the premise of an entire RPG campaign. Furthermore, I don’t think I’m alone in that sentiment.


So, I scored this game as well as I could for this section of the game’s review, but I don’t believe pure mystery to make for an optimal game flow. Again though, if you love mysteries, go ahead and give this game another 3 points (to make this section 10/10) and you’ll have a better idea of whether or not Call of Cthulhu is the right game for you.


Artwork: (5/10)

Most of the artwork in Call of Cthulhu comes in a comic book style. I like the artwork a lot and feel it fits the dark, mysterious vibe. That being said, you won’t find the high-end art here that you might be used to seeing in other higher-budget RPGs. Overall, there’s not a lot of standout art in this book that will wow you.


There is terrific – and I mean truly terrific – Cthulhu art all over the internet. Search it for yourself and be amazed. It’s just that the quality of artwork you can find literally anywhere online is (astoundingly) not found in the Call of Cthulhu RPG rulebook.


Ease of Purchase: (10/10)

It’s very easy to purchase Call of Cthulhu RPG at either the Chaosium website, or through online retailers like Amazon.


Price & How Many Books Do You Need to Play: (10/10)

You can purchase the game’s starter set for $25. There are also higher tiers of entry according to how much you like the game and want to invest. The options for purchasing the game make it much easier to give it a try if you or the other players in your gaming group are new to Call of Cthulhu.


Fame & Availability of Supplemental Material: (10/10)

Call of Cthulhu has lots of supplemental material to help inspire an ongoing campaign. Plus, all you have to do is pick up the “Necronomicon” for literally endless ideas.


Call of Cthulhu is one of the easier tabletop RPGs to get going with a new group, for this reason.


Call of Cthulhu is Produced By:

Chaosium Inc.


Man in blue shirt and khaki pants smiles, sitting on a green railing. Dark background.

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

Man in blue shirt and khaki pants smiles, sitting on a green railing. Dark background.

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

Critical Role episode 3 summary graphic. Four fantasy characters stand before a golden logo.
By Jacob Tegtman November 22, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=ZRQRNqRGVMs Transcription Hey everyone, welcome back to Eternity TTRPG.  With the last recap of Critical Role’s fourth campaign, in episode 2, the Falconer’s Rebellion echoed through Dol-Makjar, and an angel’s bloodline rewrote what faith looks like in the series. This third episode — The Snipping of Shears — pulls those threads tight: divine secrets, infernal bargains, and a murder that changes everything. As a quick note before jumping in, if you haven’t seen my prior recaps of this Critical Role campaign, you should know that A LOT happens in these 4.5hr-ish episodes. Cutting all of that down to about 10minutes means that there will be a lot of summarization. If there’s anything you don’t quite follow, check out my previous recaps for more context. This episode opens with Teor Pridesire, the soldier trying to live quietly under the banner of the Candescent Creed. Sir Filoneus Halovar hires him as Wick Halovar’s new bodyguard and sends him to the Mercanaud Couturier — a tailor’s shop with more whispers than fabric. In the bustling Ogrimok Market, where magic is forbidden, Teor runs into Sir Julien Davinos, who’s searching for Occtis Tachonis. Julien recognizes the Couturier’s name — they make problems disappear for the Halovars. Teor, unaware, walks straight toward them. Back in Villa Aurora, Wick faces a truth that upends everything he believes. Photarch Yanessa Halovar reveals that the chained celestial beneath their temple — Aetheon — is his grandfather. After the gods fell, she took Aetheon’s blood and wished for a child touched by the sun. That child became Godard, Wick’s father — and the foundation of the Candescent Creed. The Halovars turned divine theft into religion. Yanessa built her empire of light to survive a world without gods — and tells Wick the rules of faith are for others. His duty is legacy: marry well, expand Filament, and remember that true power runs in the family’s blood. For Wick, his prior belief has just curdled into this sickening feeling of betrayal. Reeling from the truth, Wick turns to the only person who’s ever been somewhat(?) fully honest with him — his demon companion, Tyranny. She was crafted by the Prince of Demonkind, to serve the Creed’s image, and bargain for souls. But Tyranny hates her purpose. She’s bound to Wick alone, and begs him not to send her back to the Pit. They realize they’re both trapped by family expectations — a believer and a demon chained by faith and fear. Wick promises she’ll stay free, and together they plan to rescue Teor before the Halovars decide that he’s expendable. In another corner of Dol-Makjar, the hunt for Occtis grows dangerous. At the Penteveral, Murray Mag’nesson stands up to Primus Tachonis himself — and is promptly cursed for it. Meanwhile, Occtis, Thimble, and Kattigan are ambushed by the Crow Keepers in the Guard Tower. Vaelus bursts in mid-fight, saving Thimble from a grisly end. The gang learns that Casimir — Thimble’s former ally — had been stealing from the Crow Keepers, paid his debt in blood, and left behind a deed to a fortress, now stolen by Cyd. It’s one more piece in a spreading puzzle of betrayal. While others fight and scheme, Thaisha and Hal Fang build something new — the Hallowed Round, a theatre rising from Dol-Makjar’s old scars. Once a temple of oppression, it’s now reclaimed for art and community. An orc musician reminds Thaisha that rebellion isn’t just war — it’s creation. At the Couturier, Teor meets the Mercanaud brothers — charming, unsettling, and reeking of infernal power. Before he can act, he’s trapped in a circle carved into the floor — a nine-pointed star that reeks of sulfur. Calastro Mercanaud begins cutting Teor’s shadow apart, piece by piece, with silver shears. Then, salvation: Wick and Tyranny arrive under false orders, bluff their way in, and free Teor. The three escape, but Tyranny’s terror says everything — they’ve just angered something far darker than House Halovar. At Hal’s home, the pieces finally align. Hal attunes to Thjazi’s sword — the Liar’s Blade — and sends Thimble north to avenge their brother. Wick, Tyranny, Teor, Thimble, and Kattigan form a small band: the Soldier’s Table. Azune watches them ride out, whispering the names of the fallen. It feels like history beginning again. At the Palazzo Davinos, the story turns from politics to nightmare. Julien watches in frozen horror as an invisible assassin reaches into his father’s skull and pulls it free. Upstairs, Occtis and Aranessa are trapped by silence as his brother Ethrand arrives — holding the Stone of Nightsong. He orders the ghouls to open Occtis’s chest and put the stone ‘where it belongs.’ And then? Fade to black. Alright — here’s why The Snipping of Shears hits so hard, and what you can learn from it for your own table.” 1. Secrets mean more when they’re personal. When Wick learns that his faith is built on a lie — that his family’s light was stolen from a fallen celestial — it’s devastating not just because it’s awesome lore, but because it’s his grandmother telling him the truth. That’s the lesson: don’t dump exposition from an old scroll. Deliver it through someone the character trusts. When revelations come from family, mentors, or companions, the heartbreak feels real, and the fallout drives roleplay for sessions to come. 2. Make corruption generational. The Halovars inherited sin. Yanessa’s wish twisted faith into an empire, Godard’s blood carries celestial power as a burden, and Wick now bears that legacy whether he wants it – or in this case, definitely not. And that’s the power of it. Tyranny’s existence also mirrors that cycle — a demon born into a contract she never chose. If you want emotional weight, make power in your world come with ancestry, or family, attached. Maybe a magic sword remembers every life it’s taken, or a player’s bloodline is blessed by something they don’t believe in. Legacy as corruption creates tension between destiny and free will — one of the best engines for storytelling in D&D. 3. Mix horror with heart. The Couturier scene in this episode works because of what’s being taken. Teor’s shadow — his literal sense of self — is being cut apart. It’s a nightmare. And it is the kind of horror that lingers. When using horror at your table, think beyond monsters. Ask, ‘What does this threaten about who the character is, at their core?’ A curse that erases memories, a haunting that whispers a player’s thoughts back to them — those are the scares that deepen character growth. And that’s it for Episode 3. Celestial secrets, infernal contracts, and one unforgettable assassination. What do you think — is Wick destined for redemption or ruin? Drop your theories below, and join me next time as we follow the Soldier’s Table north. Until then — let your dice fly, and may your stories be legendary.
Table display of D&D gifts and game inspiration; dice holders, artwork, and character cards.
By Jacob Tegtman November 22, 2025
Know someone who’s a D&D fan? Not sure what to get them for Christmas? Or are you a D&D player and want to treat yourself?
Woman in armor, mohawk, tattoos, and spiky gauntlets.
By Jacob Tegtman November 18, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=6BYfKn3_nXc Transcription What if I told you that Dark Sun , the brutal, sun-scorched D&D campaign setting, might be making a serious comeback … not with a full book yet, but through new Unearthed Arcana subclasses? That’s exactly what’s happening — and today, we’re breaking down those four apocalyptic subclasses and what they might mean for the future of Athas.  First, some context. Dark Sun is one of D&D’s grimmest, most apocalyptic settings — magic is destructive, the world is a harsh desert wasteland, and mighty Sorcerer-Kings rule with an iron fist. That desolation comes from the fact that in Dark Sun, magic doesn’t just draw power — it devours life . That’s why many mages, called defilers, siphon life from the land or even from living beings to fuel their spells. Historically, Dark Sun has also leaned heavily into psionics , making it very distinct among D&D worlds. Now, Wizards of the Coast has dropped a new Unearthed Arcana (UA) called “Apocalyptic Subclasses” , and all four subclasses in it feel very Dark Sun-inspired. Fans are interpreting that as a possible signal that a full on 5.5E Dark Sun sourcebook could be coming. To understand these Apocalyptic Subclasses, picture yourself stepping onto the cracked earth of a dying world. The sun hangs low and cruel, magic scorches the life around you, and survival is never guaranteed. That’s the energy these four subclasses channel. So let’s break them down — not just what they do, but how each one captures a different piece of Dark Sun’s brutal legacy. 1.Circle of Preservation Druid These druids focus on restoring life. In an apocalyptic wasteland, they represent the fragile hope — trying to heal and revitalize what’s left. Their mechanics emphasize “purifying” conditions or restoring vitality, meaning that they actively reverse the environmental damage caused by defiling magic — turning dead ground fertile again, cleansing blighted areas, and preserving what little life remains. Roleplay-wise: these could be preservers in the classic Dark Sun sense, using magic to bring back life instead of destroying it. 2. Gladiator Fighter A charismatic, show-man-warrior. Gladiators are huge in Dark Sun lore — arenas, duels, brutal spectacles. Mechanically, this subclass leans into “performance + combat.” According to community feedback, it uses weapon mastery and charisma in interesting ways, intimidating foes, rousing allies, and performing daring maneuvers that blend martial prowess with theatrical flair. In a Dark Sun campaign, gladiators could be slaves, champions of sorcerer-kings, or rebels. 3. Defiled Sorcery (Sorcerer) Now this is very Dark Sun. These sorcerers draw life energy — either from the environment or even from other creatures (hit dice) — to fuel their magic. The risk/reward is huge: you get powerful magic, but at a terrible cost. Perfect for a wasteland where magic is taboo and destructive. 4. Sorcerer-King Patron (Warlock) Warlocks who’ve made a pact with a Sorcerer-King — those tyrannical, magically powerful rulers of Athas. The patron imbues them with fear, command, and the oppressive power of their masters. This is a really flavorful pick: warlocks aligned with Sorcerer-Kings could be enforcers, gladiator-lords, or even secret agents of tyranny. To be clear with all of this Dark Sun speculation though, nothing is confirmed by Wizards of the Coast, yet. Unearthed Arcana is playtest material. Just because these subclasses are Dark Sun–flavored doesn’t guarantee a full sourcebook. Still, for longtime Dark Sun fans, this could be the biggest hint yet that Athas is returning in 5.5E. Understanding these subclasses is one thing — but using them in your campaign is where they really come alive. These options have strong thematic identities tied to survival, corruption, and power. So, here’s how DMs and players can integrate them into their campaigns in meaningful, story-rich ways. As a DM: Consider running a campaign set in a Dark Sun–inspired wasteland , even if you don’t go full canonical Athas. These subclasses give you hooks: gladiator arenas, life-draining magic, tyrant warlocks, and more. Think about NPCs: Defilers (sorcerers) and Sorcerer-King warlocks make for excellent villains. The preservation druids can even be the rebels. As a Player: If you want flavor: pick one of these subclasses to lean into the “wasteland survivor” vibe. Think about backstory: why does your defiler steal life? which Sorcerer-King did you make a pact with? That will drive roleplay. Just remember with all of this though because it's not final : some features might change or be removed. Also, balance could be off, currently: some players in the community already think certain features are strong or need tweaking. So yeah — these four apocalyptic subclasses are awesome, and they are giving major Dark Sun vibes . While they don’t guarantee a full Dark Sun 5.5E book, they’re definitely a strong signal. Whether you’re a fan of Athas already or just love grim, high-stakes fantasy, these subclasses open up some very cool possibilities . Let me know in the comments: which subclass do you want to try first? And do you think Wizards of the Coast is actually building toward a Dark Sun comeback?
Show More