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Showing content with the highest reputation on 09/06/2016 in all areas

  1. 3 points
    Finally the test print has arrived! I'm very happy with the quality; Lulu do indeed make nice books these days. See photos below. There are a bunch of small corrections to make, but as soon as they are ironed out, I will make a PDF preview available. Shortly thereafter, the book will be released. I also want to alert you that the PDF BRP Starships in the download section will be taken down in a few days. There are a number of reasons, but mainly because of rights issues. I have no license to use BRP, and with this similar book going commercial, I cannot risk keeping the fan product around any longer. I think you will find M-SPACE a worthy successor, and that the additional material and rules upgrades makes it an attractive proposition.
  2. 3 points
    I think you should keep this habit. While it is not a part of the Call of Cthulhu rules, it is the rule in many other games and I consider it quite useful because it adds detail to the referee's descriptions.
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  4. 3 points
    Not really, at least in my case there is only some disagreement concerning the relation between roleplaying and dice rolls. In the end my "paradigma" as the referee is the internal logic and verisimilitude of the setting, which includes the abilities and skills of the characters within the setting. As long as a character acts according to the way he was designed by the player, I do not really care whether his player chooses roleplaying or the dice, and the character can get an experience check for both. However, I would step in whenever a character would roleplay some activity where he has neither the ability nor the skill to do it and therefore could not roll the dice, like for example a character designed as illiterate reading or writing a message.
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  6. 2 points
    This isn't quite true. As I mentioned above, taboos may restrict the use of charms. Taboos such as once per day or only when the star is in the sky will limit use. Some taboos require an action before the charm is used again - bathe sword in blood after use, etc. Players are encouraged to do this after the scene.
  7. 2 points
    I've always been a fan of experience checks in RuneQuest and Call of Cthulhu, and hence the new versions of both have experience checks. RuneQuest gets the skill category modifier (making it easier to improve through experience in skills you have a natural talent with). I'm not a fan of improvement points in RQ or CoC - as I think they go against certain essential features of the system - although am a fan of improvement points in HeroQuest and other such systems.
  8. 2 points
    The late Roman legionaries wore armour padding under their metal armour. It was named "Subarmalis", and according to the Roman military author Justasian in his book "Peri Strategias" it was "one finger thick" (= probably ca. 1 cm).
  9. 2 points
    Sandy currently has a vote going for The Gods War backers to decide which monster gets funded next: the choice is the monstrous Leviathan or Androgeus, who claims the Male Sky is her mother and the female earth is her father. Through the prism of 13th Age's 'One Unique Thing', Rob Heinsoo offers an insight into the ancient hero/ine, in case this influences anyone's vote: "Androgeus combines the worst of both genders into one infinitely powerful package."
  10. 2 points
    Please don't make such blanket assumptions. No one was horrified. But if you value role-play over roll-play so much, why do you need an improvement mechanic anyway?
  11. 2 points
    Yes, that is correct. Not everything we have is yet available from Aeon. I honestly don't know what will be cheaper. Shipping rates are calculated automatically by store software based on carrier used, weight of the package, service selected and destination. We are actively working on establishing Australian warehousing, but it will be some weeks before all that is in place.
  12. 2 points
    To have fun, of course! But IME most players are there to have fun by playing the game... and that includes a reasonably-close adherence to the rules (RAW +/- HR's), for most of them. Players who "let [their] character use abilities or skills [they] did not design into [their] character" more-often (IME) break other players' fun, than any other player activity that I see at the table (saving only player-expectation mismatch, e.g. the "real RP'er" at the table of "munchkins" or the lone "munchkin" at a table of "real RP'ers").
  13. 2 points
    I was saddened to hear this news. I really enjoyed what Magic World did. My friends never really understood my love for Magic World. They often said "you play D&D, why do you need another fantasy system"? As much as I love D&D, it was my first game, and the new 5th edition, Magic World, along with its predecessors, have something D&D will never have...the BRP system! Characters in Magic World, and BRP in general, are so flavorful as is the combat and creature design. I was hoping this line would have continued with a setting book for the Southern Reaches and more supplements like the Advanced Sorcery title. It really had potential to become something on its own. However, it is good to see that Chaosium is open to folks contributing to the system and that people love it as much as I do. And the fact that the pdf will be available is great too. Just means I need to protect my physical copy! Heh.
  14. 2 points
    First of all, if you don't have the Cults book, get it. Cults are essential to any Gloranthan game, and you should definitely allow your players to join one. As a new player, the amount of cults can indeed be overwhelming. My suggestion: allow only human characters, and cults only from the following list: Orlanth, Humakt, Stormbull, Lhankor Mhy, Issaries, Yelmalio. (I'm sure somebody else will suggest a bit different list. It doesn't really matter what cults exactly are on the list. Just take a handful of the more popular ones. This list should allow quite varied group.) Also, hkokko from has created cult onepagers. They are meant for RQ6/Mythras, so spell names etc might be different, but you might find them useful nonetheless. https://notesfrompavis.wordpress.com/2014/05/11/gloranthan-cult-onepagers-main-page/
  15. 1 point
    I was wondering if there were any plans for a free HeroQuest QuickStart, along the lines of the Call of Cthulhu QuickStart, with basic system rules and a scenario? I'd like to get some people interested in the game, and having a free QuickStart would be a great way get them interested in the system.
  16. 1 point
    Looks really nice! Clean. Lotsa white space but I'm fine with that (it's something I see people complain about a lot in reviews for some reason).
  17. 1 point
    Thanks for the info, that does explain what the product is. I have the Tome of Horrors (physical & PDF) in various versions, but this does sound exciting, but never for d100 based games. That is excellent, thanks! --michael
  18. 1 point
    Ah, rapiers are probably the best weapons against armour padding.
  19. 1 point
    I am not so sure about this, in fact in my view improvement points are actually the better approach to simulation. They enable the character to improve the skills he puts his personal focus on, the things he really wants to learn and spends some effort on. It is conscious, aimed improvement, while experience checks can be got without any thought on whether the character actually attempts to learn anything from the activity he was rewarded for.
  20. 1 point
    How about you lot go and open an armour thread. This one is about rapiers and is now off topic
  21. 1 point
    To an extent which is why I did say that these things are, fundamentally, not as different as they seem. There are of course many types of Improvement point system but using Mythras as an example: Improvement Points are a limited resource vs BRP skill checks which are as close to an unlimited resource as you can get. (Limited by the number of skill rolls you get to make.) Improvement Points are generated at the end of a play session. Skill checks are generated during play There are no game constraints to what Improvement Points can be used on though there is an expectation that they will be spent in a way that is justified. Skill checks (house rules notwithstanding) can only be applied to skills successfully used in play and to which the GM has consented. Point 1 tends to lead to specialisation in IP systems versus generalisation in skill checks. Points 2 & 3 affect the interactions between players and GM during session. When all is said and done, skill checks are popular among BRP players because they're seen as a form of simulation. I actually think that RAW they're very poor as simulation hence the myriad of house rules that try to make the simulation more granular. I like Improvement points because they don't try to simulate. This allows people to say "my wizard has been reading the scrolls of Megadeathmage while we're travelling so he spends his improvement points on wizardy things. Yes he may have whacked the burning goblin with his quarterstaff at one point but the main thing he learned from that was to stay further away from burning goblins."
  22. 1 point
    Oh? Well, it certainly was a blast! Though, the next scenario also looks quite good. I ordered Horror on the Orient Express as well, and I am debating getting Namless Horros, and maybe some of the older stuff, like Mansion of Madness, dead lights, and Mask of something-something. Although, it sounds like the Orient Express will keep me busy for some time. What other adventures would you recommend?
  23. 1 point
    Oh, I guess I should point out what was the most confusing elements for the players to grasp. This element was when the degree of success mattered and when it didn't. For example, they knew that an extreme success in shooting meant more damage, so they started to think that with all skill checks, a better roll would mean more detail, even though that is not necessarily the case. Really, the only time the player needs to tell me the degree of success is with opposed melee combat roles. All other roles are either a success of failure, with different thresholds required for success. However, I never explained this nuance of the rules to them, and even found myself going along with it and giving more information or improved results when players rolled a hard or extreme success, even if only a normal success was necessary. I will explain this difference in more detail for a regular gaming group, once I get it going, but I figured I didn't really need to spend the time on it for one shot adventure.
  24. 1 point
    Hi Johnny Dollar, I am glad that you liked the review! The bonus/penalty mechanic was pretty straight forward and easy to implement. The only hiccup was one player was rerolling the ones die instead of the tens, but that was an easy fix. The push mechanic took slightly more getting used to as players learned that it was not a do-over, and could not be applied to all types of rolls. However, they did get the hang of things very quickly, and for a first time playing this game for all involved, it was surprisingly smooth experience with very little rules referencing. It should be noted, however, that even though this was the first time for me and the players to play CoC, everyone was still a veteran player, with the exception of one player (who still picked it up pretty quick). As for multiple attacks, as I understand it, you can shoot your gun a number of times equal to its rate of fire, but if you do, every shot must include a penalty die, and all shots are made on your turn, in dex order (though, readied ranged weapons attack at dex +50). I told the players this but they never opted to take multiple shots. Machine guns, however, have more options as they can fire semi and fully automatic, and also have the option for doing suppressive fire (you can unload a 50 round drum in your Tommy gun in one turn!). I did not read these rules too carefully as I knew there would be no machine guns in the scenario, but it is something along the lines of firing bursts of ammunition (i.e. you roll to hit for a group of bullets instead of each individual bullet). I am also not sure if the penalty die applies to melee attacks. There was also a confusing contradiction in the rules where a monster had two attacks, but also stated that it only had a swarm attack, which affects everyone within 10 yards. I wasn't sure how to interpret that, but the players avoided that encounter so again, it didn't come up. I was planning on splitting the difference, and saying the monster can attack up to two people in the area, along with anyone within 10 yards. I am glad people are enjoying the review, and I look forward to my next session. I have already started preparing for my next demo!
  25. 1 point
    It appears to me as if he is saying that in order for everyone to have fun, you shouldn't let the knowledge of the player eclipse that of the character in the game world. Role playing is always the goal, but with the skills of the character being the borders of knowledge. SDLeary
  26. 1 point
    Hey Michael, Book 1 & 2 are conversions of the original Tome of Horrors by Necromancer games that was done for 3.5 d&d. I've licensed the artwork so literally it's the same great artwork and everything. The first book is just over 300 pages while the second book is just under. The only thing the two books don't include from the original ToH is the templates and animals which will be a separate release. All the templates will be released from all four ToH in a single volume. The Historian, PM me and then email me your receipt. I'll give you a discount on the second book if you want.
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  28. 1 point
    *Because it sounds cool and fits the OP's game.
  29. 1 point
    I just had a thought about character social skills versus player social skills. I've always sort of envisaged the player as being that little voice that lives in the back of your character's head -- that one that is always the most witty, self-assured, convincing and suave version of him/her. Invariably though, some people open then their mouths and they say stuff like "ummm," "ah . . .," "erm," stammer and flub and generally come across as completely unpersuasive no matter how smart they sound in their own head. That's where the skill roll comes in for me in a "Fast Talk" or "Oratory" check; it's the translation between a player's super-convincing and utterly logical attempts to sway and their character's ability to project that into the game. So by all means, encourage players to roleplay their conversations in the 1st person and that always comes first in my games before the dice ever come out -- I don't let people say stuff like, "I use my oratory skill." They have to tell me what they want their character to say in either 1st (preferable) or 3rd person or it doesn't happen. Same goes for hyper intelligent players and low intelligence characters; maybe the player is just that hidden force that somehow makes every coin toss come up heads, or pulls your biscuits out of the fire by sheer dumb luck. I can't remember where I read it/saw it/heard it, but it was something like, "Having a character with low intelligence isn't supposed to be a suicide pact." That said, I'm always super impressed by players that have enough self-discipline to play it dumb even to the detriment to their character.
  30. 1 point
    Thanks for the interview, Clarence. It's always interesting to see the thoughts and motivations behind an author's work. Also, I don't really understand the reaction to the criticisms of BRP. BRP is not without its flaws. However, I'm pretty sure this game isn't for me. Largely because I'm an old dude stuck in his ways. However, more power to the author and those fans that do want Jarn.
  31. 1 point
    Yup, but even LARPs have rules/guidelines that govern how things play out. Inexperienced fencers don't just take down master swordsmen because the told the GM that's what they were doing. And I don't really see how any of this relates to check boxes or Improvement points.
  32. 1 point
    No, what I'm saying is that you have to be fair and give a level playing field to all the PCs. If you let one player talk his way out of problems, with no regard to his character's social abilties, then why can't you let someone talk his way through a swordfight, by roleplaying how the character wields his blade?
  33. 1 point
    Have you ever considered playing Amber? Basically the reason why there are skills, stats and game mechanics are to help the GM arbitrate various form of conflict in a RPG in a fair manner. Most RPGs don't role-play combat, vehicle operation, medicine, or language skills. If you just let players role-play social skills then it gives an unfair advantage to fast talking players, since they can save their improvement points, training and practice for the areas of the game that they can't just roleplay. Secondly, it limits the character to the interaction skills of the player. For example, when playing the James Bond RPG it's a common tactic for the PC to seduce some of the opposition, so that they can get information, win over allies, and so forth. Now, I haven't met anyone who can seduce someone as well or as easily as Bond can. For good reason, too, he's a fictional character. But if we want to game in that genre, then we need a way for the players to do so- and just roleplaying won't really cut it.
  34. 1 point
    I don't have a problem with there being wagons on the Transpentan Caravan, but since they seem to complicate the logistics maybe it would be worth coming up with a list of advantages over pack-horse transport. This isn't a great list but somebody might improve it. potential to carry a single item too heavy for a single horse potential to use some wagon-beds as boats at river crossings as mentioned by the OP on this page potential to carry additional low density loads over short distances more efficiently (such as fodder into inhospitable areas) covered wagon offers some protection from the elements when halted, without pitching/striking camp possibly less injurious to the draught animals than pack saddles over a long journey. if Yelm does it every day, there must be something in it
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  36. 1 point
    My personal bugbear - I quite like the skill check mechanic, and have no issue with it, but even though the POW gain roll mechanic is very similar, I've come to really dislike it. The difference is that the POW gain mechanic gives players a strong incentive to *decrease* their personal power. The optimal strategy to become powerful in the long term is to voluntarily decrease your personal POW, keep it relatively low by sacrificing it for Rune Magic (or use it for Enchantments, etc), and thus get much higher POW gain rolls. This is what I call a perverse incentive - the 'right thing to do' known to the player is different to that understood by the character. Its not a big game breaking deal for me. But I suspect I'll have some sort of workaround house rule for POW gain, perhaps involving Runes or passions or something. Maybe get a point of POW every time your Rune Affinity hits a certain level or something.
  37. 1 point
    I think Ernalda is fine for a starting PC, as long as you are happy not to be much of a physical combatant. They get excellent healing magic without the challenging pacifism of Chalana Arroy, attack magic (especially elementals are always dangerous), and other magic that is useful to a party (especially buffing). Plus they have a fairly easily understood and important social position. If you want to play a character that is magic focussed, they are one of the best choices. And I agree that Xiola Umbar would be a very unusual cult to be found separate from other Darkness cults, which is most Orlanthi - but not that unusual where darkness cults are already worshipped (including the Torkani and Bachad) though it would still be a cult for a very small minority of specialists rather than widespread (just like Chalana Arroy). The Kitori are they other common group of human Darkness worshippers. I agree Eurmal is not an easy cult for starting PCs. In general, they are not just thieves or comedians, Tricksters would generally these days be classified with a mental illness or personality disorder, and are reckless and untrustworthy even to their own party. Lanbril for urban professional thieves, Orlanth or Yinkin if you want a sneaky scout type but who is not necessarily a professional criminal. Personally, I also think Heler is under rated, but I agree that the support to play them isn't really there except in HeroQuest.
  38. 1 point
    Torkani and the Bachad are dark Orlanthi.
  39. 1 point
    They do, in translation. But all are derived from ancient sources. Aelianus explains why the orders are expressed in 'reverse' order (chapter 51 of his Tactics) as in 'to the pike, face' instead of 'face to the pike'. In the latter, soldiers will start to obey the order as soon as they hear it, but some will start to face in one direction, others the opposite direction. It doesn't matter if the soldiers are using spears, pikes, or muskets, an entirely different language - the logic remains the same. And, of course, Aelianus became necessary reading in the age of pike and musket, so his methods have a direct carry forward to the present.
  40. 1 point
    If you overlay the HeroQuest approach as well, you get (I hope) another level of clarity: Spirit magic. Spirit Magic is something you have. This is ubiquitous in Glorantha - and the same as Battle Magic in RQ2/spirit magic in RQ3. The magician focuses on the spirit and has it perform one simple task (like guide a sword in combat). Rune magic: Rune Magic is some thing you are. This is the magic of the Rune cults. The magician must permanently offer part of her soul to the god - in exchange she can call upon some fragment of the god's power. Sorcery: Sorcery is something you know. This magic is based on intellectual knowledge of the Runes and the various techniques by which they can be manipulated according to human will. Lunar magic. A Glamour is something you create.
  41. 1 point
    Tap transforms a Rune into energy (ie magic points). It is a fantastically useful way to recharge your magic points or even temporarily give you more magic points than your POW permits. So frex, if you Steal Breath (Tep+Air), you convert 3 cubic meters of air into 1D6 magic points per round. For each 2 points of strength added to the spell, another 3 cubic meters of air is converted into 1D6 more magic points. And yes, you can potentially asphyxiate someone with this, while gaining magic points. Separate removes one Rune from another. One healing spell temporarily separates Death from Man and restores a damaged body to its original condition.
  42. 1 point
    Only the letter G?????? Gonn Orta. Gonnorta. Gonnort a. Gonort. Genert. Don't think of alphabets. Think of sounds. For example, did you know that the origin of the word "Yankee" is from the french word "L'Englies"? Or at least that's one theory.
  43. 1 point
    You could use SAN as the humanity-loss factor. Years ago, Sandy Antunes wrote a home-brew "Cyberthulhu" ruleset. This had cyberware implants causing loss of SAN. I used the same idea in my BRP/40K crossover rules. (I remember asking for permission to borrow the idea but never got a reply.) Regarding the difference between cyberware and bioware, IIRC, in Shadowrun, bioware cost lower essence loss than the equivalent cyberware device. Colin
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  45. 1 point
  46. 1 point
  47. 1 point
  48. 1 point
    I guess it sets me off when the first post about his Wonderful New System (tm) is telling me all about what's wrong with BRP. Kind of like spittle instead of a handshake.
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