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Matt

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Posts posted by Matt

  1. You could use something similar to the original Treasure Factor from the original RQ2. You would need to update this to account for other skills and abilities. The TF calculation seems to only focus on combat capability (which overly represents combat masters such as the dwarven axe-berserker, but discriminates against other skills areas, such as the subversive political snake-tongue Krasht worshiper who could decimate your player character group with nothing but a few manipulative words).

    The TF would represent a "Threat" or "Capability" Level, which can be used to compare the "levels" (general effectiveness) of Creatures, PCs and NPCs.

    A monster gets 1 treasure factor for each of the following (which is used to calculate treasure on an RQ2 treasure table):

    • Each 5 points of hit points or fraction thereof.
    • Each 25% chance to hit, or portion thereof.
    • Each extra die of damage done by the monster.
    • Each point of armor protecting the monster's whole body.
    • Each combat spell possessed by the monster.
    • Each special power of the monster.
    • Each 5 levels of poison potency used by the monster.
    • Each extra attack the monster has.

    PS: It is interesting to note how many gems are in the original rules that were lost (and perhaps 'rediscovered' in 'modern' RPGs).

    Very useful, thank you.

  2. My settings are "sandboxes", and like the real world they contain weak, average and

    powerful characters and creatures. It is up to the player characters to gather the ne-

    cessary informations to decide what they can do or not, when to fight, when to avoid

    and when to run. I would dislike a predictable setting where the player characters can

    expect to only encounter suitable "challenges" for their "level", this would seem too im-

    plausible for my taste.

    Not sure how this addresses the question presented...?

  3. consider Magic world at 276 PDF pages, and Runequest 6 at 458

    Both are excellent at what they do, but RQ6 is more rule intensive.

    I'm considering doing a Lets read Magic World starting in July :)

    If you pick runequest 6, Best RQ6 Sheet evar

    I'll probably wait and see if you do a "Let's Read." I don't have enough information to determine whether one or the other is preferable. Might even just use the old Conan game from TSR.

    I don't buy PDFs...vision issues with computer screens...my eyes hurt if I read too much on the screen so I only buy real books. Unfortunately this means I miss out on many products these days that are only available as PDFs. C'est la vie, I guess.

    P.S. Thank you for the link to the nifty character sheet. Seeing the different hit locations makes me think perhaps Rune Quest is not what I want...keeping track of various body parts is a bit much for me. Does Magic World do this as well, or is it more abstract like Call of Cthulhu?

  4. Does anyone have any suggestions for how one would make a super hero who is slippery, hard to get a hold of much in thr fashion of, say, a greased pig? I was looking at the Defense power but as written it would only apply to the difficulty of being hit--do you think there is an advantage that should be added to simulate the difficulty of being held as well, plus a disadvantage as it would only apply to hand-to-hand situations? Or do you think there's some better way to modify Insubstantiality for this purpose?

  5. The rights are still owned by the original crew. Andrew does not seem to interested in blocking fan stuff as long as it is not for profit. My partner in crime and I have had some contact with him on and off. And, while I do have permission from Miles to use his originals (again, as long as not for profit) as long as proper credit is given, my partner in crime is going to provide new, original artwork.

    However, I need to work out putting some playtest material up, with or without art, and update the playtest material as things settle.

    And I just noticed you are in Lemon Grove - excellent ... I live in La Mesa.

    Ian

    Howdy, neighbor!

  6. I can confirm that it is still in progress, slowly. It got put on a back burner while I completed other projects, and then many life issues intervened to slow progress. I'm hoping that when my slate clears in the next few months I can get it into the final stretch of development.

    Well, here's hoping you find the time to finish it up and make it available to the rest of us! It's a genre I have always enjoyed but unfortunately have yet to be able to roleplay in. Unless you count my "Star Wars without the Empire or the Force" game usng West End Games' 1st edition, but that was more just goofy sci-fi than swords 'n' planets.

  7. Honestly, I'd go with Magic World - Ben's one line pitch name check's Harryhausen and its at the lighter end of the BRP / d100 family which would suit that sort feel perfectly.

    Cheers,

    Nick

    I thought Magic World was a setting.

  8. Wow...I haven't thought about Skyrealms of Jorune since the '80s when there were ads in Dragon. Who owns the rights now? Is this a licensed version you're working on?

    You really need to get the original artist to do any drawings!

  9. Thalaba made a list of differences between RQ3 & RQ6: http://basicroleplaying.com/runequest/runequest-6th-edition-2927/#post50439

    Also, lawrence.whitaker aka Loz, one of the authors of Mongoose Runequest II/Legend and RQ6 wrote about the differences between the two latest editions of the game: http://basicroleplaying.com/runequest/legend-vs-runequest-6-a-2509/#post50126

    If you are at all familiar with the BRP-system, as you seem to be, all conversions should be really easy and straightforward.

    Not really. Many people still swear by (Chaosium) RQ2 of 1978, whereas a lot of people consider RQ6 the greatest. I have always liked (Avalon Hill/Chaosium) RQ3 'cause that is what I grew up with and have played the most, but really like the 6th Edition a lot. It all comes down to personal preference, although many disliked Mongoose RQI and felt the second version was a great improvement.

    All in all, all the versions of RuneQuest are largely compatible, conversions on the fly shouldn't present any great problems even to less experienced GMs.

    You seem familiar with the game; can you tell me if you feel Rune Quest would suffice for or be compatible with a Harryhausen Sinbad type of setting? I also have GURPS Arabian Nights as a sourcebook. I have never thought D&D, in any of its incarnations, was a very good system even for the genre it supposedly emulates, and other systems have been too convoluted or required too much work to make useful.

  10. I hear this question frequently from folks playing super hero games and wanting them to better reflect comic books. I don't think any role-playing game is up to the task simply because games are designed to put the PCs on relatively equal footing while a narrative such as a cartoon or comic book has no need for balance. The story plays out however the writer(s) determine it should, regardless of fairness or logic, and most players would balk at this in a game. "Jimmy Olsen gets a lucky shot with his slingshot and knocks out Superman." "What?! I'm invulnerable!"

    If you figure out a way to make an RPG play like a TV show and still satisfy everyone, let me know!

  11. I enjoyed your read-through review enough that it makes we want to try Rune Quest, a

    game I have never played and know little about.

    Are there significant differences between Rune Quest editions? I ask because I sometimes see used older material for sale but don't want to have to spend time doing a bunch of conversions to make it useful. Is there a particular edition of Rune Quest that is supposed to be superior, and why?

  12. Forgive me if I missed it, but there are 30 pages of posts in this thread: is this book out or coming out soon? I would love some Flash Gordon/Dejah Thoris action. "Space: 1889" is too clunky for me. Would love to see a good sourcebook I can draw from and that will save me some work.

  13. Dear Sirs or Madmen,

    Is there already a thread devoted to Superworld and discussion thereof? If so, please direct me as I couldn't find it. Thank you in advance for your kindness and understanding.

    Sincerely,

    Matt

  14. Funny as hell... ;D

    I did give the first Nu-Trek movie a chance despite my misgivings...I feel Trek would have been better served if they had just moved the story forward again with all-new characters maybe 20 or 50 years into the future like they did with that '80s comeback, "Star Trek: The Pepsi Generation," or whatever they call it.

  15. I understand, no one wants to do straight historical because they don't sell. B&B would not be a lot of work to go without the mystical sections. Most of the book is period specific info and rules: professions, equipment, skills, stunts (a non-supernatiural based power to allow for cinematic action), naval combat, historical figures (most of whom don't go supernatural until they died historically), and spot rules. You are looking at a good half of the book there. Just ignore the chapters on Voodoo, sea monsters, and the campaign setting.

    I guess I'll have to see it and decide whether it's useful. Sure hope it's available soon and there's some kind of preview or sample.

    P.S. I appreciate that you are straightforward about the contents. I've had, in the past, folks tell me whatever they think I want to hear to try to sell me their books.

  16. The setting is mystical, but one could easily play without it. The original concept was to do a straight historical sourcebook with optional mystical elements and then a follow up mystical setting. However, Chaosium decided to do one larger book instead and have me combine both manuscripts. We playtested both ways, and the material can be easily separated.

    Thanks for the quick answer. Unfortunately it sounds like it would take more work than I have time for. I'm just looking for a straightforward book on pirates and pirate times. Same problem I keep having with Western sourcebooks where it's always the "Weird West"...I guess I'm odd man out as they seem to be popular.

  17. Bokors like in voodoo? How much of the mystcal stuff will be in the book? Is it presented as an option or is it integral? I ask because I don't care for supernatural elements in my pirate/cowboy/musketeers types of games.

  18. Tut, tut, that's a -1 Limitation for Obvious, Accessible Focus, since the toothbrush can be seen by bystanders while in use and can be snatched away with a successful DEX or Sleight of Hand skill roll (Fine Manipulation in BRP terms). Take another -2 Limitation, Independent, since another character could take and use the toothbrush for himself (yuck!).

    In Superworld phraseology, it's one level of Protection vs. plaque, 1 power point to use (since, of course, you're scrubbing your teeth vigorously for at least 3 minutes. Aren't you? No, no, no. None or this "swirl it around and spit" nonsense. Go right back in there and brush 'em right this time, young man!).

    You made me smile. I gather you've dealt with this bizarre aspect of Hero a number of times. Not knocking the game itself, as I ran a campaign for about 6 months just over a year ago. Works well if everyone agrees not to abuse it.

  19. Is there a licensed Star Trek game these days? I enjoyed (and still enjoy) FASA Trek even with its faults and haven't seen a better attempt yet (LUG, Decipher), but a Chaosium version seems like a pretty good fit to me. I'm sure the license from Paramount would be prohibitively expensive. I also imagine they'd be forced to use Nu-Trek as part of the rebranding with Captain Abercrombie, Mr. Fitch, Lieutenant Hottie, and iStore Bridge photos scattered throughout the book.

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