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TEHodden

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  • RPG Biography
    Long time player of CotC and other games.
  • Current games
    BRP
  • Location
    Kent
  • Blurb
    Role player, transport industry worker, and would be writer.

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  1. Hi. Long time fan, first time poster. I stumbled on this forum while googling community content for BRP, and thought I would join in the fun. I know I’m not the first person to try and convert the Rifts setting to the BRP rule set, but as this is one of the more ambitious projects I have worked on in my spare time, and not having run a game in years, I wondered if it might be worth sharing my notes as I make them, to see how they felt to players with fewer cobwebs in their dice bags. So, first principles: 1) I am not looking to make the BRP rules replicate MDC or game mechanics. I want to make the *setting* feel right using the toolkit to hand. 2) I will be using the “yellow slab” edition, because that is the version of BRP I have to hand. 3) I want to play to BRP’s strength, by meaning you can play a Dog Boy or Psi Stalker who happen to be… whatever kind of character the player wants, rather than replicating an RCC where all Dog Boys have the same skills and life experience. At the moment my vague plan is to create vague guidelines of which type of powers might best represent the various mainstays of the setting. Most Racial Character Classes will lean into Mutant powers. Augmented RCCs, like Borgs and Juicers will be built on superpowers, as will Mechs and other Robot based classes. This should offer more freedom from the standard “big and strong” or “super fast” defaults, so… a Juicer variant might be a Jason Borne character whose intelligence and tactical acumen have been increased, for example. This should also allow players to customise their Borgs and Mechs with all kinds of tools and equipment that feel like they have more in game effect: force fields, telescoping limbs, layers of armour, enhanced sensors… and anything else they want to create from a power. Psychics, Leyline Walkers, and other classes will lean into whichever magic, or psychic power best suits the class. Setting wise I’m ditching Rifts England, as neither I, nor my players, were fans. I have vague plans for something with an elven civilisation with a “sufficiently advanced technology indistinguishable from magic (and the inverse is also true)” feel to it. So, any thoughts or suggestions?
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