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Everything posted by Lemnoc

  1. It feels like the old kings returned from exile are now brushing aside the Faithful—the ones who kept the torch burning and who generated a new guard and new armies—in some ill-advised pursuit of a new empire.
  2. I agree you're not going to get off more attacks with a single weapon than at its ROF. Where things get a little dicey is in applying Double Tap. The rules don't explicitly say so, but I assume a particular weapon has to have an ROF of at least 2 to Double Tap. If you choose to Double Tap, you get your shots immediately, but the second shot comes at a Skill penalty. If you choose to take your shots under the standard ROF rules, no penalty. At least that's how I read it.
  3. Seneschal delivers all the requisite elements. The murder weapon or means of murder should be characteristically Egyptian, of course--probably exotic poison. You probably need to devise some reason the suspects are all locked up in a parlor together for the inevitable denouement. GURPS Mysteries is actually fairly excellent in its advice for the typical Christie parlor drama. A neat twist would be to suggest some supernatural or magical cause that is, in instead, relatively prosaic. A mummy's curse, for example, as misdirection. One thing I think you'll need for RPG is flexibility
  4. Conversion of EP to BRP is a breeze, with most all the gadgets and conventions directly transferrable right out of the sourcebooks. If you don't convert the weapon stats, combat becomes fairly nonsurvivable. Given EP's assumptions of transhuman immortality, even that is not a game stopper. But you'd probably want to convert weapon stats to BRP. I don't think the "divide by 5" would work well for characteristics, given the differences in log values (a characteristic at 40 in EP would be like an 18 in BRP), but you should be able to eyeball it pretty easily. I'm also a backer of River of
  5. Lemnoc

    How to get RQ6?

    Shane: Pick up RuneQuest Essentials. Has nearly everything you need to play the game for months and even years. Agree with the omnipresent problem of finding players to play the greatest RPG.
  6. Also: Cults can be an indispensable tool to give aid and support to characters—keep them alive—without access to magic, even when they are mundane guilds, brotherhoods or military associations. As you say, they could be the mechanisms through which you can introduce the concepts you wish to explore.
  7. I've run RQ6 in a low magic campaign. Works very well, but I think you have to make available a plethora of healing herbs, potions or healers (witches, perhaps) or risk a lot of downtime from combat. $0.02.
  8. No spoilers. I’m a backer and have looked over the early release PDF, and I find a very high quality product. Folks who haven’t backed this yet should consider doing so, as the game appears to be in an advanced state of development and the wait for a finished product should not be long. The writing is clear and rock solid, with a surprising amount of good advice for good gaming. I didn’t want to hijack Newt’s crowdfunding thread, but I thought I’d put my initial thoughts together, as I have been eager for the release of an SFRPG on the OQ engine for a long time. The generous difficulty
  9. Thanks, Loz. So if I understand this, you need to roll under the relevant Skill until you exceed 100%, and each roll equals a set amount of time (seconds, minutes, combat rounds, whatever appropriate). Yes? In BRP, the standard rubric for inanimate objects is, generally speaking, SIZ = HP, w/ AP determined by the materials from which the object is made. Does this work as a general rule of thumb, on-the-fly rule for RQ6?
  10. I love RQ6. But I've found the rules on breaking things with Brawn a little clunky. You can spend an infuriatingly long time and lots of rolls battering down a door, for example. Perhaps this is "realistic" but it also a bit tedious. I wonder if someone has a quick rule for how to handle the breaking of inanimate objects like doors, perhaps even a formula like 'X will break Y in Z rounds.'
  11. I've found OQ's slightly abstracted, broad-brush combat system and absence of hit locations works very well, very well for modern and futuristic combat. Let's face it, when the guns come out it's generally all over but the funerals, the hydrostatic shock takes you down whether it's in the chest or in the pinkie. OQ makes firefights such a quick and deadly sort of an affair I find players try to avoid them and focus instead on problem-solving and character interactions.
  12. About 600 words on Ithaqua, roughly a column and a half. Not the most extensive write-up (some are extensive indeed!) but seems fairly complete. MM is a great bestiary for BRP.
  13. Old School, this is what the random monster rolls were for, yes?—to keep things moving along and to keep players from mundanely and exhaustively searching every room for secret doors, etc. Seems to me you can reward good RPing, as when one curious PC carefully searches the painting and finds a hidden map or some other plot seed for a future adventure. And you can punish time-wasting and fiddling by having the cultists burst in, etc. If players understand each potential is possible, they'll keep things moving along. I GM'd one set of dimbulbs (very nice people really! ) and had to have a
  14. I've thought that if D101 just released the character sheet, so we could see the skills list—the kinds of skills and how they're handled—some of us could start building and developing campaigns. The underlying mechanic is well understood.
  15. Thanks for the information! I broke down and bought The Company because I wanted to see how the OQ system handles modern weapons and, particularly, autofire. I have to say, I’m liking it: Simple to the point of being blunt. Never cared much for the way BRP handles autofire—a bit fiddly, IMO. My assumption has been that, in modern settings, once the firearms come out crunch doesn’t really matter much. Combat is mostly diving for cover or bloody ripping carnage, not much middle ground. Keeping it simple reinforces this.
  16. Holders of the sacred chalice of the OQ2 PDF, I wonder if you can tell me if it expands beyond the quasi-medieval swords-&-sorcery stuff to encompass other genres and eras. I understand River of Heaven will run under OQ2, as may a Cthulhu port. I wonder if the core rulebook lays that out any of that, and establishes mechanics for roleplaying in a more modern or futuristic setting. If so, I will buy, I will buy, I can’t wait to buy. Clues?
  17. Agreed. Had an interesting focus on knowledge and research as central components to the game, and special game mechanics to handle each. I’m pretty sure it launched the BRP standard of consolidating skills into category groupings (Communications, Perception)... or at least the first to really make intelligent use of those categories as a means of extrapolating general knowledge. The whole made it seem much more like a SF-RPG in its own right than a just a DnD port into a SF setting—an emphasis on learning and exploring, while somewhat glossing combat in a satisfying way by assuming one gun
  18. Right; but what is the equivalent BRP bonus/penalty? That was my question. MgT provides a handy chart that translates the DM bonus/penalty into actual percentages of success, but that seems a little fiddly. Looks like everything above/below DM +/-2 should be considered Easy/Hard, until you get to +/-5, when it becomes Automatic/Impossible.
  19. Traveller -> BRP: How might one quickly translate the Traveller Dice Modifier (DM) to BRP? Seems like it should handled be through the difficulty modifier. DMs could translate to straight 10 percent increments (+6 DM = +60%), but this is more granular than how the difficulty modifier ordinarily works (i.e., skill doubled, skill halved). Anything up to DM +/-3, Normal; up to DM +/-6 Hard, Easy; numbers above DM +/-6 Impossible, Automatic? Looking for a quick rule of thumb to do these conversions on the fly. Wonder how others have resolved this.
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