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Trifletraxor

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Everything posted by Trifletraxor

  1. That's the Pendragon method, isn't it? Calculating 20% and 5% does bog down play a little. Not that much, but I would have liked to see a 10% special instead. It seems it will stay at 20% for the new system though. Cheers, Sverrre.
  2. The new Roleplaying Gallery is up! The images uploaded now are made by Remi Thosen, aka Nalfein, from my rpg group. Please leave comments for the pictures and upload your own fan art too! Currently only one category, but we'll expand with setting-specific categories if there's a need for that later. Go have a look! SGL.
  3. As long as hero points (fate points?) are not part of the default system, it's fine by me. I do enjoy having my players fear for their characters lives though. And my own character when I play. It makes the game more exciting for me at least. The characters usually get more and more carefull the older they get. One of my players actually stopped playing with a certain character in fear of it dying. SGL.
  4. Sorry for the offline hour, took some time to install the new software. :cool: SGL.
  5. I like the sound of that! Kindoff agree with that. The Glorantha Bestiary was mostly filled up with useless critters from Pamaltela! Cheers, Sverre.
  6. Just bought some gallery software for BRP Central. It integrates with vBulletin, so one login will still be enough! Registered members will be able to create own folder & categories, upload their rpg drawings and comment on other peoples art! The Gallery should be up in a couple of days. SGL.
  7. I have a feel that both a magic book and a creature book will be sorely needed, because the rule book divides the focus btw so many different power systems and settings. Would that be a correct assumption? :confused: Sverre.
  8. Always good to have get RPG authors onboard! BRP will need supplements you know! SGL.
  9. <cough!> hero points. <cough!> The more the better. With 5 different powers & 4 different settings, 350 might be to little. They are trying to make a 4 in one book (at least). RuneQuest 3 was a 250 or so pages book for one setting. The more the better! SGL.
  10. But of course! Might we see some Sceaptune stuff for BRP in the future do you think? Cheers, Sverre.
  11. I've never been that fond of the "tradition" Cthulhu setting, but both Cthulhu Adventus & Cthulhu Rising looks like settings that would fit very well for BRP too. Please keep us up to date how your project is going along! I think I just might buy a copy when it's out. Thanks! Sverre.
  12. Glad to hear that! Welcome onboard! Sverre.
  13. Wow! Sounds like a cool setting! Sverre.
  14. Added to the link list in the "other RPG websites" category! SGL.
  15. From a post on the rq-rules message group about character generation, written by Peter Maranci, who kindly gave me the permission to post it here too: ... However, my very favorite method came from throwing out the rulebook altogether. We only used this for "serious" games, ones with an intense focus on roleplaying. The results were almost always spectacular. The GM created each character by having a series of private discussions with each player over the course of several weeks. The conversations happened in person and on the phone (the net wasn't available in our dorms back then...it was the mid-1980s). We wouldn't discuss numbers. We'd discuss the personality and history of the character, along with the underlying concepts. And we'd do it in the terms that you'd use to describe a real person, i.e. NOT "he's got an 18 strength" but instead something like "he's apprenticed to the town blacksmith, and he doesn't know anyone in the village who is stronger than he is - although there are a couple of burly farmers who are probably about as strong". Inevitably the character concepts evolved over the weeks of creation. The GM took sole responsibility for actually designing the characters, working out statistics by fiat. I don't know how other GMs who used this system did it, but *I* didn't make a fetish out of balancing the stats: instead, my goal was to make sure that each character had one or more interesting and useful abilities which were not duplicated elsewhere in the party. In other words, my goal was to balance playing time, plot involvement, and fun for the *players*, rather than balancing the stats of the *characters*. It helped that I knew all the players well, and could judge their strengths and weaknesses. In the process, extensive histories for the characters naturally evolved. What's more, as things went forward the players would talk with each other and work out any shared history that their characters might have. We even tried playing out pre-campaign scenarios, talking in character to each other as our "young" characters in their earlier years. This built a sense of party unity and history that was unusually deep. Typically, a game that used this method of character creation was run on a "sheetless" basis, i.e. the players never saw a character sheet for their character, never saw their own ability scores or stats. Instead, they knew as much about their characters as the character knew about him- or herself. Players would often keep extensive notes, of course, but they did not include numerical data. The GM did all the system record-keeping, while the players rolled dice and employed strategy and tactics using a real-world approach. RuneQuest was an ideal system for this sort of sheetless campaign. Since it models reality well without being overcomplicated, the GM could easily accommodate the actions of the PCs without being TOO overburdened with bookkeeping. The one flaw was that some people tended to lose track of the dividing line between reality and fantasy in roleplaying games. Sheetless gaming really seems to bring that out in some players. We all got obsessed - it's almost frightening how much more *involving* a sheetless game can be - but some people just lost it altogether. But with good players, it can be a really mind-blowing experience. It's not necessary to have a sheetless game in order to use the discussion method of character design, of course. The only problem is that argumentative players may object to the GM's actualization of their character, quibbling over stats or skills. ... What do you all think? I found the idea of sheetless play quite interesting. Is there anyone else who have tried gaming like this? Sverre.
  16. Hi Sven! Will the scenario pack project be published after all? Cheers, Sverre.
  17. What!?? But that is MY spit!!! :eek: Happy to have you onboard Lawrence! Sverre.
  18. Added! That monograph looks pretty good! Do I need a copy of the Cthulhu book or can it be played with the BRP rule book too do you think? (a reciprocal link is not necessary, but highly appreciated! ) SGL.
  19. Which one is that? Sverre. EDIT: Cthulhu Adventus! :-)
  20. Hi Tom! Any chance for Gwenthia for BRP? Sverre.
  21. Ai! You're right! Now they should change the font too at the same time! :-) Sverre.
  22. Something tells me this will be a busy thread. Especially after I spread the word to draw more people to the forum! Sanity?? Allegiance?? This is optional spot rules I hope? CoC skill modifiers? Do you mean like RQ3? Those were actually quite good. I really liked those! The rumoured scenario pack, which might get cancelled because the sci-fi scenario was not handed in. Would be great if you could get som news on this. Sverre.
  23. I like the sound of that! ;-) Sverre.
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