Jump to content

auyl

Member
  • Posts

    365
  • Joined

  • Last visited

  • Days Won

    4

Posts posted by auyl

  1. Hey all,

    Just thought I'd throw an update on the Eternity Realms RPG that I'm making. The editing is done, working on some rewrites now and then artwork will start being assigned. Not all the art is in but what I do have I'm happy with so possibly looking at a September or October release. Will keep you all updated!

     

    Thanks!

    • Like 1
  2. Yes, this site is awesome. It's the only rpg site I visit daily, and the people are awesome as well. Everyone is helpful and respectful that I've interacted with. I've devoured the d/l section and I would expect if BRP was killed off (which I don't think will happen) it would live on here. I don't really play anything else. This site is home for me.

    can't agree more. Although I go to the mongoose forum regularily this forum is definitely more the place to be for any d100 activity and interests.

    • Like 1
  3. what is it about?

    at this point it is more sandbox but the underlying theme is that all worlds or settings that are written for it are connected by Eternity Gates where you can move from one setting to the next as part of each individual setting.

    If it is a Mongoose licensed product, its natural position is the Legend forum. This section is for the Chaosium version of the game.

    That said, what peculiarities make the game more cinematic?

    the main thing that makes it more cinematic are the increase in hp and a natural armour point mechanic that increase the survivability of characters. Also there a lot of playable races that players can choose from.

    Congratulations!

    Why is it non-OGC? One of the strengths of Legend is that anyone can use the open content rules.

    i wanted it to be non-ogc just so I could write what I'd like for it and not have to worry about seeing my material go all over other published books. It us completely compatible with Legend however.

  4. Hey all!

    So a little while ago I signed a license with Mongoose to produce a non-OGC version of their d100 game called "Eternity Realms". This version has some rules changes, a more cinematic feel, a new type of magic called Nature Magic and a whole host of new spells.

    Writing is complete and final artwork has been assigned. Once editing and artwork gets further along and a final release date is realized, I'll let you know!

    • Like 1
  5. Yeah,  it's on my to-do list as well as Monsters of Myth and Deities  (unless someone beats me to it) :)

    You can see my list of projects completed /planning/ in progress here:

    Hmm ... wondering what I can bribe you with to get to work faster ... ;)

  6. How about....  :D

    You may simply take your Passion as a bump to your skill (say Passion /5 or /10). You may choose to roll, results yielding:

    • Critical: add half your passion to your skill. You are Inspired, onto uh... glory!
    • Success: add (Passion /5 or Passion /10) to your skill. Passion drives you on.
    • Failure: subtract (Passion /5 or Passion /10) from your skill. Anxiety/apprehension/worry over the situation is clouding your judgement.
    • Fumble: A psychological break has occurred. You continue to fight (if pertinent) without defending, attack your opponent when the issue was not physical to begin with; flee (opposite direction from opponent, etc.), run around, rave, etc.; or you faint, curl into a fetal position and suck your thumb, etc. Or any other effects that you and the GM come into agreement on that fit the situation.

    SDLeary

    For the fumble you could have the player that fumbled roll on the Temporary Insanity table as well on page 321-322 of the BGB. The degree of the break would depend on each situation as to whether it was a short temporary insanity or a long one.

  7. Yes, I also prefer not to make them too similar to skills. The system I'm trying out could actually leave out percentages altogether and would probably be more pedagogic with a "number of uses" value (Revenge my brother's death 1 - can be used once per session). It's a bit more on or off. With a percetage that can be raised a few percetages it can be a bit hard to explain the difference between a passion at 54% and 59%. It is after all a strong feeling or inspiraton, not a skill.

    True it wouldn't make a huge stat difference but sometimes the culmination of many small changes creates one big one.

    Just a thought.

  8. Hmm, yes, I like that. You roll below a Passion to "activate" it and get a pretty high bonus (unless you fail). Passions are raised as a skill - the more you act according to a passion the greater chance of having a bonus.

    A couple of questions: How high are starting Passions? And how often can you use them?

    I'm not sure about rolling for activation though. Lessens player input a bit too much I think. Makes the passion a bit too mechanical (though constructing mechanics for passions is of course quite contradictory already...).

    Don't know if I'd let them be raised as skills. I might rather devise a system where if you act in line with your passion you get a number a points into it depending on how in line with it the character acted. Of course going against your passion could lower it.

    • Like 1
  9. Why don't you just tweak how they're implemented in Pendragon? IIRC, and adjusted for BRP....

    Roll against passion when appropriate and select the skill to be impacted.

    Critical Success: +100% to the skill or skill is doubled, whichever is greater. Passion gains an experience check.

    Success: +50% to the skill. Passion gains an experience check.

    Failure: -25% to all skill rolls in the encounter that prompted rolling against the passion. Lose 1D6 points from the passion.

    Fumble: Maddened. Character runs away or performs some other appropriate action.

    This is good but I think the bonuses are a little high. It's your own houserule however so how you want to do it is up to you. I would maybe half the bonuses and give a extra 10% for a special success.

  10. I have to agree that this file is definitely very handy to have for all the D&D type creatures you'd want to use. Too bad there isn't a Legend version however as that is the d100 system I use most. But hey, just means I have to do some work myself, which isn't a bad thing! :D

    • Like 3
  11. Re: making monographs stand-alone books that don't require the BGB.

    I have an Openquest book called "Age of Shadow." It's 75 pages long, and has all the rules in it -- a complete rpg. PDF or POD, and it was $12 softcover, now on sale at Drivethru for even less. Just as Ben mentioned, all BRP-related games take what they need of the basics, and tweak as necessary. It's not required to print every option from the BGB toolkit; a bargain-priced stand-alone book is very do-able.

    True and I never said these books would include every rule or option. Just that you'd be repaying to read stuff you've read already in other books. There would be neat additions but of it will be a repeat of what you already have.

    I respect everyone's opinion on this so I'm just going to bow out of this particular topic. If we get back to the monographs or the OP then I'll speak up again.

  12. The bgb is for tinkerers. Those who want to get under the hood and build their own things. However, like most things designed for tinkering, it's not an entry level product. It has nothing to entice the average, never-roleplayed-before consumer. They're looking for exciting settings with realized worlds. If they had to buy a setting book and try to parse the bgb for just the rules they need, they'd move in to something else.

     

    The BGB isn't complicated. I've read other rpg's that were a lot more complicated for beginners yet they seem to do quite well. aka 3.5. If you start introducing introductory products for generic BRP settings, you may start to find that the BRB starts to lack in sales, even more so than now. True it has a loyal following here, but a lot of gamers aren't going to spend money on some "advanced" book full of rules they probably won't use. Using the BGB as the core book and publishing setting books around it will cause the book to have more sales.

    • Like 1
  13. And the guy above you wants them as full rulebooks rather than supplements.

    It's really a case of realizing that there's no way to make everyone happy. However, it's important to look at each product on a case-by-case basis. That being said, most of the things I've got lined up at this point are more of the supplementary model than core game model.

    I can respect that and others seem to agree with the other view. However I don't see the point in spending money on regurgitating the same thing over and over seems like a waste of time and money both by the publisher and the consumer. What's the point in the BGB then if each generic setting will get its own rulebook?

    • Like 2
  14. This is something I've been giving a lot of thought to. My opinion is that it needs to be considered on a case by case basis. Some settings are worth considering as full games, others as supplements to the BGB. I' not interested in making any sort of hard and fast rule about this at this point. But I expect in the future you'll see some full games, ala Magic World, and some supplement/setting books ala Mythic Iceland or Blood Tides.

    That's interesting but I'd rather see them as supplements rather complete rulebooks.

  15. This is good to hear. If the various monographs were reedited to have all their portions from various books stitched together (for example, everything for Rubble and Ruin or Aces High in one book rather than a monograph and then some scenarios scattered through other books), I'd be far more likely to pick them up.

    Also, I would be far, far more likely to pick up a book that has everything in it than a book that refers back to the BGB. I know there are a lot of tinkerers on this forum who are perfectly happy flipping between two (or more) books but I think there are probably a lot more folks like myself who if they get in a game in every few months they're lucky and who simply don't have the time to be flipping between two (or more) books to pull off the said game. As I understand it, Magic World is complete and that makes it much more appealing than a book that refers back to the BGB. To go back to the Rubble and Ruin or Aces High examples above, I'd be very interested and would gladly pay more for Rubble and Ruin if it was complete and did not necessitate having more than that book on the table. (I'd really like to see Rubble and Ruin go this way after the most recent Mad Max film.)

    I understand the appeal of this but practically it's not very cost effective. By that I mean each book would be $40+ and would cost more to print. I know some wouldn't mind but that doesn't really appeal to me personally.

×
×
  • Create New...