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Susimetsa

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  • RPG Biography
    Played RQ in my youth, still remember it as one of the "better systems" and am looking at the BRP now.
  • Current games
    Planning a game in Richelieu's France.
  • Location
    Finland
  • Blurb
    Histocial fiction author, voracious reader

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  1. Any chance of a new errata thread for the 1.03 edition? On page 123, left column: "Those with high DEX ranks make their statements of intent [...] those with low DEX ranks." Missing word indicated. Most likely 'before'
  2. I must say that I had hardly given urban fantasy a look before Chaosium announced their Rivers of London game. But then I read the novels and found a couple of other series to read as well and I find myself liking the genre. 🙂
  3. It is based on a pretty short short story. It also took away some of the tension, knowing the story beforehand, although the authors had added a couple of twists to it to increase the amount of dice rolling.
  4. I definitely prefer D100. My first true RPGs (RPGs that we played for more than a few sessions) were Runequest and MERP, so I am perhaps indoctrinated to D100... I don't see BRP games switching away from D100. What would be the point? Addendum: people learn to crawl before they learn to walk. That doesn't mean that we design our spaces primarily for those who crawl. In short, learning D100 is not difficult.
  5. One wonders about the statement "Well made. Shoots accurately." below S&W .22... Does that mean that all the others are badly made and shoot "in the general direction"? 😕
  6. 15 years since this poll! If I had responded at the time, I'd have been 35... Not so any longer... 😛
  7. I'm not designing pure BRP, but I do this in my system. The basic idea is that the different hit locations do not have their own HP - they merely receive wound levels based on the seriousness of damage (and receive penalties accordingly - a total of -100% to an individual limb (combining forearm and upper arm, for example, makes that arm completely useless). The HP damage is deducted from the general HP. Not play-tested yet, however. I fear that the need to track wound locations and their seriousness may prove too cumbersome.
  8. The episodes were fun and entertaining, but unfortunately the audio was all over the place throughout the series. One moment you have to turn up the volume to hear someone speaking further away from the microphone only to have your eardrums split the very next moment when someone laughs close to their mic. Also, the players should really have familiarised themselves with how flintlocks work before using them in game... 😛
  9. Osprey produces some decent sourcebooks for various time periods (the make mistakes, but - in general - they provide good info): https://ospreypublishing.com/us/osprey-publishing/series/men-at-arms/?Periods=16ba4ab9-90a8-4fd0-ac9d-08dab214fe7a&Page=1
  10. True, the older game systems do have their limitations and it seems to me that my grumbling simply reflects my preferences. But the playbooks etc. really make it difficult to me to see the roleplay in modern games. They do seem to focus more on the tactics and even GM vs players approach (Dune allows the players to "give threat" to the GM for certain benefits and the GM can then use that threat to make some future situations harder for the players). Much of the gameplay seems to regress to negotiations of difficulty levels and how many dice players can roll etc. Perhaps it is an attempt to give the players "agency", but I much prefer to see that agency in roleplay than negotiating about mechanics. Argh! I regressed to ranting again! Sorry! 😄
  11. I've played RPGs since late 80's or so (getting harder to remember each year) and enjoyed Runequest, MERP, Rolemaster, Twilight 2000, Star Wars and several other games. My impression of a good RPG game is therefore somewhat settled in the way these games introduced it to me. Perhaps that is the reason why some of the more modern RPGs rub me the wrong way. I've listened to several podcasts / actual plays of games such as Daggers in the Dark, the new edition D&D and Modiphius' Dune etc. (not meaning to single these games out, just giving examples) and they seem to treat RPGs more like tabletop games or card games (Magic the Gathering) than traditional roleplaying. D&D seems to introduce level-based abilities or feats in a way that seems similar to someone kitting out their Magic the Gathering deck and then the gameplay reminds me of a tactical combat game rather than shared storytelling. Daggers in the Dark and Dune both seem to have very strict phases with strict actions that you can and cannot do (move boldly or move silently etc.) and these seem like something you get in German-style boardgames. It has been a joy to listen to podcasts of older game systems, such as CoC, where the mechanics are in the background and the GM decides when and if dice rolls are needed. Everyone can do what they think their characters would do instead of simply choosing from available options, or collecting feats of special moves that they can then deal out. Sorry, just had to get that off my chest. I guess what I mean to say is that I love the more old-fashioned games where storytelling is in the foreground and mechanics are simply a support structure.
  12. I always find it interesting to see which skills certain RPGs generalise and which skills get special nitpicky treatment. Very often, the focus is on weapon skills, sometimes on social skills etc. depending on the focus of the game. I think BRP leaves a lot of it to the GM to decide: if you plan a medieval setting, you can choose to subdivide Ride and Drive skills as you deem necessary (e.g. horse-like animals in one category, camels and elephants in theirs). But if you play in a futuristic setting where vehicles may be AI assisted, one skill might cover them all.
  13. I believe that is the link to the remaining files. I have not been able to track down any online source for the missing ones.
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