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rust

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Everything posted by rust

  1. Not really, at least in my case there is only some disagreement concerning the relation between roleplaying and dice rolls. In the end my "paradigma" as the referee is the internal logic and verisimilitude of the setting, which includes the abilities and skills of the characters within the setting. As long as a character acts according to the way he was designed by the player, I do not really care whether his player chooses roleplaying or the dice, and the character can get an experience check for both. However, I would step in whenever a character would roleplay some activity where he has neither the ability nor the skill to do it and therefore could not roll the dice, like for example a character designed as illiterate reading or writing a message.
  2. Frankly, I would give him the improvement without a dice roll. The rules are there to organize the game, not to frustrate a player who has bad luck.
  3. Hey, you can do that, it's called LARP.
  4. I do not see a contradiction there, in my view it is to have fun by following the rules.
  5. Yes, but a player who lets his character use abilities or skills he did not design into this character also breaks or misuses the rules, and I think it is one of the tasks of the referee to prevent or stop this.
  6. As I understand it, almost all of the early Swedish roleplaying games were based on BRP, but most of those that are still around have either changed the system so much that I would hesitate to still call it a BRP clone or have changed to an entirely different system.
  7. The same here. It is the player's choice whether he roleplays the situation or whether he uses a dice roll to determine a success. In both cases the success results in an experience check.
  8. I think I need something like a "mythic plausibility check" for the basic assumption of my revived Asornok setting. The setting's concept is to move the Asor people (imagine them somewhat like Inuit) from my old Asornok setting to the coast of Greenland and then bring them in contact with seafarers from Dal Riada in the Mythic Britain setting. My problem with this is that I am not sure whether the players could accept the idea of Iroscottish seafarers able to reach Greenland during the time of Mythic Britain. I know that there is evidence that Irish monks lived on Iceland quite early, before the Norse settled there, but Greenland is a bit further from Dal Riada than Iceland is from Ireland. What do you think, would you accept the idea of Dal Riada seamen visiting the coast of Greenland, or would you refuse that idea ? Thank you very much for your opinion.
  9. I can agree to this (small wonder, I prefer Mythras to BRP/RQ), provided the referee still holds the power to disallow skill improvements which would contradict the internal logic of the setting, like an improvement in a seafaring skill by a character who spent the last year in a desert.
  10. Like Atgxtg I am not convinced that character parity is an important issue, provided that each character has his own niche where he is important for the party and therefore can shine. For cases where a player is unable to attend regularly I sometimes borrow an idea from the Pendragon RPG and provide a short solo scenario for the player's character which enables him to get some experience in skills the character is likely to need in the ongoing campaign.
  11. Yep, as soon as the seconds have negotiated whether it will be permitted to switch to secondary weapons during the duel. Memo to myself: Sell tickets for the duel and order more popcorn ...
  12. Good that you enjoyed the game. Remember, you are the referee - you decide whether an enemy really wants to kill a character and whether there are ways out of a situation without dying. Whatever the author of an adventure wrote, you as the referee have the higher rank and therefore the privilege to make any changes you like. The different authors of Call of Cthulhu adventures have rather different styles. Some wrote lots of combat and other kinds violence into their adventures, others designed adventures almost or entirely without combat and violence, some wrote adventures which lead to a total party kill when played as written, others wrote adventures where the death of a character is extremely unlikely. A part of your task as a referee is to adapt adventures of different styles to your and your players' favourite style with the "Goldilocks" amount of combat, violence and lethal danger - just right for you.
  13. rust

    Saxons Wanted ...

    Thank you very much for the information. Well, 2017 is a bit late for what I intended to do, but I think I could use the Pendragon supplement instead.
  14. rust

    Saxons Wanted ...

    At the moment I am just beginning to move another one of my settings to the Mythras rules, the Asornok fantasy setting. I think I could give it a fresh feel by moving it somewhat back in time, to the era of Mythic Britain, and to let my Asor from the "far north" (Thule ?) deal with the northern Britons. I have got Mythic Britain and the Companion, but it would be nice to have some more informations about the Saxons, too - I need skilled seafarers to establish a contact between Asornok and Britain, and I think the Saxons could well take over this role. To make a long question shorter: When can I hope to see the Saxons book published as a PDF ?
  15. Truly fascinating. I never looked into this part of old Germanic literature, but now it seems that I have therefore missed some of the potential sources for many of the events of the much later Nibelungenlied, namely the events at Etzel's court.
  16. Well, if your players agreed to play Call of Cthulhu they most probably want to be scared, which makes your task a lot easier.
  17. Every referee has to find his own way to deal with this problem, therefore I can only describe how I try to do it - with as much variety as I can create. For example, I do not use a series of typical Call of Cthulhu adventures during a campaign, I design more normal mystery adventures and sometimes completely non-horror adventures to introduce them between the Mythos adventures. Some of these non-Mythos adventures are aimed at giving the players the feeling that their characters have a life beyond fighting monstrosities. As for the Mythos adventures themselves, I try to change the locations and the themes of the adventures quite often, to ensure that there is only the unavoidable degree of repetition.
  18. Perhaps this can help somewhat, it is a collection of tips by someone who has played the adventure: http://www.reeslay.co.uk/mike/rpg/coc/HOTOE/index.html
  19. We usually rely on handouts and imagination and only rarely use maps and almost never miniatures. In my view miniatures on a grid map have a tendency to lead to a tactical style of gaming which does not combine well with the atmosphere of horror I prefer for Call of Cthulhu.
  20. rust

    Which to get

    In my Moon Design version of Griffin Mountain this is six pages of advise by Greg Stafford, mostly covering the idea behind Griffin Mountain and the preparation and running of a Griffin Mountain campaign.
  21. There have been a few test games. Some characters have begun to explore a little bit of the water world, Thalassa has sold the license for the production of bionic artificial gills to a corporation on Earth and has signed a trade agreement with a free trader, Captain Pakpao Metharom of the starship Argonaut (I am waiting for M-Space to design that starship) - overall not much and only to see whether the setting and the rules work as intended.
  22. Just as a sign of life that Thalassa does still exist, here is a map of the Abyss, the area with the greatest ocean depth on Thalassa. This map is the result of scans with sonar and gravimeter, the colony currently does not have the means to really explore the Abyss and find out what lives there.
  23. Yes, this is why I had a triple post in another thread a few days ago.
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