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p_clapham

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Posts posted by p_clapham

  1. I was a pretty big collector of the inital MRQ books. When they changed over to the new printer I stopped buying due the production issues. Hopefully they either have the harcover issues under wraps for the new relase, or they print MRQII as a softcover instead.

  2. A few of the adventures I've put together over the years seem to follow that formula. :eek:

    Did you make any spreadsheets for building characters ?

    When you do conversions of characters and adventures how do you translate AD&D levels ? Increased % to hit, increased skill%, etc

    Are you thinking about doing an intro adventure ?

    I was looking at some old Classic adventure modules and noticing the similarities from one to the other.

    1) Need a small village as a base of operations.

    2) Some ruins nearby

    3) Some threat to the village from evil that has set up in the ruins.

    4) A reason or reward for cleaning out the ruins.

    5) Some hidden evil force or organization that is behind the problems so that the adventure gets more complicated.

    6) A bigger town or city nearby that becomes the new base of operations for the pcs investigating the bigger evil.

    7) A bigger dungeon or ruins nearby the city for prolonged adventures.

    It is interesting how often this template has been used.

    If you had a village and a city fleshed out you could easily convert a Classic adventure to fit the Realm very easily.

    Another thing that is helpful is the number of free adventures you can download and convert.

    WotC ( lots of 3.5 edition adventures and the complete 4e first adventure), Necromancer, paizo to list a few all have free adventures that can be downloaded.

    If I had any time, I would flesh out a village and a nearby town/city and then do some conversion docs that would list all the characters and monsters and magic items converted to Classic Fantasy. All the DM would have to do is download the original adventure and use the conversion doc to run it. Of course that isn't a commercial enterprise.

  3. I tend to go with the MRQ system myself. Still rather dissapointed the Howard estate would only let Mongoose put out one RPG system. I have thought a Hyperborian age Monograph would be pretty brilliant stuff.

  4. Well Berserkers depending on the time period have different meanings attached to the name. Early Berserkers were warriors par excellence, who had been touched by Odin to be fearless and ruthless in battle. They were Elite warriors with fearsome reputations. Not unlike Samurai, or Knights.

    As time went on and the North began to become more Christianized, around 900 A.D. I think; there was a change in opinion about them. Slowly they became a socially unacceptable class of bullies. Several Sagas include Heroes dealing with rogue Beserks.

    Anyways getting to point at hand. I'd treat Beserks as Elite warriors with a religious / spiritual background. The Standard Runequest rules work pretty well. I see them as having very high weapon skills, and appropriate lore / religion knowledge score.

    Looking through the Spirit Magic Rules I'd say the following are appropriate for a Berserker. Some of the more famous ones were also Skalds and Warrior Bards to Boot, so other kinds of Magic could work too.

    Spells: Bladesharp, Demoralize, Detect Enemies, Dullblade*, Endurance, Fanaticism**, Mobility, Protection, Strength, Vigor

    *I list this, because it is one of the Runes Odin is described as knowing.

    ** The most important "Spell" for a Berserker

  5. The monograph Berlin '61 also has weird gadgetry rules, at least it did in its GORE incarnation.

    I'll have to check that out. I bought the dead tree version several months ago, hopefully the rules are in there are well.

  6. To answer your other question, Basic Roleplaying is generally a simpler system than either Gurps or Champions. The game is also quite tweak-able, as there are quite a other RPG's out there that use the same system.

    Gurps I reccomend if you have a head for math and a love for detail. Heros / Champions I recommend if you are a math major and are severely OCD. :D

    I've run both Gurps games and Basic Roleplaying. Generally I prefer the latter system. :thumb:

  7. The Fantasy world with high tech artifacts is a pretty neat setting to run. Years ago i put together a D20 Starwars campaign with just that in mind.

    Genre wise I don't see it as an issue. I'd consider using either Mutations or Psionics (or both) as the power source in the game. Basic Roleplaying does list a number of High Tech devices you could sprinkle into the game.

    Grenades - particularly energy ones could be described as misshapen metal eggs, almost organic looking. They radiate an aura of unease and you dread whatever creature would hatch from such a terrible Egg.

  8. Many of the "Spells" in Hawkmoon are just guidelines or recipes for pseudo high tech equipment. Almost all of the magic requires the use of a laboratory, and expenditure of time and materials. The Rules work better for a Girl Genius campaign as opposed to a D&D one.

    Although the Hawkmoon rules as they stand work great for certain Sun Sword wielding Barbarian. :D

  9. I'd consider looking into the Hawkmoon rules for "scientific sorcery". I'd say that would be the quick and dirty way to do it. While steampunk and mad science have an element of science and reality behind them, they still have more in common with magic than hard science.

  10. Out of that list of critters I see forty out of Seventy One as useful in my modern and interwar period games. Granted it would have been nice if they did toss in some sci-fi love from the Maleus Monsterium. Particularly the Thing and the Martian Invaders from World of the Wars.

    As far as I can tell, they've simply repackaged the master files they used for the black and white tape bound print only BRP monographs back in 2004 in up to date BRP style monograph livery.

    I'm delighted they are available again, although I think it would have been better to get them adjusted to spell out the options in core BRP required to use them fully (as with Basic Magic) and billing them as "Basic Fantasy Creatures", "Basic Fantasy Gamesmasters" etc would have flagged that they are more genre specific than the core book.

    But these are minor quibbles - it is very heartening to see that the BRP items page at Chaosium's catalogue now stretches over more than one page,and that's with major works such as Pete Nash's Rome not yet released from Alphetar.

    Cheers,

    Nick

    PS: The full list of creatures in the previous BRP Creatures Book print monograph was: Allosaurus, Ant (Giant), Baboon, Bandersnatch, Basilisk, Bear (Brown), Bear (Polar), Beetle (Giant), Behemoth, Brontosaur, Broo, Cattle, Centaur, Chimpanzee, Chonchon, Crocoddilians (Small and large), Deer, Dog, Dragon, Ducks, Dwarfs, Elelmentals (Gnomes, salamanders, shades, sylphs, undines), elephants, Elves, Fachan, Ghosts, Ghouls, Giant, Gorgon, Gorilla, Grampus, griffin, Hafling, Harpy, Hawk, Headhanger, Hellion, Horse, Human, Insect Swarm, Jabberwork, Lamia, Lion, Lizard, Manticore, Minotaur, Mummy, Nymph (Dryad, Hag, Naiad, Oread), Octopus, Ogre, Orc, Panther, Plesiosaur, Python, Satyr, Sea Serpent, Shark, (medium and large, but alas, no lasers...), Skeleton, Spirit (Disease, Healing, Intellect, Magic, Passion, Power, Spell), Stoorworm, Tiger, Toad (Cliff), Troll (Cave and, er, non-cave...), Unicorn, Vampire, Werewolf, Whale (Sperm, Killer and Dolphin), Wolf, Wraith, Wyrm, Wyvern, Zombie.

  11. How about adding Hero points from the Mongoose Runequest / Conan rules? The players could spend them to re-roll at critical times, and use them to turn a killing blow into a incapacitating one?

    I second the Mook rules suggestion. I've been using rules like that for cinimatic Call of Cthulhu games for some time now. :thumb:

  12. Looks like mine is one of the limited run versions. :D

    I'm still going through the monograph. So far it looks like it will be very valuable to running a wild west Cthulhu game this summer. I'm very impressed by the quality of the monographs in general. This is the first time I've bought printed monographs, and it certainly will not be the last. :thumb:

  13. Adventure #4 will have to involve zombies, or something similar to zombies. My group has a tradition of any genre we play in, somehow, there is a zombie adventure.

    I am thinking an Egyptian mummy is going to come back to life and zombify masses of Londoners for his legion of followers.

    Oooo... I had a similar thing going on in a Gurps game many years ago. Turns out Cleopatra's Needle was covered with wards and seals against some "liveliest awfullness". The British climate quickly eroded the signs and sigils, then the real fun began. :D

  14. I don't think this has been mentioned so far.... but what about Magical Organizations within the Church itself?

    Church Services, particularly the old Catholic Services closely resembles a ceremonial magical working of sorts. What could better act as a witch hunter and inquisitor than a witch itself. The Knights Templar are an obvious choice, but what about the others?

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