Also, just getting into Cthulhu gaming. Can you give a quick impression of Trail vs Call as far as play style and goals?
I totally missed the edit here.
On Trail, I must admit I am still an outsider looking in. I doubt my current group will ever play it, so it's up to me to run it for others. I've seen/listened to enough games of it to have a decent idea of the differences and will comment if that is of any use to you.
I think from the outset, Trail (aside from being much newer) appears a bit more modern than Call does, but not as much as you might think. Some of the ideas that Trail presents, specifically the "player always receives the clue", can be transplanted into Call without any effort and many people have been doing variations on that, even before Trail existed.
The point spend is a different animal altogether, something that can empower players to varying degrees, depending on how they use them. This is something that seems to be coming to Call in the next edition, using the general ability "Luck", which may or may not be a limited resource, unlike the pool points in Trail which do refresh at varying times. Call does currently have "impales" that can have much of the same effect, but it's beyond a players control, and the Keeper's ability to accept or deny if the situation actually has more coolness to give.
I do like the different dials that you can use in Trail, that don't require much thought or effort to alter the feel of the game and ultimately, the characters chance of survival. In Trail, there are of course the Purist and Pulp modes of play, and there is also the adjustment of build points that can be employed; build points can be altered in Call, but I think it's easier to see the effect in Trail. These make me excited to put the legendary "Masks of Nyarlathotep" into play using Trail's pulp mode with a hope that maybe one of the investigators might actually make it to the end of the campaign (I've never played or ran it, but I'm dying to).
The combat is much more simplified in the Trail rules, not that it should be used too often, but when it goes for a while unused there is much less to forget. There is no resistance table (thrown out in the next version of Call, I believe) only opposed checks, which is far simpler (dice fights can feel a bit dry though, so descriptions are needed to jazz it up). Trail can flow a bit quicker in these areas, but I wouldn't say by a large amount at all.
Overall, they are quite similar games in many ways, though the above may seem to skew it a lot in Trail's favour, these things are small in the grand scheme of things. These smaller details can be bent or changed almost any way you like; the BRP system in Call is very robust and stands up to a lot of alterations that may suit a groups preferred play-style. Call has stood the test of time for very good reason, but the changes being made for the next edition seem to bring it in line with some of the stuff Trail (and very common homebrew rules) has employed.
As it stands now, Call presents a very gritty world where the player characters are fragile, as they should be. It set out to emulate the feel of Lovecraftian stories, where members of the Human race encounter otherworldly horrors that see us as insignificant, unimportant; they care not for us one little bit as they carry on doing what they always have. Trail is very much the same in this regard; like all GUMSHOE games, it looks at the genre as a whole and attempts to emulate it as best as it can. Since there are variations within the genre, and some tales have different features, feelings and experiences, it just has those built in dials for you to mess with to suit the feel of the game you want to play.
Since Call is over 30 years old, it has so many scenarios and sourcebooks available and more coming all the time, you're spoiled for choice. Trail is playing catch-up here, but they have some great people working on content for the game that have already produced two campaigns, with two more on the way and a slew of scenarios.
I'm know there is plenty that I've missed, like Drives and Sanity/Stability but I'm not sure you wanted the piecemeal breakdown that I've delivered above. Oops, I just noticed you did say a
quick impression, sorry I went on so long, I get carried away sometimes. As I mentioned earlier, I haven't actually experienced Trail myself, so my feelings might change once the game hits the table. I'll be sure to write about it here, as it'll be my first GM experience at the same time.
TL;DR
General overview - Trail and Call tread slightly different paths to get to the same location. The main thing is that Trail gives a couple of different modes of play, one increases the survivability of player characters. Out of the box, Trail needs less alteration to make an inexperienced Keepers life easier, and contains some excellent advice and ideas for Keepers and Players, making it worth owning even if they much prefer Call.
Play-styles - Outside of dice-rolling, the play-styles are rather similar. Trail has the ability point-spend which allows the players occasional assured moments of glory or even just a simple (sometimes badly needed) guaranteed success, but adding numbers to the roll, increasing the chance of hitting the target number. Once these are points exhausted, characters are on equal footing until they refresh. This may take time to get used to, and used well should be fun for all involved. In Call, you will always try to roll under the percentage value of your skill and this does not change during the course of play; so while they don't have moments where they can be sure they will shine, they have a consistent chance to be better at something than another character. Hopefully this makes sense.
Goals - The goals of both these games are to tell and experience an engaging mystery involving something terrible and often life-threatening; this can be something from the Cthulhu Mythos or something else entirely. The difference is Trail has those difference modes of play, one is the gritty, sanity-shattering Purist style, the other is the dual-pistol, slightly more forgiving Pulp style; both are perfectly valid, and you can mix-and-match the two to get the perfect blend for your story.
If I've left anything out, have completely missed or haven't addressed a point you want to hear about, just say the word.
While we're on Cthulhu and since this post is already enormous, what would it hurt to add a little more? I saw a brief interaction between Dennis Detwiller and Greg Stolze on twitter that made me chuckle.
Dennis Detwiller said:
A couple of weeks back I painted a Flying Polyp. Fun. Let me know what you think!
Greg Stolze said:
Oh THAT'S what that is! Previously, I'd figured those dudes were fucked. I'm upgrading that to superfucked.
On the Fate Core Kickstarter, the book has already hit the stretch goal for it to be released in hardcover. WOO!