Jump to content

rust

Member
  • Posts

    2,770
  • Joined

  • Last visited

  • Days Won

    4

Posts posted by rust

  1. For English material I usually prefer PDFs, simply because the cost of the postage

    otherwise tends to make the material more expensive than I am willing to pay -

    and PDFs are also much more easy to store and to keep in pristine condition than

    printed material.

    I rarely have an entire PDF printed, I usually copy only the parts of the material

    I intend to use for a specific setting or campaign into my own material, which I

    then have sometimes printed.

    Colour or black and white ... well, I do not really care. I like good art, no matter

    whether it is in colour or black and white, and I strongly dislike both the "soft

    porn approach" and the "gun porn approach" often seen in roleplaying material.

    Anyway, good text (and, where useful, good maps and thelike) are a lot more

    important to me than general illustrations.

  2. As I understand it, the magician does not have to relearn the spell.

    Edit.:

    I did just reread the part on Spell Levels on page 89 of the BRP book, and

    in my view it only mentions additional POW and time, but no need to learn

    the spell at a higher level.

  3. Why would creating overlapping source books be an issue ?

    I suspect the question of IP ownership could easily become a problem, for exam-

    ple if one of the companies involved changes hands or closes down - this could

    become the kind of stuff that makes lawyers wealthy.

  4. And I wonder how many more might do so if the BRP book was a slimmer, focused, cheaper product.

    Yes, indeed. Over here we are lucky, because most roleplaying gamers know

    Call of Cthulhu and have played it at least once, so they are somewhat fami-

    liar with BRP and not as likely to be confused and overwhelmed by the BRP to-

    me, but I think that someone who is a true newcomer to everything BRP may

    well have serious problems with the labyrinth of options and not much of a red

    thread to guide him through.

  5. If BRP itself isn't going to expand the community, any supplement you aim at it is limited to that community. To use BRP Rome you need BRP. You don't have BRP - you aren't going to buy BRP Rome.

    My experience is completely different. I know quite a lot of people who bought

    BRP because they wanted to use settings like Crusaders of the Amber Coast or

    Rome, and so these settings have indeed expanded the BRP community.

  6. With my Thule setting mostly completed, my next little project will probably be

    my own version of the Tragic Millenium Europe setting from the Hawkmoon no-

    vels. Since I do not want to use the plot from the novels and the locations of

    that plot, I am currently looking for alternatives - and I think The Green could

    very well be somewhere on Tragic Millenium Earth, or in one of Moorcock's ma-

    ny dimensions of his Multiverse that can be reached from there.

    I would not be surprised if some Guardians of the Kamarg would be sent to The

    Green by Bowgentle, on a mission to obtain some rare ingredients for his expe-

    riments, or by Count Brass, on a mission to hunt down some dangerous scientist-

    sorceror from Granbretan who has his secret hideout and laboratory there ... ;)

    Edit.:

    By the way, I seem to miss a map of the entire Green - or I am just too stupid

    to find it. :o

  7. Since I wanted to mine Merrie England for ideas to use in my Thule setting, I did

    not wait for the BRP version and downloaded the Runequest version from DTRPG.

    Merrie England turned out to be a very useful addition to Stupor Mundi and Cru-

    saders of the Amber Coast, and it really has a lot of nice ideas which I can "bor-

    row" for the Thule setting, for example the informations about the Jews (there

    will now be a Jewish moneylender in my setting ...).

    A very nice supplement, highly recommended. ;t)

  8. Maybe Interplanetary, when it comes out, could be mined for material for a straight swashbuckling game in BRP?

    I was originally hoping (and waiting) for the Pirates supplement for BRP that had

    been announced quite a while ago, but then suddenly disappeared from my radar

    screen - it would have been most welcome for two of my other partially finished

    settings, too.

    As far as I understand it, Interplanetary could have some very useful material on

    combat, but I would still need either a supplement or a sudden inspiration for ac-

    ceptable seafaring rules. While I can mostly "handwave" such rules for my other

    pseudo-historical settings (e.g. the Thule setting), a true swashbuckling setting

    would need such rules.

    So I am still hoping that the Pirates setting will reappear somewhere in the not all

    too far future ...

  9. I have one, but unfortunately it is in German. :o

    In most cases I begin with a description of the physical layout of the territory

    covered by the setting, including at least one map, and followed by descripti-

    ons of the important or especially interesting resources, plants and animals.

    The next chapter describes the population of the setting's territory, the histo-

    ry and the general politics. I usually add descriptions of the main settlements,

    wherever possible with maps.

    Then come the economy, including lists and prices of the available equipment,

    and the trade and trade routes, often with another map.

    The next part is the culture and religion of the population of the setting, from

    everyday life (houses, clothes, food ...) and special occasions (festivals, etc.)

    to the scientific knowledge and the theology of the society or societies.

    The last part covers the modifications to the game system used (available and

    new skills, etc.), the game stats of important personalities of the setting, tem-

    plates for generic non-player characters (e.g. "peasant" or "town watch mem-

    ber") and the stats for any unusual animals or creatures.

    Since I normally do not use magic or psionics in my setting, there is no chapter

    to cover this, but in the few cases were I use them I add them to the cuture

    chapter.

    There is no special reason for the order of the chapters, it is just the way I tend

    to work through my notes to arrive at a semi-finished setting.

    The basic framework or "skeleton" of a setting usually is between 20 pages for

    historical and pseudo-historical settings and 50 pages for science fiction settings

    (which need a lot of descriptions and explanations of the technology used).

    Once this framework is finished, I usually put the setting aside until I have a new

    idea I want to add or have a group of players interested in the setting. In the

    latter case, we discuss the setting, and I add the details and changes the play-

    ers consider necessary to have fun with the setting. This tends to expand the

    setting to between 50 and 100 pages at the start of a campaign.

  10. I see your point, but I tend to be a bit more strict when it comes to skills. :)

    That said, I always use the Complementary Skills option (BRP p. 50), and in all

    but modern and science fiction settings I bundle the natural sciences into one

    single skill "Natural Philosophy" (or "Quadrivium" for medieval settings) without

    any specialization of skills.

  11. Would it be reasonable to allow a player that has bought up Science (Astronomy) to 70% to then buy up their related skills from the base level of 35% during character generation?

    I would hesitate to allow the use of related skills at half chance in all situations,

    in my view this does not always make sense. For example, not every problem in

    astronomy or physics can be solved with a good mathematics skill alone, often

    more specific knowledge from the problem's field is required. Therefore I would

    also hesitate to allow a player to use a related skill's half chance as the base for

    learning a skill, because the basic knowledge even of closely related skills is not

    really identical. Just as in the real world, where someone who has studied mathe-

    matics will hardly get a second degree in astronomy or physics in half the time.

  12. This is one of about half a dozen partially finished pseudo-historical setting pro-

    jects on my shelve. I was not satisfied with what I had at the time, so I put it

    on ice and hope to return to it when I have some more convincing ideas for it,

    including a better system than the mix of BRP and Flashing Blades I was working

    on (and also players potentially interested in this setting).

  13. Have they maintained the quality you guys are attributing to the original said RuneQuest?

    I think this is very much a matter of personal taste.

    In my view, Mongoose Runequest I was definitely not as good as the original

    Runequest, it had lots of problems which even lots of errata could not solve.

    In my opinion Mongoose Runequest II is a much better system than Mongoose

    Runequest I, and I really like what I have seen of it so far. However, it is also

    quite different from the original Runequest and has a different "feel" - some

    people are likely to welcome the differences (like the combat actions), others

    will continue to prefer the original.

    That said, Mongoose Runequest II is doubtless a very good system.

  14. What Trifletraxor wrote. ^^

    In my view the Gloranthan Classics (see some links below) include some of the

    best roleplaying material ever written, and the original Runequest gives you easy

    access to these treasures.

    http://rpg.drivethrustuff.com/product_info.php?products_id=83383

    http://rpg.drivethrustuff.com/product_info.php?products_id=83384

    http://rpg.drivethrustuff.com/product_info.php?products_id=83386

  15. You can now rate the products there from 1-5 stars (it's an option when you post to the threads). Please rate all the products that you have!

    I attempted to do that in the Crusaders of the Amber Coast thread, but I missed

    the option to rate the product. Could you perhaps give me a short "How to Rate

    Products for Dummies" ? :(

×
×
  • Create New...