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camazotz

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Posts posted by camazotz

  1. I just ordered it on rpgnow and have been reviewing the PDF....the new edition looks great! Very nice edition and I love the new art, thinking this will be my go-to iteration of BRP going forward. Been talking with my cohorts this morning about the rules and campaign ideas already.

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  2. An 800 page book with everything. All the stuff....every magic system option outlined in Advanced Sorcery, full bestiary with 300+ beasties, the MW rules with full errata, and as much extra kitchen sink goodness thrown in as possible. It can be more than one book for ease of use I suppose.

  3. No edition warring here for me, either. I like BRP BGB but at this point after reading about the financial troubles of Chaosium I'm just happy we still have a Chaosium to continue making cool games. And as for the D100 family....it's all good. I think the only "warring" I've really noticed tends to come from some of the D&D/OSR crowd that likes to slip in and imply there's some conflict going on, but not sure they should be taken all that seriously....

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  4. Although Outpost I9 and Fractured Hopes are both really cool (I am considering using both for future games) I wonder if anyone's tried pitching a Future World type product to Chaosium (same principle as Magic World)? I wonder if, with the changing of the guard back to Stafford and Petersen that such a concept might fly....Magic World benefits from being a reissue of Elric!, but BRP could really use a generic all-purpose SF companion similar to what GURPS Space does for GURPS or an even better recent example, the Savage Worlds Science Fiction Companion, which is an excellent toolkit system....designed to make building your own SF setting easy. 

  5. Face to face tabletop, but a few of my players bring laptops, phones or tablets....I do have one group that is like GMing to a sea of laptops. 

     

    Personally I don't use any devices as GM other than a tablet for emergency referencing of books I didn't bring. For me its old school all the way, electronics just end up distracting.

  6. I'm going to answer the question on a more abstract level. There's an approach to play that most people would find some variation of in the core of many RPGs. It goes something like this:

    1 - GM describes a situation that either requires or invites the characters to respond.

    2 - Players describe the actions and words of those characters in response to the situation

    3 - GM (primarily) applies the rules system as needed to resolve those described actions.

    4 - GM describes new situation that results from their described actions.

    5 - Go to step 2.

    It's an ongoing cycle of description and resolution. A system works great for this type of play when the resolution system keeps pointing you back at the description. A system works poorly for this type of play when the resolution systems keeps pointing you to further resolution system elements and takes a long time to get back to the description.

    BRP is the kind of system that keeps pointing you back to the description. The percentile system is intuitive and even the more complex options for combat keep pointing back to description elements rather than rules subsystems.

    I hope that made sense.

    That's a really good way of putting it, and helps me better understand why my BRP games when I run them just feel smoother and more "involved" than other games I run. Seriously....I don't get to run it often, but every single game I do run for BRP is a fantastic experience, very down in the dirt and detailed, where little details can matter a great deal. That just doesn't happen with certain other game systems that shall remain nameless (but obvious).

  7. Done! Aside from the Sorcery book that was announced, here's my wish list:

    A GM guide with useful campaign tools

    A Bestiary to expand the core monster range; BRP/RQ titles have always suffered by comparison to D&D/Pathfinder in terms of sheer volume of monsters to pick from

    A player book that focuses on interesting player options, professions, and maybe more player-friendly races

    A seafaring guide

    A GM screen

    An exotic locales guide....sort of a "Manual of the Planes" for MW...I'm thinking of Rogue Mistress as a point of reference here (one of my all time favorite modules)

    Adventures not tied to setting; I imagine a setting book is a good idea, but I am a homebrew junkie.

  8. Book is definitely top-notch. I ran the first session of a new campaign using Magic World on Tuesday night. Character generation was a snap....I had four players, two previously familiar with BRP and two brand new to the game, but they were easily able to "get it," and we had char gen done in an hour, then got a four hour game session in. The new players had only played Pathfinder or D&D 4E before, so when one of them crit-shotted a troll with an arrow to the face (generating a critical wound) and dropped it in one shot, they were sort of stunned....my old veteran RQ player explained to them that they are now in a game where the combat strategy is "hit hard, hit first, and don't get hit," heh!

    They had a blast, looks like Tuesday nights are going to be MW for the foreseeable future.

    We did run into one question: is the Sleep spell intended to be such that the sleeper doesn't awaken, even if someone is poking holes in him with a dagger? I ruled that someone under magical slumber had a chance of awakening (CONX1 check) when being attacked, but the spell seemed rather potent in the RAW.

  9. My FLGS (in the states) indicated they expect to have my copy in by March 31st or sometime in the first week of April, so maybe that's the time it takes to move through distribution channels. Not sure if Amazon would be included in that release estimate. I don't even see a placeholder entry for it over there (yet).

  10. "Design what you want" is definitely a feature! I'm running MW tonight, eager to see what sort of characters everyone comes up with. It's nice that the system can coach a player along (lending ideas as they develop the character) because of course many players have no idea what they want to do when they first jump in. Veteran players meanwhile can tinker a bit to create a vision.

  11. Well, I'm loving MW....going to order the print version this weekend (looks like Chaosium is back up and MW can be ordered now).

    I've been blogging a bit about it, here and here so far. More stuff to come. My wife's been demanding I start a game on Tuesday nights so she can play again, so we're going to get a MW campaign going starting next week, should be a lot of fun. I like that it's a more streamlined version of RQ....I love RQ, but I also like a system that doesn't require hit locations and stuff which clutters the flow, so MW is perfect for me.

    Um....so in short, thanks Zomben for your work on this game, it is much appreciated in my household! ;-D

  12. Remember that you can get a free pdf if you order the hardcopy from MD.

    I have pre-ordered and have had a chance to "scroll" through the pdf. It looks very impressive, chock full of goodness. Can't wait to actually read it. I do have one comment about the font, or mainly about the letters t and p and that curly little thing that appears on the left of some of them. I'm finding it a little off putting. My eyes find that little extra bit of script very distracting, almost as if it isn't supposed to be there. If there was any chance to change the pdf I would consider it a positive thing.

    Nice job and on time to boot ! :)

    Ah, it's not just me then! I've been reading and absolutely enjoying the new RQ6 PDF but those little curly ts and ps have been throwing me off....my eyes sort of "get caught" on them, like I'm trying to interpret an oomlot or some other odd character (or a printing mistake, or something) and it makes for some strangely uncomfortable reading.

  13. Just a note for those interested, I'm doing a regular Friday feature which will be an evolving fantasy setting on my Blog titled "Tales from the Watchers of the Sullen Vigil." It's a pulp dark fantasy campaign in theme, and will provide plenty of hard stats and details as it grows. The setting is also being dual-statted for T&T, for those interested. Link Here! I would love some feedback or requests.

  14. Well, I for one am happy, if only because "Legend" flows more easily off the tongue than Wayfarers, and the guys behind the actual Wayfarers game appear to have gotten a nice distribution deal out of this affair. Moreover, my long-running RQII project for my Realms of Chirak campaign can now see the light of day as a Legend-compatible product.

    Better yet, I suspect it will be easier to get my FLGS to carry Legend and showcase it as "its own thing," something they have been largely unwilling to do with RQII since it was overshadowed by the legacy of MRQ, which burned my FLGS with stock that they couldn't move due to poor sales, bad rep, and that whole incident with the shoddy book binding a few years back. Seriously, I have had to beg the FLGS to special order RQII books for me and my cohorts over the last year, and I could never quite determine if the books were simply that difficult for them to locate through their distirbutor, or they were simply reluctant to buy books, even with myself and my group asserting we would buy them.

  15. Ah yes, been waiting for this!

    Ordered Extrico Tabula , The Legacy of Arrius Lurco , The Cruel Empire of Tsan Chan, and Curse of the Chthonians in print, and Children of the Worm in PDF.

    (I can appreciate father's day now I think...sort of....no, maybe not really yet. Wife is about to hit 21 weeks, so we're halfway through the gestational period before the little beast appears to take over our lives!)

  16. The chart is pretty clearly a typo/goof. Why would someone use a chart to summarize a method that's easier to calculate in your head, and not the method that's harder?

    That said, I would just go with whatever works for you, as long as you're consistent.

    Tell that to my wife, and see if you live... ;)

    (She's very happy because I ran a 2nd edition AD&D Ravenloft game on Saturday, and for the first time in fifteen years since she started gaming she suddenly figured out how to calculate THAC0, and actually understood it; this was a HUGE moment for her, she was very proud of herself; she'll probably experience the same Aha! moment with BRP's resistances one day in the far future, as well).

  17. Unfortunately I don't know of anything specifically for BRP out there that directly caters to modern horror, probably because Call of Cthulhu has that sport cornered nicely. Personally I use GURPS Horror as a reference and convert material as needed (fairly easy). There's even a brand new updated edition of GURPS Horror available now. You might also find the Malleus Monstrorum for CoC to be handy for a non-mythos horror campaign, as it has quite a few entries of "non-mythos" monsters as well as creatures which could work in a pinch outside of the traditional Lovecraftian context. There are a few monographs as well that provide some decent context for CoC games outside the usual scope as well, such as zombie-apocalypse and generic halloween horror stuff, but I'm not too keen on which ones would be worth your time, unfortunately.

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