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Vexthug

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Posts posted by Vexthug

  1. I would love A WoW boxed set as well, but I don't think they are interested in doing any tool kit type products anymore. I think the DIY market is too small to make it profitable. 

    If we see a superworld game it will probably be with A complete campaign with a d100 system tooled to fit the world. I'm ok  with this since as a DIY'er I can hack it to suit my own game, 

    just like every other game product I've ever bought.

     

    Miles

  2. I never liked the double hit point option, it never made sense to me. In my Age of Shadows campaign I used hero points that players used do a re-rolls or mitigate a major wound.

    This helped give a more heroic feel without adding much complexity or hit point bloat. I weened my players off of D&D4e with this game, and with liberal use of the hero points the players started to prefer it over D&D. Hero/luck points can be added to any game system and it won't turn it into a Fate game, it just takes the edge off the lethality of a d100 game.

    Miles

    • Like 1
  3. And if you want an even simpler take on OQ then I would recommend Age of Shadows http://ageofshadow.freehostia.com/

    This game just has battle magic and sorcery, and sorcery causes corruption. I ran this game for a while and thought it played very well at the table, plus I was able to buy at the table the're own book.Because the book is so short they actually read it, which most of my players never do. 

     

    Miles

    • Like 1
  4. 5 hours ago, g33k said:

    That sounds pretty cool, but I'm afraid the Aztecs had no dino-riders.  All the dinosaurs are in the Amazon &c rainforests on towards the north coast of S.America, so it's THOSE tribes who had war-dinosaurs!  🤡

    More seriously, I think a multi-layer game, with mostly-accurate historical/folkloric setting (maybe around 1100CE?) would be great///

    PLUS a relatively high-fantasy layer that could "ride atop" the historic base, still based on the tribal tropes & memes (the way D&D is based mostly on Euro-Medieval tropes & memes)

    and THEN a layer of gonzo whack, with dino-riders and anthromorphic animal-races and Atlanteans and fleets of Imperial War-Junks from Song-Dynasty China and etc etc etc...

    <grandly and vaguely waves hand>  "Make it so, Chaosium!"

     

    Sounds like your describing Atlantis: The second age

    https://www.drivethrurpg.com/product/120423/ATLANTIS-the-Second-Age?term=atlantis&amp;test_epoch=0

    It's not a d100 game but really good source campaign material for running an age of Atlantis game.

    Miles

  5. I like the Dolmenwood setting, I was planning to run it with the OSR rules "The Heroes journey". But while reading it the setting just screamed Magic world to me.

    I don't think I'll run it exactly the same way it's presented in the books, but I'll take A lot of inspiration from it.

    Miles

    • Like 3
  6. Since she's the star of the story, you can make a chosen one type of character. You can give her the regeneration power from the super powers rules and make that part of the plot. Who is she , why does she not die, will she live forever. What other powers does she have that may like dormant inside. 

    With one player there's no reason for the world not to revolve around her.

  7. Very nice work Chaot. And why would anyone use D&D for Ravenloft when you can use a far more appropriate system like BRP. D&D is great for dungeon delve games, but for gritty story driven games like Ravenloft BRP makes more sense. 

    I hope to see more of your work on this project, I love this kind of stuff. My favorite threads to follow are the ones about how people are adapting the rules to fit their campaign ideas.

    Miles

     

    • Like 1
    • Thanks 1
  8. 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.

     

  9. http://ageofshadow.freehostia.com/

    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

  10. 27 minutes ago, g33k said:

    Just hadda pop back in and ask... 

    am I the only one who originally hit this thread wondering if it was going to be some semi-crazed mashup of the "Fate" game mechanics with BRP???

     

    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

    • Like 1
  11. 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

  12. 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

  13. 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

  14. 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

    • Like 1
  15. 8 hours ago, Mankcam said:

    Perhaps the Half Sword trait just halves the AP value when used against Rigid Armour? 

    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

     

    • Like 1
  16. 3 hours ago, Mugen said:

    Rules for such cristals already exist for Chaosium's RuneQuest 1, 2 and 3 (which all precede Mongoose's RuneQuest 1) without the need to tinker with MRQ1 rules.

    RQ1 and 2 can be found on drivethrurpg. RQ3 rules for crystals only exist in the "Elder Secrets" supplement.

    From my memory, crystals has a POW value, and can be of one of 3 types:

    -Storage crystals hold extra magic points.

    -Spell crystals grant their users use of spells.

    -Enhancement crystals double the effect of the MP spent to cast a spell, up to their POW. So, if a caster casts a Sharpblade 2 spell and has a Sharpblade 3 enhancement crystal, his spell will be treated as a Sharpblade 4 spell (2, doubled by the crystal). If he now casts a Sharpblade 5 spell, the crystal will only add 3 (its POW) to the spell's.

    Good POW values are between 4 and 8 for storage crystals, and 1 to 6 for the others.

    I'd also use OpenQuest 2 SRD rather than MRQ1, and use Battle Magic as a base. MRQ1 uses 1 skill for each rune, which is rather cumbersome.

    http://openquest.d101games.com/openquest-srd/

     

    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

  17. 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

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