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.

A vampire sits on a dark throne holding a wine glass, with the text
By Jacob Tegtman March 11, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=2z2fTaAQS3g Transcription For months the D&D community has been asking the same question… “Where are all the new books?” Well—Wizards of the Coast finally answered. 2026 is bringing Ravenloft horror, high-magic arcana, a Feywild heist romance, and… a crochet owlbear. Yes. Really. Today we’re breaking down every single Dungeons & Dragons book announced for 2026 —what they are, who they’re for, and which ones might actually change your campaign. Welcome back to Eternity TTRPG—your party’s reliable source for Dungeons & Dragons news, lore, and tabletop chaos. Today we’re going through the entire 2026 D&D release schedule . There’s quite a few books, so this list is meant to give you the quick, clean, and minimal filler low-down. If anything sounds good, you have something to start on for your own in-depth research. So, let’s get started. The biggest announcement so far for 2026 is: Ravenloft: The Horrors Within , Releasing June 16th, 2026. This new sourcebook expands the Domains of Dread , the gothic horror setting originally ruled by Strahd. For Dungeon Masters, the book adds: • new Darklords • new monsters • and expanded guidance for running horror-themed campaigns . That includes subgenres like: • gothic horror • cosmic horror • and psychological horror. Players get new options too: • horror-themed subclasses • new species and backgrounds • and expanded Dark Gift feats . The book also expands the fear and dread mechanics , which could add some serious tension to horror campaigns. And yes… Legendary monster hunter Rudolph van Richten is making another appearance. Preorders begin April 13th , and digital versions hit D&D Beyond early in June . So horror fans—Is Ravenloft your favorite setting, or are you still loyal to Curse of Strahd? Then in September 2026 , we get one of the most mysterious releases: Arcana Unleashed. Wizards of the Coast calls it a “high-magic sourcebook.” What we know so far is that it introduces new arcane subclasses from earlier Unearthed Arcana playtests. Plus: • new spells • magic items • artifacts • and expanded customization options. But the biggest addition might be a new “evolving magic item” system . That means magical gear that levels up alongside your character, which if done properly – could be pretty cool. This kind of thing could also change how treasure progression works in campaigns. We also know though that if this idea is done poorly… Well… could lead to certain things from this book being banned at some tables. Launching alongside Arcana Unleashed is an adventure expansion called: Arcana Unleashed: Deadfall. This adventure ties directly into the main Arcana Unleashed book and features the infamous Red Wizards of Thay . The story reportedly involves a massive magical war , with new lore about the organization. And interestingly… A Red Wizards adventure was originally teased way back in 2023’s D&D Direct event , so this might finally be that storyline. We don’t yet know if this will be: • a full physical book • or only a digital D&D Beyond adventure . But if you like Forgotten Realms villains… The Red Wizards are about as dangerous as it gets. Next up is something aimed at specifically Dungeon Masters : the Dungeon Master’s Workbook of Worldbuilding, releasing May 5th . This one is all about building better campaigns. The book includes exercises designed to help DMs: • design campaign worlds • create memorable NPCs • build maps • and improve improvisation skills. Which honestly might be the most important DM skill of all. Because no matter how much you prepare… Players will always find a way to kick down the door that has nothing behind it. At least until you create something on the fly, that is. So, this workbook aims to help DMs build living worlds instead of static storylines. I got some really great advise when I first started DMing, which was to steal everything. I think these kind of thought-provoking books help synthesize great material into something that’s also – at the same time – entirely your own. Alongside the DM book, and launching the same day, is something aimed at new players and storytellers . This is an interactive companion to the D&D 5.5e Player’s Handbook . Instead of rules, the book focuses on guided character creation . It includes prompts that help you: • build backstories • connect your character to the party • and design personal motivations that actually matter in the campaign. Think of it like a creative writing workbook for D&D characters. If you’ve ever stared at a blank character sheet thinking… “Uh… I guess I’m an edgy rogue with amnesia? Oh yeah, and I’m an orphan – definitely, always an orphan.” This book might actually help. And I mean that in a kind way. Nearly everyone benefits from a bit of help thinking through interesting character creation, without relying on the same tropes that Final Fantasy characters have been relying on for a few decades. Then, we have something completely different. The Feywild Job releases June 30th . And this one is actually a D&D novel , not a game book. It’s written by C.L. Polk , a Nebula and World Fantasy Award-winning author. The story follows two former lovers turned thieves hired to steal a magical artifact from the Feywild. So imagine: • magical heist story • romantic tension • with chaotic Feywild politics. Basically romantasy meets D&D crime caper. Which honestly feels like the most Feywild thing possible. Every now and then I can get into a D&D novel. Maybe you’re like me and it’s been enough time to give a new novel a try. Finally, we have Dungeons & Dragons Crochet: A Book of Many Patterns. Yes—this is a real official D&D book. Written by longtime D&D contributor Stacy King , it includes 20 crochet patterns inspired by the D&D multiverse . We’re talking: • Owlbear cub plushies • Mini beholders • And even a handmade Bag of Holding So, this obviously isn’t a rules book. It’s basically crafting for D&D fans who want to bring the monsters to life—literally in yarn. Kind of like D&D cook books, but crafts version. Which, by the way, I’ve seen a lot of these kind of things selling like hot cakes at local conventions, so you know it’s going to be in-demand. Buy it for the ladies in your weekly D&D group who are into crochet. Ok, so I lied. There’s a bonus round here, which is one possible future release. There are strong hints that Dark Sun might be returning, which I shared about a couple months ago in a previous video. Recent playtests included subclasses tied to the setting like: • Gladiator Fighter • Defiler Sorcerer • and Sorcerer-King Warlock. Those are classic Dark Sun themes . So, while nothing is officially confirmed… It’s very possible we’ll see a new Athas sourcebook in 2027. And if that happens? It would be the first major Dark Sun release in decades. I’d be super into seeing something like that come down the pipeline. That’s the full Dungeons & Dragons book roadmap for 2026. From crochet monsters… To gothic horror… To evolving magic items. It’s actually a pretty diverse lineup. But, now I want to hear from you: Which of these books are you most excited for? And which one are you skipping entirely? Drop your thoughts in the comments. And if you want more weekly D&D news, lore, and tabletop chaos— Make sure you subscribe. Until next time… May your dice roll high and your players never step through the door that you never prepared for.
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By Jacob Tegtman March 4, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=9vE0niUm8vU Transcription Wizards of the Coast has finally done it. After years of calling it “One D&D(?)”… then “D&D 2024”… and pretending it wasn’t a new edition, while kind of also insisting that it was… They’ve now officially named it what I had assumed the community at-large has been referring to it as now for probably at least a year, which is: D&D 5.5e. Was this the right call? Did, in fact, the community already decide this for them? And does this mean we’ve now officially entered into an edition war era again? Let’s talk about it. Welcome back to Eternity TTRPG — your go-to source for all things Dungeons & Dragons. Today we’re breaking down Wizards of the Coast’s official confirmation that the latest, 2024 rules update is now officially known as D&D 5.5e , what it means for the community, and whether this name change actually does anything. So, after years of brand confusion, Wizards of the Coast has indeed officially confirmed via a detailed FAQ that the 2024 rules update will now be called: Dungeons & Dragons 5.5 Edition. On D&D Beyond, all 2024 material will carry a “5.5e” tag, while legacy 2014 content will simply remain labeled “5e.” According to the FAQ, the reasoning is simple: Players mixing 2014 and 2024 content were confused about which rules applied. Which, yeah. No kidding. And honestly? If you’ve ever tried building a character using mixed subclasses, spells, and feats… you know that confusion is real. For years this thing – this edition – has had an identity crisis. First it was called One D&D — for some reason – positioned as “the future of D&D.” Then marketing shifted heavily toward “D&D 2024.” And now? We’re back to the old-school edition numbering convention. Wizards of the Coast says using “5e” and “5.5e” makes it quicker and easier to tell what rules you’re using — especially on digital platforms. Which, I agree. I actually got my start into D&D during the 3.5e era, so nothing crazy there for my generation. From a UX standpoint I think this also makes sense, especially as D&D continues to push their online gaming and presence. D&D Beyond has kind of always been a bit of a mess, to be honest. So any naming convention upgrade to simplify is kind of a win in itself. But here’s where it gets interesting… Wizards claims that “5.5e” matches how the community already talks about the game. But, to my surprise, it turns out the data tells a slightly different story. According to Google Keyword Planner data (March 2, 2026) — filtered across the US, Canada, UK, and Australia — here’s how the search terms stack up: “dnd 2024” – 6,600 monthly searches (+50% Year over year growth) “dnd 5.5e” – 1,300 monthly searches (+19% Year over year growth) “dnd 5.5” – 1,000 monthly searches “d&d 5.5e” – 140 monthly searches So while “5.5e” and its variant search options is growing… “D&D 2024” absolutely dominates search volume — almost 2.5x higher, and growing substantially faster, it turns out. Now, that doesn’t mean 5.5e won’t become standard over time. Especially with this “official switch,” it will. But this is an interesting choice since – this admittedly limited data, shows – that people were perhaps by-and-large finally beginning to actually adopt the “D&D 2024” title. So, I don’t think I’ve ever mentioned this on the channel, but my main profession is marketing. One small thing that immediately comes to mind is social media hashtags. You can’t use a period in hashtags. That means: #dnd5.5e – that’s out So is it #dnd55e then (?) #dnd2024, however, totally fine All this to say is that from a modern branding and searchability standpoint, “D&D 2024” is cleaner. It’s more searchable. More social friendly. Maybe a little easier to type. So this decision feels less like a marketing move… and more like a database clarity move. This is about tagging systems. Cataloging. Digital sorting. I think D&D is still having a bit of an identity crisis, basically. And with all this, here’s the bigger philosophical question. If it’s called 5.5e… Does that mean it’s officially a half-edition? Historically, we’ve seen this before. Like I’ve referred to a couple times already, Wizards of the Coast released 3.5e back in 2003 — and that absolutely felt like a mechanical overhaul. But 5.5e? Is... more like a systemic refinement. Core math remains largely intact. Bounded accuracy is still king. Monsters hit differently, classes are tuned, spells adjusted… But I’m not sure I’d say it’s such a huge departure from 5e, like perhaps 3.5e was from 3e. The community sentiment is mixed. Some players are relieved there’s finally more clarity. Others feel like the branding mess could have been avoided entirely, and I certainly agree with that. And then there’s the group that’s been calling it 5.5e for two years going, saying: “I told you so.” Ultimately though? The name doesn’t change the gameplay. By most metrics, the 2024 rules have been widely adopted and actively played. Which means whether you call it: 5.5e 5e 2024 One D&D Or “The Patch Update” The dice still roll the same. This move feels like an administrative correction. Maybe it’s helpful for clarity, but isn’t really what D&D needs to move forward right now after all of the mixed feelings people have had about D&D, Wizards, and Hasbro. Wizards of the Coast is aligning the digital ecosystem with how people track rules versions internally. Will 5.5e stick? Probably. Will people still Google “D&D 2024” for years to come? Absolutely. You know they will. But at the end of the day… A game by any other name still crits on a 20. So, what are you calling 5.5e at your table? Thanks for watching today! If you want more weekly D&D news, rule updates, and community deep dives — make sure you like, subscribe, and ring the bell. Otherwise, I’ll see you next session.
D&D book cover: adventurers face a huge monster with a snowy-white head. Emerald and blue hues create a forest scene.
By Jacob Tegtman March 1, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=BvU0p3UMOiU Transcription What if I told you there’s a brand-new D&D book…  where your party is supposed to die? Not “might.” Not “if you roll badly.” But guaranteed total party annihilation. And now it’s officially on D&D Beyond . Today we’re diving into Faster, Purple Worm! Everybody Dies, Vol. 1 — the adventure anthology where death isn’t a failure… it’s the feature. Let’s talk about what’s inside, what’s new, and whether this is actually one of the best low-level chaos tools of 2026. It’s been a minute guys, but welcome back to Eternity TTRPG, your go-to source for all things Dungeons & Dragons — from rule shakeups to purple worm-sized chaos. Last summer, third-party RPG publisher Beadle & Grimm’s released something… deeply unhinged. A 138-page anthology. 15 one-shot adventures. All for level 1 characters. All playable in 1–2 hours. And every single one ends in a Total Party Kill. Not “balanced.” Not “scalable.” Not “talk it out with the villain.” Just. Dead. The book ties directly into the actual play series Faster, Purple Worm! Kill! Kill! , which features celebrity players like Deborah Ann Woll , Seth Green , Anjali Bhimani , and co-founder Matthew Lillard . The whole concept? Lean into the absurdity of low-level adventurers making catastrophically bad decisions… and go full cinematic disaster mode. And honestly? That’s kind of genius. Because most tables never actually experience a true TPK. And this book says, “Cool. Let’s make that the entire point.” So what’s new now that it’s on D&D Beyond ? Mechanically? Same 15 adventures. But digitally? It’s juiced up. You get: 11 Quickplay Maps integrated into the Maps VTT 25 monster stat blocks (9 brand-new creatures + 16 variants) 17 new magic items ready to drop into character sheets 8 shareable handouts That’s actually pretty solid integration. And here’s the real surprise… The price. On D&D Beyond? $19.99. Compare that to: $45 for print $25 for PDF $50 for bundle That’s… unusually reasonable. For D&D... to be honest. Which is not something we say often about digital toolsets. Content-wise, it also leans into classic D&D chaos — including trips to Strahd von Zarovich in Barovia , and even tangling with the beholder crime lord Xanathar . Level 1 characters. Against that. You already know how that ends. If you’re newer to the scene, Beadle & Grimm is known for their ultra-premium boxed editions of official 5E books. We’re talking: Physical handouts In-world props Encounter cards Massive maps High-end collector-tier stuff. Founded in 2018 by Matthew Lillard and partners, they built a reputation on premium experiences. But this anthology? This is original content. Not just luxury packaging. And that’s interesting. Because it signals something bigger: Third-party publishers integrating more directly into official digital ecosystems. That’s a big deal. Here’s why this isn’t just a novelty book. It’s low-commitment D&D. Perfect for new players. It reframes failure as entertainment. Which is actually very healthy for the hobby. We can all take a solid step away from min-maxing, and pretending like we all need to be “good” at our favorite hobby, which to me is often besides the point of “having fun.” Three - It gives DMs a safe sandbox for chaos. Ever wanted to: Drop a meteor? Let the villain monologue uninterrupted? Run a trap that is wildly unfair? Now you can. Because the players know. They signed the waiver. And weirdly? That kind of expectation-setting creates some of the most memorable tables. This also feels very aligned with modern D&D culture — faster, punchier, content-friendly sessions. And for $20 digital? This might quietly become one of the best pickup party-night modules out there. We’ve seen serious campaigns. And they’re awesome. We’ve seen grimdark epics. And they’re also awesome. But this? This is D&D saying: “What if we just lean into the madness?” And honestly… I love it. Would you run a guaranteed TPK night at your table? Or is that sacrilege? Let me know in the comments. If you enjoy weekly D&D news, breakdowns, and community chaos — hit like, subscribe, and ring the bell. And tell me: What’s the wildest TPK you’ve ever experienced? That’s it for today! Until next time all, I’ll see you next session.
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