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Vexthug last won the day on December 24 2014

Vexthug had the most liked content!

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About Vexthug

  • Rank
  • Birthday 04/13/1962


  • RPG Biography
    D&D, Runequest, Elric, Stormbringer, Hero system, Mutants & Masterminds, Star Wars Saga, and many more. Have been playing & GM'ing since 1978. My favored system is Runequest/Elric.
  • Current games
    D&D 4e, Pathfinder & d20 modern. But currently building homebrew Runequest world using MRQ1 with houserules.
  • Location
    central Ohio
  • Blurb
    Old but openminded Gamer guy. All systems have thier strengths and weaknesses.
  1. You can invoke an aspect after a roll, but it has to make narrative sense in order to work. A GM can make that call just like in any other game. Aspects came into play when you would call for a modifier like windy day -25%, take careful aim + 25%. If you take the time to create the aspect it dosn't cost you a fate point. If an aspect is compelled against you you gain a fate point. It just a way to reward players for having cool ideas and for going along with the bad things the GM sends their way. If anyone is interested in an actual play session of Fate there's an episode of Tabletop that plays the game. The shows fun to watch regardless of your opinion of Fate, but love both D100 and Fate games the same. they both have their pros an cons, and I've learned how to have fun with both. But it took me A full year to grok the fate point and aspect concept.
  2. Here is a game I love called Age of shadows. It's built on the Openquest rules, and has rules for corruption when using sorcery. The battle magic should be restricted to Shamans,priests and hedge mages. The game uses a tolkien like world as its default but it's easly adaptable for a sword and sorcery world. Miles
  3. I already did that with my Openquest Game. I changed the hero point system with the fate point system, Allowing players to create advantages and overcome obsticles like in a fate game. Even doing compels on characters to earn more points. It did change the feel of the game, it became much more cinematic and less lethal. My players loved it. Miles
  4. It wasn't rules it was the sword and sandal feel of the world. It had an ancient Greek vibe to it as opposed to a pseudo medieval World. I get that you can reflavor the world to suit the players taste, but the initial elevator pitch I had made stuck with them and they would not budge from their first impression. But if you wish to mock me thats fine, I still like the book anyways. Miles
  5. I would like to read more about your world beyond Pherae. By the way I loved the book, and I really really wanted to run that campaign but my players only like Vanilla D&D style fantasy worlds. Miles
  6. Nice sheet. What is wizardry? Is that Deep Magic or a home brew system? Miles
  7. You can use a lot of the BM spells as feats instead of spells. Just devide the spells between physicle feats and magic. I think Conan had minor mystics and shamans, you can have them use the lesser magic. Battle magic is extremely flexible. Miles
  8. Its comforting to know someone is at least thinking about rebooting superworld. It would be cool if they could release an official wildcards rpg. That would work better than a generic superworld game.
  9. They moved it from the Openquest section. They probably should have marked it as moved. And since I'm here I'll add that I have the book and think it's pretty cool. I don't think I'll run it as is but I will mine it for ideas for my urban fantasy campaign. The holy order does sound more like a villain group than a group heroic PC's. Miles
  10. The campaign i'm working on now for OQ is an Urban fantasy with some horror elements. I am going to use the rules as is only with modern tech. My inspiration is the Dresden files and Hell Boy. And I plan to steal alot from Deus Vult. So something like this OQ Horror would be very welcome. Miles
  11. I like this, perhaps you can give the fighter a piercing effect based off your weapon skill. You can ignore one armor point per 10%-20% skill rank depending on how challenging you want to make it. Miles
  12. What MRQ1 does is tie the spells physically to a rune stone and you can't use a spell not connected to the rune. Which seems closer to the power crystal concept that the op was thinking. You can't use powers without crystals, if I understanding him correctly. My suggestion was for inspiration not crunch. Using the BGB will be more than sufficient for doing what he wants with his game. How much power points a crystal would have will depend on the power level of his game. For a low power game 2-6 PP for an epic power game 20-60 PP. So I might apply the power crystal concept with the super powers rules , then maybe make a power crystal skill to use them. I think Jim Butchers new steam punk novel uses a similar concept for his tech. I vaguely remember a book by R.A. Salvatore that did the same thing. But to the OP everything you need to make this game happen crunch wise is in the BGB , you just have to reflavor some of the powers to suit your campaign. Miles
  13. I forgot to post the link to the MRQ1 SRD which can be found here. Miles
  14. In mongoose RQ1 they had spells tied to a physical rune stone. What spells you had access to depended on what rune your stone was tied to. You could just change the runes to match a type of crystal and your good to go. I think you can download the mrq1 SRD on this site. You can also make the crystals the only source for magic points. The size and quality can determine the amount of magic points. At this point I would call them power points. Spells and machines can be powered by them. An air crystal could power an airship and it's lightning cannon, but it would be massive and rare. Sounds like a cool campaign, let us know how it pans out. Miles
  15. I hope you publish these when your done running them, it sounds great. Miles