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rust

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Everything posted by rust

  1. I did just read a couple of Call of Cthulhu supplements, looking for inspiration for my own settings, and was a little surprised by the amount of details in- cluded with these settings, usually in the Appendix: Calendars, festivals, al- phabets and scripts, typical names and proverbs ... And now I wonder whether I should include all those details with my own set- tings, too. For example, the "fictional Arabic" Merasan setting could have a conversion of the Gregorian and the Islamic Calendar, a list of the important Islamic holi- days, the Arab and Persian alphabet, a list of common Merasani names, and so on and on. However, since the setting is based on the real world, such informations are easily found in the Wikipedia and similar sources, and I am not sure that it really would make sense to basically copy and paste them. So, before I suffer an extreme case of "Appendicitis" and start to write the "Mother of all Appendices" for my setting, I would like to know your opinions: What does really make sense or is necessary ? Thank you.
  2. Then we should perhaps use one such good example of an actual game, but I still doubt that something like a thread with examples of actual games of the forum's members would do much good.
  3. I remember an attempt by a German roleplaying game publisher to create a "demonstration video" of a roleplaying game, showing an actual game as a way to introduce new players to the game. The team that made the video really tried hard, but their results were about as interesting as watching grass grow or paint dry, despite miniatures, battle- maps and all the "props" they could get. Something similar in written form, without pictures and sound, would have an excellent chance to turn out even less interesting ...
  4. As always when Germans were involved, it is even more complicated. The Livonian Knights had both German and Danish members. When their order suffered a devastating defeat in 1236 against the Lithuanians, the remnants of the order became a part of the Teutonic Order by Papal order in 1237, but both branches of the Teutonic Order continued their different traditions after the unification.
  5. This is doubtless true, but at least over here this kind of potential is rather small: Call of Cthulhu is among the most successful roleplaying games in Ger- many, and there are not many roleplaying gamers who never played it, and therefore have no idea of what BRP is like. Edit.: I have just tried to find some numbers, but it is difficult to find something re- liable. All that seems certain is that Call of Cthulhu is among the top three roleplay- ing games in Germany, together with D&D and DSA (a German fantasy game).
  6. Indeed. Congratulations, and I really hope that it will have the success that it doubtless deserves. :thumb:
  7. For the fictional Arabic Call of Cthulhu setting Merasan, which I am currently working on (again ...), I think I will use something traditional, for example these here, from "soft" to "powerful": YouTube - música árabe (Tribal) YouTube - azam ali innal malak YouTube - DARBUKA PERCUSSION ARABIC ARABE INSTRUMENTAL IMPRESIONANTE!
  8. Indeed. No amount of "marketing" or "additional options", no matter how good, could convince, for example, the Savage Worlds fans I know to turn to BRP, what they expect and like is simply not what BRP can deliver while remaining BRP.
  9. I will upload the BRP Quick-Start Edition to the Archive of Fundus Ludi, Ger- many's biggest roleplaying material collection, as soon as possible.
  10. Or Chaosium could try a strategic marketing partnership with BRP (Bombar- dier Recreational Products): Bombardier Recreational Products - Wikipedia, the free encyclopedia
  11. I seem to remember a rather successful use of a chainmail bikini as cover art ...
  12. "Don't be a stupid lemming - play BRP instead !" >:->
  13. True, but the climate and the lack of tourist attractions ... Just in case someone wants to know a bit more: Prussian Crusade - Wikipedia, the free encyclopedia
  14. By the way, the first real Runequest adventure I played was Griffin Mountain, and it was also the first "sandbox type" roleplaying adventure I did ever see. It made me fall in love with "sandboxes", and I rarely played a structured or "railroading" adventure afterwards. To me, Runequest and "sandbox" almost became synonymous.
  15. Not long after 1978, the year when I had my first encounter with roleplaying games (Traveller, in my case). I used Runequest to design a "medieval" set- ting, something with nomadic tribal barbarians and a city ...
  16. The system I like most, the Hooks and Action Points of the Thousand Suns RPG, is somewhat similar. "Hooks" are specific, usually negative "quirks" of the character, for example "hates race X", that support the roleplaying of the character. Both the re- feree and the player can activate such hooks during the game, and the cha- racter can get an action point when a hook is roleplayed - for example when the character gets into an otherwise unnecessary conflict with a member of the race he hates. The Action Points can then be used to "edit" the game somewhat, the mag- nitude of the change depending on the number of action points spent - for example, for one action point the enemy's bullets could hit a leg instead of the chest, for three actions points his gun could jam. I like this system because of its connection between the roleplaying of the character and the action points, with the action points as a kind of reward for roleplaying the weak points of a character.
  17. rust

    The Green

    This would surprise me, in my opinion Haggard's treatment both of non-Euro- peans and of women was surprisingly progressive for his time.
  18. rust

    The Green

    Haggard's most interesting (and influential) character most probably was the adventurer Allan Quatermain, in my view a direct ancestor of now more famous characters like Indiana Jones: Allan Quatermain - Wikipedia, the free encyclopedia
  19. rust

    The Green

    This is how I intend to use The Green, most probably as a region of the Love- craftian Dreamlands that at the same time mirrors the distant past of the set- ting, so that the characters can both be sent back "in time" and "into fanta- sy" to solve a problem of the setting's timeline in the 1920s.
  20. Yep, just think of the success of Mongoose Traveller, probably the most gritty science fiction roleplaying game currently in print. True, many of the new players try to design less lethal combat systems, but overall the game is doing well as it is.
  21. My favourite style is one where the players and their characters fear combat, because they are well aware that even a seemingly easy fight can turn out to be a lethal one for a character. In my view, the decision to enter combat has to be a meaningful one, and not something done casually because there is no real risk involved. While I do not believe in "No risk, no fun" in my real life, I think it is quite true in roleplaying game adventures.
  22. Not really, because there is still no internationally accepted version of the Creative Commons license, different countries with different IP laws still have different localized Creative Commons licenses and do not necessarily consider other versions as legally acceptable.
  23. Yep, and without the monographs some very good material would probably never have been published in a way that makes it available to the wider BRP community.
  24. Yep, if it is this one, it seems to have some interesting ideas: The Fantastic Journey - Wikipedia, the free encyclopedia
  25. I have the old Chaosium Dreamlands box, and I hope to get a copy of the German version of the Dreamlands book - which is currently out of print, too. My Malta / Knights Hospitaler setting is "on ice", because I am still waiting for the BRP Pirates supplement and its rules for ships and naval combat. While waiting, I returned to an old project of mine, a kind of "world fact book" about fictional nations of the world in 1920. Right now I have two of those nations (one Mesoamerican, one in the Himalaya) more or less finished, and am currently working on my favourite one, the Emirate of Merasan on the Persian Gulf - which long ago started as my version of the nation of Merasaf in AD&D's Birthright setting. Ships ... there once was a very interesting Chaosium supplement for the Eternal Hero games (Hawkmoon and Stormbringer) about a ship that sai- led through the Multiverse, visiting its many dimensions and worlds ... I am not sure, but I think the title was something like "Rogue Queen" or so. A ship like this one could be unique, or extremely rare, and one of the me- thods to cross the mist between the "islands" / parts of the shared world. If it were designed in the spirit of the supplement, it would have a very special crew and a changing "cast" of equally special passengers.
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