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Jarulf

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Everything posted by Jarulf

  1. Jarulf

    Stuff

    No idea, I haven't bought it. But at 220 pages one would hope it's not just weapons.
  2. Jarulf

    Stuff

    Shouldn't this The Modern Equipment Catalog Chaosium Inc. have a thread of its own, Triff?
  3. My first was RQII, I suppose it must have in '79 or '80. We'd been playing AD&D and some of the players said they'd also tried another game. It sounded a bit odd as it apparently didn't have any classes or levels or stuff. Some time later I got a chance to try it. I rolled up a character and got 18 in three different Characteristics. I think it was STR, DEX and SIZ. He ran us through a short cavern crawl with some small troll like things that we fought happily. I loved it. So, we talked the GM into running a bit longer and he improvised something. More trolls, they slaughtered us. It seems he didn't realize at the time that trollkin and Cave Trolls are rather different It was fun though, and while we kept playing AD&D as well, RQ was a revelation.
  4. I thought you could show a picture by dragging it into the wave? I haven't tried it though. Also, I think there is some sort of tactical map thing called Fighty.
  5. Sounds very interesting.
  6. I really have no idea what would attract new or more players to BRP, but I do agree a good setting or two with decent support is likely to be important. What I would personally like to see, I've mentioned this on other forums, is a fantasy setting that doesn't delve too deeply into details. I want lovely maps with names on them and a world book that explains these names, as well as discusses regions, flora and fauna, religion, trade, geography, weather, cultures etc. All the basics and in such a way as to trigger the imagination. The grand overview, and little of the supernatural in the "default" version of the setting. It should focus in on a specific area (I'd love to see something inspired by Italy in the 1300s or so, or Barbara Hamblyn's Sun Hawk and Sunwolf novels. Lots of late medieval/renaissance city states, mercenary armies, trade opportunities, universities, football, art and inventors) Make it a new Quest World done right, and allow other companies to stake a claim to certain areas for themselves, under the watchful eye of Chaosium. Describe how to tailor the setting to your wishes. Do you want more or less magic? Gritty or Swashbuckling? Elves and Dwarfs? Suggest which options in the BRP book may be good the style of play the GM is after. Don't make it bland, but avoid the single cool and weird thing that defines the whole setting. Sort of generic yes, but good generic
  7. Read Google's hype here About Google Wave
  8. I just tried it and got "This promotion code is not valid for your currency."
  9. I've only used it for a week or two. Well, looking around a little and scratching my head is probably a better description It's not that it's particularly hard to use, once you get, uhm used to it, but I'm not sure what I'd need it for at the moment. I play in several games over at rpol and one on rpg.net and wave could be an interesting option for PBM/PBP games.
  10. I have a few invitations (about 5) to Google Wave if anyone is interested. Drop me a PM with an email address. For those who have been spared the hype, Google Wave is a (mostly) text based collaboration tool that brings together features from email, IM and Forums. Its not in beta yet but there's been some interest in finding out how it works for playing RPGS on-line, with some games active. It should also be a useful tool for developing a game on-line.
  11. Depends on whether the big one swallows him whole or not.
  12. Glad you like it Pyronnic. I re-read the Status description again and you are right in that it and Influence are pretty much the same thing. There is one difference, at least in how I interpreted Status based on the grey box on the same page. Status has more to do with social class and rank in a society, while Influence deals with the esteem you have in a group, based on your previous actions. This, at least is one possible way of handling this I think. I realize this is probably too fine a line to bother with in many cases, and perhaps not really accurate in the RAW. Your idea about actually decreasing Influence after doing things contrary to the group's ideals, is great. Of course in either case, someone in the group has to learn about your deeds, good or bad. I'm sorry if this is more than a little vague, I'm coming down with a cold and a little muddle-headed at present.
  13. That makes it a little more complex than my default of a difficult roll, but I like it. In a way it is not unlike the way languages are related (if that is in BRP, I forget). If you know Swedish, you also know Norwegian with a penalty of 20% perhaps. Not sure if I'd go with a fixed penalty or fractions.
  14. Yeah, that's a good suggestion. I didn't even think about players trying more than once, fool that I am
  15. An attempt at a "mundane" allegiance system. Influence [Various] Base chance: 10% Category: Communication While the Status skill measures a person's general standing in society and the Allegiance optional rule addresses standing in relation to the supernatural, the Influence skill deals with how a person is viewed within a specific group he or she is a member of. A group in this context can be any informal or formal organization such as the congregation of a church, the members of a thieves' guild or the crew of a spaceship. A low Influence signifies a person new to the group or someone who has not commited much time or effort to further the goals and ideals the group considers important. A high Influence however means the person spends much time and thought on such matters, possibly seeing the organization as a stepping stone to more political and social power. Influence also has more immediately practical uses, it can be used by a person to draw on the resources of and elicit aid from the group. This could reasonably be equipment or access to lab or research facilities, extra manpower for a mission and similar. Make a skill check, possibly modified by how reasonable the GM thinks the request is but no group can provide help it has no access to of course. Under most circumstances this skill check should not give the player an experience check. Sometimes a player may want to attempt to use this skill to garner aid from someone from a group his or her character isnt a member of. If the two groups are somehow related and on friendly terms, the GM may allow a Difficult skill roll to be made. Effects: Fumble: The request is harshly rejected and the character may suffer a temporary loss of influence. Someone important may have been insulted. Previously promised aid may not be forthcoming. Faiure: The request is denied, but no other harm done. Success: The request is granted and you receive most of the aid you need. Special: The request is granted in full and someone manages to provide a little extra. Critical: You receive the full backing of the leadership for your request and extra support is provided for you. Notes: When your character first becomes a member of a group, you may open this skill at 10%, specific to the group. You cannot have this skill for a group you are not a member of. If you are a member of a group at character creation, Personal Skill Points may be used to increase this skill. One way to make groups that are otherwise similar, say two rival merchants' guilds, more distinct from each other is to write down a summary of their beliefs, ideals and goals as well as some notes about the resources they can offer. Resources can be training in skills by master teachers, spells, libraries all of which may be unique to that group. Some forms of aid may require promises of donations of time or money to the group or may have other strings attached. Many groups may require that a member has reached a certain level of membership, i.e a certain percentage in influence before some resources become available. A list detailing the required Influence percentage and the resources at that level is useful to have. Similarly specific levels of Influence may also be required to attain various offices or ranks within the group Increasing influence: After an adventure where the character has somehow contributed or furthered the goals of a group, the player should make an experience check as for any other skill.
  16. One option to get special combat techniques might be to tie them to Allegiance. As gifts from the Divine or the opportunity to learn them from your guild, faction or House perhaps. In a way similar the Gifts and Geases of RQ II and III. Acquiring them might also put some restraints on the character, depending on how you want to run it.
  17. I assume "cheap" in this case means low cost. From magazines printed on cheap pulpy paper. Not a comment on the quality of the stories themselves?
  18. The D100 family of games seems to be growing at an almost alarming rate these days. Not that I mind in the least :thumb: And, that cover certainly reminds me of RQ II, looking forward to this. So, is this completely independent or based (i.e formally, via some sort of license) on MRQ or BRP?
  19. Happy cramming time and good luck on the exam!
  20. Low on cash at present, so not yet.
  21. The second PRP Adventure contest book is here it would seem. Chaosium Inc.
  22. Free? I was thinking around €5 or so :-) But free might help sell more of the main books. That I can understand, perhaps some sort of collaboration?
  23. You mean Uncounted Worlds, no? Will all the lines you'll have soon, I'm sure you'd be able to fill a semi-annual or even quarterly magazine with interesting things to read. Designer notes, bits and pieces cut from the major books, short scenarios, places, items and people etc. Facebook? Guess I'd have to get an account then.
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